Tricera joins the main roster, the first competitive season starts, clans are bigger, components show their status in the HUD, and lots of balance changes!
⚙️ General
Tricera
Tricera has graduated to the main tank lineup
It is now available for ranked play
It is now possible to unlock mastery titles and medals on it
It brings with it a new component: Densifier
See the component section for more information
Clans
Clan size increased from 20 to 50
Added new clan activity system that shows when events happen within your clan; current events include:
Member ranks up
Member earns a medal
Member joins/leaves
Clan reaches a new milestone
Design note: With Discord now fully optional for clans, we’re looking to adjust Tyr itself to do a better job of facilitating getting groups together for squad and team play. The first natural step for this is increasing clan sizes so there are more opportunities for players to be online during overlapping play sessions.
Ranked
We’re starting our first official season: Ranked Pre-Season 1
You can gain ranked rewards for your highest placement during the season across Ranked Solo / Duos and Ranked Teams.
Grandmaster: 250 gold, Grandmaster Title
Master: 100 Gold, Master Title
Diamond: 50 Gold, Diamond Title
Platinum: 50 Gold, Platinum Title
Gold: 50 Gold
We expect seasons to last roughly two months each, but we may make adjustments as we go
Players start the season with a small portion of their previous MMR to seed initial placement but will need to earn their top spots again
The MMR calculation has been adjusted so high MMR players in a duo with a low MMR player will gain less for wins and lose more for losses. Conversely, low MMR players in a high MMR duo will gain more for wins to get them up to the MMR they should be competing in quicker.
Contracts
You can now complete Contracts for additional rewards
Contracts are sets of challenges, each with their own conditions and rewards
Contracts last for a set duration, usually on the order of weeks
In addition to the various challenge rewards, clearing the full Contract will reveal the underlying Contract image, which is then unlocked and usable as a background for the main menu screen
Game Systems
Design Note: The following Camouflage and Armor system changes are intended to give tanks of different classes more points of interaction, while staying powerful within their lane. We believe these changes can ease some feelings of helplessness when playing against scenarios like a hidden sniper or firing at the sides of a Helio, and heighten the feeling of power when smartly using these systems like blocking shots from the front as an Atlas, or out-spotting an enemy light tank by building into more camo.
Yellow armor threshold was increased from 10% to 25% of the armor’s thickness. Armor thicknesses on tanks have been adjusted in relation to this change.
Design Note: The goal behind yellow armor is to create intermediate areas of effectiveness where shooters have opportunities for chancy opportunistic shots and heavies feel the impact of their armor as incoming shots bounce away harmlessly. This change expands the size of the intermediate areas a bit further to promote this goal while individual tank armor adjustments beef up areas we intend to keep extra formidable.
Camouflage changes
Bush camouflage bonus reduced from 50% to 40%
Camouflage cap reduced from 90% to 80%
Time to be spotted through bushes has been doubled
For example: A tank with 40% Camouflage previously took 4s to be spotted through a bush while an enemy was within their spotted radius, and it will now take 8s
Camouflage lost on firing increased moderately
The precise calculation change went from (5 + 0.6 * Camouflage) to (15 + 0.4 * Camouflage)
Design Note: The goal here is to make remaining hidden inside bushes, especially when firing from them, a bit harder to pull off. Previously, light tanks could very easily hit the camo cap and end up only spotting each other instantly at proxy range. This change allows lights to more often interact with the “slow spot through bushes” mechanic, giving more value to their camo stat, as camo over the cap continues to increase your time to be spotted. As before, the camo cap is applied after any camo lost from firing, so additional camo over the cap does help you remain hidden while firing.
Last Stand activation trigger has been raised from the last 3 players on a team to the last 4 players (still only active while there are +2 enemies on the other team)
Design Note: Last Stand is still meant for truly desperate situations where the odds are stacked against you. We’re adjusting it here to kick in while you have one more living ally than before so teams have a wider possibility window to stage a comeback or at least stabilize a match that is careening against them.
