[p]Fixed an exploit that allowed players to unlock later Doctrines in Multiplayer before unlocking the pre-requisite Doctrines[/p]
[p]Fixed a rare server crash that occurred when configuring players’ teams for a game in matchmaking[/p]
[p]Fixed a crash that sometimes occurred when loading player profiles[/p]
[p]Fixed a server-related crash in Skirmish[/p]
[p]Fixed a crash related to the tooltip display of Power Cost requirements [/p]
Quality of Life Improvements
[p]Increased matchmaking Map Veto amount to 4 (from 2), to reflect the increased map pool size [/p]
Balance Updates
[p][/p]
Neutral Structures
Tempest Processing Center
[p]We are reducing the Power output of Tempest Processing Centers in order to encourage players to build more Power Plants in the early game.[/p]
[p]Decreased Power provided by Tempest Processing Center to 60 (from 100) [/p]
Tempest Dynasty
Tempest Rig
[p]Dynasty players are still able to ramp up their economy somewhat too quickly. These changes are designed to slow down the Dynasty's economic expansion, primarily regarding timing and growth rate. Additionally, we are continuing to tweak Harvester Wheels to be more attractive harassment targets. [/p]
[p]Movement Speed decreased to 300 (from 350)[/p]
[p]Increased respawn time of Harvester Wheels to 30 seconds (from 28 seconds)[/p]
[p][/p][p]Welcome back, General! [/p][p]Our first major content update brings a variety of highly requested features and new content, like 6 more maps, Spectator Mode V1, and the ability to queue with friends! This update also includes an extensive list of multiplayer balance changes and bug fixes to further improve your experience playing Tempest Rising. [/p][p][/p][p]To our early supporters who pre-ordered the Deluxe edition, you will all be happy to hear that your bonus content pack is also a part of this update (more on that below).[/p][p]Now, let’s dive right into what you’re really here for! 🫡[/p][p][/p]
New Features
[p][/p]
2v2 Ranked and Queue with Friends
[p]Added 2v2 Ranked mode and Leaderboards[/p]
[p]Players can queue up for 2v2 matchmaking with their friends or queue solo[/p]
[p]Added the much-requested feature: You can now adjust max unit population capacity from 100 to 500 in Match settings for Skirmish and Custom matches (this may impact performance)[/p]
Lobby Chat Menu
[p]Added Chat Menu feature in Lobbies and Multiplayer tabs. This feature allows you to:[/p]
[p]Chat with other players while in a lobby[/p]
[p]Send friend requests to other players in a lobby[/p]
[p]Send party invites to your friends to play together in Ranked, Quickplay (2v2), or Custom Games[/p]
Spectator Mode V1
[p]Added basic Spectator mode for Custom Lobbies with slots for up to 8 Spectators[/p]
[p]Added the ability to skip opening logos and the intro cinematic by holding ESC [img src="https://clan.akamai.steamstatic.com/images/42794230/7bb11d9489fe081e0e9f63bc3277f1238e2e510f.png"][/p]
More Maps
[p]Added 6 Maps, repurposed from existing Maps[/p]
[p]4 Maps designed for 2v2 teamplay matches[/p]
[p]2 Maps designed for 1v1 duel matches[/p]
[p]Added “Alps” and “Central Junction” Maps to the 1v1 map pool[/p][p][/p]
[p]Marking effect can no longer be applied to Neutral Structures (if not captured by the enemy), Concrete Walls, Gates, or Fences [/p]
Neutral Structures
[p][/p]
Mission Control
[p]The Mission Control neutral structure has always been a Detector - adding the Detection Perk to the unit is simply a way to communicate this to the player, as intended.[/p]
[p]Mission Control now has Detection Perk as intended [/p]
Global Defense Force (GDF)
[p][/p][p]For both factions, we are looking to provide a more formal Early/Mid/Late pacing for tech progression. For the GDF, this includes a slight cost and build time increase for the Satellite Uplink, as well as addressing the Spy Drones Support Power, which has been used to generate Intel more quickly than we’d initially anticipated.[/p][p]We are also seeking to make the Hunter Tank a more attractive all-around option, particularly as a method at Tier 1 to defend against vehicle rushes and pressure the Dynasty.[/p][p]Overall, we are looking to increase the number of viable options the GDF has at all tech levels.[/p][p][/p]
Harvester
[p]We are aiming to make harvesters from both factions slightly more vulnerable and susceptible to harassment at all stages of the game, forcing players to pay more attention to protecting their economy. A slight Health reduction is the first step in this direction.[/p]
[p]Health decreased to 950 (from 1000)[/p]
Satellite Uplink
[p]In an effort to make Tier 2 more of a commitment, we are slightly increasing its cost and build time. Additionally, we are looking to provide more passive detection options, which will make the use of stealth units as scouts more skill-based.[/p]
[p]Cost increased to 2000 (from 1800)[/p]
[p]Build time increased to 27 seconds (from 20)[/p]
[p]Given the Detection Perk, with a range of 2500 [/p]
Hunter Tank
[p]The Hunter and Boar tanks are still slightly under-performing in their role. Increasing the base and Networked damage of the Hunter, as well as its movement speed, allows it to become a more effective tool at pressuring the enemy at all stages of the game, but particularly allows for a more aggressive early game from GDF players.[/p]
[p]Movement speed increased to 750 (from 725)[/p]
