Full notes
Full TY the Tasmanian Tiger 3 update
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Repeated intro
Hey all, A new TY3 build is now available. This build is mostly a bug fix build. There are a variety of behind the scenes changes that are in place - but those are all things that are WIP for our release, to handle things like skins for TY and the vehicles :) The two major additions that are in this release are:
What changed
- Store
- Gameplay
- Fixes
- UI and audio
- Performance
RANG STONE MANAGEMENT - quality of life changes to assist you in sorting through all those rang stones to pick the perfect accompaniment to your favourite rang! https://www.youtube.com/watch?v=HS4Y4WiQzzI
TRADING CARDS - we have implemented and released the trading cards for the game, for your collectathon enjoyment!
Any problems, please let us know! Cheers Linds Fixes in this build: ART
Fix clamping issue on bunyiphud power meter textures when MSAA is enabled.
Increase the size of the projectiles the quinkan turrets fire in M21.
Fix for clamping issue on the Gunyip UI frame
Updated textures for General Dennis
Updated textures for various wood walkways
AUDIO
Updates to Gunyip and NPC Gunyip sounds
Updates to Spiderquin sounds
Updates to rock shattering sounds
Updates to footstep SFX
Updates to
Dragonquin
sounds
Updates to
Quinking
sounds
Updates to a variety of minor enemy and movement sounds
Fix TY's glide sound disappearing when he's away from the origin.
Added sounds to adding / removing bunyip stones to rangs
Fix for corrupted WAV, causing the "accept" sound to spam
Fix missing shooting sounds on some npc gunyips in the frontend minigame maps.
CRASH FIXES
Fix crash when switching between levels with a crabmersible.
Fix for divide by zero issue in gunyip missions
Fix crash on exit minigame screen to do with "exit to town"
Fix crash when using a bus stop to travel between towns, if TY is in first person mode when the trigger is activated.
Fix for hang at chunk deinit if ice crystals were attached to a prop.
MISC
Fixed a Steam callback being called twice
Fixes for some resource allocations / freeing
Make the ExitLevel screen check which town it will return to when the screen appears, instead of when the screen is loaded.
UI
Fix for dunny not animating when playing all tracks or random tracks (ie, multiple races without returning to frontend between).
Added missing button/key icon for the race shop "Enter Race" button text.
Pause Menu Savegame moved to the "Exit" submenu, ready for skins implementation in the UI
Rang hud: Rangs 150% larger
Rang hud and Pause UI - slot background is now coloured to the stone colour.
Rang hud and Pause UI - slot border now indicates if an "ability" is available
Rang hud - text added to indicate to player that they can access the slot/stone select screens
Rang hud and Pause UI - rang name and background on one line and scale to length of rang name.
Rang hud and Pause UI - empty slots are now grey and 50% transparent.
Added buttons to RangSelectScreen and SlotSelectScreen that allow the user to unload all stones from all rangs and all stones from current rang (respectively).
Added a button to pause menu rang select screen "A Configure Stones" to let the player know they can get to the slot select screen.
On the rang hud, also hide the gamepad stick dir pointer when the sticks are not being used.
For consistency with the pause menu rang select, and to allow the user access to the rang stone
Source
Changelog.gg summarizes and formats this update. How we read updates.