Shell trail visuals for enemy tanks now start closer to their exit point out of the barrel. There was previously a sizeable gap due to network latency. This change is intended to make it easier to identify the location a shot came from.
Hover Tilt changes
A few bugs with hover tilting have now been fixed:
It is no longer possible to hover tilt until you are stationary
You now see hover tanks physically tilting when they hover tilt (there were previously cases where a hover tank’s hover tilting was not represented for other players)
Hover tank players now see a dotted gray line indicator under their reticle that represents their maximum gun depression with hover tilting included
No-go zones now burn the player for increasing damage after the 10s countdown rather than teleporting them (which would sometimes put you in unexpected locations)
UI
Components from your loadout are shown in the HUD and F1 menu while in-game
Camera aim location in third person is now moved slightly above the center of screen to give more visibility of the environment by default without aiming the camera down
The in-game lobby now shows what side of the map you are in and the game mode before you load into the match
Auto-lock keybind icon added to HUD
Animation time for Territory Scans and Rushed Scans cut in half
Added a new main menu news carousel
End of season ranked rewards info added to Ranked Info screen
Improved lighting and camera positioning for tank profiles, armor viewer, and cosmetics preview screens
Added new system inbox to allow system-level messages to be sent to players
Components
New component: Densifier
Bouncing an enemy shot increases your Max Health by 16 and heals for the same amount. Getting hit by a shot activates for half effect.
Weakness Analyzer
Weakness Analyzer now has a 6-second cooldown before it can trigger again
You can see this cooldown visually in the new component UI element of the HUD
Effect increased back from 0.5s to 1s
Relentless Adapter
This effect now triggers when an enemy source successfully breaks a module, rather than any time a module is damaged
Design Note: This means the component no longer triggers whenever time is not added to a module break due to diminishing returns and no longer triggers whenever there is not an enemy source for the module break, i.e., falling.
Propagation Drive
Propagation Drive is now also tagged in the durability category
Hot Chamber
Updated the description for Hot Chamber for clarity
Ammunition
Unstable Shells - Updated the description to clarify that the effect only happens while the shell is loaded
Siphon shells reduced from 18/54 to 15/45
Design Note: These are now full circle to their tuning from when they didn’t see much play but we think there’s now broader awareness of how effective they can be.
Performance
Bushes should now take up less GPU memory
Improved how assets get unloaded between matches which should reduce some in-game hitching
Improved performance of shadows across the board
Performance for lower quality levels improved
Cosmetics
The preview camera will now automatically move to frame the selected charm or kill effect when browsing cosmetics
New Charms Added:
Tricera Charm
Three additional new charms can be found via scans or cosmetics caches but are not purchasable
New Skins Added:
Tricera Skin: Primeval
Fortis Skin: Sigrún
New Kill Effect Added:
Thunderstruck
Settings
Moved Hardware survey setting from gameplay to account/privacy collection
Controller
The Home screen Gold button, Gold store and Profile icon / titles selection can now be fully navigated with a controller
You can now salute players on the post-game scoreboard with a controller
You can now navigate to the Send button in Clan chat with a controller
Minimap input hints now show the correct shortcut prompts for both keyboard and controller
Linux/Steam Deck
On Steam Deck, pressing A in a focused text input dialog now reopens the keyboard instead of confirming the dialog
Fixed the Steam Deck keyboard staying up with nothing selected after joining a squad from a text input dialog
Steam Deck now defaults to medium graphics settings and AMD FSR Enabled
Steam Deck now allows users to select 720p resolution
We now notify the user that they will need to link their Discord account via the Discord client on their desktop when trying to link from a Steam Deck
Proton users on the desktop can now enable an experimental feature within the Settings → Account that allows them to proxy Discord requests to their desktop Discord client if they run into issues with authenticating Discord.
