Hi all! We’re happy to announce that we’ve just released an update to TY3 that adds French language support (text only)! We’re still investigating our options to add further languages. Also, we’ve just launched a Kickstarter to help fun porting the TY the Tasmanian Tiger 1 HD rem
Hi all!
We’re happy to announce that we’ve just released an update to TY3 that adds French language support (text only)! We’re still investigating our options to add further languages.
Also, we’ve just launched a Kickstarter to help fun porting the TY the Tasmanian Tiger 1 HD remaster to the Nintendo Switch.
Check out our pitch here, with some of the great physical awards on offer, like these awesome swim shorts! TY1 SWITCH KICKSTARTER
Cheers Linds
BUG FIXES
Fixed texture issues with the fourbie and garage flag fix.
Crash fix for issue related to audio.
Settings are now saved when you change the current selected gamepad configuration.
Fix for a shader for low-spec machines.
Fix for 1-pixel border on some screen overlays in some resolutions.
Updated video playback for some correction to color output.
Fixed instances of "Hexaquin" that should have been "Hexoquin".
Fixed being unable to click the left/right arrows with the mouse on the splitscreen option in race options.
Krome Studios is pleased to announce that TY the Tasmanian Tiger 3: Night of the Quinkan has been released from Early Access, and is available now! To coincide with the full release of the game, the TY3 Official Soundtrack DLC is now also available to purchase: We also have made
Krome Studios is pleased to announce that TY the Tasmanian Tiger 3: Night of the Quinkan has been released from Early Access, and is available now!
To coincide with the full release of the game, the TY3 Official Soundtrack DLC is now also available to purchase: https://store.steampowered.com/app/992180/TY_the_Tasmanian_Tiger_3_Soundtrack/
We also have made available a Digital Deluxe TY3 bundle (and catch up bundle): https://store.steampowered.com/bundle/9454 https://store.steampowered.com/bundle/9455
And... now that the games are all on Steam, the new Boomerang Collection Bundles allow you to buy all four TY games at a lower price! (one is "just the games" and the other also has all the soundtracks) https://store.steampowered.com/bundle/9456 https://store.steampowered.com/bundle/9457
There are quite a few final fixes in this new r3959_v1.00 build, with full details below. Any problems, please let us know. Thank you to everybody who has supported us throughout Early Access, we really appreciate it!
Cheers Linds and the Team at Krome Studios
r3959_v1.00 Fixes
Achievements
Added 3 x new achievements for buying all TY skins, Crabmersible skins and Gunyip skins.
Fix for the "Bush Rescue Forever" Achievement to trigger immediately, not after you finish a replayable mission after you've already completed them all.
Art
Updated HD textures for parts of the first level.
Updated HD textures for some of the houses, trees and flowers in New Burramudgee.
Updated HD textures for Backwood Blizzard, Cinder Canyon and Kaka Boom Island.
Added new enemy death and spawn effects.
Updated TY's invulnerability particle effect, for after he takes damage, to be more consistent with that in TY1 and TY2.
HD updates to many of the grass textures throughout the game.
HD updates to the gunyip plane textures, as well as several characters (Uber Frill, Scrub Turkey, Lavaquin, MagmaQuink, Quinking, Camo Bunyip).
HD updates to Cassopolis textures.
Fixed extra particles being generated in the tunnel between the two Crabmersible sections.
Increase maximum number of simultaneous ragdoll enemies to 10.
Fixed missing environment art in Gooboo Gully.
Lens flares now draw in the appropriate levels.
Updated Bilby UI icon.
Fixes for the footprints TY leaves as he runs around.
HD versions of the credits rock art.
Removed shadows from the muzzle flash effect on the Gunyips; and from the objective markers ("beam of light").
Audio
Tweaks to SFX for when TY is hit by an enemy.
New specific audio for the Quinking battle.
Fixed the "BOING!" sound not working in New Burramudgee.
Updated kart VO lines for racers.
Camera
Fix camera first person view snapping around different angles when using Bunyip.
