Sorti hier soir, le nouveau patch pour la bêta de Tribes: Ascend affiche les dommages causés à vos cibles au-dessus de leurs têtes et leurs ombres au-dessous de leurs pieds. Ça n’a l’air de rien, mais dans un jeu où il faut repérer l’instant où l’ennemi touche le sol pour lui tirer dessus, c’est indispensable. Cette nouvelle version contient également une sixième carte :
An early version of the Arx Novena Capture the Flag map has been released. This map is in an early state and is not at its final intended art or design quality.
Added a new “Target Practice” mode under the Training menu. This is a variant of the Crossfire map that contains a variety of bots in it. These can be used to practice shooting.
Improved vehicle handling in high-latency situations. This is most noticeable on the Shrike.
Reduced stuttering when skiing/jetting.
By default, damage numbers appear above a players hit when you damage them. This can be turned off through the Settings menu.
The game warm-up period has been extended, in order to allow more users to load into the game prior to match start.
Adjusted flag bounce physics to help prevent punting a flag too far from a large impulse.
Lowered the damage on the Sentinel’s BXT1 Rifle when the rifle is not fully charged (damage is the same as previous at full charge).
Slightly reduced damage on the Ranger’s Thumper D.
Increased damage on the Technician’s TCN4 SMG.
Increased fire rate modestly on the Infiltrator’s Rhino SMG.
Fixed a previous configuration error that was causing the credits earned from the Flag Killer and Flag Return accolades to be more than their intended value.
Some general improvements for performance and stability. Further improvements are planned for future patches.
Fixed issue where a passenger entering a vehicle was not properly getting an indicator that a missile was incoming.
Fixed issue where vehicle drivers and passengers weren’t having the proper animations applied.
Fixed issue with upside-down Beowulf’s being unable to be flipped back over.
Fixed issue with force ejection of Beowulf driver and passenger where they were falling out of the level and dying.
Added bullet impact and flyby sounds for bullet-based projectiles (chaingun, SMGs, ARs, etc).
Added footstep particle systems under players when walking around. This is not visible on yourself when in first-person view.
Fixed gunner caret not showing up when mousing over the Beowulf.
Players are no longer auto-balanced when driving a vehicle.
Fixed switching between first-person and third-person causing loss of audio on some weapons.
Fixed vehicle ammo indicator not showing at times.
Fixed Infiltrator’s SN7 not being able to fire at the maximum rate possible.
Fixed driver and passenger health bars not properly showing on vehicles.
Fixed issue with Doombringer’s Saber Launcher lock-on sound staying on when you have a lock then enter a vehicle.
Fixed response issues with Beowulf turret and gunner positions.
Fixed an issue in which username and password were not being saved properly for some users.
Removed confusing message about entering and exiting a vehicle on vehicle purchase.
All device particle systems now have proper levels of detail. This should help low end systems in high action environments.
Increased performance on spectator HUD
The above-head damage indicators may report incorrect damage on shotgun weapons in some conditions. The actual damage amounts applied are correct.