[p]Damage increased to 70 (from 60)[/p]
[p]Networked damage increased to 110 (from 95)[/p]
Spy Drones
[p]While we support players utilizing the Spy Drones Support Power to generate Intel by Marking enemy armies, we feel that the rates of Intel gain over time are too high.[/p]
[p]Cooldown increased to 90 seconds (from 60 seconds)[/p]
[p]Marking area decreased to 1000 (from 1200)[/p]
Engineer Guard Tower
[p]We want to encourage GDF players to experiment more with abilities like the Engineer’s Guard Tower. Being able to repair them via Global Repair and sell them for an Intel refund should make the Guard Tower a much safer investment to utilize for offensive and defensive strategies.[/p]
[p]Can now be repaired by Global Repair[/p]
[p]Can now be sold (returns 2 Intel when sold)[/p]
Queller
[p]Quellers can be a nuisance to the enemy but struggle to survive long enough to get adequate value for their investment. Additional health and a slightly increased attack range should allow players a bit more freedom when choosing engagements.[/p]
[p]Health increased to 880 (from 850)[/p]
[p]JUDGE Laser Range increased to 2100 (from 1850)[/p]
[p]Minigun range increased to 2000 (from 1750)[/p]
Peacekeeper
[p]While the Peacekeeper is a versatile unit, it is difficult to use for infantry suppression due to the short range of its weapon. A small increase to its range should allow the Peacekeeper to more consistently hit and suppress groups of infantry and fulfil its intended role.[/p]
[p]LRAD Riot Cannon Range increased to 1800 (from 1500)[/p]
Riot Medic
[p]The Riot Medic has remained a Specialist with a relatively low pick rate. In addition to a respectable stats buff, we are looking to position it as a more Sniper-resistant Specialist and make it a safer pick when facing enemies fielding Infantry removal units.[/p]
[p]Movement speed increased to 600 (from 500)[/p]
[p]Health increased to 680 (from 650)[/p]
[p]Maximum weapon cone length increased to 2400 (from 2100)[/p]
[p]Now has 35% Resistance to Sniper weapons (from 0%)[/p]
Riot Van
[p]We are continuing to make slight changes to the Riot Van to increase its overall value.[/p]
[p]Cost decreased to 1200 (from 1300)[/p]
Comms Officer
[p]The Comms Officer remains a safe choice for many GDF players, though they are fragile, making it difficult to keep them in play during combat. A slight range and survivability buff should force the enemy to work a little harder to remove them from play.[/p]
[p]Range increased to 2700 (from 2600)[/p]
[p]Health increased to 350 (from 300)[/p]
Haywire Turret
[p]Haywire Turrets compete for Intel cost with many other Tier 3 units and structures. A lower Intel cost is a first step to improving their value as defensive Structures.[/p]
[p]Intel cost decreased to 30 (from 40)[/p]
Artillery Turret
[p]Artillery Turrets have been too easy to mass and stall out games. A slight increase to their Cost and Power consumption should make it more difficult to hit a critical mass of turrets. [/p]
[p]Cost increased to 2200 (from 2000)[/p]
[p]Power consumption increased to 60 (from 40)[/p]
Drone Assassin
[p]The Drone Assassin is one of four Specialists we are providing with some Sniper resistance.[/p]
[p]Now has 25% resistance to Sniper weapons (from 0%) [/p]
Tempest Dynasty (DYN)
[p][/p][p]This update aims to better define the combat progression of the Tempest Dynasty across Tiers 1, 2, and 3, emphasizing each tier's distinct characteristics and appeal. [/p][p]Specifically, we've increased the effectiveness of certain Tier 2 Dynasty units, such as the Porcupine and Boar Tank. This adjustment is intended to foster greater variety in unit compositions when facing both the GDF and other Tempest Dynasty players.[/p][p]Additionally, we have slightly slowed down the rate at which players can expand the number of Tempest Rigs they can field, and also made Tempest Rigs more vulnerable to harassment. [/p]
Radar Station
[p]Cost increased to 1800 (from 1500)[/p]
[p]Build time increased to 28 seconds (from 20)[/p]
[p]Given the Detection Perk, with a range of 2500[/p]
Dynasty Guard
[p]While both the Dynasty Guard and GDF Field Scout were improved in our last Balance Patch, the Dynasty Guard’s performance and win rate did not improve as we had anticipated. Adding some Health and movement speed should keep the Guard out in front and threatening enemy Infantry as intended.[/p]
[p]Health increased to 150 (From 140)[/p]
[p]Movement speed increased to 625 (from 600)[/p]
Boar Tank
[p]The Boar is already hardy, resistant, and fast. Increased DPS should push it more into a role as a frontline skirmisher and threat, and help it perform better against Tier 3 units like the Voltaic Tank and Trebuchet.[/p]
[p]Attack speed increased to 2.5 (from 2.9)[/p]
Salvage Center
[p]Retaining the same population cap as the Salvage Van increases the consistency of the Salvage Center.[/p]
[p]Now takes 2 population (from 0)[/p]
Leveler
[p]We are returning some range we removed from the Leveler in our last balance patch to improve its performance against defenses and the GDF Shieldmaiden.[/p]
[p]Range increased to 4500 (from 4000)[/p]
Tempest Rig
