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Hotfix Update #9

[p]Greetings, Commander! The Veti Multiplayer Test has come to a close. We are thrilled with the early response to the new Faction, and we appreciate all the time you have put into playing and testing the Veti.

The feedback we received has proven to be quite valuable and has been duly noted. The Veti will return in the future. Stay tuned![/p][p][/p]
Balance Updates
[p]With our Superior Firepower update, we made some big changes to both the GDF and Dynasty Factions, including reworks to the GDF’s DCU and the Dynasty’s Salvage Aura. Additionally, we added a Perk to some GDF units and structures called “Intel Storage”, which causes them to lose Intel when they are destroyed.

We are continuing to balance these new features, as well as each Superweapon, with the goal of maintaining the fun factor and competitiveness of each Faction.
[/p][h2]Global Defense Force (GDF)

[/h2][p]Now that the GDF can lose Intel when units with the Intel Storage Perk are destroyed, we are slightly increasing the base rate at which they gain it to keep their overall Intel economy healthier. This applies to the Construction Yard, Satellite Uplink, and Data Core.
[/p][h3]Construction Yard[/h3]
  • [p]Intel generation frequency increased to 1 Intel per 6 seconds (from 7 seconds)
    [/p]
[h3]Satellite Uplink[/h3]
  • [p]Intel generation frequency is increased to 1 Intel per 8 seconds (from 10 seconds)[/p]
  • [p]Health increased to 2200 (from 1600)[/p]
  • [p]Credit Cost decreased to 1600 (from 2000)
    [/p]
[h3]Data Core[/h3]
  • [p]Intel generation frequency increased to 1 Intel per 6 seconds (from 7 seconds)[/p]
  • [p]Health increased to 3000 (from 2500)[/p]
  • [p]Credit Cost decreased to 2000 (from 2500)
    [/p]
[h3]Skycrane Carrier[/h3][p]Considering the cost of the Stealth ability, we are adjusting its cooldown timer to make it feel less punitive.[/p]
  • [p]Stealth ability cooldown decreased to 20 seconds (from 60 seconds)
    [/p]
[h3]Peacekeeper[/h3][p]The Peacekeeper’s performance against other air units was overly impacted by the recent correction to its damage model, so we are restoring some of its combat potential.[/p]
  • [p]Anti-Air weapon damage increased to 120 (from 100)[/p]
  • [p]Networked Anti-Air weapon damage increased to 150 (from 130)
    [/p]
[h3]Drone Command Unit (DCU)[/h3][p]The DCU has fully transitioned into a new role as a combat control support caster. The ability to prevent a small number of enemy vehicles from attacking should be welcome in GDF late-game army compositions, and help the GDF against the raw firepower of the Dynasty and Veti late game.[/p]
  • [p]Weapon now applies Communication Jammer effect (Silence) to both air and ground vehicles[/p]
  • [p]Main Weapon Attack Speed decreased to 4.5-second intervals (from 1.7)[/p]
  • [p]Weapon attack AoE radius decreased to 150 (from 300)
    [/p]
[h3]Condor[/h3][p]Considering the cost of the Stealth ability, we are adjusting its cooldown timer to make it feel less punitive. We hope this enhances the flexibility of using Condors in stealth strikes, but we will continue to monitor this unit’s performance.[/p]
  • [p]Stealth ability cooldown reduced to 20 seconds (from 50 seconds)
    [/p]
[h2]Tempest Dynasty (DYN)

[/h2][h3]Excavator Platform[/h3][p]The Excavator Platform has remained the easiest superweapon to acquire and use. Increasing both its Cost and Power requirements aligns with the overall approach to Dynasty and should somewhat slow down the time it takes to come online.[/p]
  • [p]Cost increased to 5500 (from 5000)[/p]
  • [p]Power Cost increased to 400 (from 100)
    [/p]
[h3]Porcupine MLRS[/h3][p]The Superior Firepower update led to increased Porcupine usage, as we hoped. However, we feel that its increased movement speed made it too much of a ‘sure thing’ when used as a backline hit-and-run unit. We are slightly reducing its speed, so it requires more strategic decision-making when used.[/p]
  • [p]Movement Speed decreased to 640 (from 700)
    [/p]
[h3]Salvage Van[/h3][p]The Salvage Van has become a dominant unit in the mid-to-late game, largely due to its Salvage Aura, the unit’s usage in ‘turret pushing’ strategies, and it being an integral part of the Dynasty economy. We are increasing its cost slightly as a way to smooth out the benefits of these powerful tools in the Dynasty’s arsenal.[/p]
  • [p]Cost increased to 2000 (from 1800)
    [/p]
[h3]Salvage Center[/h3][p]Based on community feedback that the Salvage Aure damage-to-Credits conversion rate was over-tuned, we are adjusting this effect on the Salvage Center.[/p]
  • [p]Salvage Aura effect decreased to 15% Damage converted to Credits (From 25% Damage)
    [/p]
[h3]Tempest Rig Harvester Wheel[/h3][p]We are slightly adjusting the speed of Harvester Wheels to improve the economic balance with the other Factions.[/p]
  • [p]Movement Speed decreased to 710 (from 720)[/p]

Thank you for the support!

[h2]Great work, Commander![/h2][p]While Tempest Rising did not win tonight at The Game Awards, our entire team is still thrilled just to be nominated for an award on a global stage, alongside industry titans in the genre.

Thank you to everyone who voted for us, and to every Commander and General who joined the battlefield. We are deeply grateful for your support and are very proud of the game we have created for you.

Tempest Rising has been a labor of love since day one. Every developer and contributor to this game has put their heart and soul into creating a game that lives up to the legacy of the classics of the genre, while also being fun to play for a new generation of RTS players.

Congratulations to FINAL FANTASY TACTICS - The Ivalice Chronicles for winning!

We were up against some incredible games from very talented teams this year, and every one of them deserves their nominations and your attention; seriously, go play these games!

