Full notes
Full Anomalous update
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What changed
- Gameplay
- Maps
- Fixes
- UI and audio
Overview
Milestone 2 of 3 is here for Anomalous! The main feature of this update is the addition of 5 new levels which will total 15 levels for the campaign. This is the full intended length of the game. This update features a host of changes and some new additions like the kick ability and various new enemy types.
New Features
- GRAPPLEA grappling game mechanic has been added, grapple points placed in the world can be ued to propel yourself around a map. At the moment they are only available in the last 5 levels of the campaign
KICK: Player now has the ability to kick
Kicking can be used to push enemies and break various objects
DUAL WIELD: Player now has the ability to dual wield certain weapons. Dual wielded weapons are the pistol, shotgun and machine gun
Lore points: in every level you will find interactive prompts to find out lore about the world
Campaign has been revised to 15 maps in total.
The episodic form has been changed and at the end of the 15th mission the player will see an end game screen
Mission selection screen has episodes removed and will display 15 levels
Codex is now available in an extras section of the main menu. Use it to view the different monster types
Codex unlocks are placed in the world and count as ‘secrets’
New enemy: Walker. A large tank character with a ranged beam attack
New enemy: Brute. A large tank character which is primarily a melee attacker
New enemy: QuadPod. Constant dual cannon homing projectile attacker
New enemy: Flyer Alternate. A visually alternate version of the flyer
New enemy: Displacer. A ranged enemy with the ability to instantly teleport strategically around the player
SECRETS: There was a massive lack of secrets in game , all levels have secrets now.
New campaign levels added: Uldre Hangar, Internal, Modular, Dark Factory & Kosolov Edgelands. This
completes the campaign story with a total of 15 maps.
Level selector changed from episodic format to a single screen with 15 levels
Bug fixes
E1m10 The elevator after RED key door has been fixed so that it won't deactivate after the player has
loaded or quickloaded the game
Zoom lock has been fixed for sniper rifle
The info widget which appears during gameplay by pressing TAB has been re-enabled
User interface sounds correctly apply to UI audio slider
Auto-fire attacks wont continue when an enemy dies
Projectiles are relocated to be more accurately spawned from an enemies weapon, they were previously off axis
Enhancements
Enemy characters use a fulbright material for easier visibility during gameplay
E1M3 Rocket Fuel - Visual enhancements
E1M2 Forest Visual - enhancements
Various prop enhancements. Boxes, barrels, crates, objects
The Campaign ending screen has changed place to appear after the Kosolov Edgelands and will finalise the story rather than the end of episode 1
Players projectiles are more blue in general while enemies are red
Light trails from projectiles can be turned off if they are annoying
In the fuuuuuuuuuuuuuuuuuture
The last early access milestone includes a revamp of the first 10 maps so they match the general quality of the new maps added to the game. This will include adding extra sections into maps to encourage exploration. The initial planned level count of 30 has been reduced to 15 but sections that won't make it as new levels can be repurposed and added to existing maps.
New enemy AI including Dodge and other maneuvers
Physics interactions
Source
Changelog.gg summarizes and formats this update. How we read updates.
