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!
The neon-lit dystopia known as Paradise has been overrun by Syn, an all-seeing artificial intelligence dead-set on destruction. Paint the town red with dual chainsaw arms and rev up fresh carnage with a [i][b]second[/b][/i] chainsaw leg.
Cleanse the streets. Purge Syn.
[i]Turbo's[/i] 1.0 launch will conclude the narrative with the second half of Episode 3 on July 18.
Full patch notes below.
-------
HEADLINE
-------
- Beginnings of a Codex added! Containing lore, monster killcounts and tutorials. Some descriptions are still a work in progress
- Exodus 2.0, motorbike replaced with a hover bike. Map completely revamped and extended.
- Vastly improved gamepad support (no support for the built in level editor however)
- You can now rebind gamepad buttons
- Option to toggle micro missile launcher
- Augments now have letters displaying which slot they belong to (in the Splice shop)
- More polish on Jazz and Ripper boss fights
- Fixed custom maps, players no longer fall through the floor on start
- Car now fires rockets
-------
ENDLESS
-------
- Highlight added to last remaining enemies in a wave
- Armor now shows up in all difficulties
- Option to have enemies drop health and ammo on death added to options
- Slider to set the monster starting wave offset
- Fixed map collision issues
- Prompt added to let players know their Zhen intake is multiplied
- Endless: Items will respawn at the end of waves
- Fixed ammo placement in regards to Hazard Zones
-------
CUSTOM MAPS
-------
- Fixed navigation issues where TurboScape geometry was not generating navigation meshes
-------
BOSS FIGHTS
-------
- Ripper fight: She now fires Micro Missiles
- Ripper fight: Improved Jetpack effects
- Ripper fight: Sound effects pass
- Ripper fight: Larger hitbox on Ripper
- Ripper fight: Improved decoy spawn effects
- Ripper fight: Fixed bug where Ripper decoys could be targetted past their death
- Ripper fight: Telefragger now fires 3 shots, and they are devastating!
- Ripper fight: Ripper now only spawns health and ammo when she enters the Jetpack state
- Ripper fight: Ripper shotgun blast is super effective up close, but will only trigger when the player gets too close
- Jazz fight: You can now electrocute Jazz
- Jazz fight: Health increased from 4000 to 9000
- Jazz fight: He will no longer activate Turbo-Time if he is on fire
- Jazz fight: Made hitbox larger (he more thicc)
- Jazz fight: Added environmental traps that will cause Jazz to flinch
- Jazz fight: The frequency of time Jazz taunts the player is reduced by half
- Jazz fight: Reduced spread and increased damage of uzi shots
-------
BALANCE
-------
- Rockets reduced from 28 to 18
- Changing difficulty will now reload the last checkpoint and will reconfigure the level to spawn items correctly
- You can no longer change difficulty to one higher than what you have selected ingame (prevents level breaking)
- Virgin Blood balancing: Damage reduced to 0.3 from 0.55
- Virgin Blood balancing: Projectile Speed values reduced to 0.5 from 0.75
- Enemies now run 2x faster on the difficulty 'Serve Me Pain'
- The Teddy's slam attack has been completely refactored, now makes a ring of damage around his position, rather than a tracking attack
- Removed Teddy shockwave warning, since the attack has been refactored
- Belcher grenade explodes with the pink explosion if its been grabbed (far more effective)
- Belcher grenade aligns correctly when released from Plasma Gun projectile grab
- Slightly slowed down Sloth rocket speed after Projectile Grabber grab
- Drastically increased enemy readability through spotlights
- Flamethrower spread speed increased from 30 to 38, giving it more range and making it faster
- You can telefrag the Technopede's severed head
- Instagibber on Magnum's now consume 5 bullets per shot when in Instagib mode
- Heavy Grizzler now takes chainsaw damage (this was breaking Chainsaw only runs)
- Slightly slowed down Meatballs
- Armor now provides more damage reduction
- Projectile Grabber can no longer grab Thug or Turret projectiles, since they always got in the way of more powerful projectiles
- Reworked the Plasma Gun projectile grabber ammo consumption
- Telefragger now consumes 3 cells per shot
-------
BUG FIXES
-------
- Collision improvements to the cars projectiles (had to slow them down a little too)
- AI Navigation radius tweaks to make sure they don't run into walls as often
- Fixed Meatballs going through world geometry (mostly)
- Fixed bug on Rooftops where vehicles would not work correctly on respawn
- Fixed bug on Rooftops where the car tutorial would stop the UI and interactions working
- Fixed a bug where secret levels were saving/accessing save data
- Fixed a hole in the ceiling in the acid arena in The Wastes (by Ion Cannon spawn)
- Fixed killcount on The Wastes
- Rammer can now die when lit on fire
- Fixed Rammer flame effects
- Fixed kill count in Toxin Refinery
- Damage numbers doubling up fixed
- 3x Enemies Tech Chip will respawn enemies correctly on loading
- Car will correctly load from save data, even if you have left it somewhere else on the map
- Telefragger aiming issues regarding frame rates resolved
- Fixed a bug where projectiles grabbed by the Plasma Gun would sometimes remain in the air
- Fixed a bug where if you play the game after playing the demo, shops will fail to close
- Fixed a bug where the Projectile Grabber will corrupt Sloth rockets, making them always self destruct
- Fixed a bug where the confirmation box would sometimes not appear when using a gamepad
- Grapple Hook no longer works when locked in a lift sequence
- Barges in Syn now go forward instead of sideways
- Tutorial prompts are a lot more consistent between playthroughs and will only pop up once
- Change Profile button now works with the gamepad
- Accolades screen now works with the gamepad
- The gamepad cursor will now be invisible while interacting with confirmation boxes
- Reduced the chances that an enemy will push players through world geometry
-------
MAP TWEAKS
-------
- Added some monsters on the bridge before the lift in Pressure Point
- Pressure Point skybox improvements
- Added a skybox and more neon elements to Outskirts
- Added a skybox to The Wastes and fixed a lightmapping error
- Added more neon elements to Paradise Lost
- Added a skybox to The Wastes, showing the powerplant in the distance
- Emergence: Pathing improved, also added some more lights around doors
- Battle Alley: Extended wall running section, improved pathing
-------
CONTROLS
-------
- Improved auto-aim features for controllers
- Add hood riding tutorial to the Codex
-------
VISUALS/AUDIO
-------
- New will pop up on items that are newly added to stores
- Increased item visibility
- Spread Reduction is less green when equipped
- Reverted to single colored Augment buttons, but now there is text displaying which augment slot the augment belongs to
- Fixed footstep audio having a clipping sound
- Lowered voice overs by 2db
- Increased default music volume slightly
- Rain fx no longer render on ceiling
- Brightened up some doors
- Switches are now a lot more obvious
- Telefragger now has a X display on what cannot be teleported into
-------
TURBO-ED
-------
Fixed menu UI bugs not displaying some elements