Misc
Improved messaging shown to the player when an account is banned or suspended
Report bug button now goes to the http://playtyr.com/support page
🗺️ Maps
Wind Valley
The hilltop dip at E6 has been leveled out slightly so it is less safe for light tanks to hide in when spotted
Core
Core map sides swapped so Side 1 is the South side
Collision has been refined across many areas on the map
Prototype: Glade
This new prototype map has been added for custom games
The art in this map is temp, this should be painfully obvious
The map features a mysterious ancient ruin nestled in a forest opening surrounded by massive trees
The central ruins have a loosely stacked formation rather than strict corridors, creating a multi-angled fighting environment for heavy and medium tanks
The outside of the ruins has depressed flanking angles that can allow light tanks to circle around behind the enemy and approach from unexpected angles
🛞 Tanks
Ark
Reduced the armor on the top of the hull
This makes the whole vehicle an overmatch for 70mm pen and above.
The gun module weakspot behind the barrel no longer has a non-module opening in the center of it
Atlas
Reduced turret cheek armor from 85mm to 83mm
Deadeye (Parallax)
Deadeye has been renamed to Parallax
Design Note: We know changing names is always frustrating (except for Fuse, everyone seemed to like Fuse), so we try our best to avoid doing this. Going forward we hope to have final tank names in place before you get exposed to them in the Alpha Program. Deadeye is the last tank that still had its prototype name so this will hopefully be the last time you’ll have to relearn a tank’s name.
Fortis
Base reload time reduced from 11.5s to 11s
Shell damage increased from 315 to 330
The Max Health tech node no longer requires the Bounce Energy node as a prerequisite
Upper glacis plate armor increased from 55mm to 59mm
Gun mantlet armor increased from 105mm to 120mm
Rear fender armor increased from 5mm to 41mm
Rear upper hull armor increased from 5mm to 57mm
Design Note: A number of armor plates received increases as an adjustment for the expanded yellow zones. These changes also position Fortis as a more DPS oriented heavy tank pick as well as a more effective reverse sidescraper.
Fuse
You can now recast the ability to cancel missile guidance, making it “dumbfire” (move straight forward from its current heading), but allowing you to use your gun more immediately
Aim dispersion now begins settling as soon as the missile is fired, rather than once the missile impacts its target
Updated art for Glom missile projectile and attached Glom
Design Note: We’re continuing to refine the Glom ability here and its usability in particular. The aim dispersion change makes it possible to start dialing in your aim earlier on long distance Glom hits.
Helio
Penetration increased from 80mm to 85mm
Turret face armor increased from 100mm to 120mm
Outer fender armor increased from 100mm to 110mm
Design Note: A number of armor plates received increases as an adjustment for the expanded yellow zones. The penetration change also positions Helio as a more anti-armor oriented heavy tank, able to punch through slightly thicker armor and push enemy heavies out of sidescrape positions with its ability.
Maul
Plow armor increased from 98mm to 100mm
Gun mantlet armor increased from 120mm to 125mm
Design Note: A number of armor plates received increases as an adjustment for the expanded yellow zones.
Phantom
Phantom’s ability now refunds its energy cost when it is cancelled by damage during the windup
Seeker
The snitch will now fully spot its target on arrival
Snitches can now be shot and destroyed by enemies
Snitch movement speed has been decreased significantly
Active targets of a snitch now have an audio and visual warning cue
Ability cost increased from 33 to 40 energy
Starting Energy tech node in first row replaced with Ability Cooldown, reducing cooldown by 0.6/1.2/1.8/2.4/3.0s
Both keystones replaced with ones that closer fit the power budget of the ability:
Bounty Droid: If an ally damages the enemy your snitch pinged within 7s, gain 5 energy. Triggers once per snitch.
Marked Target: The enemy your snitch pings takes 10% more damage from all sources for 7s.
Design Note: We’ve made some changes to Seeker’s ability to make it more effective at fully finding hidden enemies. Getting a full spot is significantly more powerful than a detection so we’ve dialed back some of the Snitch other parameters but we’ll be evaluating how that counterplay feels.
