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Tribes Open Beta Version 0.1.789.1 Patch Notes

Published 02/21/2012 01:45 PM | Updated 02/22/2012 08:48 AM
Tribes Beta Version 0.1.789.1 Patch Notes

SERVER DOWNTIME: The Tribes Servers are expected to be down for a number of hours on WEDNESDAY, FEBRUARY 22, 2012 while the patch is deployed. Watch the Server Status on the game loader for the latest availability information.
Major Highlights


  • The game no longer requires a key in order to play. Anyone can join the beta program by simply creating an account on http://www.tribesascend.com and then downloading the game. Players are reminded that their progression in the game will be kept once the beta ends and the game officially launches -- so time spent playing now will be rewarded at launch.
  • A new gametype, Arena, has been added with two initial maps, Air Arena and Lava Arena. The Arena gametype features five-on-five matches fought on small hazardous maps. The team that wins two rounds wins the match. During the course of a round, each team has 25 respawns. After a team's respawns are depleted, players on that team each get one more life before the round ends. The team with the last man standing wins the round.
  • A new Capture the Flag map has been added to the quick match rotation (Temple Ruins).
  • A new Team Deathmatch map has been added to the quick match rotation (Inferno).
  • Two new unlockable items have been added on the Soldier class: Proximity Grenade and Utility Pack.
  • Servers are now available in Asia and Brazil. You may choose your server region in the Play Now menu, or in the Settings menu.
  • You may now change your Gamer Name for gold, using the Store menu.
  • The end-of-match screens have been given a significant user interface overhaul.
  • The Doombringer and Brute have new suits. There have also been some adjustments to the suits for some other classes, based on user feedback.
  • Updated art for the Accolades and Ranks.
  • Variety of other fixes, clean-ups and feature additions.
Weapon/Balance Items


  • Fixed an issue with the Sentinel's Phase Rifle not properly applying damage.
  • Motion sensors that are automatically destroyed for placing too many no longer trigger the notification.
  • Reduced initial clip size on Sentinel's Falcon Auto Pistol from 24 to 22. Reduced and adjusted starting ammo pool to match.
  • Infiltrators using the Stealth pack now fade in and become "visible" at speeds over 173kph.
  • Increased the activation delay on newly placed Light Turrets (Technician) from 1 to 2 seconds.
  • The following weapons projectiles now spawn center cross-hairs, rather than offset to the right: Soldier's Assault Rifle, Doombringer's Chaingun, Soldier's Eagle, Sentinel's Falcon, Pathfinder's Light Assault Rifle, Raider's NJ4, Brute's Nova Colt, Infiltrator's Rhino, Infiltrator's SN7, Technician's Sparrow, Technician's TCN4, Juggernaut's X1LMG.
  • Damage falloff range on Pathfinder's Light Assault Rifle increased (improved) by roughly 16%.
  • Two new unlockable items have been added for Soldier: Proximity Grenade and Utility Pack.
Additional Items