Fixed rangs not being able to be thrown where you are aiming, when using Keyboard and Mouse, when in boss battles and a boss battle override camera is active.
Crashes
Fix for crash when using the "Main Menu" option from the pause menu, in race minigames.
Fix for the level not loading correctly when leaving the Hexoquin boss battle or travelling between the two crabmersible sections.
Fixes for miscellaneous random crashes throughout the game.
Gameplay
Hermit Crab Boss - don't force a lockon target until the hero is somewhere nearby. Allows lockon to work on the other enemies in the level.
Game now autosaves on closing the pause menu if changes that need to be saved to a savegame are made in subscreens. Alleviates issues where the user changes stuff in the pause menu (eg, rang stones), but the changes are lost if the user exits the game before encountering one of the normal autosave triggers.
Hexoquin shockwave now damages TY.
Performance
Improved performance in the race minigames, with cloth optimization.
Improved performance throughout the entire game with fixes to shadowing and reflection systems.
UI
When opening the pause main screen, default the buttons highlight to point at the first enabled button.
Added Original Attract Video and "What Could Have Been" video to the Extras menu on the Main Menu.
Updated Bilby and Orb icons in the shops.
Fixed some spelling errors in the Gunyip skin descriptions.
Fixed the confirmation of a Gunyip skin taking forever to exit the screen.
Fixed incorrect video aspect ratio code.
Fix scale and width of Gunyip/Cart name text boxes so that the names don't change scales and go off screen when changing through the names.
Disable the various buttons when exiting the shops, so that mouse clicks can't be spammed on them.
Altered the rang positioning on the rang hud so that rangs stay within the oval (and onscreen) when selected.
Fixed an issue where the user could be displayed both keyboard and mouse and controller button prompt icons.
The minimap is now disabled when within a Boss area (as originally intended).
Fixed the rangs showing their slotted abilities while in flight (but still not allowing them to be changed until caught).
Hi all, Just a quick update that we've just pushed live a change to Steamworks to enable three more achievements, for unlocking the various skins. These won't be achievable with your current code, but will be in the full v1.00 release ! We're pushing them live so we can do final
Hi all,
Just a quick update that we've just pushed live a change to Steamworks to enable three more achievements, for unlocking the various skins.
These won't be achievable with your current code, but will be in the full v1.00 release !
We're pushing them live so we can do final checks, before the big day.
Hi all, We're nearing the end of the road for the release of TY3 out of Early Access and the date is set - 17th December 2018 (Pacific Time)! When we release, there'll be a few things change (note that several of these are reliant on the Steam backend updating etc - from previous
Hi all,
We're nearing the end of the road for the release of TY3 out of Early Access and the date is set - 17th December 2018 (Pacific Time)!
When we release, there'll be a few things change (note that several of these are reliant on the Steam backend updating etc - from previous releases, sometimes this can take up to an hour to propogate):
The base price of the game will increase to $14.99USD (and equivalent for other locations - basically, the same price you see for TY1 or TY2).
We will be releasing the TY the Tasmanian Tiger 3 soundtrack DLC, for $4.99USD (with a 10% launch discount)
For those of you who've already purchased the game; there will also be a Digital Deluxe bundle released; allowing you to "catch up" on the soundtrack DLC for a 5% discount.
We'll also be releasing a "Boomerang Collection" bundle - of all four TY games (and a Deluxe Boomerang Collection for those people that want the soundtracks and TY1 artbook too!)
There are also a few game changes that will come with the build that we will release as v1.00!
Updated TY invlunerability effect (to make it more like TY1 and TY2).
Updated enemy death and respawn effects.
A large whack of new HD Repainted textures.
A new "What Could Have Been" video, in the extras menu; as well as the TY recap video.
A variety of small bug fixes from issues reported on the forums (thank you everybody!).
A few crash fixes.
As per our previous releases, TY3 will not be put on discount for at least a 3 month period post-launch.