[p]In an effort to slightly slow down the rate at which the Tempest Dynasty are able to expand their economy, we are increasing the build time and Power consumption of the Tempest Rig - this simply matches the value of a deployed Tempest Rig Refinery, but is a minor increase to its up-front cost.[/p][p]Lastly, we are reducing the Health of both the Tempest Rig and its Harvester Wheels to allow Dynasty harvesting operations to be more easily harassed, and force Dynasty players to work harder to keep them protected.[/p]
[p]Build time increased to 45 seconds (from 43)[/p]
[p]Health decreased to 1600 (from 1700)[/p]
[p]Power consumption increased to 30 (from 20)[/p]
Harvester Wheel
[p]Respawn time increased to 28 seconds (from 25)[/p]
[p]Health decreased to 280 (from 300)[/p]
Dynasty Construction Yard
[p]As part of our initiative to increase the division between tech tiers and slow down access to end-tier Dynasty units, we are slightly increasing the cost and research time of the Construction Yard Bastion.[/p]
[p]Bastion Upgrade research time increased to 35 seconds (from 25)[/p]
[p]Cost increased to 1500 (from 1000)[/p]
Hammerhand
[p]The Hammerhand’s usage and win rates are below their desired levels, and a slight increase in movement speed and attack range should help make them more useful and consistent.[/p]
[p]Movement speed increased to 1000 (from 900)[/p]
[p]Range increased to 1800 (from 1500)[/p]
Matchstick
[p]As a part of our initiative to generally increase the consistency of Tier 1 Air units across both factions, we are giving the Matchstick a slight range increase.[/p]
[p]Range increased to 1950 (from 1800)[/p]
Porcupine
[p]Increasing the damage of the Porcupine should threaten both GDF armies, forcing GDF players to lean more into utilizing their advanced faction systems more, and should threaten Dynasty Tier 3 units more in mirror matches, increasing combat diversity.[/p]
[p]Damage increased to 100 (from 90)[/p]
Machine Shop
[p]Some Dynasty fast tech builds are hitting a little too quickly. Increasing the research time of the Defender upgrade slightly delays the player’s access to Tier 3 vehicles.[/p]
[p]Defender upgrade research time increased to 30 seconds (from 25)[/p]
Demolitionist
[p]To push the Demolitionist further into its niche, we are making it more formidable. It is now harder to kill and packs a stronger punch when it is in range.[/p]
[p]Health increased to 580 (from 550)[/p]
[p]Range increased to 1750 (from 1500)[/p]
[p]Voltaic Spark Gun Damage increased to 170 (from 150)[/p]
Line Officer
[p]Line Officers have a fairly low usage rate. Increasing their Health, Sniper resistance, and the duration of their Inspire effect should make them more consistent and effective.[/p]
[p]Health increased to 550 (from 400)[/p]
[p]Movement speed increased to 625 (from 600)[/p]
[p]Line Officer Inspire Buff now lasts 14 seconds (from 10)[/p]
[p]Now has 25% Resistance to Sniper weapons (from 0%)[/p]
Machinist
[p]Machinists are both lethal and have strong utility. A decrease to their damage area should retain their utility while providing more counter-play with Infantry armies.[/p]
[p]Attack radius decreased to 220 (from 300)[/p]
Voltaic Tank
[p]We are looking to position the Voltaic Tank a bit more firmly as a back-line threat that can threaten Tier 3 defenses without being depowered. The increased range also synergizes well with the increased range of the Sensor Array.[/p]
[p]Range increased to 3200 (from 3100)[/p]
Sensor Array
[p]A slight range increase should make the Sensor Array more consistent and dangerous as a defensive structure.[/p]
[p]Range increased to 3300 (from 3000)[/p]
Physicist
[p]The Physicist is one of four Specialists we are providing with some Sniper resistance.[/p]
[p]Now has 25% resistance to Sniper weapons (from 0%)[/p]
Voltaic Turret
[p]Increasing the Power consumption of the Voltaic Turret reduces Dynasty players’ ability to spam multiple turrets at once, as in coordination with Salvage Centers.[/p]
[p]Power consumption increased to 80 (from 40) [/p]
Bug Fixes
General Gameplay
[p]Fixed an issue with the Camera centering on a selected group when quickly switching between unit groups[/p]
[p]Fixed an issue where Credits were not being refunded after cancelling a completed Dynasty building from the production queue[/p]
[p]Fixed an issue where the Pillager and Ignitor units were not dealing damage but continuing to attack an enemy outside of attack range[/p]
[p]Fixed an issue where enemy air units were not visible when attacking from ‘dimmed’ high ground[/p]
[p]Fixed issues where various unit abilities were being reset when used under certain conditions[/p]
[p]Fixed an issue with MCV, Tempest Rig, and Salvage Van units not being able to execute Deploy abilities using the Shift key[/p]
[p]Fixed an issue where ‘Networked’ Trebuchet and Tempest Artillery units couldn’t attack Marked enemies at full range[/p]
[p]Fixed an issue with Drones pushing each other when Drone controllers were placed inside garrisonable units and structures[/p]
[p]Fixed an issue where units couldn’t be produced when players had the exact amount of credits remaining[/p]
[p]Fixed an issue where units in Stealth were not attacking enemy units from inside garrisonable structures[/p]
[p]Fixed an issue when using the Ignitor’s Thermobaric Grenade ability, where the grenade would be thrown at a random location[/p]
[p]Fixed an issue where the grenade throwing range would display on the cursor instead of the Ignitor unit [/p]
Multiplayer/Skirmish
[p]Fixed an issue with attacking units not being displayed if they were located in a dimmed area in multiplayer[/p]
