Full notes
Full Anomalous update
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What changed
- Gameplay
- Maps
- UI and audio
- Balance
- Fixes
AI - Overall AI has been improved significantly.
Stub characters have the ability to jump to set location for quicker access to player or to get away from gunfights. They can also do both melee and projectile attacks.
Crawlers have a pouncing ability when near players.
All enemies use circle strafe tactics occasionally
Enemies that throw projectiles with an arc have had the physics reworked to prevent the varying speeds that was casued ( short throws were slower speed, long throws were faster speeds)
Fast zombies are much more agile and use jump movements often to move around
Visuals - Weapon and character enhancements
Characters that throw fireballs at you as well as the two armed lazer shooters have been changed to a “Stub” - a Kosolov Industrial science division atrocity. Featuring brand new models and updated animations
Weapon Materials improved. You will notice more details as well as object ‘shininess’ appearing. Specular map intensity reduced throughout to improve the look of a “retro 90s rendered in modern style”.
Animation - overhauled animation for a lot of weapons
New set of animations for Stalker character
New set of animations for zombies
New Grenade Launcher animations
New Rocket launcher animations
New Crossbow animations
New Machinegun animations
New Pistol animations
New Super shotgun animations
Capsule / Hit box of Stalker increased in size
Crawlers now have ragdoll physics
FX
More chonky gibs from enemies on general
New blood particle FX
Enemies have a finisher sound effect added on death
Sounds improved. Levels balanced and some gibbing soundfx added
Prevented multiple player hit effects in a single frame causing stacked hurt sounds. This may have been noticeable when getting hit by Shotgun soldiers when the hurt are significantly louder
Turrets have new shooting sfx
Balance
Grenade Launcher fire rate slowed down
Self damage adjusted
Shotgun and Super shotgun uses a spread pattern rather than random directional offsets
Zombie stagger animations cut to 2 seconds. Fixed idle-ness after staggering
No walking anymore. Only running. Who even walks?
Levels
E1m2 Combat encounter before going into the facility modified to make the zombie fight more varied and interesting
E1M8 had ammo types for unimplemented weapons removed
E1M8 old types of zombies removed
E1M1 has a secret that can be accessible from the room underneath it. Fixed
E1M3 control room textures updated
BUG FIX
Enemy soldier animations are now playing when firing weapons
Various updated menus for slightly more compact menus and easier readability
Changing FOV settings save
Projectiles with AOE have had logic reworked. AOE is wider with no damage falloff currently.
Fixed broken Volume classes again
Rocket projectile explosion sound effects fixed
Enemy soldier weapons hide on death. Can confuse player as they look like pickups
Stub Shooters balancing. More health slightly slower
Graphics menu populates settings on opening fix
Source
Changelog.gg summarizes and formats this update. How we read updates.