Thank you to everybody who's supported us during Early Access. We have a couple of things afoot for TY that we're hoping to be able to share with you all in 2019.
Hi all, We're pleased to announce that a new build of TY3 is now available. We know it's been a while since there's been an update - but hopefully you will agree, from the content listed out below, that it's been worth the wait! If there are any problems, please let us know! Chee
Hi all,
We're pleased to announce that a new build of TY3 is now available. We know it's been a while since there's been an update - but hopefully you will agree, from the content listed out below, that it's been worth the wait!
If there are any problems, please let us know!
Cheers Linds
Important Note on Saving Your Game
PLEASE NOTE: The option to save your game has been moved to the "exit" submenu of the pause menu, to make way for the Customization menu.
Major New Features
Customization of TY, the Crabmersible and Gunyips.
https://www.youtube.com/watch?v=bJQxE-DdfB0&feature=youtu.be
Hardcore mode.
New Achievements.
Full Change List
Art and Graphics
Fix clamping issue on bunyip HUD power meter textures when MSAA is enabled.
Upres of Dennis textures.
Upres of various generic wood textures.
Added customization skins for TY, the Crabmersible, and the Gunyip.
Updated the gallery art to HD.
Improved the explosion texture, for the end of the first mission.
Upres of approximately 400 textures throughout the game - too many to list!
Fixed the shadows/effects settings for the Gunyip multiplayer levels.
Updated all mini-maps to HD.
Updated all the minigame icons to HD.
Fixed particles disappearing the more you played the game (very evident from the Electroquin attack energy ball being invisible).
Increased the size of the projectiles fired by the Quinkan turrets.
Audio
Updated sounds for prickly bears shattering.
Updated sounds for Spiderquin walking.
Updated sounds for big rocks shattering in gunyip missions.
Fix TY's glide sound disappearing the further he moves away from New Burramudgee.
Fix multiple instances of sounds playing twice; on various UI selections.
Added specific collect sounds for race pickups.
Fix missing shooting sounds on some gunyips in the frontend minigame maps.
Updates for various gunyips to have individual sounds.
Updates for audio for the Magmaquin.
Fixed double jump sound effect from Thermo Extreme bunyip.
Miscellaneous bounce SFX fixes.
Fixed general music volume levels, and music ducking, throughout the game.
Crash Fixes
Potential fix for crashes when loading in to a new level.
Fixed crash when moving between levels in the Crabmersible.
Fixed crash found during Gunyip missions.
Fix for potential "exit to town" crash.
Fix crash when using a bus stop to travel between towns, if TY is in first person mode when the trigger is activated.
Fix crash for loading in to a new level, if there were ice crystals attached to a prop that got unloaded.
Fix crash when entering a bunyip arena.
Customization
Added support for TY, Crabmersible and Gunyip skins. TY skins use Kromium Orbs as currency, and can be bought from Rang shops, Crabmersible and Gunyip skins use Gooboo Berries and Bilbies respectivley; and can be bought from the Mobile HQ shops.
Gameplay
When playing single player in the frontend minigame gunyip battles, the AI kill count is now correctly shared between AI enemies.
Added Hardcore mode. This works in the same fashion as the implementation in the previous games - if you die, you lose all your progress and have to start again!
Added a bunch of new achievements (including some for Hardcore mode).
UI - General
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.
Fix for different lighting on Gunyip UI elements when they are full vs empty (eg power HUD).
Added UI to the pause menu, to allow the user to select skins for TY, the Crabmersible, and the Gunyip.
Fixed the font used to display the location name as you move around the game.
Fixed some UI backgrounds not covering the full width of the screen.
Fixed some layout issues with the single player and horizontal splitscreen gunyip huds.
Added a vertical splitscreen Gunyip HUD option.
UI - Rangs
Rang HUD: Rangs 150% larger.
Rang HUD and pause menu rang UI: slot background is now coloured to the stone colour.
Rang HUD and pause menu rang UI: slot border now indicates if an "ability" is available (red = no ability, green = ability).