[/p][p][/p][h2]Buy Tempest Rising on Sale[/h2][p]New to Tempest Rising? Now is a great time to jump into the game for 35% off!
[/p][h2][dynamiclink][/dynamiclink]
[/h2][h2]Veti Multiplayer Test: Dec. 2-15[/h2][p][/p][p]Owners of Tempest Rising can also try out our new third Faction, the Veti, in our current Multiplayer Test that runs until December 15!

You can find and access the test by going to Properties > Betas > Beta Participation and then selecting the veti_mp_test branch from the dropdown menu.[/p][p][/p][h3]How To Access the Test[/h3][p][/p][carousel][/carousel][p]Veti Faction Summary:[/p]
  • [p]9 Buildings[/p]
  • [p]7 Vehicles[/p]
  • [p]6 Infantry Units[/p]
  • [p]5 Air Units [/p]
  • [p]5 Defensive Structures[/p]
  • [p]5 Specialists[/p]
  • [p]1 Superweapon[/p]
[p][/p][h2]Join the Tempest Rising Discord[/h2][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!

[/p]

Hotfix Update #8

Balance Updates
[p]In our Superior Firepower update, we made many balance updates for both the GDF and Dynasty factions, while also introducing the Veti into the mix in the Veti Multiplayer Test.[/p][p]Early data has shown that these balance changes have given the GDF faction the short end of the stick. With this hotfix, we are aiming to give them a boost in the early game against the other two factions.

Additionally, some Veti units and systems have been overperforming, making them somewhat too oppressive to play against. These changes should course-correct the GDF and Veti for the duration of the Multiplayer Test.
[/p][h2]General[/h2]
  • [p]Neutral Structures are now displayed on the minimap for all factions when ‘Restricted Radar’ mode is enabled 
    [/p]
[h2]Global Defense Force (GDF)

[/h2][h3]Grenadier[/h3][p]Grenadiers are important for Garrison-breaking, but otherwise aren’t a go-to unit due to their shorter range. Increasing their projectile velocity makes their damage harder to dodge/mitigate and should make them feel more consistent.[/p]
  • [p]Projectile Speed increased to 5200 (from 4500)
    [/p]
[h3]Sentinel[/h3][p]Given how potent Tier 1 units can be for the Veti and Dynasty, we are making slight adjustments to the Sentinel’s performance, particularly with its Scanner Rounds weapon, providing a bit more early game survivability and versatility for GDF anti-infantry and scouting.[/p]
  • [p]Health increased to 260 (from 250)[/p]
  • [p]Scanner Rounds Damage increased to 5 (from 4)[/p]
  • [p]Scanner Rounds Attack Speed increased to 1.2-second intervals (from 1.5)
    [/p]
[h3]Combat Drone[/h3][p]Anti-air has been improved for all factions recently. Given the importance of ‘swarm tanking’ for the GDF, we’re taking a cautious step forward in improving the Combat Drone’s performance.[/p]
  • [p]Health increased to 110 (from 100)
    [/p]
[h3]Drone Operator[/h3][p]A minor change to the Drone Operator’s damage output, independent of its Drone.[/p]
  • [p]Damage increased to 20 (from 15)
    [/p]
[h3]Skycrane Carrier[/h3][p]Skycranes continue to have low win rates and are rarely chosen as early-game harassment tools due to their high cost. We are hoping to encourage more Skycrane play and make it easier to integrate into a broader combat strategy.[/p]
  • [p]Cost decreased to 1700 (from 1800)
    [/p]
[h3]Drone Control Unit (DCU)[/h3][p]The DCU overhaul in the latest update was a big change, and we are continuing to monitor its performance. These tweaks should help make it more cost-effective in its new role.[/p]
  • [p]Attack Range increased to 4000 (from 3800)[/p]
  • [p]Spy Drones ability Activation Range increased to 3100 (from 2800)[/p]
  • [p]Spy Drones ability Drone count increased to 4 (from 2)[/p]
  • [p]Spy Drones ability Cooldown decreased to 70 (from 80)
    [/p]
[h3]Comms Officer[/h3][p]Comms Officer usage has dropped off after the latest improvements were made to other Specialists. Area Marking also returns additional Intel generation potential to the GDF.[/p]
  • [p]Attack can now target Aerial units[/p]
  • [p]Weapon now has a 200 AoE radius (from point damage)
    [/p]
[h3]Brigand Drone (Drone Mauler)[/h3][p]GDF Marking has changed in recent patches, and being able to Mark enemies gives the Drone Mauler a very interesting niche in the GDF lineup.[/p]
  • [p]Marking Perk added to weapons[/p]
  • [p]Now affected by Boosted Comms Doctrine
    [/p]
[h3]Hunter Tank[/h3][p]These changes to the Hunter Tank should improve the GDF's early-game mobility, harassment potential, and their ability to keep up with enemy vehicles like Subjugators and Havocs.[/p]
  • [p]Movement Speed increased to 800 (from 750)[/p]
  • [p]Main Weapon Attack Speed increased to 2.7-second intervals (from 2.8)
    [/p]
[h3]Drone Strike Station[/h3][p]An Intel cost of 100 was prohibitively expensive, and the vision boost was not as useful as intended.[/p]
  • [p]Intel Cost decreased to 50 (from 100)[/p]
  • [p]Vision Radius increased to 23,000 (from 18,000)
    [/p]
[h2]Tempest Dynasty (DYN)

[/h2][h3]
Excavator Platform
[/h3][p]After seeing the Dynasty Superweapon in the community’s hands for a week, we felt like deep-striking an army into enemy bases every 10 seconds was a little excessive. Slowing this ability down gives enemy players more breathing room and time to prepare, and makes the use of the Drill Pod more strategic.[/p]
  • [p]Deploy Drill Pod Cooldown increased to 40 seconds (from 10)
    [/p]
[h2]Veti (Multiplayer Test Branch)[/h2][p]


