Active testing will be CTF 16v16
Time Trials, Shooting Range, Tutorial, and Custom Lobbies will remain active.
This build is only accessible through the TRIBES 3: Rivals Playtest client on Steam and not the Demo client.
Loadout
   - Weapons
       - Added a third weapon slot to loadouts.
           - Includes the Shotgun, Shocklance, and Sparrow Pistol
        - Shocklance
           - Removed energy consumption.
           - Backstab damage increased.
       - Spinfusors
           - Increased ammo.
GAMEPLAY
   - CTF
       - We are testing a new mid-field objective called Observation Posts.
           - These objectives can be captured by use of your repair tool.
           - Each Observation Post has one or more turrets that change teams based on who controls the objective.
           - A teleporter located near respawn points can be used to directly transport you to an Observation Point you control.
           - Controlling the Observation Post will automatically call down a destructive charge from orbit on any flag carrier who is in the air more than 10 consecutive seconds.
   - Custom Matches
       - Removed Arena maps.
   - Tutorial
       - Reworked the tutorial to make it more comprehensive.
       - Added videos.
   - General
       - Added a new Warm-up Phase. While waiting, players can move around the map.
       - New Accolades added.
       - Increased FPS limit
       - Added a new ski toggle setting called Hold to Maintain which maintains skiing until the player lets go of forward or backward buttons.
       - Player reporting updated.
   - Movement
       - Jetpack dampening now only applies to z-axis speed
MAPS
   - New map “Hollow” added for initial testing. Hollow features a middle ground of hill depth between Katabatic and Torment, as well as quite a few more obstacles than we’ve typically tested before.
   - Added an Observation Post to every CTF map.
   - Added base team coloring to some maps.
       - For example, the bases in Wavemist should now team color Blue for friendly and Red for enemy. This will be added to more maps over time.
   - Moved Radars to more secure locations in several maps. Generally the goal was to get them out of the direct line of sight of the enemy base.
   - Numerous WIP art revisions, additions, and improvements across all maps.
FIXES
   - Fixed an issue where the Announcer would say the wrong line when flags were returned
   - Fixed an issue where the selected loadout would always default to light offense.
   - Fixed an issue where "lives remaining" messages were reversed in Team Deathmatch
   - Fixed an issue where the UI for switching teams in custom lobbies overlapped with the scroll bar.
   - Fixed an issue where dropped flags would not always inherit owner's velocity
   - Fixed an issue where the generator icons would double up if a player backfilled into a match.
   - Fixed an issue where non-slider mutators could not be reset to their default value.
   - Fixed an issue where the player gravity mutator did not apply.
   - Fixed an issue where the radial VGS menu would not block an input if it was the last input in the stack (e.g. inputting would cause you to drop the flag if you were carrying it).
   - Fixed an issue where closing the radial VGS menu with RMB would put the VGS menu into a bad state and cause the player to go into ADS.
   - Fixed an issue where legacy VGS menu could not be closed by escape and RMB
   - Fixed an issue where 1P weapon FX were playing in 3P.
   - Fixed an issue where chainguns would not fire if fire input was released then very quickly pressed again while firing.
   - Fixed an issue where the proximity mine would play its deploy animation and SFX twice after being placed.
   - Fixed an issue where the proximity mine would self-destruct when placed on certain surfaces (e.g. flagstand area on torment).
Miscellaneous
   - Localization improvements.
   - EULA updated.
   - Denuvo anti cheat added.
Known Issues
   - Players may get stuck in the video widgets while playing the Tutorial and will need to restart their client.
Time Trials, Shooting Range, Tutorial, and Custom Lobbies will remain active.
This build is only accessible through the TRIBES 3: Rivals Playtest client on Steam and not the Demo client.
Loadout
   - Weapons
       - Added a third weapon slot to loadouts.
           - Includes the Shotgun, Shocklance, and Sparrow Pistol
        - Shocklance
           - Removed energy consumption.
           - Backstab damage increased.
       - Spinfusors
           - Increased ammo.
GAMEPLAY
   - CTF
       - We are testing a new mid-field objective called Observation Posts.
           - These objectives can be captured by use of your repair tool.
           - Each Observation Post has one or more turrets that change teams based on who controls the objective.
           - A teleporter located near respawn points can be used to directly transport you to an Observation Point you control.
           - Controlling the Observation Post will automatically call down a destructive charge from orbit on any flag carrier who is in the air more than 10 consecutive seconds.
   - Custom Matches
       - Removed Arena maps.
   - Tutorial
       - Reworked the tutorial to make it more comprehensive.
       - Added videos.
   - General
       - Added a new Warm-up Phase. While waiting, players can move around the map.
       - New Accolades added.
       - Increased FPS limit
       - Added a new ski toggle setting called Hold to Maintain which maintains skiing until the player lets go of forward or backward buttons.
       - Player reporting updated.
   - Movement
       - Jetpack dampening now only applies to z-axis speed
MAPS
   - New map “Hollow” added for initial testing. Hollow features a middle ground of hill depth between Katabatic and Torment, as well as quite a few more obstacles than we’ve typically tested before.
   - Added an Observation Post to every CTF map.
   - Added base team coloring to some maps.
       - For example, the bases in Wavemist should now team color Blue for friendly and Red for enemy. This will be added to more maps over time.
   - Moved Radars to more secure locations in several maps. Generally the goal was to get them out of the direct line of sight of the enemy base.
   - Numerous WIP art revisions, additions, and improvements across all maps.
FIXES
   - Fixed an issue where the Announcer would say the wrong line when flags were returned
   - Fixed an issue where the selected loadout would always default to light offense.
   - Fixed an issue where "lives remaining" messages were reversed in Team Deathmatch
   - Fixed an issue where the UI for switching teams in custom lobbies overlapped with the scroll bar.
   - Fixed an issue where dropped flags would not always inherit owner's velocity
   - Fixed an issue where the generator icons would double up if a player backfilled into a match.
   - Fixed an issue where non-slider mutators could not be reset to their default value.
   - Fixed an issue where the player gravity mutator did not apply.
   - Fixed an issue where the radial VGS menu would not block an input if it was the last input in the stack (e.g. inputting would cause you to drop the flag if you were carrying it).
   - Fixed an issue where closing the radial VGS menu with RMB would put the VGS menu into a bad state and cause the player to go into ADS.
   - Fixed an issue where legacy VGS menu could not be closed by escape and RMB
   - Fixed an issue where 1P weapon FX were playing in 3P.
   - Fixed an issue where chainguns would not fire if fire input was released then very quickly pressed again while firing.
   - Fixed an issue where the proximity mine would play its deploy animation and SFX twice after being placed.
   - Fixed an issue where the proximity mine would self-destruct when placed on certain surfaces (e.g. flagstand area on torment).
Miscellaneous
   - Localization improvements.
   - EULA updated.
   - Denuvo anti cheat added.
Known Issues
   - Players may get stuck in the video widgets while playing the Tutorial and will need to restart their client.