[p]Fixed an issue where GDF units were not being produced with 0 credits if they cost only Intel[/p]
[p]Fixed an issue where the enemy’s delivery drone would be visible in Fog of War if the enemy structure was built within the player's visibility radius[/p]
[p]Fixed an issue where the Fog of War would disappear after an AI bot was defeated in Skirmish[/p]
[p]Fixed an issue where the GDF Harvester could get stuck in the Refinery after loading a Save file under certain conditions[/p]
[p]Fixed an issue where two Tempest Fields were missing on the Dam map[/p]
[p]Fixed an issue where some turrets were not properly refunding 50% of their Credit cost when sold[/p]
[p]Fixed an issue where Skirmish AI bots would stop building when the player surrounded their base early [/p]
[p]Fixed various other Multiplayer & Skirmish-related issues [/p]
Campaign
[p]Added subtitles for intro cinematics, where distinct communication is present[/p]
[p]Fixed an issue where the "Eliminate GDF Threats" objective couldn't be completed on Easy difficulty during Dynasty Campaign Mission 8 (Buried)[/p]
[p]Fixed an issue during Dynasty Campaign Mission 11 (Fire of the Gods) where Matchstick units from the additional base couldn’t fly through a removed barrier[/p]
[p]Fixed an issue with the Drone Assassin unit not attacking a selected target if it was at the edge of its attack radius in Campaign[/p]
[p]Fixed an issue where the “Wrecker Cannons” Armory Upgrade was not applied to Demolitionist and Voltaic Tank units in Campaign [/p]
[p]Fixed an issue where ‘invisible’ selectable buildings were appearing in various places in Campaign missions after loading a Save file[/p]
[p]Fixed performance issues in various Campaign missions if many save files were created during its walkthrough[/p]
[p]Fixed an issue where Campaign Doctrine/Armory/Reset points could go into negative values after loading previously completed missions in the Command Compound[/p]
[p]Fixed various other Campaign-related issues [/p]
UI
[p]Fixed an issue where a ‘Lost’ Skirmish match could be shown as ‘Won’ in Match History[/p]
[p]Fixed an issue where a player’s Save profile could become corrupted and not accessible after a failure during the process of saving[/p]
[p]Save profile backups are now created every time saving is successful[/p]
[p]Fixed an issue where “Total Time Played” in the player profile was cleared after 24 hours of matches had been played[/p]
[p]Fixed an issue where Campaign missions were being displayed in Match History as Ranked matches[/p]
[p]Fixed various other UI-related issues[/p]
[p]Fixed various localization issues in a variety of languages [/p]
Achievements
[p]Fixed an issue where Campaign Achievements were sometimes not unlocking properly after completing Campaign missions[/p]
[p]Fixed an issue where the “Deprived” Achievement could be obtained by replaying the first mission after completing the Campaign[/p]
[p]Fixed an issue where the “Plowing the Fields” Achievement was given for harvesting 100,000 Credits instead of 200,000 Credits[/p]
[p]Fixed an issue where the “Making Bacon Pancakes” Achievement was given to all players in a match if only one player completed its conditions[/p]
[p]Fixed an issue where the “Beat the Skirmish AI ” Achievements could be obtained by defeating any AI bot in Skirmish if the player had a bot on their team[/p]
[p]Fixed an issue where the “Bug Zapper” Achievement was not unlocking properly according to its description[/p]
[p]Fixed an issue where the “Last Man Standing” Achievement could be unlocked after winning a Skirmish match against AI bots on different teams[/p]
[p]Fixed an issue where the “Reduce, Reuse, Recycle!” Achievement was not unlocking properly after completing its condition (Now both enemy and allied vehicles count towards completing the Achievement)[/p]
[p][/p]
Deluxe Pre-Order Bonus Content
[p][/p][p]To our players who originally pre-ordered the Deluxe Edition of Tempest Rising before April 25, we told you we hadn’t forgotten about you![/p][p]Since you did not receive your 7-day Early Unlock access to the game as originally intended, we’ve created a cosmetic pack to compensate for this as a token of our appreciation of your early support for Tempest Rising.[/p][p]No action is required; this pack will automatically be unlocked in the “Additional Content” menu tab after you update and launch your game.[/p][p] [img src="https://clan.akamai.steamstatic.com/images/42794230/4704a36b5155e1b23dcfe94c32128700cbd4f6a2.jpg"][/p][p]This bonus content pack includes: [/p]
2 Main Menu Backdrop Videos (Deluxe Pre-order only)
[p]Sign up for a PROS account and receive two avatars in-game! You can find the sign-up link in the top left corner of the main menu.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42794230/733f865f3fbfc907f07ca03de64c078088fd0924.jpg"][img src="https://clan.akamai.steamstatic.com/images/42794230/bb7473afe77fed9a65c131e3707028c506b3f923.png"][TAG-1230][img src="https://clan.akamai.steamstatic.com/images/42794230/795466fa837febe8cae58cac05a9fec328dfd2c4.png"][/p]
[p]Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community! [img src="https://clan.akamai.steamstatic.com/images/42794230/51cb5252c3c0fe73f2a63ddc62cd143bdc57346c.png"][/p]
Multiplayer Balance Patch and Top 12 Steam Releases
Checking designs...
