- Turok 3 - Patch 1.1 is available now!
- Hello Everyone!
- We have a new patch available for Turok 3, and Steam will automatically download it for you.
- Here are the Patch Notes:
- - Increased Joshua's movement speed to be the same as Joseph
- - Raptor now starts with the Razor Wind and can use the Minigun and Napalm Cannon
- - Increased Raptor Claws damage radius to be the same as the Tomahawk and Knife as well as damage the same surface types
- - The player will no longer survive when a cutscene is active and the silo countdown sequence timer runs out
- - Changed weapon ammo consumption for: Shredder from 2 to 3, Fireswarm from 5 to 4, Sniper from 1 to 5
- - Fixed Minigun consuming more ammo than it should have
- - Cerebral Bore crosshair now flashes when locked on to an enemy to match the original behaviour. Added a half second delay before the Burst/Possessor can be detonated
- - Fixed Vampire Gun having infinite range. Increased speed of health drain. Fixed model animations
- - PSG changes: New Shockwave effect. Slightly increased shot delay. Removed crosshair to match original. No longer kills all enemies in the level when it explodes
- - You can no longer fire weapons if you don't have the minimum amount of required ammo
- - Fixed stuck arrows causing accumulated damage
- - Fixed issue with FOV slider not displaying the correct value
- - Credits screen now plays multiple music tracks
- - Fixed some player collision issues
- - corrected some english subtitles
- - Fixed scope and night vision goggle inputs when playing at 30fps
- - Fixed grapple projectile trails from getting really big when it connected to a grapple sphere when playing at 30fps
- - Weapon Wheel can not be enabled while transitioning from or to a level
- - Fixed water fog bug when possessed enemy dies under water
- - Fixed bug with possessing an enemy while camera view is active
- - Lava clogger in Alpha Fireborn level cannot be triggered until the boss appears
- - Renamed Old Man to Otto as that was the name given to him found in an Acclaim design doc
- - Night Vision and Weapon Scope are deactivated when a cinema starts
- - Fixed horizontal alignment of boss health bar and psg parts in the status menu
- - Extended Oblivions chest mouth collision box. Oblivion's health is reduced to 1 when he enters his Regen state. Fixed bug that would cause a crash while fighting Oblivion
- - Fixed Joshua from playing one of his death animations whenever he went idle. He will now randomly play one of his death animations when you defeat him
- - Added menu option to change weapon on pickup
- - Fixed a save bug when the player dies
- - Fixed a bug where the game would not save after playing certain cinemas
- - Any inventory items dropped from enemies will respawn if the player doesn't have them and they re-enter the level
- - Fixed up collision around the corners of the guard tower rooms in the level "The Military Base"
- - Fixed a bug that would make the short ladder in the Boiler room of the level "Unexpected Help" hard to climb
- - Fixes to climbable surfaces on the ladders in the levels "Staging Area", "Power Outage", and "Seal The Breach"
- - Added lights in front of stopped subway car in "Power Outage"
- - Fixed a geometry issue in "The Breach". You could see the sky from inside the elevator
- - Fixed minor geometry and collision issues in "To the Subway"
- - The very slow moving platforms in "The Gauntlet" now move 40% faster, and the Death Gaurds in that section now lead their shots
- - Changed the warhead disarmed levers surface type from flesh to metal
- - Adjusted Oblivion Gunship intro and death animation positioning
- - Enemies that had a 1 frame "shocked" animation now have proper animations when they get brain-drilled or electrocuted
- - Corrected Joshua's "scary" eyes in cinemas
- - Fixed Dani's upper body stuttering animation in the porch cinema
- - Fixed Oblivion larva not reacting to "The Light" when it's killed in the end game cinema
- - Reduced collision size of the Oblivion spinny machine that was placed in the next room right after you defeat Oblivion
- - The compys that could spawn infinitely on the ramp in "Generator Room" will now only spawn up to 6
- - Fixed indoor/outdoor train sounds in the level "Train Ride"
- - Increased the touch radius of the elevator button in the level "Rec Room"
- - Added sound for the Magmite enemies when they attack or die
- - Restored some missing grunt effects during Oblivion's transformation cinema
- - Fixed the ambience sound not playing during Dani and Joseph's intro cinemas
- - Fix for Alpha Fireborn falling out of the world
- - Game is now saved after defeating Joshua and the save slot will now show an icon indicating you've completed the game
- - Fixed incorrect health silhouette showing for a brief second at the start of a level
- - ammo counter now slides up with the health display at the start of the level
- - Fixed the door in the level "The Back Alleys" from not opening in Josephs path if you open it and re-enter the level
- - The scared office civilian in the level "The Back Alleys" won't run out until the player has entered the room
- - Subway crash cinema will now save the players number of deaths
- - Fixed sceptre face statue from showing the sceptre after it's been collected and re-entering the "Temple of the Damned" level
- - Lowered Opisthors Health to match the n64 during his first 4 phases. And the "Blocked" sign texture now animates
- - Fixed Opisthor from attacking while the player was touching the button and he was starting to submerge
- - Dead Ligatrixs' will no longer spawn their gibs at the start of the level
- - Fixed Magmites and Legionnaires not being able to enter or exit the lava water in levels such as the "Burning Passage"
- - Fixed a bug that prevented enemies from seeing you across the water in the level "Temple of the Damned"
- - Faded out lightning sfx transition much faster during Joshuas ending cinema so you can hear him saying "Hey, Sis..."
- - The Warlord will now avoid the trap door and be able to attack the player if already standing in the trigger area when he appears
- - The Warlords health is set to 1 when he enters his Regen state and his health bar is now displayed correctly when re-entering his area
- - The elevator in the level "Seal The Breach" will now reach the bottom on it's first cycle
- - Increased warp point radius in levels "Power Outage", "Hit The Lights", and "Narrow Passage"
- - When enemies become visible it now also checks if they're in the players view before creating the spawn particle effect
- - Corrected Scientist/Civilian low-resolution face models
- - Modding: Loading models and RaxInfo through kpf files will now work correctly, and updated the assets.7z file
- - Modding: Extended scripting features
- - Level Editor: You can now change the UI Scale, better object selection options, able to insert light object, added tooltips, creating maps with new ids no longer require a restart
- We hope you enjoy the update! We will be keeping an eye on the forums so please let us know what you think of the update.
- Thank you for your continued support!
- Daniel G.
- Nightdive Studios.