The Customization Update is Out NOW!
[h2]Tools ready. Checking designs. . . đ§[/h2][p][/p][p]Welcome back, Commander! Our latest update introduces new community-requested customization features to Tempest Rising, along with new maps, balance adjustments, and bug/crash fixes.
Notably, this update adds AI behavior options, a new Casual Difficulty mode, and new Custom Match settings options that will give you more freedom to experience Tempest Rising your way!
We've also implemented a variety of quality-of-life improvements to enhance your overall gameplay experience, including new visual and gameplay settings options to streamline the experience and improve the way it feels to play.
Now, let's dive right in![/p][p][/p]
Along with that, weâve added some other options that provide more control over your experience with Custom Games:[/p]
[/p][h2]Skirmish AI behavior[/h2][p]Weâre continuing our tweaks and improvements for Skirmish AI and introducing these two customization options for AI bot behavior:
[/p][h3]Added 3 New Behavior Options for the Skirmish AI[/h3]
[/p][h3]Added New Casual Difficulty for Skirmish AI
[/h3][p][/p][h2]Additional Custom/Skirmish maps[/h2][p]Weâre introducing reconstructed maps from the Campaign missions to Custom and Skirmish:[/p]![]()
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[/p][h2]DYN Tempest Rig Improvements[/h2]
These settings are configurable under the new âAccessibilityâ tab in the Settings. Additionally, certain settings can be set specifically for Players or Spectators.
[/p][h3]Added Unit Name tags
[/h3][h3] Added Unit 'Shimmer' Options[/h3]
[/p][p][/p][h2]Additional Quality of Life Updates[/h2]
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[/p][p]The GDF have had a bit of an uphill battle since our last balance patch. With more limited early-game harassment options and the Dynastyâs mid- and late-game boosted, GDF win rates have dropped; players have struggled to maintain aggressive momentum or mount effective early attacks.[/p][p]These changes aim to strengthen the GDFâs early game with targeted economic boosts that should assist them in answering Dynasty rushes and timing attacks, while returning some of the expansion and harassment tools they had in previous patches.
[/p][h3]General[/h3][p]Previously, during the Tempest Rising Closed Beta, we saw many GDF players spamming building sites during combat in order to disrupt enemy forces and soak damage from enemies.[/p][p]We put the hammer down hard on this, enforcing a maximum limit to the number of build sites a GDF player can have active at once, and increasing the placement cost of turrets to $200 credits, and the practice has mostly disappeared from competitive play.[/p][p]In an effort to revive the use of building sites as tactical aids, we are reducing the placement cost of all turrets and normalizing GDF build management.[/p][p]Additionally, we believe that Mines generating Intel disincentivizes Mine-based play from both factions, so we are blocking Mines from being Marked.[/p]
[/p][p][/p][p]Currently, the Dynasty have the edge in the early and mid-game but still struggle against GDF combos in the late game. We aim to improve this as well as increase the possibility space in mirror matches (Dynasty vs Dynasty).
[/p][h3]Support Powers[/h3][p]With the Tempest Instability Missileâs detonation now able to hit aircraft, Dynasty players have another tool for Drone clearing and for punishing DCU play.[/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][p]
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Notably, this update adds AI behavior options, a new Casual Difficulty mode, and new Custom Match settings options that will give you more freedom to experience Tempest Rising your way!
We've also implemented a variety of quality-of-life improvements to enhance your overall gameplay experience, including new visual and gameplay settings options to streamline the experience and improve the way it feels to play.
Now, let's dive right in![/p][p][/p]
New Features
[h2]Additional Custom/Skirmish Settings[/h2][p]In the previous patch, we added a Game Speed modifier for single player. In this patch, weâre introducing Game Speed options for Custom games as well. The chosen game speed will persist throughout the match and is configurable in the lobby with the same values as in single player.Along with that, weâve added some other options that provide more control over your experience with Custom Games:[/p]
- [p]Infinite Credits/Intel[/p]
- [p]Infinite Power[/p]
- [p]Doctrines[/p]
- [p]Starting Unit Veterancy[/p]
[/p][h3]Added 3 New Behavior Options for the Skirmish AI[/h3]
- [p]Default (Balanced)[/p]
- [p]Defensive (AI will be more focused on defending their territory rather than attacking the player)[/p]
- [p]Aggressive (AI will be more focused on attacking the player rather than defending their territory)[/p]
- [p]Plane Crash (2 player map based on 2nd GDF mission)[/p]
- [p]Emergence (4 player map based on 9th GDF mission)[/p]
- [p]Reclamation (4 player map based on 3rd DYN mission)[/p]
[/p][h2]DYN Tempest Rig Improvements[/h2]
- [p]Added âRedeploy Refineryâ command[/p]
- [p]Tempest Rigs can now automatically pack up, move, and deploy at new locations when issuing this command. This can be issued without the hassle of waiting for Harvester Wheels to return first[/p]
- [p]Limited the maximum harvesting range for Harvester Wheels to 7000[/p]
- [p]This avoids situations where Harvester Wheels would venture further than intended from the Tempest Rig Refinery[/p][p]
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- [p]This avoids situations where Harvester Wheels would venture further than intended from the Tempest Rig Refinery[/p][p]
These settings are configurable under the new âAccessibilityâ tab in the Settings. Additionally, certain settings can be set specifically for Players or Spectators.