  • You may now add a player as a friend directly from the scoreboard. You may also mute players (turn off chat and VGS).
  • Eliminated several issues that were causing "hitches" in matches. (Some other issues may still exist -- optimization still in progress).
  • Several bug fixes and cleanups to the main menu UI.
  • The Target Practice map has been improved. There are now Light, Medium and Heavy bots in the maps, in addition to both enemy and friendly vehicles, along with other improvements.
  • The Rabbit gamemode has been removed from the Quick Match rotation. It will be available through Custom Servers at a later date.
  • Added the ability to view both Blood Eagle and Diamond Sword skins from within the Class menu.
  • The ability to add Tribes Gold to your account is now available from all menu screens.
  • Under Gameplay Settings, you may now set "Default Objectives On/Off". This controls whether you see the objective markers by default in a match. (To toggle them inside of a match, press the "O" key).
  • VGS and Announcer volumes are now independent settings
  • Revisited Blood Eagle variant class visuals based on user feedback.
  • Various minor cleanups have been made to the Ski Tutorial.
  • Made several changes to the Shrike: increased yaw-turn sensitivity, decreased damage received when hitting static objects, and changed the collision model so that wing tips are less likely to cause terrain impacts.
  • Changed Beowulf handling, it will no longer allow immediate forward/backward velocity changes.
  • Enemy vehicle icons will now show through walls if they are detected by a Radar Sensor.
  • The Flag Reach perk will no longer allow players to pick-up the flag through walls.
  • Accolade medals have been given another polish pass. New accolade medals have been added as well.
  • To be consistent with other maps, vehicle stations in Crossfire were moved next to the vehicle pad.
  • A message now displays when a teammate executes a Call-in.
  • Call-ins are now free in roaming and training.
  • When a player is invulnerable and they fire a weapon, invulnerability immediately expires.
  • Fixed and improved how the client handles an unexpected disconnect from the server.
  • Fixed an issue in the main menu where a character skin from the Classes screen could pop into other main menu scenes.
  • Fixed an issue where Gameplay Settings for sensitivity were only allowing integers, they now allow floating points.
  • Fixed an issue where if a player died while falling in a deep pit, footstep sounds could begin playing.
  • Fixed the chat filter, and added an option to disable it in the Settings menu.
  • Fixed an issue where if a player died while falling in a deep pit, the previous damager could get a blue plate or air mail accolade.
  • Fixed an issue where AoE wasn't properly being applied to players and surrounding objects when a generator or inventory station was in the way. This includes Technician's turrets being placed in inventory stations not taking AoE damage.
  • Fixed an issue where Bass Boost in the Audio Settings was not properly being saved. The frequency ranges that are boosted (or suppressed) have also been tweaked to prevent audio popping.
  • Fixed an issue where zooming while attempting to deploy an object could cause a second object to appear at the top of the screen.
  • Fixed an issue where a player could fire a projectile (or call-in) and suicide, which would result in teammates taking damage.
  • Fixed an issue where players were able to place deployables in volumes that were not permitted, this is most noticeable with the Doombringer's Force Field being placed near the flag stand at certain rotations.
  • Fixed an issue where dying players were not dropping ammo nuggets and ammo nuggets could get lost inside generators or base deployables.
  • Fixed an issue where users binding 'Enter' to chat would have the chat window immediately close.
  • Fixed an issue where a player dying before the MIRV launcher's secondary split would not be properly credited for the kills.
  • Fixed an issue where the Doombringer's Chaingun spin-up sound would be stuck playing if you died while spinning up.
  • Fixed an issue on Drydock where no-deploy zones around the flags were to large relative to other maps.
  • Fixed LOD popping on all new class variant visuals.
  • Fixed some other situations where UI sounds played multiple times for the same event
  • Fixed an issue where users with certain graphics settings were able to see fully stealthed Infiltrators.
  • Fixed an issue with Doombringer's forcefields not being able to be destroyed at certain angles.
  • Fixed incorrect description on Soldier's Energy pack.
  • Fixed an exploit where users with specific graphics settings were able to see a fully stealthed Infiltrator.
  • Fixed an issue where Radar Sensors weren't properly detected being hit.
  • Fixed an issue where Base Turrets and Light Turrets were unable to target enemy players through friendly base force fields on Bella Omega.
  • The enemy generator icon will always display if you are showing all objective markers.
  • Fixed an issue where players were losing their invulnerability when spawning a vehicle. They will now remain fully invulnerable until they are teleported into the vehicle.
  • Fixed an issue where the zoom binoculars were being stuck on when zooming while throwing grenades.
  • Fixed an issue causing some maps to crash in roaming mode.
  • Fixed issues with the Friends List that occur when you scroll down the list.
Known Issues


  • Heavy characters may sometime appear as stretched out medium characters.
Citation :
Publié par Geglash
J'espère quand même qu'ils ont fixé le bug des Inventory/Turrets .
oui, c'est indiqué dans la patch note.

sinon, après test, le nouveau mode de jeu (arena) est très sympa, mais définitivement pas pour moi.
étant à la campagne, j'me paye des lag de 3-4s assez régulièrement, et autant sur des cartes "normales" c'est déjà pas mal pénalisant (je ne compte plus le nombre de fois ou je me suis "suicidé" en tombant dans un trou à cause de ça), autant sur les maps de l'arena, c'est juste injouable puisqu'elles ne sont constituées que de passages étroits avec beaucoup de vide tout autour... résultat, à chaque coup de lag "faeryl se suicide"
(au passage, pour l'arena, j'me permet de vous conseiller un truc: pathfinder avec thrust pack, impact nitron et safety third montés à block, pas besoin de tuer les ennemis, suffit de les "pousser hors du ring"...)

j'vais aller tester un peu l'invisibilité de mon infiltrator en CTF du coup...
moi j'arrive meme pas à rejoindre l'arena, du coup je continue le CTF

edit : bon ben j'ai pus tester sur 2 maps... j'aime pas du tout le concept... 'fin si seulement on pouvais pas se suicider aussi simplement...