Rang HUD: text added to indicate to player that they can access the slot/stone select screens.
Rang HUD: rang name and background on one line and scale to length of rang name.
Rang HUD: empty slots are now grey and 50% transparent.
Rang HUD and pause menu rang UI: Added buttons that allow the user to unload all stones from all rangs and all stones from current rang (respectively).
Pause menu rang UI: 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.
Adjusted scale on some text items for rang hud/rang slot screens.
Allow the player to access rang stone management from the Rang HUD, even if they only have one rang unlocked.
Hey all, Just to let you know, there is going to be a bevvy of new TY3 achievements published shortly. These won't be achieveable yet until we release a new build, but we want to publish them so that we can do some additional testing before the release. Also, as a bit of a taste
Hey all,
Just to let you know, there is going to be a bevvy of new TY3 achievements published shortly. These won't be achieveable yet until we release a new build, but we want to publish them so that we can do some additional testing before the release.
Also, as a bit of a taste of things to come, a preview of some of the lovely skins available in the next build!
We're working away on things and hope to have the new build out in the next couple of weeks.
Hey all! We've been a little quiet of late, but that's only because we've been working hard on some features for the next TY3 build! We don't quite have an ETA yet but you can soon expect to see... Hardcore mode for TY3 A bevy of added achievements (including for hardcore mode) C
Hey all!
We've been a little quiet of late, but that's only because we've been working hard on some features for the next TY3 build!
We don't quite have an ETA yet but you can soon expect to see...
Hardcore mode for TY3
A bevy of added achievements (including for hardcore mode)
Character and crabmersible customization. As a sneak peak...
"Of course TY is a full-on Team Krome supporter!"
"We slipped this skin in on the Sly." (note, the footprints are 'backwards' because we ran in a circle right as we took this screenshot)
Lots and lots of updated textures
Updated HD gallery art
And a few bug fixes, crash fixes and the like.
There's been a involved in putting the customizations together (it's a bit different to what is in TY2) - but we're on the home stretch and will be looking to get a new patch out soon.
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 additi
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:
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 management system from the boomerang hud, allow the user to use the boomerang hud even if they only have one rang unlocked.
When playing single player in the frontend minigame gunyip battles, the AI kill count is now correctly shared between AI enemies.
Well, that took a little longer than we wanted! But we're happy to say that a new build of TY3 is now released, that has replayable boss fights! This build also has: ART Fixes to the cables chopping off Sneath's head in the Cassopolis rang shop AUDIO Added GS_GunyipBombLockOn, a
Well, that took a little longer than we wanted! But we're happy to say that a new build of TY3 is now released, that has replayable boss fights!
This build also has: ART
Fixes to the cables chopping off Sneath's head in the Cassopolis rang shop
AUDIO
Added GS_GunyipBombLockOn, a sound effect that plays when the Gunyip locks onto a new ground target for bombing.
GAMEPLAY
Made the Hexaquin and Dragonquin boss fights replayable (the end boss Kingquingalready was replayable)
UI
Restart Race Screen - clicking Yes with the mouse now restarts the race (previously only worked if using gamepad or keyboard enter on the yes option).
Made the Pause Menu radial button look "round" to make it like our original concept art (PauseMainScreen, RangSelectScreen, SlotSelectScreen and StoneSelectScreen).
Shortened the blue bar behind the screen titles for some Pause Menu screens
Added slot/stone display to the BoomerangSelectScreen hud.
Allow TC_Start (Enter key default) on the keyboard (only) to be used for activating the Yes/No buttons on control text box.
Hi all, I know we've been a little quiet - sorry! We're still working away on things, trying to tie up a few of the last headache bugs. The major feature we're working on at the moment is replayable boss fights. We'll be looking to release a new build once that is in place (I don
Hi all,
I know we've been a little quiet - sorry! We're still working away on things, trying to tie up a few of the last headache bugs.
The major feature we're working on at the moment is replayable boss fights. We'll be looking to release a new build once that is in place (I don't have an ETA at the moment).
