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< Tribes 3: Rivals | Patches
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== 2/22 Playtest Patch Notes <ref>[https://store.steampowered.com/news/app/2687970/view/4141694364914002702 TRIBES 3: Rivals 2/22 Playtest Patch Notes]</ref> == | |||
Active testing will be CTF 16v16 | |||
Time Trials, Shooting Range, Tutorial, and Custom Lobbies will remain active. | |||
This build is only accessible through the TRIBES 3: Rivals Playtest client on Steam and not the Demo client. | |||
Loadout | |||
* Weapons | |||
** Added a third weapon slot to loadouts. | |||
*** Includes the Shotgun, Shocklance, and Sparrow Pistol | |||
** Shocklance | |||
*** Removed energy consumption. | |||
*** Backstab damage increased. | |||
** Spinfusors | |||
*** Increased ammo. | |||
== GAMEPLAY == | |||
* CTF | |||
** We are testing a new mid-field objective called Observation Posts. | |||
*** These objectives can be captured by use of your repair tool. | |||
*** Each Observation Post has one or more turrets that change teams based on who controls the objective. | |||
*** A teleporter located near respawn points can be used to directly transport you to an Observation Point you control. | |||
*** Controlling the Observation Post will automatically call down a destructive charge from orbit on any flag carrier who is in the air more than 10 consecutive seconds. | |||
* Custom Matches | |||
** Removed Arena maps. | |||
* Tutorial | |||
** Reworked the tutorial to make it more comprehensive. | |||
** Added videos. | |||
* General | |||
** Added a new Warm-up Phase. While waiting, players can move around the map. | |||
** New Accolades added. | |||
** Increased FPS limit | |||
** Added a new ski toggle setting called Hold to Maintain which maintains skiing until the player lets go of forward or backward buttons. | |||
** Player reporting updated. | |||
* Movement | |||
** Jetpack dampening now only applies to z-axis speed | |||
== MAPS == | |||
* New map “Hollow” added for initial testing. Hollow features a middle ground of hill depth between Katabatic and Torment, as well as quite a few more obstacles than we’ve typically tested before. | |||
* Added an Observation Post to every CTF map. | |||
* Added base team coloring to some maps. | |||
** For example, the bases in Wavemist should now team color Blue for friendly and Red for enemy. This will be added to more maps over time. | |||
* Moved Radars to more secure locations in several maps. Generally the goal was to get them out of the direct line of sight of the enemy base. | |||
* Numerous WIP art revisions, additions, and improvements across all maps. | |||
== FIXES == | |||
* Fixed an issue where the Announcer would say the wrong line when flags were returned | |||
* Fixed an issue where the selected loadout would always default to light offense. | |||
* Fixed an issue where "lives remaining" messages were reversed in Team Deathmatch | |||
* Fixed an issue where the UI for switching teams in custom lobbies overlapped with the scroll bar. | |||
* Fixed an issue where dropped flags would not always inherit owner's velocity | |||
* Fixed an issue where the generator icons would double up if a player backfilled into a match. | |||
* Fixed an issue where non-slider mutators could not be reset to their default value. | |||
* Fixed an issue where the player gravity mutator did not apply. | |||
* Fixed an issue where the radial VGS menu would not block an input if it was the last input in the stack (e.g. inputting [VGF] would cause you to drop the flag if you were carrying it). | |||
* Fixed an issue where closing the radial VGS menu with RMB would put the VGS menu into a bad state and cause the player to go into ADS. | |||
* Fixed an issue where legacy VGS menu could not be closed by escape and RMB | |||
* Fixed an issue where 1P weapon FX were playing in 3P. | |||
* Fixed an issue where chainguns would not fire if fire input was released then very quickly pressed again while firing. | |||
* Fixed an issue where the proximity mine would play its deploy animation and SFX twice after being placed. | |||
* Fixed an issue where the proximity mine would self-destruct when placed on certain surfaces (e.g. flagstand area on torment). | |||
== Miscellaneous == | |||
* Localization improvements. | |||
* EULA updated. | |||
* Denuvo anti cheat added. | |||
== Known Issues == | |||
* Players may get stuck in the video widgets while playing the Tutorial and will need to restart their client. | |||
== References == | |||
{{reflist}} | |||
{{Tribes 3: Rivals/Patch Notes}} |
Latest revision as of 20:09, 7 March 2024
Tribes_3:_Rivals/Patches/v0.1.9.3
Released
2024-02-22 - 10 months ago
Tribes 3: Rivals/Patches/v0.1.11.2
2/22 Playtest Patch Notes [1]
Active testing will be CTF 16v16
Time Trials, Shooting Range, Tutorial, and Custom Lobbies will remain active.