The mission continues, General! It's been a month since we launched Tempest Rising, and we've been hard at work on future content, new features, bug fixes, and quality of life improvements for the game. We'll share more detailed information on these updates in the near future, but we want to still give you an early glimpse of some of what's coming in our next major patch.
Next Patch Content
2v2 Ranked
Queue with friends
Remixed Multiplayer Maps designed for 2v2 team fights and 1v1
New Pop. cap adjustment setting in Skirmish/Custom matches
Spectator Mode V1
Main Menu Chat
Stay tuned for more information about each of these features in the coming weeks. We didn't want to keep you waiting too long for updates, though, so today we're releasing our largest balance patch since launch!
Balance Updates
With this patch, we aim to address the large impact some units are having, particularly on the early game, while improving the utility of some lower-performing units.
We are looking to take a more incremental approach to changes that affect the early game and smooth out the transition into the mid-game for both the GDF and Dynasty.
General
Most units that provide more than 10 Intel upon being killed while Marked have had their Intel rewards reduced.
Mercenary Outpost
Some early game strategies centered around this structure were too difficult for the defender to adequately hold. With a cost increase and a slight decrease in the number of spawned Militia, this should be more manageable for the defender and more of a commitment from the attacker.
Militia Ambush cost increased to 2000 (from 1500)
Militia Ambush spawns 12 Militia (from 15)
Global Defense Force (GDF)
First and foremost, the Intel resource is integral to the GDF's army and economy. After watching the game mature over the past couple of weeks, we feel that we can make some targeted improvements to Intel that should smooth out both the early and late game somewhat.
Specifically, we are opening up Intel in the early game again by lowering the cost of accessing the Satellite Uplink and Data Core, but we are also lowering the amount of Intel you gain from killing high-tier units and structures.
Overall, we feel that this should normalize Intel income so that it's less restrictive early and less abundant after large fights. We will continue to observe and tune this system over time.
Satellite Uplink
Lowering some Intel costs is an effort to encourage more use of abilities and units that cost Intel, particularly in the earlier stages of a match.
Intel cost reduced to 10 (from 20)
Data Core
Lowering the Intel cost for the same reason, to encourage using more abilities and units that require Intel.
Intel cost reduced to 20 (from 40)
Field Scout
We are seeking to improve early game anti-infantry units like the Field Scout to improve their performance against early game anti-tank infantry, such as the Missile Trooper and Drone Operator
Attack interval improved to 1.1 seconds (from 1.2 seconds)
Grenadier
Grenadiers have a lower-than-average combat performance related to trouble closing the distance with enemy units to attack. We are increasing their health in an effort to help improve their role as a front-line damage dealer
Health increased to 250 (from 230)
Sentinel Scout Car
We have determined that the Sentinel’s Marking Rounds are overperforming, being a potent source of AOE anti-infantry damage when massed. These changes are geared towards pushing Marking Rounds back to being a utility tool as intended.
Marking Rounds attack interval increased to 1.5 seconds (from 1)
Marking Rounds damage reduced to 4 (from 12)
Damage type changed to Omni (from Rifle)
Hunter Tank
Both factions’ main battle tanks are underperforming. This attack speed boost should help them more effectively deal with vehicle-based threats.
Attack interval improved to 2.9 seconds (from 3.1 seconds)
Shieldmaiden
This corrects an issue with the Shieldmaiden in the campaign.
Standoff Orders removed from the Campaign version of the Shieldmaiden
Peacekeeper
The Peacekeeper helicopter can be oppressive against infantry. This change makes the LRAD Riot Cannon less lethal, requiring more support to capitalize on its ability to Suppress enemy infantry.
Some GDF strategies revolve around Skycranes full of Drone Operators or Engineers being used to great effect. These changes are geared towards making Skycrane strategies harder to pull off and more of a financial commitment.
Production time increased to 42 seconds (from 35)
Cost increased to 2300 (from 2000)
Health reduced to 1000 (from 1200)
Riot Medic
Riot Medics are one of the least popular Specialists, and returning his healing ability should make him easier to use and less Intel-dependent.
The Riot Medic now passively heals allied infantry while not in combat, as he does in campaign
Riot Van
Riot Vans have a fairly low usage rate. Increasing their health should help the Riot Van perform its key role of delivering infantry to the front lines. It should also make it a more effective shield for lower-health GDF units, adding to its utility.