After that we will begin to investigate options for text-only localization and implementation of TY costumes, crabmersible skins etc.
Hi all, Sorry for the delay; we had a few of these bug fixes that didn't stay fixed that we needed to revisit! Changes in this build: ART Updated the rangstone pickup model so it's not just a badly textures sphere. Adding some missing textures from TY2 aquarang, which fixes the "
Hi all,
Sorry for the delay; we had a few of these bug fixes that didn't stay fixed that we needed to revisit! Changes in this build:
ART
Updated the rangstone pickup model so it's not just a badly textures sphere.
Adding some missing textures from TY2 aquarang, which fixes the "white transparent squares" issue.
CONTROLS
Fixed race and gunyip controllers being incorrectly configured if you went into minigame select and then returned to main menu and played the normal game.
Fix for keybinding screen "Reset To Default" removing bindings for non-rebindable keys.
TY2 KB&M swimming controls ported to TY3
TY2 rang mouse aiming changes ported to TY3 Updated with fixes so that rangs don't throw into the ground when the camera is pointed at the ground (eg, normal third person gameplay).
Keybindings and gamepad settings should save on exit of the "Keyboard & Mouse" and "Gamepad" base settings screens.
Save the adjusted camera distance delta after the user finishes adjusting it. (ported from TY2).
Fix gamepad not being able to use the left stick to change options in pause menu during races/gunyip battles.
GAMEPLAY
Implementation of fast travel between towns - once you have found Boss Cass in Cassopolis
More fixes for triggering achievements for collecting collectables, and 100% the game, without having to trigger a manual save to detect the changes.
Cheats system converted to use TY actions.
Prevent multiple bites on the same prop during a single bite attempt in close combat mode - fixes the bite doing too much damange the spamming of particles and sounds.
MISC
Fixed the game icon to be the TY3 icon, not the TY2 icon.
UI
Exit Level confirmation screens now specify which Town you're returning to (New Burramudgee or Cassopolis).
Fixed various mouse cursor issues (no longer draws on loading screens that don't use mouse input, no longer loses "lock to center" when entering a level with a Briefing cutscene as the first thing that happens, no longer loses "lock to center" after returning to a level after an ingame race, after ingame races, LeaderboardsScreen is shown for races that are timed (ie, won't show for mission races that have other win conditions)).
Fix to hide the lap counter, position number and best lap time when in a race that has a timelimit and objective to win rather than winning by racing time.
For mission races with a timelimit/objective, move the objective counter to where the lap counter would normally be (just so there's no "gap" between the counter and the map).
Fix the offset of the TyExclamation model draw so that it more closely matches the position of the TY1/2 version.
Changed the no saved games message to be "PC hardware agnostic" - it no longer mentions hard disk (which some users found confusing), and now simply states "No TY 3 saved games found.".
Fix mouse cursor not being locked to centre after some pause loading screens.
Updates to Text Box box system to allow for working mouse input and controller input with stick etc (ported from TY2)
Hi all, We've pushed a new patch build of TY3 live. Changes in this build: ACHIEVEMENTS: Should now award properly off autosaves ART: Shop overlays are not longer missing 1 pixel around the edges ART: Up-res'd art for townies in Cassopolis - Lily, CY, Sneath, Keith, Shade, Bruce,
Hi all,
We've pushed a new patch build of TY3 live. Changes in this build:
ACHIEVEMENTS: Should now award properly off autosaves
ART: Shop overlays are not longer missing 1 pixel around the edges
ART: Up-res'd art for townies in Cassopolis - Lily, CY, Sneath,
Keith, Shade, Bruce, Snappy, Tiberius, Mascot Mark, Stinky
ART: Up-res'd art for townies in New Burramudgee - Sgt Bluey,
Boonie, Lenny, Ranger Ken
ART: Up-res'd art for Bri and Di in the shops
AUDIO: Fix for white noise static in crabmersible rocket attacks
CRASH: Fix for crash if an attached prop is unloaded; while it has an ice crystal on it
CRASH: Fix for a divide by 0 issue that can occasionally occur with Gunyip lasers
GAMEPLAY: Fix for issues with the trampolines in Cassopolis due to all the various changes we've made to physics, impulse, with it working in different ways at different framerates. Should now work as it did in the original console release.