Dernière modification par Imposteur Anonyme ; 22/02/2012 à 20h19.
Je croyais qu'ils avaient nerfed le thumber (j'ai lu quelqu'un en parler sur l'autre thread) mais je vois rien dans le patch note à ce sujet. Des info la dessus ?
non, pas de nerf du thumPer.

sinon, je ne sais pas ce que vous en pensez, mais la modification de la carte "bella omega" ne me plait pas du tout en tant qu'infiltrator.
je l'ai fait 3 fois, les 3 fois je m'y suis cassé les dents...
grosso modo, au cas ou vous auriez pas encore vu, le générateur n'est plus situé en sous sol avec des couloirs dans lesquels courir/se cacher, mais dans une salle au rez de chaussé, avec un bel entonnoir (unique voie) pour rentrer en passant dans la tour, sous le drapeau.
du coup, le seul moyen de faire ça correctement c'est d'y aller à la force brute, et l'infiltrator devient donc totalement inutile sur cette map.
je ré-essayerai plus tard, mais ça fait bien mal étant donné que c'était quand même LA map sur laquelle être un infiltrator utile était facile.
m'enfin, ""c'est pas grave"", je viens de débloquer le raider et lui n'a pas ce genre de problème...
Jouant PTH Caper, je continue de me déplacer à vitesse grand V! Mais le Raider me tente aussi!

Je suis très sceptique quand à la nouvelle map, je trouve que le gameplay est lent, moins nerveux .. M'enfin je ne l'ai jouer que la moitié d'une game, donc à approfondir!
je trouve l'arena très quake like. c'est sympathique mais j'aurai bien aimé qu'on puisse skier, la y'a rien qui est pensé dans ce sens pour le lvl design.
sinon je suis fan de la nouvelle map ctf qui est vraiment imposante, définitivement ma préféré
et ils ont finit de massacrer bella omega, en saccageant la generator room, le seul élément qui avait pas encore été mutilé par leurs refontes.
Citation :
Publié par Juhone
Je suis très sceptique quand à la nouvelle map, je trouve que le gameplay est lent, moins nerveux .. M'enfin je ne l'ai jouer que la moitié d'une game, donc à approfondir!
C'est surement la map où l'on peut justement atteindre les plus grosses pointes de vitesse .
un des problèmes de l'arena, c'est que pas mal de classes y sont inutiles.
- la sentinelle pour commencer.
pas d'AoE, les fusils inutilisables, on passe à la classe suivante.
- l'infiltrator.
le stealth spinfusor ne frappe pas assez fort (les autres armes j'en parle même pas), pas assez résistant et invisibilité inutilisable. restent les sticky et les mines, mais bonne chance pour coller des sticky sur des mecs qui passent 95% du temps à bouger en l'air.
- le juggernauth.
pas assez mobile, fusion mortar/spinfusor inutilisables (trop lents/pas assez maniables)

- le technicien peut se débrouiller (à condition d'avoir le thumper).
- le soldier peut se débrouiller grâce au thumper (ou au spinfusor) même si la portée limitée du thumper peut parfois gêner.
- le raider est ok (bon dégâts et bonne AoE avec l'arx, même si le délai avant l'explosion complique les choses).

- la brute et le doombringer, je ne les ai pas débloqués, donc je sais pas trop.

et bien sûr le pathfinder, qui peut suicider les ennemi à l'impact nitron. sans même parler du bolt launcher, bien violent.
curieusement, dans les quelques parties que j'ai fait, il y avait systématiquement dans chaque équipe un pathfinder en haut du tableau de résultats. sûrement une coïncidence...