Health increased to 880 (from 850)
Riot Trooper
Riot Troopers also see somewhat lower usage rates and struggle to get into range to use their EMP Grenades or their Stun Baton. A slight health increase is a first step towards encouraging their wider use.
Health increased to 480 (from 470)
Artillery Turret
Artillery Turrets are very powerful and long-ranged, and have been determined to be too inexpensive for their power level. Increasing their cost should make massing them more of an investment.
Cost increased to 2000 (from 1600)
Drone Control Unit (DCU)
The DCU is intended to epitomize the GDF's signals science: Marking, Comms, and drone technologies. Over the past two patches, it has continued to dominate as a weapons platform, and we are taking the opportunity to rework it back more towards its original role as a lynchpin support unit.
We feel that with the other changes across the board, it will fit better into the overall GDF lineup this way.
Now fields 6 Combat Drones (from 8)
Now Marks enemy units again
Range increased to 3200 (from 2600)
Scrambler
The GDF lacks Penetrating damage at the moment, and the Scrambler's Tempest Chaff seemed like a good place to put it. Now, in the late game, the GDF will have the option to clear out Garrisons at the cost of Intel via Tempest Chaff.
Tempest Chaff now deals Explosive-Penetrating damage (from Explosive)
Scrambler Intel cost reduced to 30 (from 40)
Tempest Dynasty (DYN)
The Dynasty has been performing better as players get more used to how they play and how they tech, but the faction still has some underutilized and underperforming Tier 2 and Tier 3 units that we are addressing. Notably, the Leveler/Dragonfly combo has been overperforming and is being tuned down.
Overall, along with some early game lethality increases for both factions, we feel that both factions will be able to field a wider variety of units early, mid, and late-game.
Dynasty Guard
A slight increase in the Guard's lethality is warranted. We will continue to observe Tier 1 infantry for performance, but this should help them kill enemy anti-tank troopers more effectively.
Attack interval improved to 0.8 seconds (from .9)
Tempest Sphere
The Tempest Sphere, in spite of moderate win rate values, has trouble getting up close to attack enemy units. A slight speed and durability increase should help it make contact with enemies more readily and increase its threat value.
Cost reduced to 2500 (from 2800)
Speed increased to 730 (from 700)
Health increased to 2200 (from 2000)
Boar Tank
The Boar continues to underperform in its role. As a part of our approach to making Main Battle Tanks more impressive, we are increasing the Boar Tank’s attack speed, which should help players get better value from this unit.
Attack interval improved to 2.9 (from 3.25)
Voltaic Tank
As a way to help differentiate the Voltaic Tank more from other Dynasty vehicles, we are increasing its range and damage slightly.
Damage increased to 150 (from 130)
Range increased to 3100 (from 2850)
Machinist
Reducing the Machinist's build time normalizes him with other Dynasty Specialists.
Build time reduced to 25 seconds (from 35)
Voltaic Turret
Voltaic Turrets should provide a better return on investment now and have better parity with GDF Tier 3 turrets.
Cost decreased to 1800 (from 2000)
Range increased to 4000 (from 3500)
Leveler
Levelers have been dominating the late game for the Dynasty. Instead of further increasing their cost and/or build time, we are seeking to balance their effects by reducing their synergies and making them harder to use.
As such, their range has been slightly reduced, making them more vulnerable to AA weapons like the SAM Site and Shieldmaiden. Additionally, a slower attack speed should incentivize the use of Tempest Dynamos.
Range reduced to 4000 (from 5000)
Attack interval increased to 4 seconds (from 3)
Ignitor
Similar to Grenadiers, the Ignitor’s health is being increased to help make them a better value proposition.
Health increased to 270 (from 250)
Construction Yard
We are seeking to open up later tech for both the GDF and Dynasty. A decrease in cost and research time should make the Bastion Upgrade less disruptive to acquire.
Bastion Upgrade cost decreased to 1000 (from 2000)
Bastion Upgrade time reduced to 25 seconds (from 40 seconds)
Havoc
Havoc Tempest Dynamos and mass Havoc strategies have been dominating the early game. While we like Dynamos as a powerful option for this unit, we are currently looking to provide access to it somewhat later, which provides opponents more time to prepare.
Build time increased to 23 seconds (from 22)
Now gains Tempest Dynamos with the Bastion tech
Dragonfly
In conjunction with the Leveler, Dragonflies can be an oppressively powerful late-game combo. A shorter range forces more skillful use of Dragonflies and more opportunities for counter-play.
Attack Range reduced to 3700 (from 4000)
Top 12 Releases
Tempest Rising was in the top 12 Steam releases in the last month since launch!
Thank you to everyone who has played the game, sent a review, told a friend, posted about the game on social media, created content for the game, and shared feedback with us. Your continued support helps and motivates everyone on our team to continue working hard on new content and improving the game. We appreciate you all!
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
Beyond the Battlefield: The Making of Tempest Rising - Episode 4
Analyzing mission parameters...
