1. TRIBES 3: Rivals
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TRIBES 3: Rivals News

Early Access Release - 3/12 Patch Notes

Loadout
  • Updated name displays of Loadouts to show Perk name and class. 
  • Loadouts
    • Loadout ordering has been standardized between the classes, with different weapons selected by default
  • Weapons
    • All Chaingun falloff now begins and ends 20 meters further
    • Light Spinfusor and Spinfusor projectile sizes have been standardized with the Heavy Spinfusor
GAMEPLAY
  • Achievements 
    • Added new achievements and updated all temp art. 
    • Some achievements now grant a weapon or suit crate.
  • Custom Matches
    • Updated the bot fill in Custom Matches to be controlled by a mutator. 
  • General
    • Modified default values for settings.
      • Volume
      • FOV
    • Added a setting to clamp the flag icons to the side of the screen. This is enabled by default.
    • Player minimap icons will now be clamped to the edge of the minimap when they reach the edge of the minimap play area. 
    • Recall delay timer extended to 1 second.
  • Movement
    • Fixed an issue where players could get snagged on small edges on walls and ceilings.
    • JumpZ is now properly scaled with the higher gravity
    • Flag Drag has been reduced for all classes

MAPS
  • Fixed flag stand collisions on Torment and DX.
  • Zoomed in mini-map with clamping for DX, Hollow, Torment, and Raindance, to give better details around where most of the action is.
  • Changed map boundary art in DX, Hollow, Torment, and Raindance to be more subtle. Made adjustments to landscape along the boundary as well.
  • Fixed (removed) legacy stallz still present in Tutorial, Shooting Range, and Time Trials.

FIXES
  • Fixed various issues with the End of Match summary when ranking up and down.  
  • Fixed an issue where selecting the Scoreboard tab at the End of Match summary screen would not visually deselect the summary tab.
  • Fixed an issue where character name plates would not be visible in the “Waiting for Players” phase.
  • Fixed an issue where Sentinel (Light Defense) perk would not be active upon respawning when the enemy has the flag.
  • Fixed an issue where players could get stuck in Phase Shift. 
  • Fixed an issue where players would not get the correct kill notification.
  • Fixed an issue where players would not get a Blue Plate Special when killing a player while they had a Shield Pack active.
  • Fixed an issue where players would get caught on small ledges, walls, and ceilings. 
  • Fixed an issue where the Ground Targeter would still show if the player was in Stealth or dead. 
  • Fixed an issue where the flag would show the incorrect state for players that would backfill into matches. 
  • Fixed an issue where neutral Outpost Turrets were showing as enemy Turrets on the map.
  • Fixed an issue where the flag carrier icons would not show on the minimap when the player respawned. 
  • Fixed an issue where the minimap player icons would be slightly offset from the player’s actual location. 
  • Fixed an issue where friendly flag’s minimap icon would be enemy colored. 
  • Fixed an issue where a player’s name was not highlighted on the scoreboard. 
  • Fixed an issue where Health Nuggets would not heal the player back to full HP when it should.
  • Fixed an issue where base turrets would not alert players when they had been targeted.
  • Fixed an issue where the Turret pack could be knocked back when fully deployed.
  • Fixed an issue where the Thumper’s projectile SFX would persist for a short time after it exploded. 
  • Fixed an issue where the player HUD would be seen in the loading screen when entering Shooting Range, Time Trials and the Tutorial. 
  • Fixed an issue where the map was incorrectly rotated in the Shooting Range. 
  • Fixed an issue where the Hat Trick achievement was incorrectly displayed in the Achievement tab. 
  • Fixed an issue where the Frag Artist achievement was not tracking correctly.

Early Access is now Live!

TRIBES 3: Rivals has officially launched into Early Access!


The game will be on sale for $17.99 for the next 2 weeks! So go check out the store page!

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We want to thank all our players who tested and gave critical feedback! As a token of our appreciation, players who participated in any of the playtests during the alpha will receive a special Icon, Banner, and Title.