MISC: Hopeful fix for parts of the world sometimes not loading / being visible (eg going back to New Burramudgee after rescuing Duke
MULTIPLAYER: Fix for being unable to exit the mini-game Vehicle Select Screen with the controller, while another player is on [Vehicle Select] or is
[Ready!]
MULTIPLAYER: Fix for Vehicle Select text always saying [single player] if mouse is used for the second player
RANGS: Added the aquarang model in to the game for when you're underwater
UI: Added popup tip on how to use the turret to defend Steve
UI: Fix for hearing odd sounds and selecting unseen options when on the callsheet UI; after you've finished the game
Hi all, We've pushed a new patch build of TY3 live. Changes in this build: ACHIEVEMENTS: Should now award properly off autosaves ART: Shop overlays are not longer missing 1 pixel around the edges ART: Up-res'd art for townies in Cassopolis - Lily, CY, Sneath, Keith, Shade, Bruce,
Hi all,
We've pushed a new patch build of TY3 live. Changes in this build:
ACHIEVEMENTS: Should now award properly off autosaves
ART: Shop overlays are not longer missing 1 pixel around the edges
ART: Up-res'd art for townies in Cassopolis - Lily, CY, Sneath,
Keith, Shade, Bruce, Snappy, Tiberius, Mascot Mark, Stinky
ART: Up-res'd art for townies in New Burramudgee - Sgt Bluey,
Boonie, Lenny, Ranger Ken
ART: Up-res'd art for Bri and Di in the shops
AUDIO: Fix for white noise static in crabmersible rocket attacks
CRASH: Fix for crash if an attached prop is unloaded; while it has an ice crystal on it
CRASH: Fix for a divide by 0 issue that can occasionally occur with Gunyip lasers
GAMEPLAY: Fix for issues with the trampolines in Cassopolis due to all the various changes we've made to physics, impulse, with it working in different ways at different framerates. Should now work as it did in the original console release.
MISC: Hopeful fix for parts of the world sometimes not loading / being visible (eg going back to New Burramudgee after rescuing Duke
MULTIPLAYER: Fix for being unable to exit the mini-game Vehicle Select Screen with the controller, while another player is on [Vehicle Select] or is
[Ready!]
MULTIPLAYER: Fix for Vehicle Select text always saying [single player] if mouse is used for the second player
RANGS: Added the aquarang model in to the game for when you're underwater
UI: Added popup tip on how to use the turret to defend Steve
UI: Fix for hearing odd sounds and selecting unseen options when on the callsheet UI; after you've finished the game
Hey all, Just keeping you all informed - we're taking a little break at the moment for Easter and spending a bit of time with the family. We're working on the next patch around all that, so far the changes in the next build are: AUDIO: Fix for white noise static in crabmersible r
Hey all,
Just keeping you all informed - we're taking a little break at the moment for Easter and spending a bit of time with the family.
We're working on the next patch around all that, so far the changes in the next build are:
AUDIO: Fix for white noise static in crabmersible rocket attacks
GAMEPLAY: Fix for issues with the trampolines in Cassopolis due to all the various changes we've made to physics, impulse, with it working in different ways at different framerates. Should now work as it did in the original console release.
MULTIPLAYER: Fix for being unable to exit the mini-game Vehicle Select Screen with the controller, while another player is on [Vehicle Select] or is
[Ready!]
MULTIPLAYER: Fix for Vehicle Select text always saying [single player] if mouse is used for the second player
RANGS: Added the aquarang model in to the game for when you're underwater
UI: Added popup tip on how to use the turret to defend Steve
UI: Fix for hearing odd sounds and selecting unseen options when on the callsheet UI; after you've finished the game
I anticipate on looking to release the next patch around the 10th of April, depending on how things go with testing. Thanks to everybody who is sending us through issues and offering suggestions!