ça fait au moins le tiers des classes qui sont inutiles, je trouve ça un peu dur quand même...
après, peut-être que c'est de ma faute parce que je joue mal, c'est aussi une explication possible
J'ai pas test l'arena (ni la nouvelle map de CtF), mais les problèmes de classes useless sont aussi là pour le TDM et le rabbit. Mais comme CtF > all, ben on s'en fout un peu

Bella Omega remaniée, je suis dubitatif. Ca rend la défense un peu trop facile à mon goût avec la pièce centrale à bloquer, et elle est trop proche du flag. Pourtant j'ai bien fumé la défense adverse sur ma partie dessus puisque c'est valable dans les deux sens: une fois la salle du générateur sécurisée par l'attaque il faut s'accrocher pour la reprendre. Je regrette juste la disparition de l'entrée vers le pad à véhicules qui était plus safe car moins couverte pas ces $#£@ de tourelles.
omg ruin temple elle tue cette map

sinon en arene je peux t'assuré que le doombringer pue la merde ... sont autocanon met minimum 2 sec avant de pouvoir tiré (logique) , et sa seconde arme, l'espece de lanceur de missile à tête chercheuse à besoin de locker la cible 3 secondes, ca couplé a une vitesse vraiment lente ...
Citation :
Publié par Imposteur Anonyme
omg ruin temple elle tue cette map

sinon en arene je peux t'assuré que le doombringer pue la merde ... sont autocanon met minimum 2 sec avant de pouvoir tiré (logique) , et sa seconde arme, l'espece de lanceur de missile à tête chercheuse à besoin de locker la cible 3 secondes, ca couplé a une vitesse vraiment lente ...
En CTF c'est une vraie plaie. Ya 1-2 mois, quand le doombringer était facilement débloquable, il n'était pas rare d'avoir 3, 4 ou 5 doombringers dans une équipe. Il était du coup impossible de faire 100m sans se faire lock. Et alors si tu arrivais jusqu'au drapeau, tu te prenais un assist de 3 missiles dans la tronches.

Aujourd'hui (enfin j'ai pas jouer depuis 1 semaine), c'est les ingénieurs. 5 ingés dans une team, chacun avec 2 tourelles = 10 tourelles = impossible de passer. J'espère que ca va (a ?) changé car le jeu est en train de tourner en mode 'turtle' et c'est l'équipe qui a le plus d'ingé qui gagne....
Le Techos en arène, pour du 5v5, fait vite basculer les choses avec ses tourelles bien placées vu la petite taille de la carte ; entre ça et leur SMG assez violent, la classe est tout de même pas mal représentée. ..
Citation :
Publié par Geglash
C'est surement la map où l'on peut justement atteindre les plus grosses pointes de vitesse .
Il est vrai que je skiiais à grande vitesse sur la map, mais le fait qu'elle semble étendue rends la prise de drapeau "lente" ou plutôt devrais-je dire longue! Mais ce n'est qu'une impression, je vais re-tester cela de ce pas!

Quand aux arenas, il me faut encore tester!
en arène, a part les heavy qui servent juste de cible d'entrainement, sinon je pense que tout a sa place, pour peut qu'on ai les bonnes armes.
j'ai lu que le fufu de l'infi était useless au dessus, pas tant que ça, il faut le sortir une fois ou 2 sur un round histoire de garder l'effet de surprise, mais ça y va les backstabs, la seul chose qu'on peut lui reprocher quand on joue en PU c'est qu'on enchaîne moins vite les kill, du coup le niveau de jeu des alliés devient beaucoup plus important, genre si ils se font tous crever 10 fois pendant que tu fait un backstab, t'es mal barré.
le pathfinder a absolument besoin du pack qui le propulse vu la tronche des maps, voir du perk qui convertit les dégât reçu en énergie.
l'ingé avec thumper/pompe/turret est hyper lourd.
et un sniper avec le fusil qui a pas besoin de se charger et la mitraillette doit pouvoir avoir sa place aussi s'il est correctement cover et qu'il bouge entre chaque kill.
Je ne pense pas que je jouerais plus que ca en arène, le fait de ne pas avoir de montagne où skier dénature le jeu pour moi. Je préfère largement le CTF !


(De plus je trouve que certaines classes en deviennent déséquilibrées...)
je reprend ce thread pour le patch d'aujourd'hui:
Citation :
Major Highlights
Badges are now awarded as you achieve certain milestones inside of the game. Each badge has multiple ranks (Bronze, Silver, Gold, Obisidian). You earn bonus XP each time you rank up a badge. You may view available and earned badges, as well as accolades and general stats, through the PROFILE menu broken down by subsections. Note that this system is still a work in progress, and some items are not yet fully complete. In addition, some bugs and issues should be expected.
Two new perks have been added (see below for more).
A new Team Deathmatch map has been added (Outskirts).