While players are still getting used to the Veti, we’ve made some quick adjustments to their Arcing Perk and the effectiveness of some early-game units to improve the overall gameplay experience during the Veti Multiplayer Test.
[/p][h3]Arcing Perk[/h3][p]Players have reported that Arcing units feel like they are overperforming, and we are toning the Perk down substantially in order to make its damage fill more of a supporting role, rather than something that’s killing armies on its own.[/p]
  • [p]Damage decreased to 20 Omni (from 50)[/p]
  • [p]Range on all sources decreased to 1700 (from 2000)
    [/p]
[h3]Warden[/h3][p]We’re receiving feedback from players that Wardens feel oppressive to play against and are difficult to counter. We aim to increase the skill and tactical nature of using Wardens.[/p]
  • [p]Movement Speed decreased to 550 (from 650)[/p]
  • [p]Damage decreased to 70 (from 80)
    [/p]
[h3]Acolyte[/h3][p]The Acolyte’s main source of damage is intended to be its Tempest Affinity, which deals bonus damage to enemies with Tempest Charge. We are decreasing both its damage and fire rate to encourage the use of this synergy and create more opportunities for other Veti anti-tank units to shine.[/p]
  • [p]Damage decreased to 40 (from 50)[/p]
  • [p]Attack Speed decreased to 2-second intervals (from 1.5)
    [/p]
[h3]Sanctifier[/h3][p]Players in the late game have reported that Sanctifiers are unsatisfying due to how quickly enemy AA can bring them down. By increasing some of its resistances and health, we hope to make this Superweapon feel more “super” when used.[/p]
  • [p]Rifle and Rocket Resistances increased to 50% (from 0)[/p]
  • [p]Health increased to 8000 (from 7000)
    [/p]
[h3]Tempest Ward[/h3][p]This has become a go-to ability for players to use in combat. We hope that increasing its cooldown will cause usage of the Tempest Ward to be more tactical, as more battles will happen while it is on cooldown.[/p]
  • [p]Cooldown increased to 180 seconds (from 120)
    [/p]
[h3]Luminary[/h3][p]Luminaries were intended to spawn Repair Servitors when subjected to Consecration. This has been corrected.[/p]
  • [p]Now has Consecrated Repair Servitors Perk
    [/p]
Bug Fixes
[h2]Multiplayer/Skirmish[/h2]
  • [p]Fixed an issue where the Dynasty Excavator Platform model would disappear in the Fog of War if its owner sold it or it was destroyed [/p]
  • [p]Fixed an issue where the Drone Strike Station’s ability could be used in any location, even without vision[/p]
  • [p]Fixed an issue where some units would stay visible in the Fog of War after a fight[/p]
  • [p]Fixed an issue where units in the Production Queue would be spawned on the map after the player lost a match[/p]
  • [p]Fixed an issue where a Spectator could see buildings and units in the Fog of War while following another player’s camera
    [/p]
[h2]UI [/h2]
  • [p]Fixed an issue where the Multiplayer tab could be displayed behind the Player Profile when opened from Leaderboards[/p]
  • [p]Fixed an issue where the word “Credits” was translated incorrectly in some languages
    [/p]
[h2]Veti Multiplayer Test Branch Fixes[/h2]
  • [p]Fixed an issue where the War Ender’s “Barrage” ability couldn’t be cancelled once activated[/p]
  • [p]Fixed an issue where The War Ender couldn’t be rebuilt after being destroyed in Multiplayer[/p]
  • [p]Fixed an issue where re-linking an Ascension Anchor to the Resurrection Gate or Corral caused Enlightened to be spawned immediately from it[/p]
  • [p]Fixed an issue where the description of the “Consecrated Restocking” Perk didn’t correspond to its actual functionality[/p]
  • [p]Fixed an issue where the Veti Sanctifier’s “Subjugation Aura” ability didn’t apply to enemy Infantry correctly when the Sanctifier was moving[/p]
  • [p]Fixed an issue where the visual effect of Repair was displayed on full-HP buildings and Vehicle units when the Caretaker was in Facilitation mode with the “Caretaker Empowerment” Doctrine researched[/p]
  • [p]Fixed an issue where the “Relocate” Support Power effect would sometimes be visible to other players in the Fog of War[/p]
  • [p]Fixed an issue where Veti walls sometimes couldn’t be placed correctly in Multiplayer matches[/p]
  • [p]Fixed an issue where the game could crash if the player tried to use the Vet’s “Relocate” Support Power while more than two buildings were selected[/p]

After scratching my Command and Conquer itch, Tempest Rising comes for Starcraft by making its 'secret' third faction suddenly playable

I was already looking forward to new Tempest Rising update Superior Firepower, which introduces highly requested superweapons to 2025's strongest Command and Conquer spiritual successor. But developer Slipgate Ironworks has gone one step further, sneaking in something even more exciting: a third playable faction. That's right, the Veti are finally in our hands courtesy of the public test branch for one of the best RTS games of the year, and we've got two full weeks to test them out and offer feedback.


Read the rest of the story...


RELATED LINKS:

Already my favorite RTS this year, Tempest Rising is going full Command and Conquer by adding superweapons

Tempest Rising update heralds a new era for the classic RTS comp-stomp

CnC-style RTS game Tempest Rising adds the two features it needed most

The Superior Firepower update is...wait, what is that?!

We’ve been ambushed, General!
[p][/p][p]Superweapons have been a highly requested and anticipated feature for Tempest Rising since long before launch, though we’d rank something else even higher…[/p][p]Prepare to engage Veti hostiles![/p][p][/p]
Veti Multiplayer Test: Dec. 2-15
[p]Starting NOW until December 15, owners of Tempest Rising can jump into a new public test branch and experience playing with the complete roster of the Veti Faction in Skirmish, Custom Games, and Quickplay matchmaking (Ranked is disabled in this test branch).[/p][p][/p][h3]How To Access the Test[/h3][p][/p][carousel][/carousel][p][/p][p]If you own Tempest Rising, you will now have access to a Veti Multiplayer Test ‘Branch’.

