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!
[img]https://i.postimg.cc/pVjbLhXZ/patch014.png[/img]
Today's patch fixes a lot of known bugs and includes suggestions/requests from the Steam Forums, Twitter and Discord communities.
Highlights in patch 0.14 include projectiles no longer going through walls, a big difficulty re-balance, on-screen damage indicators, car surfing and much much more!
The full change-log can be found below:
[h2]Accessibility[/h2]
[list]
[*] Wallrunning has option to disable screen roll
[*] Outline options added for enemies
[*] Option to show outline around enemies when they are shot
[/list]
[h2]Bug Fixes[/h2]
[list]
[*] Enemy projectiles no longer go through walls
[*] Fixed bug where you got stuck in your car when entering near a shop
[*] Fixed bug where Ascension jumppad shortcut wouldn't activate
[*] Made audio fade in/out correctly between loading checkpoints/levels
[*] Fixed consistentcy of Teratek Crates between saves
[*] Fixed one of the Leapers not spawning after the green key arena in Battle Alley (post death)
[*] Fixed a bug on Artifact-Zero where the Syn Mech would appear before the crate is lifted
[*] You can no longer switch weapons while the game is paused
[*] You can no longer activate your chainsaw in the car (or when you enter the car)
[*] Fixed rendering bug where 3D UI elements would render incorrectly against particles and transparent objects
[*] Cooldown added preventing micro-missile selection spam, thus locking all your other weapons
[*] Fixed street server in Emergence not having collision
[*] Chainsaw grace is no longer affected by explosive barrels
[*] Fixed bug where when jumping on a ladder while tracers are animating, they will no longer get stuck midair
[*] Fixed a bug where enemies would lose their target if the player enters a shop
[*] Can no longer change weapons while in the shop
[*] Fixed a bug where the Waster shotgun would get jammed sometimes
[*] Fixed inconsistency in the Secret Level select menu
[*] Fixed a bug where the flamethrower cone wouldn't always disappear
[*] Fixed a bug where the Magnums alt-fire would get stuck on sometimes
[*] Fixed bug where the car can drive through forcefields on Rooftops
[*] Fixed collision on boats in Battle Alley so players don't get stuck under the lip
[*] Fixed Magnum alt fire zoom bug
[*] Rain settings are now maintained between loading levels
[*] Fixed jumping off projectiles while using the Agile augment
[*] Fixed UI so the selection range doesn't take up the entire screen
[*] Can no longer click 'Return' or press escape while in the resolution confirmation window
[*] Fixed a poorly placed teleport trigger on the map Syn
[*] Fixed a trap door not saving correctly between checkpoint loads in Dead Plaza
[*] Fixed pain screen effects not showing up after dying
[*] Fixed a collision bug in Dead Plaza where the player would get stuck on a fan
[*] Fixed a button in Ascension having no binding to the master audio mixer
[*] The post-processing effect on rain is now disabled correctly via the settings
[*] Zooming now works in Photomode
[/list]
[h2]Quality of Life changes[/h2]
[list]
[*] Micro Missile load times are maintained between saves
[*] Collision pass done on most maps to stop players getting caught on geometry while chainsawing
[*] Added a platform on Dead Plaza to assist with wall running section
[*] Added a platform to Battle Alley to assist on directions
[*] Your current mod configuration is now shown when holding Tab (default keybinding)
[*] You can now dash into jumppads
[*] Flamethrower remembers configuration between switching and respawns
[*] Uzi remembers configuration between switching and respawns
[*] Gameplay geometry tweaks to the train level to help guide players more and provide cover
[*] Fixed a lot of the settings descriptions in the menus
[*] Onscreen damage direction rings now added
[*] Improved UI on confirmation boxes significantly
[*] Capped the Weapon FOV so its values don't go crazy high
[*] Sold out message added to shops when all stock is taken
[*] Objective markers added to chains in Rooftops
[/list]
[h2]Visual/Audio[/h2]
[list]
[*] Ultra-wide Support now working correctly with UI elements
[*] Weapon Wheel on certain resolutions is no longer massive
[*] Low health breathing sound effect added
[*] A screen effect is now applied when you are underwater
[*] Objective Markers now have a pulsating effect to make them more apparent
[*] Portraits added to skill screen
[*] Pitch increased on big head mode enemies (Tech-Chip)
[*] Cinematics have big heads if its turned on (Tech-Chip)
[*] Another pass done on the fog in Ascension
[/list]
[h2]Balance[/h2]
[list]
[*] You can now jump on the hood of your car and ride it around like a surfboard
[*] Big tweaks to the difficulty settings, making the values a little more sane. Damage outputs increased, projectile speeds reduced
[*] Much more consistency on Waster electro shot stunning enemies
[*] Syn Mech's blast radius from the shield bash is now more obvious
[*] Artifact-Zero boss: Reduced eyeball health to make the boss feel less like a bullet-sponge
[*] Artifact-Zero boss: Made green-beam walls more obvious on where damage is applied and slightly reduced damage
[*] Artifact-Zero boss: Delay at start before enemies spawn in, and reduced numbers of enemies spawning in
[*] Artifact-Zero boss: More ammo added to the arena
[*] Artifact-Zero boss: Final phase beams have a damage cooldown
[/list]