Full notes
Full Turbo Overkill update
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What changed
- Gameplay
- Performance
- Balance
- Maps
- Fixes
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
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.
PATCH CHANGELOG
HEADLINE FEATURES
Endless mode added
BALANCING
- Paradise LostReduced ammo drop count
- Toxin RefineryReduced ammo drop count
- Teratek FactorySlightly reduced ammo drop count
- OutskirtsAdded a wall to stop secret breaking
- OutskirtsReduced ammo drop count
- The WastesRaised Vista arena armor more in the air, requires more skill to acquire.
- The WastesReduced ammo drop count
- Pressure PointReduced 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
MAP CHANGES
- SynFixed acid pool hurting players when they slide along it
- SynAdded objective marker to help new players chainsaw slide
- SynAdded correct teleport triggers
Emergence: EXEC voiceover tweaks
- Battle AlleyAdded wallrun platforms to assist players in where to go
- Battle AlleyAdded more objective markers
- Open SeasonFixed enemies in intro cinematic not firing on the car
- RooftopsAdded a Vehicle Recall station to the first tunnel
- Napalm BlitzFixed Maw navigation mesh issues
- Napalm BlitzMaw Boss fight, added a checkpoint between phase 2 and 3
Napalm Blitz: Can now 100% kills on this level
QOL
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
Source
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