After the latest update has been successfully installed, you can find and access the test by going to Properties > Betas > Beta Participation and then selecting the veti_mp_test branch from the dropdown menu.[/p][p][/p][h3]Test Veti Content[/h3]
  • [p]9 Buildings[/p]
  • [p]7 Vehicles[/p]
  • [p]6 Infantry Units[/p]
  • [p]5 Air Units [/p]
  • [p]5 Defensive Structures[/p]
  • [p]5 Specialists[/p]
  • [p]1 Superweapon[/p][p][/p]
[h2]Veti fundamentals[/h2][p][/p][carousel][/carousel][p][/p][p]The Veti’s alien nature makes them a very different faction compared to the GDF and Dynasty. They have three core mechanics that distinguish them from human forces.[/p][p][/p][h3]Subjugation and Sacrifice[/h3][p]By subjugating enemy infantry, the Veti claim dominance over the battlefield. On death, weakened enemies will gain new life as the Enlightened, a thrall of the Veti, which will serve their new masters with the power of holy Sacrifice. By their sacrifice, the Veti forces will become consecrated, unlocking new powers.[/p][p][/p][p][/p][h3]Awakening and Expansion[/h3][p]The Veti have their own unique system for upgrading structures and expanding across the battlefield. Enter: The Caretaker.[/p][p]
[/p][p]A supporting flying unit with a diverse toolset; two of its main abilities are creating Build Radius beneath itself at will and the ability to construct Ascension Anchors. By consuming your Enlightened (converted enemy infantry), the Ascension Anchor allows you to further upgrade and buff nearby linked structures.[/p][p][/p][p][/p][p]As the Veti Commander, you’ll often be faced with a dilemma: Sacrifice your Enlightened in the heat of combat for impactful buffs, or have them retreat to your base to upgrade your Ascension Anchors? The choice is yours.[/p][p][/p][h3]Tempest Symbiosis[/h3][p]
Unlike the GDF or Dynasty Factions, the Veti do not brutally uproot the Tempest bud and leave a dead field in their wake. Their Refinement Altars cultivate the field, harvesting credits while never consuming any of the Tempest completely.[/p][p]
[/p][h3]Veti Superweapon - Sanctifier Portal[/h3][p]When subjugation is insufficient, when the enemy’s corruption is too deep to be merely repurposed, the Veti enact their terminal doctrine: total purification. 

The instrument of this final judgment is the Sanctifier Portal. It is not a weapon of conquest, but of erasure—a declaration that the ground upon which the unworthy stand is so tainted it must be scoured back to its base elements. [/p][p][/p][p][/p][p][/p][p][/p][h3]Weapon Ability: Deploy Sanctifier[/h3][p]The Sanctifier Portal’s primary function is to deploy the ‘Sanctifier’ – an unstable avatar of pure energy that immolates all ground-based life and matter around it before consuming itself.

The Sanctifier deals passive AoE damage in a radius beneath it, and has the perk ‘Subjugation Aura’ – applying the Subjugation effect to enemy Infantry within range, rendering them unable to gain positive status effects. Any Infantry units that die while under this effect will turn into Enlightened.[/p][p][/p][p][/p][p][/p][h3]Unit Ability: Consume[/h3][p]The Sanctifier unit has an additional ability – ‘Consume’. When activated, the Sanctifier consumes ground units (friendly or enemy) in the target area, killing them instantly.

The Sanctifier then gains 30% of the consumed units’ health by transmuting their base material into the raw energy needed to mend its own unravelling form.
[/p][h2]Share Your Feedback[/h2][p]This Faction has been a long time coming, and we’re thrilled to finally get them in your hands! Please continue to share your thoughts and feedback, as you have since launch, on the Tempest Rising Subreddit, Steam Forums, and in our Official Discord Server.

Your feedback has directly made Tempest Rising a better game, and we’re very eager to hear your opinions about how the Veti Faction feels to play in Multiplayer.

Now, let’s dive into all the other new content and improvements coming to the main game in today’s Superior Firepower Update.[/p][p][/p]
New Features
[p][/p][h2]Superweapons[/h2][p]Introducing the GDF Drone Strike Station and the Dynasty Excavator Platform.

Available at the end of that faction’s tech tree, these Superweapons exist as late-game utility as well as base and army-breakers. Doing more damage than anything else in the game, Superweapons will change players’ approach to the late game and represent the pinnacle of each faction’s combat philosophy.

For a deeper dive into both the GDF and Dynasty Superweapons, check out our recent breakdown post: [dynamiclink][/dynamiclink][/p][h3]Drone Strike Station
[/h3][p][/p][p]Once built, the GDF player gains a significantly enhanced vision radius, providing them with unparalleled map awareness around the Drone Strike Station’s location.

When fired, the Drone Strike Station drops 9 Drone Pod Turrets onto the battlefield. Each Drone Pod Turret lands with a tremendous impact, dealing initial strike damage. Then, the turrets unpack, persisting on the map for a minute, silencing attack targets. Each Drone Pod Turret is also host to several respawning Combat Drones.[/p][p][/p][h2]Excavator Platform[/h2][p][/p][p][/p][p]The Excavator Platform enables players to send Drone Strike Teams on a short cooldown anywhere they have vision for deep-strike attacks all around the map.