Watch the fourth episode of our mini-documentary series, Beyond the Battlefield: The Making of Tempest Rising: The Mission, and learn about the design philosophies and development journey of the game!
We're thrilled to see the response to Tempest Rising from players and press! We've collected some of our favorite quotes from reviewers in this new accolades trailer!
Fixed an issue where players experiencing temporary network instability may experience a “Matchmaking Failed” error.
Fixed an issue where player settings were reset to default if the “WASD Camera” preset was selected.
Fixed an issue where old pre-release save data from demo or beta builds could be loaded by default, causing Campaign loading issues.
Balance Updates:
Units
Engineer/Technician Capture time was a little unpredictable for players and has now been reworked. Originally, it was dependent on building health and based on a curve. We’ve now made it a fixed amount of time, dependent on the building type.
Capture time for all Faction buildings is now 7 seconds.
Capture time for all Construction Yards is now 10 seconds.
Capture time for all neutral buildings is now 5 seconds.
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
Beyond the Battlefield: The Making of Tempest Rising - Episode 3
Loading audio. Commencing headbanging!
Watch the third episode of our mini-documentary series, Beyond the Battlefield: The Making of Tempest Rising, and learn about the development of the kick-ass music in the game! This episode features some of the composers on the game talking about what went into making the soundtrack, including the legendary Command & Conquer composer, Frank Klepacki.
It's been a week since our launch, and we're still going strong! Today, we're adding Ranked Matchmaking and Leaderboards for 1v1 matches. Now you can show your true strategic prowess to the world on the global leaderboard! 2v2 Ranked Matchmaking and leaderboards will come at a later date.
This is also our first major patch for Tempest Rising! Thank you to everyone who has played and shared feedback with us in our first week!
Regarding 2v2 Ranking and Queue with Friends
We know many players are eager to play Tempest Rising with their friends and rank up on the Leaderboards together. This is an important feature for RTS players, and the team is already actively working on implementing it.
We plan to add this functionality to the game as soon as possible. Stay tuned for updates, and as always, we appreciate your patience and support!
For the time being, we recommend joining the Tempest Rising Discord server to find a group to play against in Custom matches.
Key Known Issues
The MMR gains/losses post-game will show as "-1" in UI fields. This is ONLY a UI bug, all MMR calculations will show correctly in the leaderboards. We are working on fixing this as soon as possible! We appreciate your patience while we resolve this issue.
Patch Notes
Our first major patch includes a variety of balance changes, AI and general game improvements, and bug fixes. This update also notably resolves the issues players were having with hosting and joining custom lobbies.
Feature Updates
Ranked Update
Ranked Queue and Leaderboards are now enabled for 1v1 — test your skill and climb the ladder!
Quality of Life Improvements
UI Improvements
Improved input responsiveness for double-clicking to select units of the same type.
Added subtitles to the Game Intro Cinematics.
Skirmish Bot Improvements
Construction Yard placement logic has been improved
Unit pathing and movement are more cohesive, with bots now grouping units more tightly during advances.
Field Scout's "Throw Marking Mine" ability now functions as intended
Bug Fixes
Campaign and Gameplay Fixes
Fixed Veti Shield reappearing upon loading a save in the final DYN campaign mission.
Fixed mission failure when capturing the Repair Bay with the last Technician in DYN Mission 9.
Fixed issue allowing a second Hijacker to be obtained early in GDF mission 7.
Fixed objective "Eliminate prison guards to free the Civilians" not completing after save reload in GDF mission 8.
Fixed incorrect damage and range values in "Regional Networking Doctrine".
Skirmish
Fixed player losing control of base after loading a Skirmish save.
Achievements
Fixed "Doctor's Visit" and "Drive by Mechanic" achievements being unlocked by bots.
Fixed "Tempest Hoarder" achievement not unlocking (now correctly grants after match ends).
Controls & Input
Fixed quick group switching being unresponsive.
Fixed "Center on Base" hotkey not working with DYN Construction Yard Bastion upgrade.
Fixed WASD camera preset not applying when set from the Main Menu.
Fixed double-clicking not selecting all Spy Drones.
UI & Display
Fixed "Restore Page" button not resetting camera preset settings.
Fixed Spy Drone aura radius always being displayed when selected.
Fixed attack speed values not rounding to two decimal places for units with Veterancy.
Multiplayer & Networking
Resolved issues with creating and joining custom lobbies — players should now be able to host and join custom games without issues.
Fixed various server crashes occurring during matchmaking.
Fixed an issue where attacking a specific unit or structure under certain conditions could cause the player to be kicked from the match.
Balance Updates
As we enable ranked mode in Tempest Rising, this first balance patch is aimed at addressing trends and imbalances observed during the first week since release. The Global Defense Force (GDF) has proven a bit too dominant in late-game scenarios due to excessive scaling from Intel generation.
This patch aims to dial that back by requiring more thoughtful Intel allocation and reducing its efficiency when Credit-starved. In addition, several high-performing units are being tuned to reduce their ease of use or over-efficiency, while underperforming tools are getting the adjustments they need to become more viable.
Overall, these changes are focused on tightening the skill curve, promoting unit diversity, and keeping strategic play front and center.