Hey all, Just keeping you all informed - we're taking a little break at the moment for Easter and spending a bit of time with the family. We're working on the next patch around all that, so far the changes in the next build are: AUDIO: Fix for white noise static in crabmersible r
Hey all,
Just keeping you all informed - we're taking a little break at the moment for Easter and spending a bit of time with the family.
We're working on the next patch around all that, so far the changes in the next build are:
AUDIO: Fix for white noise static in crabmersible rocket attacks
GAMEPLAY: Fix for issues with the trampolines in Cassopolis due to all the various changes we've made to physics, impulse, with it working in different ways at different framerates. Should now work as it did in the original console release.
MULTIPLAYER: Fix for being unable to exit the mini-game Vehicle Select Screen with the controller, while another player is on [Vehicle Select] or is
[Ready!]
MULTIPLAYER: Fix for Vehicle Select text always saying [single player] if mouse is used for the second player
RANGS: Added the aquarang model in to the game for when you're underwater
UI: Added popup tip on how to use the turret to defend Steve
UI: Fix for hearing odd sounds and selecting unseen options when on the callsheet UI; after you've finished the game
I anticipate on looking to release the next patch around the 10th of April, depending on how things go with testing. Thanks to everybody who is sending us through issues and offering suggestions!
Hi all, A new patch for TY3 has been released. The bug fixes / features in this build are as per the information in the previous news post: Any problems, please let us know. Cheers Linds
Hi all,
A new patch for TY3 has been released. The bug fixes / features in this build are as per the information in the previous news post:
Hi all, A new patch for TY3 has been released. The bug fixes / features in this build are as per the information in the previous news post: Any problems, please let us know. Cheers Linds
Hi all,
A new patch for TY3 has been released. The bug fixes / features in this build are as per the information in the previous news post:
Hey all, We've been taking a few days to go through peoples' posts on any issues in the game, and we've just got a new build in to our testing now. Unless we hit any issues, we're looking to getting it out into your hands early next week (our Monday, hopefully). In this next buil
Hey all,
We've been taking a few days to go through peoples' posts on any issues in the game, and we've just got a new build in to our testing now. Unless we hit any issues, we're looking to getting it out into your hands early next week (our Monday, hopefully).
In this next build:
ACHIEVEMENTS: Fix for a couple of achievements not properly rewarding unless you did a manual save (the calls now also go through the autosave system)
CAMERA: Fixed camera getting stuck pointing up or down; when sliding along collision
CRASH: Fix for crash when you get an opal bag for completing a minigame a second time in the one play session, and the opal bag is rewarded in a cutcene.
GAMEPLAY: fix for biting while on an elevator making you fall through the elevator
GAMEPLAY: The door in the first level where you first fight the quinkan in the shadow bunyip can now be destroyed by punching it
PERFORMANCE: Fix the lash hooks causing "launch through the air" issues at low framerate.
RACES: Updates to race hud to match the improvements made in TY2 style.
RACES: Race Hud now supports both splitscreen modes.
RACES: Count-in timer is now all graphically purty like in TY2
SETTINGS: Setting the shadows to "off" now properly reloads that setting when you restart the game.
SETTINGS: Fix for the prop detail setting being used properly on restart of the game.
UI: Fixed control text box description of bunyip controls. (swapped
punch/fire actions)
UI: Fix for visiblity of scroll arrows in the UI (so they don't appear when you can't scroll)
UI: Fix for keybinding "SPACE" exiting the screen
UI: Made the location name banner use the same texture as we updated TY2 to use.
UI: Fix for wrong action appearing on keybindings screen for cart secondary fire. We still have to fix the "fire backwards" not working correctly - if you are having this issue, a work around is to bind RMB (or their preferred key) to fire secondary weapon, or reset controls to default.