Weapon/Balance Items
Mirv Launcher and Mortar Launcher now use standard 50% projectile inheritance.
Two new perks have been added - Rage and Sonic Punch.
Rage is a defensive Perk that, fully unlocked, increases energy regeneration for a limited time and provides a 25% heal if nearby your flag when an enemy grabs it.
Sonic Punch, fully unlocked, creates a shock wave with each melee swing that pushes back nearby players, and can force a flag fumble.

Additional Items
Fixed many scenarios where weapons could “dry fire.” This fix improves instances where the weapon would appear to fire but no projectile would spawn, improves instances where the weapon could falsely reload, and improves scenarios where a deployable would not properly deploy, even though it appears valid on the player’s client.
Arena Gamemode
Arena now unlocks as a playable mode at Level 8.
Fixed issue where players would spawn as the Soldier class upon first joining an Arena Deathmatch.
Credit count resets after each new round in Arena Deathmatch (the total number of reported credits earned for the lifetime of the match is retained, however).
To better indicate a player is in a warm-up round, the game goes grayscale during this period.
The overhead caret for the last man standing on a team is now always visible to other players.
Players who are benched during the finale of a round will no longer AFK timeout if the finale lasts more than three minutes.
When a player runs out of respawns, the text next to the death counter now says, “Out of Respawns” and when the timer expires it says, “Fire to Spectate”

The distance from the reticule to see the health and nameplates of other players and objectives is more lenient, especially when zoomed.
CTF Temple Ruins has been removed from the public queue pending technical and design improvements.
CTF Bella Omega has been removed from the public queue pending design improvements.
Fixed many bugs on the Player and Team Summary Scenes
The “Acquired” pop-up has been improved.
The HUD animations for accolades and badges has been improved.
Fixed a bug where a player could ski through an inventory station and be propelled out.
Fixed a bug where the player could get in a situation where they would not properly attach to a vehicle station.
Fixed the “missing font” log spam.
Fixed a bug where you could click the “Boost” button from the Player Summary even when that button is invisible.
Fixed issues where players were not being AFK kicked in situations where they were the only one in the match and at the initial team-select screen.
The in-match class quick select screen no longer overrides the post process effects for the map.
Added proper animations to the Heavy when driving or riding on a Grav Cycle.
Fixed a bug where ammo pickups were floating in the air or continuously bouncing.
Fixed an issue where bForceStaticTerrain stopped working in the previous patch.
Fixed an issue where users were losing their weapons when spawning a vehicle and then immediately using an inventory station.
Fixed an issue where players were able to call-in a Supply Drop on their own head.
Fixed an issue where turret holograms were not properly disappearing after using an inventory station.
Fixed an issue where sticky projectiles on the generator were not damaging nearby players.
Fixed an issue where users were able to stay perpetually hidden from turrets by rapidly enabling and disabling stealth.
Fixed an issue where the Soldier’s Utility Pack was not functioning for many players.
Added improved collision to base turrets and base radar sensors.
Fixed an issue where motion sensors destroyed by enemies were not triggering.
Lava on Inferno TDM will now cause damage when touched, but currently will not show players on fire after contact.
Fixed an issue where players were able to get over the boundary wall on Inferno. Also fixed collision issues on the ceiling in the central tunnel.
Lava Arena has been refitted with a custom art set.
VGS and Team Announcer volume settings are now properly working.
Base Turrets and Base Radar Sensors now have new collision, this will make them easier to hit and repair.
Fixed an issue where 1P overlay effects on the weapon and arms would not be playing even when the effect was active, i.e. health regeneration, stealth, jammer, etc.
Fixed an issue where Shrikes were taking double or more damage from light turrets.
Fixed an issue where certain sounds were not stopping when the player died.
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.
Rank names have been adjusted to match new iconsx.

Known Issues
Lava pain volumes in Inferno TDM will not show any fire particle effects.
Roaming a map can occasionally lead to a crash. The fix is under investigation.
The new gray-scale effect that shows up during a warm-up round in Arena Deathmatch does not affect users with low video card settings.
Pathfinder’s Light Assault Rifle allows for constant repeated bursts of fire in training areas if the player holds down the fire button. This issue will be fixed in a subsequent patch.
ils ont pas finit de massacrer bella omega apparemment
et les new perk me paraissent complétement useless

edit: quelqu'un arrive a jouer je reste bloquer au login ?

Dernière modification par Titan. ; 05/03/2012 à 21h11.
Citation :
Publié par Titan.
edit: quelqu'un arrive a jouer je reste bloquer au login ?
Le serveur est down : un fix de dernière minute pour régler l'instabilité des connections
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