Endless Mode is Here!
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!
Endless Mode Features
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Matches are highly customizable. You can chose your difficulty, starting load-out and augments.
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The player progresses through multiple environments the longer they play. You only have 1 life, so be careful!
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Players start with nothing but their trusty Magnums and the Waster Shotgun (along with their Chainsaw Leg of course)!
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Kill enemies to collect money, use the money you collect in Timeout, where you can access shops and augment stations.
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Timeout happens every 3 waves. You are automatically restocked on ammo and health during Timeout.
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Every six waves, after Timeout, players are granted one free major augment (Grapple Hook, Wall Running, Turbo Time or Micro-Missiles).
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Enemies get stronger the longer you play.
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Players are given medals based on certain kills (killing monsters that are on fire, triple kill, chainsaw kill, etc).
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There is a high score counter and score multiplier that rises on every kill. If you stop killing monsters, the multiplier goes down.
PATCH CHANGELOG
HEADLINE FEATURES
- Endless mode added
BALANCING
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Paradise Lost: Reduced ammo drop count
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Toxin Refinery: Reduced ammo drop count
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Teratek Factory: Slightly reduced ammo drop count
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Outskirts: Added a wall to stop secret breaking
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Outskirts: Reduced ammo drop count
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The Wastes: Raised Vista arena armor more in the air, requires more skill to acquire.
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The Wastes: Reduced ammo drop count
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Pressure Point: Reduced ammo drop count
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Light Bullets now grant 8 bullets on pickup instead of 15
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Reduced Ion Blaster alt fire charge time from 8 seconds to 5
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Decreased Ion Blaster ticket usage to 15
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Ion Blaster max ammo increased from 40 to 45
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Ion Blaster no longer can fire multiple alt-fires, thus wasting ammo
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Ion Blaster gives back ammo if player changes weapon before using it
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Ion Blaster consumes ammo slightly slower on its primary fire mode
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Boomer shotgun slightly flies you into the air if you are airborne and shoot downwards
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Chainsaw leg now correctly captures all enemies inside damage radius, making it much more effective
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Rebalanced health in Jazz fight
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Reduced the amount of bullets Jazz fires
MAP CHANGES
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Syn: Fixed acid pool hurting players when they slide along it
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Syn: Added objective marker to help new players chainsaw slide
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Syn: Added correct teleport triggers
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Emergence: EXEC voiceover tweaks
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Battle Alley: Added wallrun platforms to assist players in where to go
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Battle Alley: Added more objective markers
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Open Season: Fixed enemies in intro cinematic not firing on the car
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Rooftops: Added a Vehicle Recall station to the first tunnel
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Napalm Blitz: Fixed Maw navigation mesh issues
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Napalm Blitz: Maw Boss fight, added a checkpoint between phase 2 and 3
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Napalm Blitz: Can now 100% kills on this level
QOL
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If on fire, an enemies flinch threshold is greatly reduced
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Fixed interactives so they only work if you are looking at them
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Projectiles despawn on cinematics
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Meatballs show up on telefragger scope
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Added I-frames after you take damage, reducing the chance of having health reduced by a barrage of bullets
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If you already have the augment from a Teratek crate, it will be inactive when you load the level
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'giveall' console command in console really gives you everything
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Fixed a lot of Profile selection inconsistencies
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Cleaned up how First-Person/Third-Person vehicle camera perspectives are handled (in the options menu)
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1360x768 resolution added
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Fixed a bug where Ripper would sometimes get stuck on the ceiling
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Added a tutorial explaining how the Weapon Wheel works
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Added a tutorial explaining how Quicksave/Quickload works
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Difficulty displayed on end screen
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In no-clip you can hold down shift to speed up
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You can now kill Security Drones with the chainsaw leg
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Added option to disable grapple hook crosshair
BUG FIX
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Crosshair information now displays when using the dot or cross crosshair options
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Fixed bug where a progress bar would get stuck on the players UI
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I-frames added after respawn/shop usage
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Telefragging enemies will no longer break wave progression
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Fixed Waster error where it would be invisible sometimes when going from Level 2 to Level 1 upgrades
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Rain now renders on Open Season
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Teddy no longer spins while he is dead
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Toxin Refinery: Fixed red key skip
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Fixed shop screens breaking in secret levels
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Fixed explosive damage making players float when they're locked in a lift
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The car UI no longer renders through the car when in third-person
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Improvements to how grapple target is rendered
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Fixed water FX switching on and off on lower framerates
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You will no longer float in the air if you use a shop while jumping
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Disabled problematic projectiles from being grabbed
AUDIO/VIDEO
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Anti-Aliasing added to options menu (graphics)
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Made wood more shiny
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