Alpha Cosmetics

We will also be granting players who login before April 12th a special Icon, Banner, and Title to commemorate our launch!

Early Access Founder Cosmetics

Some important links to check out!

Early Access Roadmap: Get a sneak peek at what's coming next!
Player Purchasing Guide: Make informed decisions on game purchases.
Support: Get help with technical issues and more.
Denuvo Anti-Cheat FAQ: Learn about our fair play policy.
Updated FAQ: Find answers to common questions.

See you out there, everyone!

The Path Ahead: Early Access

TODAY'S THE DAY


The plan is to launch the game into Early Access at 4pm EST today!

Some important stuff to check out!

Early Access Roadmap: Get a sneak peek at what's coming next!
Player Purchasing Guide: Make informed decisions on game purchases.
Support: Get help with technical issues and more.
Denuvo Anti-Cheat FAQ: Learn about our fair play policy.
Updated FAQ: Find answers to common questions.

Thank you for being part of our community and supporting us over the last couple months!



Feel free to click the Roadmap to be brought to our web-page including a higher resolution version!

3/7 Playtest Patch Notes

Active testing will be CTF 16v16 and CTF 7v7 Ranked
Time Trials, Shooting Range, Tutorial, and Custom Lobbies will remain active.

As we are working through the last couple features we plan on having for EA, some things in this playtest may be in an unfinished state and have some temporary functionality and/or assets! 

Loadout
  • Increased player gravity by 1.6%. Adjust player jetpack thrust to match. 
  • Reduced player throw power by 10%.
  • Increased pickup range of Health Nuggets and Flags by 5%.
  • Perks
    • Sentinel
      • Increased self knockback by 5%.
      • Increased damage resistance by 5%.
    • Pathfinder
      • Reduced reach range by 10%.
    • Juggernaut
      • Increased mass by 20%.
  • Weapons
    • Self-knockback intensity is now determined by the distance a player is from the center of the explosion, which has the same scaling as damage falloff.
      • Increased all primary weapon knockback by 10% to compensate.
    • Added multiple zoom levels to weapons that did not have them.
    • Sparrow
      • Changed to Automatic.
      • Lowered magazine cap from 15 to 12. 
    • Shotgun
      • Adjusted falloff to be much more harsh at range
    • Chaingun
      • Increased damage.
    • Stormslicer
      • Removed moving spread. 
    • Shocklance
      • Removed ADS.
  • Ability and Grenade Packs
    • Blink
      • Range reduced by 5 meters.
    • Stealth
      • Added a speed cap - players will be revealed if they exceed 165 Km/h.
    • Smoke Grenade
      • Explodes on impact.
      • Increased duration from 5 to 12 seconds. 
GAMEPLAY
  • Server Merging
    • Low population persistent servers will now attempt to merge together to reduce match fragmentation.
  • Achievements 
    • Completing achievement challenges will grant different titles, banners and icons.
    • Many of these have temporary art and are still being worked on.
    • These will NOT be kept when the game goes into Early Access. 
  • Custom Matches
    • Added a mutator to disable the Orbital Strike on the flag.
    • Added a mutator for disabling Outposts.
    • Added a mutator to disable flag autopass. 
    • If there is only one team filled in a custom match, bots will fill the enemy team to match the player count.
  • Shooting Range
    • Removed time limit. 
  • General
    • Observation Posts are now called Outposts.
    • Added player levels. 
    • Added an End of Match Summary Screen.
    • Flag icon is now scaled down at a distance. 
    • Autopass will no longer auto aim toward players in Stealth or Phase Shift. 
    • Players can no longer recall while in Stealth or Phase Shift. 
    • Pressing recall while channeling it will cancel the recall.
    • Scaled speedometers up to better match class speeds.
    • Reduced Health Nugget bounciness. 
    • Reduced Flag bounciness.
    • Reduced the range for the flag autopass by 50%. 
    • VGS now cancels ski input. 
    • Dropped Health Nuggets will now change color when they are close to expiring. 
    • Added a ground targetter decal when players are jetting above the ground.
    • Rank now shows in the Lobby Queue Screen and on the end of match summary screen if in a Ranked match.  
    • Turrets on the Outpost are no longer damagable while Neutral. 
  • Movement
    • Increased gravity scale by 1.6% and scaled jump and thruster values to match
    • Reduced intensity of speed tethering while skiing above max class speed
    • Raised Speed Limit threshold before Jet Deceleration kicks in

