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The Final Episode: Part 1 -- OUT NOW

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 second chainsaw leg.

Cleanse the streets. Purge Syn.

Turbo's 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

Читать в Steam ↗

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