Structures - GDF
We had some players identify strategies to scale Intel income considerably in the late game, and wanted to make some changes to limit the GDF’s ability to mass produce Intel passively. We have also tweaked some Tier 3 units’ Intel costs to make them less spammable.
Construction Yard
Now generates 1 Intel per 10 seconds (from 1 Intel per 7 seconds)
Satellite Uplink
Intel cost increased to 20 (was 0)
Now generates 1 Intel per 20 seconds (from 1 Intel per 10 seconds)
Data Core
Intel cost increased to 40 (was 0)
Now generates 1 Intel per 10 seconds (from 1 Intel per 5 seconds)
Haywire Turret
Intel cost increased to 40 (was 30)
Structures - DYN
SAM Site SAM Sites were underwhelming for their price. This makes them more accessible as a core part of air denial.
Cost reduced to 800 (from 1300)
Attack now has a 200 AOE effect
Units - GDF
DCU (Drone Control Unit) DCUs were too cost-efficient. These nerfs make them easier to snipe and limit how freely they can be fielded, without compromising their core role. Additionally, we are removing its ability to Mark enemy units in an area, which should help with late-game Intel scaling.
Range reduced to 2600 (from 3200)
Health reduced to 800 (from 1050)
Drone respawn time increased to 15s (from 10s)
Intel cost increased to 70 (from 50)
Population cost increased to 6 (from 5)
DCU’s Target Designator no longer Marks enemy units
Condor Condors were scaling too well relative to their cost. This makes high-Condor plays more of a commitment.
Intel cost increased to 50 (from 40)
Population cost increased to 4 (from 3)
Comms Officer This unit had the highest win rate in the game. We’re tuning back its overall efficiency while keeping its role intact.
Damage reduced to 30 (from 40)
Range reduced to 2600 (from 2800)
Health reduced to 300 (from 400)
Queller Bringing the Queller closer to the frontlines to attack should increase counterplay opportunities, especially from AA options.
JUDGE Laser range reduced to 1850 (from 2000)
Minigun range reduced to 1750 (from 1800)
Health reduced to 850 (from 900)
Shieldmaiden This improves Shieldmaiden utility in countering ground pushes and helps reduce reliance on air-heavy strategies.
Range increased to 3800 (from 3500)
Fixed Standoff Orders to correctly target ground units instead of air
Units - DYN
While our main focus this patch was bringing some of the GDF’s Intel scaling under control, we also wanted to make sure that the Dynasty was getting proper attention.
Many air units on both sides have been overperforming, so the Matchstick and Leveler have been toned down somewhat. Additionally, some cornerstone Dynasty vehicles are getting some minor improvements to hold up more in battle.
Matchstick These changes make Matchsticks more vulnerable to anti-air and less oppressive in clustered fights by reducing their range and splash damage.
Attack range reduced to 1700 (from 1800)
Damage reduced to 80 (from 90)
Attack AOE reduced to 350 (from 600)
Health reduced to 600 (from 650)
Leveler The Leveler remains deadly, but its reduced attack AOE and range, along with a cost bump, will demand better positioning and timing, curbing how easily it can be massed.
Movement speed reduced to 600 (from 700)
Attack AOE reduced to 500 (from 600)
Cost increased to 3200 (from 2800)
Havoc A slight buff to help them survive longer and be a more relevant factor in early-game AA defense.
HP increased to 290 (from 280)
Operative With a very high win rate, a slight reduction in DPS helps bring Operatives more in line without gutting their usefulness.
Attack interval increased to 2.2s (from 2s)
Boar Tank A small survivability boost to make Boars a sturdier frontline option.
Thank you to everyone who shared their feedback in the Discord and Steam forums in our first week! With your help, we'll continue to improve Tempest Rising on our post-launch journey.
Tempest Rising - Launch Gameplay Stream
This gameplay was recorded on April 17 by CohhCarnage.
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
Hotfix Update #1
Custom Lobby Issue
We're still investigating the issues players are experiencing with joining and creating a Custom Lobby. We have added new dev tools to help us track these issues and resolve them sooner. We've listed steps to take to try and resolve this here.
Please submit a ticket to our Support Page if you continue experiencing this issue. Thank you for your patience!
Bug Fixes:
Gameplay Fixes:
Hijacker units are now prevented from capturing Veti-faction vehicles.
Achievements:
Fixed an issue where the “The Ultimate Silo-Fest” achievement wouldn’t trigger correctly
Fixed an issue where the “Base-Builder's Fiesta” achievement wouldn’t trigger correctly
Fixed an issue where the “Air Traffic Controller” achievement wouldn’t trigger correctly
The “Marking for Life” achievement can no longer be completed by bots on behalf of players
The “Squatters Rights” achievement can no longer be completed by bots on behalf of players
Crash Fixes & Stability:
Fixed a variety of server crash issues.
Fixed a crash occurring when resizing the game window while in the main menu.
Matchmaking & UI:
Fixed an issue where the UI would not update properly if matchmaking failed early
Fixed an issue where player "None" would be displayed in Match History
Dev Tools - Logging & Debugging:
Added enhanced logging internally for tracking Custom Lobby join/create errors; these will help us further investigate this issue and related issues