When fired, the Excavator Platform creates an earthquake, sending multiple pulses of damage to enemy ground targets. Then, it can deploy additional units at the epicentre of the explosion, allowing for continued assault on anything left alive.[/p][p][/p][h3]Skirmish & Custom Match Settings[/h3][p][/p][p][/p][p][/p][p]We’ve also added a new setting for Skirmish and Custom Matches, allowing players to change between the default Max 1 Superweapon per player (Enabled), disabling them from being built, or allowing players to build unlimited Superweapons in a match.
[/p][h2]Global Production Queue[/h2][h2][/h2][p][/p][p]The Global Production Queue allows players to see all active production in one window - without having to spend precious time digging through the build menu to uncover what’s being produced.

Players are now able to see all queued units and structures in a single interface, and cancel, pause, or duplicate items out of the queue as desired. 

If you find your economy stalling, you can also clear the entire queue with the X button at the bottom of the global production queue. Could be handy in a pinch!

For Dynasty players, the global production queue also replaces and enhances their existing “placement grid” functionality for building placement, which is bound to “N” by default.[/p][p][/p][h2]Codex[/h2][carousel][/carousel][p]The Codex is an in-game encyclopedia that features a full overview of the GDF and Dynasty Factions, including information on all units, structures, Support Powers, passives, status effects, and more.

This feature gives you an opportunity to read up on Tempest Rising mechanics outside of the stress of a combat situation. It provides easy access to a wealth of information that, until now, has been primarily available through tooltips and unit descriptions.

To give an example: sub-pages for individual units give you a structured overview of the units' stats – including weapons, resistances, perks, abilities, and veterancy bonuses.

