Enter Paradise as Johnny Turbo—half-metal, half-human, all-murder machine. Clean up the streets with a chainsaw leg, 15+ weapons and your hovercar as you battle the rogue AI Syn, rival bounty hunters and cyberpunks aplenty. Apogee’s most outrageous FPS since Duke Nukem 3D. Good hunting, Sir!
Endless is a new mode for Turbo Overkill! Survive a never-ending gauntlet in a dynamically changing arena. Upgrade your arsenal and augments the more you progress. Earn medals for skill kills and top your high score!
[h1]Endless Mode Features[/h1]
[list]
[*] Matches are highly customizable. You can chose your difficulty, starting load-out and augments.
[*] The player progresses through multiple environments the longer they play. You only have 1 life, so be careful!
[*] Players start with nothing but their trusty Magnums and the Waster Shotgun (along with their Chainsaw Leg of course)!
[*] Kill enemies to collect money, use the money you collect in Timeout, where you can access shops and augment stations.
[*] Timeout happens every 3 waves. You are automatically restocked on ammo and health during Timeout.
[*] Every six waves, after Timeout, players are granted one free major augment (Grapple Hook, Wall Running, Turbo Time or Micro-Missiles).
[*] Enemies get stronger the longer you play.
[*] Players are given medals based on certain kills (killing monsters that are on fire, triple kill, chainsaw kill, etc).
[*] There is a high score counter and score multiplier that rises on every kill. If you stop killing monsters, the multiplier goes down.
[/list]
[h1]PATCH CHANGELOG[/h1]
[h3]HEADLINE FEATURES[/h3]
[list]
[*] Endless mode added
[/list]
[h3]BALANCING[/h3]
[list]
[*] [b]Paradise Lost[/b]: Reduced ammo drop count
[*] [b]Toxin Refinery[/b]: Reduced ammo drop count
[*] [b]Teratek Factory[/b]: Slightly reduced ammo drop count
[*] [b]Outskirts[/b]: Added a wall to stop secret breaking
[*] [b]Outskirts[/b]: Reduced ammo drop count
[*] [b]The Wastes[/b]: Raised Vista arena armor more in the air, requires more skill to acquire.
[*] [b]The Wastes[/b]: Reduced ammo drop count
[*] [b]Pressure Point[/b]: Reduced ammo drop count
[*] Light Bullets now grant 8 bullets on pickup instead of 15
[*] Reduced Ion Blaster alt fire charge time from 8 seconds to 5
[*] Decreased Ion Blaster ticket usage to 15
[*] Ion Blaster max ammo increased from 40 to 45
[*] Ion Blaster no longer can fire multiple alt-fires, thus wasting ammo
[*] Ion Blaster gives back ammo if player changes weapon before using it
[*] Ion Blaster consumes ammo slightly slower on its primary fire mode
[*] Boomer shotgun slightly flies you into the air if you are airborne and shoot downwards
[*] Chainsaw leg now correctly captures all enemies inside damage radius, making it much more effective
[*] Rebalanced health in Jazz fight
[*] Reduced the amount of bullets Jazz fires
[/list]
[h3]MAP CHANGES[/h3]
[list]
[*] [b]Syn[/b]: Fixed acid pool hurting players when they slide along it
[*] [b]Syn[/b]: Added objective marker to help new players chainsaw slide
[*] [b]Syn[/b]: Added correct teleport triggers
[*] [b]Emergence[/b]: EXEC voiceover tweaks
[*] [b]Battle Alley[/b]: Added wallrun platforms to assist players in where to go
[*] [b]Battle Alley[/b]: Added more objective markers
[*] [b]Open Season[/b]: Fixed enemies in intro cinematic not firing on the car
[*] [b]Rooftops[/b]: Added a Vehicle Recall station to the first tunnel
[*] [b]Napalm Blitz[/b]: Fixed Maw navigation mesh issues
[*] [b]Napalm Blitz[/b]: Maw Boss fight, added a checkpoint between phase 2 and 3
[*] [b]Napalm Blitz[/b]: Can now 100% kills on this level
[/list]
[h3]QOL[/h3]
[list]
[*] If on fire, an enemies flinch threshold is greatly reduced
[*] Fixed interactives so they only work if you are looking at them
[*] Projectiles despawn on cinematics
[*] Meatballs show up on telefragger scope
[*] Added I-frames after you take damage, reducing the chance of having health reduced by a barrage of bullets
[*] If you already have the augment from a Teratek crate, it will be inactive when you load the level
[*] 'giveall' console command in console really gives you everything
[*] Fixed a lot of Profile selection inconsistencies
[*] Cleaned up how First-Person/Third-Person vehicle camera perspectives are handled (in the options menu)
[*] 1360x768 resolution added
[*] Fixed a bug where Ripper would sometimes get stuck on the ceiling
[*] Added a tutorial explaining how the Weapon Wheel works
[*] Added a tutorial explaining how Quicksave/Quickload works
[*] Difficulty displayed on end screen
[*] In no-clip you can hold down shift to speed up
[*] You can now kill Security Drones with the chainsaw leg
[*] Added option to disable grapple hook crosshair
[/list]
[h3]BUG FIX[/h3]
[list]
[*] Crosshair information now displays when using the dot or cross crosshair options
[*] Fixed bug where a progress bar would get stuck on the players UI
[*] I-frames added after respawn/shop usage
[*] Telefragging enemies will no longer break wave progression
[*] Fixed Waster error where it would be invisible sometimes when going from Level 2 to Level 1 upgrades
[*] Rain now renders on Open Season
[*] Teddy no longer spins while he is dead
[*] [b]Toxin Refinery[/b]: Fixed red key skip
[*] Fixed shop screens breaking in secret levels
[*] Fixed explosive damage making players float when they're locked in a lift
[*] The car UI no longer renders through the car when in third-person
[*] Improvements to how grapple target is rendered
[*] Fixed water FX switching on and off on lower framerates
[*] You will no longer float in the air if you use a shop while jumping
[*] Disabled problematic projectiles from being grabbed
[/list]
[h3]AUDIO/VIDEO[/h3]
[list]
[*] Anti-Aliasing added to options menu (graphics)
[*] Made wood more shiny
[/list]