Tricera
Now added to the main tank roster
Upper hull armor increased from 30mm to 40mm
Turret “ear” armor increased from 38mm to 45mm
Mid hull armor reduced from 30mm to 24mm
Removed an unintended weak spot at the front of the track skirts
Design Note: Tricera is intended to excel in hulldown situations, especially hills where it’s able to use its excellent gun depression to its advantage. This set of changes makes it slightly more forgiving when it is hulldown; slight overpeeks will no longer expose a weaker than expected upper hull, and you’ll have more forgiving angles where your turret armor is effective when you’re not looking directly at your target. The hull armor remains intentionally weak--if the vehicle is caught out of cover, on flat ground, or flanked, it should be reasonably exploitable.
🐛 Bug Fixes
Updated the Discord Social SDK and improved error messaging and the account-linking flow to help address issues players experienced when linking their accounts to Discord
Fixed the mini-map circle radius appearing about 4% smaller than the actual vision/detection radius
Failed attempts to unlock ammunition or components with SLVR will now correctly display an error message
Fixed minor controller UX issues in the Clan screen
Player names with Korean or Japanese characters will now display correctly in the Lobby
Fixed a visual issue where a button would sometimes look disabled even though it was enabled
Fixed players who disconnected while loading from the lobby into a match not appearing on the in-game scoreboard. They now appear greyed out to indicate that they were present but disconnected.
Fixed team health on the HUD not accounting for Max Health gained during a match from the Relentless Adapter component
Fixed incorrect team alive counts on the HUD in replays
Fixed ability cooldowns showing incorrect timing in replays (applies to newly recorded replays)
Fixed Fuse GLOM missile explosion effects occasionally not appearing
Fixed Rook's wall-building sound sometimes continuing to loop after the wall finished building
Fixed several issues preventing Weakness Analyzer from working as expected
Fixed an issue where the Armor Visualizer would not appear for an entire match due to an initialization race condition when a player was slow to join
Fixed an issue where critical-hit bonuses would carry over across shots hitting a vehicle in the same frame
Fixed a bug where actor replication channels could get out of sync between the client and server due to poor latency, causing some vehicles to be invisible to the player
Fixed an issue where joining a clan would trigger a notification for every clan member
Material quality now correctly follows the graphics quality settings
Fixed an issue where bushes could have different rotations or selections between a live game and its replay
Fixed an issue where the Armor Visualizer would not appear beyond a certain distance
Fixed an issue on Arbalest that caused a gap in the gun module's armor hitbox while in Siege Mode
Fixed an issue with Fortis's animation logic that prevented the ability animation from blending properly
Rook walls and Ranger ramps now properly occlude the Armor Visualizer
Fixed a bug in Arbalest's animation logic that could cause the Siege Mode animation to play when Arbalest was spotted by an enemy
Fixed a bug where tank treads did not update correctly when switching between skins
Fixed a bug where out-of-bounds damage incorrectly displayed a track damage icon
Fixed a bug where the splash screen appeared only in the upper-left corner on Steam Deck. It now appears full screen.
Added error dialogs for Gold and Founders Pack purchases that encounter errors
Fixed a crash when exiting the Steam purchase overlay from the Gold store
Fixed several cases where predicted shots would be rejected at reload completion
Quick Slot now works as described
Fixed Valor's heal shot persisting during replays
Fixed an issue where Tempest's teleportation pad would sometimes be the wrong color
Fixed a case where Ikarus would be unable to fire after being hit while charging the ability
Prevented duplicate cosmetic purchases
Fixed the current MMR not updating properly on the Grandmaster post-game screen
Prevented duplicate currency shop windows
Fixed an issue where pressing Esc in keybinding dialogs would queue pending binds instead of canceling them
Best MMR now properly updates after in-progress games complete
Fixed a case where matchmaking events arriving out of order would cause messages to be dropped, preventing players from entering the match
Fixed a case where losing connection while in the matchmaking queue would prevent players from properly entering a match
Fixed an issue where a player disconnecting in the lobby would prevent the lobby from progressing into the match after the countdown
Fixed a case where line-of-sight visuals would sometimes flash even though the vehicle was not in line of sight