Turok 3: Shadow Of Oblivion Remastered is getting a new update

Nightdive has shared the full patch notes for the latest update, which reveal all sorts of fixes, some improvements, and more. Here’s the full review (via Steam):

Turok 3: Remastered Shadow of Oblivion update

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 Razor Wind and can use Minigun and Napalm Cannon
– Increased the damage radius of Raptor Claws to be the same as Tomahawk and Knife, as well as damage the same type of surfaces
– The player will no longer survive when the scene is active and the silo countdown timer expires
– Ammo consumption changed for: Shredder from 2 to 3, Fireswarm from 5 to 4, Sniper from 1 to 5
– Fixed Minigun consuming more ammo than it should
– Cerebral Bore crosshairs now flash when locked onto an enemy to match the original behavior. Added a half second delay before Burst/Possessor can detonate
– Fixed vampire pistol with infinite range. Increased health drain rate. Fixed model animations
– PSG changes: New Shockwave effect. Slightly increased firing delay. Removed the scope to match the original. No longer kills all enemies in the level when it explodes
– You can no longer fire a weapon if you do not have the minimum amount of ammunition required
– Fixed stuck arrows causing accumulated damage
– Fixed issue with FOV slider not showing correct value
– Credits screen now plays multiple music tracks
– Fixed some player collision issues
– fixed some english subtitles
– Fixed scope and night vision goggles inputs when gaming at 30fps
– Fixed projectile tracks getting really big when attached to a grappling sphere when playing at 30fps
– Weapon Wheel cannot be enabled while transitioning from or to a level
– Fixed bug with water mist when a possessed enemy dies underwater
– Fixed a bug with possessing an enemy while the camera view is active
– The Lava Clogger at Alpha Fireborn level cannot be triggered until the boss spawns
– Renamed Old Man to Otto because that name was given to him in the Acclaim design document
– Night Vision and Weapon Scope are disabled when the cinematic starts
– Fixed horizontal alignment of boss health bar and psg parts in status menu
– Extended Oblivions chest to mouth collision box. Oblivion’s health is reduced to 1 when he enters the Regen state. Fixed a bug that would cause a crash during the Oblivion fight
– Fixed Joshua not playing one of his death animations whenever idle. He will now randomly play one of his death animations when you defeat him
– Added menu option to change weapons on download
– Fixed save bug when player dies
– Fixed a bug where the game wouldn’t save after playing in certain theaters
– All inventory items dropped from enemies will respawn if the player doesn’t have them and re-enters the level
– Fixed crash around the corners of the guard tower rooms in the “Military Base” level
– Fixed a bug that made it difficult to climb a short ladder in the Boiler Room of the “Unexpected Help” level
– Fixes to climbable surfaces on the “Staging Area”, “Power Outage” and “Seal The Breach” levels
– Added lights in front of a stopped subway car in “Power Outage”
– Fixed a geometry issue in “The Breach”. You could see the sky from 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 Guards in that section now lead their strikes
– Changed the lever surface type for disarmed warheads from flesh to metal
– Adjusted Oblivion Gunship intro and death animation positioning
– Enemies that had a 1 frame “shock” animation now have proper animations when their brains are pierced or electrocuted
– Fixed Joshua’s “scary” eyes in theaters
– Fixed Dani’s upper body stuttering animation in the Porch Cinema
– Fixed Oblivion larva not reacting to “The Light” when killed in the endgame cinematic
– Reduced the crash size of the Oblivion spinny machine that is placed in the next room right after you beat Oblivion
– Companies that could spawn endlessly on the ramp in the “Generator Room” will now only generate up to 6
– Fixed indoor/outdoor train sounds in “Train Ride” level
– Increased the touch radius of the elevator button in the “Rec Room” level
– Added sound for Magmite enemies when they attack or die
– Restored some grunt effects that were missing during Oblivion’s transformation cinematic
– Fixed ambient sound not playing during Dani and Joseph’s intro cinematics
– Fix for Alpha Fireborn disappearing from the world
– The game is now saved after defeating Joshua, and the save slot will now display an icon indicating that you have completed the game
– Fixed incorrect health silhouette showing briefly at the start of a level
– the ammo counter now slides up with the health display at the start of the level
– Fixed “The Back Alley” level door not opening on Joseph’s Path if you open it and re-enter the level
– The scared office civilian in “The Back Alleys” level will not run out until the player enters the room
– The subway crash cinema will now save players from the death toll
– Fixed the scepter face statue showing the scepter after it was collected and re-entering the “Temple of the Damned” level
– Reduced Opisthors health to match n64 during his first 4 stages. And the “Blocked” sign texture now animates
– Fixed Opisthor from attacking while the player was touching the button and it started to sink
– Dead Ligatrixes will no longer spawn their gibs at the start of a level
– Fixed Magmites and Legionnaires not being able to enter or exit lava water in levels like “Burning Passage”
– Fixed a bug that prevented enemies from seeing you across water in the “Temple of the Damned” level
– Faded lightning sfx transition much faster during Joshuas ending cutscene so you can hear him say “Hey sis…”
– Warlord will now avoid trap doors and will be able to attack the player if he is already standing in the trigger area when he appears
– Warlord’s health is set to 1 when he enters his Regen state, and his health bar now displays correctly when he re-enters his area
– The elevator in the “Seal The Breach” level will now reach the bottom on its first cycle
– Increased warp point radius in “Power Outage”, “Lightning Strikes” and “Narrow Passage” levels
– When enemies become visible, it now also checks if they are in the player’s view before creating the spawn particle effect
– Fixed low resolution scientist/civilian face models
– Modding: loading models and RaxInfo via kpf files will now work correctly and assets.7z file has been updated
– Modding: Extended scripting features
– Level Editor: now you can change the scale of the UI, better object selection options, the ability to insert a light object, added tooltips, creating maps with new IDs no longer requires a restart

We hope you enjoy the update! We will be monitoring the forums so please let us know what you think about the update. Thank you for your continued support! Daniel G. Nightdive Studios.


Have you tried Turok 3 on Nintendo Switch yet? How are you doing so far? Tell us below.

[source steamcommunity.com]

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