Additionally, you will be able to toggle between “Campaign” and “Multiplayer” to see the unique balance changes between the two game modes.[/p][p][/p][h2]Logitech RGB Device Support[/h2][p]All factions will now support Logitech RGB lightning:[/p]
  • [p]Each Faction will now have a unique color when starting up any game mode (Campaign, Multiplayer or Skirmish)[/p]
  • [p]The spacebar key will now flash when units are under attack[/p]
  • [p]All keys on the keyboard will flash when a Superweapon is ready or fired[/p]
  • [p]All keys can dim or turn off depending on your Power status in-game[/p]
  • [p]When a Dynasty structure is ready to deploy, the ‘deploy’ hotkey will start flashing[/p]
[p]Note: Logitech RGB will not work if "Windows Dynamic Light" is enabled on Windows 11 systems.[/p][p][/p][h2]Doctrine Research Visual Improvements[/h2][p][/p][p]We have implemented several quality-of-life updates to the visuals on the Doctrines research tab in Skirmish and Multiplayer matches, aiming to improve overall clarity and intuitiveness of the Doctrine system.[/p]
  • [p]Swapped colors for ‘available’ and ‘researched’ Doctrines[/p]
    • [p]GDF[/p]
      • [p]Green Doctrines are available[/p]
      • [p]Blue Doctrines are researched[/p]
    • [p]DYN[/p]
      • [p]Yellow Doctrines are available[/p]
      • [p]Red Doctrines are researched[/p]
  • [p]Improved visibility/contrast of the research timer on Doctrines[/p]
  • [p]Added small icons to Doctrines to indicate their current status[/p]
    • [p]Icon for queued/actively being researched Doctrines[/p]
    • [p]Icon for ‘paused’ researched on Doctrine
      [/p]
[p][/p][p] [/p]
Balance Updates
[p][/p][p]We continue to monitor under-performing units and strategies, and are increasing the variety of options available to all players.[/p][p][/p][h2]General[/h2]
  • [p]Deploy abilities are no longer blocked by Silence effects[/p][p][/p]
[h2]Global Defense Force (GDF)[/h2][h2] [/h2][p][/p][p]For GDF, we are still focusing on utility and expanding tactical diversity. We aim to expand their aggression options in the early stages of the game, making units like Skycranes and Quellers more viable harassment options once again.[/p][p]In the later stages of the game, we are tuning some of their go-to units and strategies down slightly while improving less-used units, such as the Condor and Hijacker.[/p][p]We are looking for ways for other players to interact with and disrupt the GDF Intel economy, particularly later in the game. To this end, we are introducing the Intel Storage Perk to select units, which removes some stored Intel from the GDF player if units with this perk die.[/p][p][/p][h3]GDF Building Sites[/h3][p]Making GDF building sites auto-attacked by enemy units allows the GDF player to utilize building sites more effectively to distract enemy armies; while this is potentially costly, it provides GDF players with more tactical options to leverage their existing systems.[/p]
  • [p]Building Sites are now auto-attackable by enemy units[/p][p][/p]
[h3]Field Scout[/h3][p]Field Scouts are currently underperforming compared to other T1 Infantry units in the very early game, but we aim to make them a more skill-based unit. We are focused on improving their Marking Mine ability rather than increasing raw stats.[/p]
  • [p]Marking Mines Range increased to 1900 (from 1800)[/p]
  • [p]Marking Mines Cooldown decreased to 35 seconds (from 45 seconds)[/p][p][/p]
[h3]Engineer Guard Tower[/h3][p]We aim to provide the GDF with more options in the early stages of gameplay. This Health increase should help Guard Towers be better obstacles and shot blockers for GDF forces to use against incoming enemy units.[/p]
  • [p]Health increased to 1300 (from 1000)[/p][p][/p]
[h3]Harvester[/h3][p]We are tweaking the Harvester slightly to increase its impact on Comms, thereby enhancing the depth of GDF harvesting. This should result in better outcomes when harvesting near Comms sources.[/p]
  • [p]Harvest Speed decreased to 100/sec (from 110/sec)[/p]
  • [p]Acceleration increased to 425 (from 410)[/p]
  • [p]Movement Speed increased to 525 (from 500)[/p][p][/p]
[h3]Comms Rig[/h3][p]Comms Rigs are a versatile unit and are relatively critical to GDF armies. With this new Intel Storage Perk, protecting them from the enemy becomes more important, and we hope this makes the decision to use them somewhat more interesting. This also frees up some Comms Rig “power budget” for future changes.[/p]
  • [p]New Perk: Intel Storage. When killed, the Comms Rig will remove 5 stored Intel from the player who owns it. Intel cannot be reduced below 0.[/p][p][/p]
[h3]Queller[/h3][p]Bringing the Queller up to its original Campaign lethality will make it much more effective at picking off vulnerable enemy vehicles, as well as a better harvester harassment tool.[/p]
  • [p]Damage increased to 150 (from 130)[/p][p][/p]
[h3]Satellite Uplink[/h3][p]Already a valuable target due to it being a dense source of tech unlocks for the GDF, Satellite Uplinks can now be killed to remove some Intel from GDF players[/p]
  • [p]New Perk: Intel Storage. When killed, the Satellite Uplink will remove 20 stored Intel from the player who owns it. Intel cannot be reduced below 0.[/p][p][/p]
[h3]Laser Turret[/h3][p]We aim to make turtling strategies more challenging to set up effectively for GDF players. However, with many air-based sources of damage improving, we are making the Laser Turret specifically more powerful to help protect GDF bases and harvesters from air harassment.[/p]
  • [p]Health increased to 900 (from 800)[/p]
  • [p]Attack Speed increased to 1.15-second intervals (from 1.3)[/p][p][/p]
[h3]Peacekeeper[/h3][p]Peacekeepers have proven to be somewhat too effective against DYN Dragonflies due to a bug which inverted their Networked and base AA missile damage. This has been corrected. However, their overall win rates are below where they should be, so we are improving their anti-ground Riot weapon slightly to compensate.[/p]
  • [p]Anti-air Damage decreased to 100 (from 130)[/p]
  • [p]Networked Anti-Air Damage decreased to 140 (from 160)[/p]
  • [p]Riot Weapon Range increased to 1900 (from 1800)[/p]
  • [p]Fixed an issue which inverted basic and Networked damage[/p][p][/p]
[h3]Data Core[/h3][p]As with other Intel Storage changes, this will help limit GDF players’ ability to rely on late-game Intel scaling if they are being harassed.[/p]
  • [p]New Perk: Intel Storage. When killed, the Data Core will remove 30 stored Intel from the player who owns it. Intel cannot be reduced below 0.[/p][p][/p]
[h3]Hijacker[/h3][p]Hijackers are getting increased range and damage to make them more effective and easier to use. Their Hijack ability cost is being decreased so that it can be used more consistently.[/p]
  • [p]Attack Range increased to 3300 (from 2500)[/p]
  • [p]Damage per shot increased to 180 (from 120)[/p]
  • [p]Hijack ability cost decreased to 30 Intel (from 40)[/p][p][/p]
[h3]Condor[/h3][p]Condor usage rates have remained low, so we are making some improvements. In addition to increasing its damage, we are adjusting its acceleration and turret rotation speed to reduce instances of not firing on time. Making Stealth cost less Intel should make it a more attractive option.[/p]
  • [p]Ammo increased to 3 (from 2)[/p]
  • [p]Acceleration increased to 1600 (from 1500)[/p]
  • [p]Turret rotation increased[/p]
  • [p]Stealth Cost decreased to 10 Intel (from 20)[/p][p][/p]
[h3]DCU[/h3][p]The DCU has been a terror of the GDF late game for some time now, and we feel that it needed a bit of a rethink in order to properly place it as a late-game utility unit rather than a massable versatile combat powerhouse.[/p][p]We are removing Marking from its weapon. Instead, it gains the ability to summon 2 Spy Drones at the cost of some Intel. This allows for the Marking of enemy units, but the Marking can be limited or removed with proper anti-aircraft weaponry.[/p][p]The DCU is trading power for flexibility: With new Spy Drones, it can help scout the map. It will also need to be better-protected, now that it also has Intel Storage Perk. [/p]
  • [p]New Perk: Intel Storage: When killed, the DCU will remove 15 stored Intel from the player who owns it. Intel cannot be reduced below 0.[/p]
  • [p]New Ability: Summon Spy Drones - 10 Intel, 80-second cooldown. Can be summoned up to 2800 range from DCU.[/p]
  • [p]Marking removed from the weapon. [/p]
  • [p]Attack Range increased to 3800 (from 3100).[/p]
    • [p]Doctrines can no longer increase this range[/p]
  • [p]Comms Radius decreased to 2500 (from 3000)[/p]
  • [p]Health decreased to 680 (from 770)[/p]
  • [p]Drone Respawn Time decreased to 15 seconds (from 19)[/p][p][/p]
[h3]Drone Mauler[/h3][p]We are increasing the Drone Mauler’s performance relative to its Intel cost. Also, we are experimenting with giving Brigand Drones Marking to help it find a more interesting niche in the GDF lineup.[/p]
  • [p]Networked Damage increased to 120 (from 110)[/p]
  • [p]Networked Range increased to 2500 (from 2200)[/p][p][/p]
[h3]Trebuchet[/h3][p]Trebuchets are a late-tier GDF staple and have been helping enable GDF camping. Some slight tweaks should retain their power, but tone down their ability to stall out games[/p]
  • [p]Cost increased to 2500 (from 2400)[/p]
  • [p]Build time increased to 35 seconds (from 33)[/p]
  • [p]Attack Area-of-Effect size decreased to 600 (from 700)[/p][p][/p]
[h3]Tempest Artillery Turret[/h3][p]Like the Trebuchet, Tempest Artillery turrets are used for hard-to-block turtling strategies that we want to make a bit harder to set up.[/p]
  • [p]Cost increased to 2600 Credits (from 2400)[/p]
  • [p]Build time increased to 40 seconds (from 35)[/p]
  • [p]Attack Area-of-Effect size decreased to 600 (from 700)[/p][p][/p]
[h3]Haywire Turret[/h3][p]These turrets are still underutilized, and we hope that this cost decrease encourages more players to try them out.[/p]
  • [p]Cost decreased to 20 Intel (from 30 Intel)[/p][p][/p]
[h3]Communications Jammer[/h3][p]Due to how quickly Communications Jammer hits, we are tweaking its duration slightly to make it feel fairer in high-level play.[/p]
  • [p]Effect Duration decreased to 10 seconds (from 12 seconds)[/p][p][/p]
[h2]Tempest Dynasty (DYN)[/h2][h2] [/h2][p][/p][p]The Dynasty have mostly remained strong in the early and midgame, falling off in the later game as GDF players unlock more ways to shut down their abilities and strategies, decreasing potential income for Dynasty players.