MAPS
  • All Maps:
    • Outposts
      • We’ve gone back to the per map designs for Outposts, instead of the consistent building. Outpost positions and layouts have been adjusted in several maps as a result.
      • Outpost teleporters now move and rotate players in a consistent exit direction, based on which entrance is used. This means if you hit the teleporter entrance going 200kph in any direction, you’ll correctly translate that 200kph in a safe exit direction (generally towards the enemy base!).
    • Added more red/blue base team coloring to each map.
    • Various art additions and bug cleanups.
  • Raindance
    • Added additional new hills to the outskirts (hills not originally in the classic).
    • Increased boundary area by roughly 40%.
    • Improved the towers and bases with new art.
    • Added a conduit to the flagstand towers, inside the little room.
  • Drydock
    • Several updates to the map, including adjustments to the base layouts, and updating the layout and art of the “rotating dish” POIs.
  • Hollow
    • Substantially changed the base layout to be more open. The original felt too similar to Torment, and we wanted to give a cleaner read of incoming threats for defenders, as well as cleaner routes for cappers.
    • Moved one turret to a more commanding position over the flagstand.
    • Design changes to support the new Outpost location.
  • CTF Dome Maps (IceDome, MagmaDome, HonorDome)
    • The three small Dome maps have been added back in CTF format, and in custom lobby only. These are for players who maybe want to play a smaller match, or who want to practice with friends in a smaller setting where travel times are reduced.

FIXES
  • Fixed an issue where players could gain accolades during the prematch phase.
  • Fixed an issue where player score would continue to increase after a match finished. 
  • Fixed an issue where the flag would be returned if it went into the generator rooms in Torment. 
  • Fixed an issue where grenades would collide with flags when they were not supposed to. 
  • Fixed an issue where turrets could pick up Health Nuggets. 
  • Fixed an issue where the wrong music would play in Time Trials. 
  • Fixed an issue where the in-game music would play at the wrong time or not at all.
  • Fixed an issue where the Tutorial would end early if a bot would move through the ending force field. 
  • Fixed an issue where the Proximity Mine would not play SFX or VFX on detonation.
  • Fixed an issue where the Shotgun would sometimes infinitely reload.
  • Fixed an issue where fully zooming in with a weapon and then zooming in with a different weapon would cause it to have the incorrect zoom level. 
  • Fixed an issue where the Phase Rifle’s scope reticle would not use the set player reticle color.
  • Fixed an issue where weapons would sometimes not have their zoom level toggled if the player switched weapons shortly after spawning. 
  • Fixed an issue where damage while switching weapons would be incorrect.
  • Fixed an issue where Observation Post could be captured from underneath platforms. 
  • Fixed an issue where players could auto-pass the flag to a player above them at any distance.
  • Fixed an issue where the Shotgun could not damage Base Structures.
  • Fixed an issue where some grenades would not deal damage on direct hits. 
  • Fixed an issue where the Gladiator would sometimes apply damage twice. 

Known Issues
  • Players may see incorrect team labels when backfilling into matches.

Tribes 3: Rivals hits early access next week promising 'rebirth' for the exquisite fusion of skiing fast with a flag and explosive frisbees




If you want to know what I think of Tribes, I reviewed the last entry in the series (2012's free-to-play Tribes: Ascend) for Eurogamer and it's one of the few games I've ever given a 10. God that game was good, though, sadly, it didn't quite stick the landing with enough players to survive: Ascend went into that good night in 2016, since when there's been a large Tribes-shaped gap in my collection...
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