This build is only accessible through the TRIBES 3: Rivals Playtest client on Steam and not the Demo client. Loadout
- Weapons
- Added a third weapon slot to loadouts.
- Includes the Shotgun, Shocklance, and Sparrow Pistol
- Shocklance
- Removed energy consumption.
- Backstab damage increased.
- Spinfusors
- Increased ammo.
- Added a third weapon slot to loadouts.
GAMEPLAY
- CTF
- We are testing a new mid-field objective called Observation Posts.
- These objectives can be captured by use of your repair tool.
- Each Observation Post has one or more turrets that change teams based on who controls the objective.
- A teleporter located near respawn points can be used to directly transport you to an Observation Point you control.
- Controlling the Observation Post will automatically call down a destructive charge from orbit on any flag carrier who is in the air more than 10 consecutive seconds.
- We are testing a new mid-field objective called Observation Posts.
- Custom Matches
- Removed Arena maps.
- Tutorial
- Reworked the tutorial to make it more comprehensive.
- Added videos.
- General
- Added a new Warm-up Phase. While waiting, players can move around the map.
- New Accolades added.
- Increased FPS limit
- Added a new ski toggle setting called Hold to Maintain which maintains skiing until the player lets go of forward or backward buttons.
- Player reporting updated.
- Movement
- Jetpack dampening now only applies to z-axis speed
MAPS
- New map “Hollow” added for initial testing. Hollow features a middle ground of hill depth between Katabatic and Torment, as well as quite a few more obstacles than we’ve typically tested before.
- Added an Observation Post to every CTF map.
- Added base team coloring to some maps.
- For example, the bases in Wavemist should now team color Blue for friendly and Red for enemy. This will be added to more maps over time.
- Moved Radars to more secure locations in several maps. Generally the goal was to get them out of the direct line of sight of the enemy base.
- Numerous WIP art revisions, additions, and improvements across all maps.
FIXES
- Fixed an issue where the Announcer would say the wrong line when flags were returned
- Fixed an issue where the selected loadout would always default to light offense.
- Fixed an issue where "lives remaining" messages were reversed in Team Deathmatch
- Fixed an issue where the UI for switching teams in custom lobbies overlapped with the scroll bar.
- Fixed an issue where dropped flags would not always inherit owner's velocity
- Fixed an issue where the generator icons would double up if a player backfilled into a match.
- Fixed an issue where non-slider mutators could not be reset to their default value.
- Fixed an issue where the player gravity mutator did not apply.
- Fixed an issue where the radial VGS menu would not block an input if it was the last input in the stack (e.g. inputting [VGF] would cause you to drop the flag if you were carrying it).
- Fixed an issue where closing the radial VGS menu with RMB would put the VGS menu into a bad state and cause the player to go into ADS.
- Fixed an issue where legacy VGS menu could not be closed by escape and RMB
- Fixed an issue where 1P weapon FX were playing in 3P.
- Fixed an issue where chainguns would not fire if fire input was released then very quickly pressed again while firing.
- Fixed an issue where the proximity mine would play its deploy animation and SFX twice after being placed.
- Fixed an issue where the proximity mine would self-destruct when placed on certain surfaces (e.g. flagstand area on torment).
Miscellaneous
- Localization improvements.
- EULA updated.
- Denuvo anti cheat added.
Known Issues
- Players may get stuck in the video widgets while playing the Tutorial and will need to restart their client.
References
|