We are implementing two key changes to buff the Dynasty. First, we are revising the Salvage Aura, causing allied units within the effect to generate Credits based on the damage they deal to vehicles, aircraft, and buildings.

Secondly, we are exempting Tempest Dynamos from being silenced, forcing other factions to find other ways to deal with units under the effects of this ability.
[/p][p][/p][h3]Tempest Dynamos[/h3][p]Tempest Dynamos is a core faction system available to various Dynasty units; however, GDF players regularly have options to suppress its effect. With this change, Dynamos can no longer be silenced, which we hope encourages more players to utilize units that enable this ability, as well as supporting systems like Field Infirmary and Salvage Vans.[/p]
  • [p]No longer able to be silenced.[/p][p][/p]
[h3]Ignitor[/h3][p]Ignitors have fairly low usage rates (aside from being spawned when Pillagers die). This improvement benefits both the Ignitor and the Pillager, as we continue to improve outcomes for shorter-ranged units.[/p]
  • [p]Health increased to 280 (from 270)[/p]
  • [p]Napalm Grenade Attack Range increased to 1900 (from 1800)[/p][p][/p]
[h3]Dynasty Guard[/h3][p]After several rounds of improvements, players and data indicate that the Guard is now overperforming. We are reverting our last change to address this.[/p]
  • [p]Attack Speed decreased to .8-second intervals (from 0.7 seconds)[/p][p][/p]
[h3]Flame Turret[/h3][p]Similar to how Tempest Artillery Turrets are too effective at letting GDF turtle in the late game, Flame Turrets have remained a solid counter to many potential rush strategies. These changes are designed to make Dynasty players have to work harder to defend in the early game.[/p]
  • [p]Health decreased to 880 (from 950)[/p]
  • [p]Attack Range decreased to 3000 (from 3200)[/p]
  • [p]Attack Speed decreased to 1.5-second intervals (from 1.3)[/p][p][/p]
[h3]Tempest Rig Harvester Wheel[/h3][p]This is a very minor change designed to chip away at the Dynasty’s economic dominance in the early and mid-game, slightly reducing their income rate.[/p]
  • [p]Movement Speed decreased to 720 (from 730)[/p][p][/p]
[h3]Matchstick[/h3][p]Matchsticks have a very high win rate and are incredibly lethal. These changes give opponents more time to react and save their Infantry and Structures from being destroyed.[/p]
  • [p]Attack Area-of-Effect size decreased to 300 (from 350)[/p]
  • [p]Attack Speed decreased to 1.55-second intervals (from 1.3)[/p][p][/p]
[h3]Porcupine[/h3][p]Porcupines are a powerful unit but are intentionally difficult to use effectively. These changes are designed to make mistakes while using Porcupines less punishing overall, making it easier to keep them alive for multiple volleys.[/p]
  • [p]Ammo Restock Time decreased to 12 seconds (from 15 seconds)[/p]
  • [p]Movement Speed increased to 700 (from 500)[/p][p][/p]
[h3]SAM Site[/h3][p]SAM Sites are powerful turrets; however, we believe players struggle to fully utilize them due to their fragility. [/p]
  • [p]Health increased to 950 (from 870)[/p]
  • [p]Attack Speed increased to 2.8-second intervals (from 3.3 seconds)[/p]
  • [p]Attack Area-of-Effect size increased to 260 (from 200)[/p][p][/p]
[h3]Salvage Center[/h3][p]The Salvage Center is already a valuable part of the Dynasty’s lineup, but we are looking to improve several issues Dynasty players have been experiencing, bundling them together in this structure.

Tempest Charge attacks will help increase the value of Voltaic Reaction. The ability to attack Aerial units makes it a better counter to the newly buffed GDF Condor and Queller. A rework on Salvage Aura will help improve economic sustainability.
[/p]
  • [p]Attack now generates Tempest Charge[/p]
  • [p]Attack can now target Aerial units[/p]
  • [p]Redesigned Salvage Aura for Skirmish and Multiplayer. It now provides Allies with a buff that returns 25% of their damage dealt against vehicles, air units, or buildings as Credits. Salvage Aura can be Silenced[/p][p][/p]
[h3]Assault Gunner[/h3][p]Assault Gunner success rates have remained lower than expected, due to many other Tier 3 units being able to kill them very effectively. Along with the change to Tempest Dynamos, we’re giving them a little health bump.[/p]
  • [p]Health increased to 290 (from 270)[/p][p][/p]
[h3]Voltaic Tank[/h3][p]Voltaic Tanks have been one of the easiest ways to win a ground fight when massed. These changes are designed to make them more easily countered by conventional attacks and less likely to wipe out ground armies when simply attack-moving.[/p]
  • [p]Health decreased to 720 (from 800)[/p]
  • [p]Attack Area-of-Effect size decreased to 450 (from 600)[/p][p][/p]
[h3]Commando[/h3][p]A Commando is, effectively, a walking Support Power; with these changes, we’re aiming to make the investment in this unit more worthwhile.[/p]
  • [p]Airstrike Damage increased to 3500 (from 2000)[/p]
  • [p]Attack Speed increased to 2.3-second intervals (from 2.7 seconds)[/p][p][/p]
[h3]Radar Station[/h3][p]We are aiming to make high-level tech a slightly quicker and more cost-effective investment for Dynasty players.[/p]
  • [p]Jammer Upgrade research time decreased to 80 seconds (from 90 seconds)[/p]
  • [p]Cost reduced to 1500 Credits (from 2000 Credits)[/p][p][/p]
Bug Fixes
[p][/p][h2]General Gameplay[/h2]
  • [p]Fixed an issue where the limit of simultaneously constructed buildings for the GDF faction was applied to Dynasty Construction yards[/p]
  • [p]Fixed an issue where a Rally Point couldn’t be placed on a Neutral building if it was not captured by the player[/p]
  • [p]Fixed an issue where a Rally Point placed on a building in the Fog of War would be reset if the building was captured[/p]
  • [p]Fixed an issue where Specialists and Commando-type units wouldn’t appear after being produced if the player exceeded the Population cap of regular units[/p]
  • [p]Fixed an issue where the Matchstick’s animation would end abruptly when it stopped moving[/p]
  • [p]Fixed an issue where units would stop moving towards a Garrison-type building if it was fully occupied[/p]
  • [p]Fixed an issue where it was impossible to deploy “Spy Drones” and “Riot Drop” Support Powers on ramps and Tempest Fields[/p]
  • [p]Fixed an issue where deployable abilities could be spawned inside each other if used close to environment objects or buildings
    [/p]
[h2]Connection/Reconnection[/h2]
  • [p]Fixed an issue where Neutral structures sometimes were not displayed at the start of the match in Ranked/Quickplay if the player had an unstable connection[/p]
  • [p]Fixed an issue where units would move with a delay after the connection was restored from packet loss[/p]
  • [p]Fixed an issue where the match would end after any player/bot was destroyed in a custom game that included bots[/p]
  • [p]Fixed an issue where the actual reconnection time took longer than allowed in Ranked/Quickplay matches, resulting in the inability to reconnect to the match [/p]
  • [p]Fixed an issue where a bot would not replace a player (AI takeover reconnection behavior) if they disconnected during the map loading phase [/p]
  • [p]Fixed an issue where players wouldn’t connect to a 6-player match correctly if they were unable to connect to the match within 30 seconds[/p]
  • [p]Fixed an issue where chat history was deleted for a reconnected player
    [/p]
[h2]Multiplayer Maps[/h2]
  • [p]Fixed an issue where units sometimes would not choose the shortest path to some bunkers on the Bridges Out map[/p]
  • [p]Fixed an issue where the player couldn’t use the “Unload” ability of several units on repaired bridges on the Emergence Map[/p]
  • [p]Fixed an issue where uncaptured Neutral buildings would have a blue color on the mini-map on some maps[/p][p][/p]
[h2]Campaign [/h2]
  • [p]Fixed an issue where units could fall under the terrain in a specific location in GDF Mission 1[/p]
  • [p]Fixed an issue where some units could get stuck near the Tempest Rig in GDF Mission 2[/p]
  • [p]Fixed an issue where units loaded in the Riot Vans during the opening cutscene were counted as ‘Killed’ afterwards on the Score screen in GDF Mission 2[/p]
  • [p]Fixed an issue where players had the ability to dismantle the captured Con Yard in GDF Mission 3[/p]
  • [p]Fixed an issue where one “Trebuchet” would leave the map after loading the first autosave in GDF Mission 5[/p]
  • [p]Fixed an issue where mines wouldn’t be visible if placed on bridges in GDF Campaign Mission 5[/p]
  • [p]Fixed an issue where Quellers received as reinforcements weren’t controllable immediately in GDF Campaign Mission 6[/p]
  • [p]Fixed an issue where units located inside vehicles or spawned from Manpower Doctrine were not destroyed after the final explosion in Dynasty Campaign Mission 8[/p]
[p]
[/p][h2]UI [/h2]
  • [p]Fixed an issue where the Voltaic Tank had “Harvester” unit type in the Armor tab[/p]
  • [p]Fixed an issue where a bot would be displayed in a Custom match without bots in the list of players for Spectators[/p]
  • [p]Fixed an issue where the nametag of a selected unit could be displayed in Campaign cutscenes[/p]
  • [p]Fixed an issue where the Private Chat tab could disappear after receiving a message while in a Lobby[/p]
  • [p]Fixed an issue where clicking on a bot icon while on the score screen would open the player’s profile[/p]
  • [p]Fixed an issue where opening any player profile while in a Lobby would close the current Lobby[/p]
  • [p]Fixed an issue where a player’s color turned white if they left the match early[/p]
  • [p]Fixed an issue where the camera button of a defeated/surrendered player would be displayed for Spectators[/p]
  • [p]Fixed an issue where tooltips for “Game Speed” and “Active Pause” buttons would not appear[/p]
  • [p]Fixed an issue where aircraft called from Support Powers wouldn’t be displayed on the minimap[/p]
  • [p]Fixed an issue where the next mission objective wouldn’t be displayed if a player hid the previous objective before completing it in Campaign[/p]
  • [p]Fixed an issue where “Highest Difficulty Cleared” would always display the difficulty selected upon campaign profile creation, instead of the actual highest difficulty cleared[/p]
  • [p]Fixed an issue where buffs weren’t calculated correctly in the armor tab if the buff applied was additive[/p]
  • [p]Fixed an issue where the invite sender didn’t receive a pop-up message if their invitation had been accepted/declined[/p]
  • [p]Fixed an issue where players might see their own Steam Avatar for all other players in the Lobby preview[/p][p][/p]
[h2]Visuals[/h2]
  • [p]Fixed an issue where the Machinist’s attack with the Tempest Arc weapon had a doubled visual effect while in the Garrison[/p]
  • [p]Fixed an issue where air units' damage visual effects could be displayed on the ground instead of the actual target[/p][p][/p]
[h2]Crashes[/h2]
  • [p]Various server and game crash fixes
    [/p]
[h2]Join the Tempest Rising Discord[/h2][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![/p][p][/p][p][/p]