- [p]Selection Shimmer[/p]
- [p]All units pulse[/p]
- [p]All units static[/p]
- [p]Primary unit pulse[/p]
- [p]Unit Shimmer Intensity[/p]
- [p]Unit Shimmer Pulse Frequency[/p]
- [p]Added Unit Response Rate slider (Settings -> Audio)[/p]
- [p]Allow players to configure how often their units' voice lines should be played when responding to orders[/p][p]
[/p]
- [p]Allow players to configure how often their units' voice lines should be played when responding to orders[/p][p]
- [p]Added default functionality to force the game client open when a match is found (Windows only)[/p]
- [p]This is to help prevent players from missing the start of a match if the game was minimized during matchmaking search.
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- [p]This is to help prevent players from missing the start of a match if the game was minimized during matchmaking search.
- [p]Improved unit-selection UI by grouping units by type, rather than individual units[/p]
- [p]This will make it easier for players to better understand the number and types of units they currently have selected. [/p][p]
[/p]
- [p]This will make it easier for players to better understand the number and types of units they currently have selected. [/p][p]
- [p]Added the ability to select all units of the same type (Shift+S shortcut by default)Â [/p]
- [p]This will enable players to more effectively manage their selection. Now, when one or more units of a needed type are selected, using this shortcut will select all units of the same type on the map.
[/p]
- [p]This will enable players to more effectively manage their selection. Now, when one or more units of a needed type are selected, using this shortcut will select all units of the same type on the map.
- [p]Added Selection Mode options to allow players to change how the âSelect Allâ command operates. There are three available options:[/p]
- [p]All units[/p]
- [p]Combat and Support units[/p]
- [p]Combat units only
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Balance Updates
[h2]Global Defense Force (GDF)[/h2][p][/p][h3]General[/h3][p]Previously, during the Tempest Rising Closed Beta, we saw many GDF players spamming building sites during combat in order to disrupt enemy forces and soak damage from enemies.[/p][p]We put the hammer down hard on this, enforcing a maximum limit to the number of build sites a GDF player can have active at once, and increasing the placement cost of turrets to $200 credits, and the practice has mostly disappeared from competitive play.[/p][p]In an effort to revive the use of building sites as tactical aids, we are reducing the placement cost of all turrets and normalizing GDF build management.[/p][p]Additionally, we believe that Mines generating Intel disincentivizes Mine-based play from both factions, so we are blocking Mines from being Marked.[/p]
- [p]Mines can no longer be Marked with a âMarkedâ effect[/p]
- [p]Turret placement cost decreased to 100 (from 200)
[/p]
- [p]Support Beacon[/p]
- [p]Intel cost decreased to 20 (from 30)[/p]
- [p]Comms and Marking radius decreased by 30%
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- [p]Triangulation[/p]
- [p]All infantry now drop Marking Mines when they die[/p]
- [p]Marking Mine damage doubled[/p]
- [p]Building placement cost decreased by 50%[/p]
- [p]Aircraft Ascendence[/p]
- [p]Aircraft reloads 50% faster (from 20%)[/p]
- [p]Aircraft gain 100% ammo capacity (from 50%)[/p]
- [p]Logistic Networks[/p]
- [p]Support Power Cooldown and Cost reduction is now 33% (from 25%)[/p]
- [p]Build time decreased to 37 seconds (from 38 seconds)[/p]
- [p]Storage Pod Upgrade now costs 0 Credits | 30 intel (from 800 Credits | 20 intel)
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- [p]Harvest rate increased to 110 (from 100)[/p]
- [p]Acceleration increased to 410 (from 300)
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- [p]âTemporary Infirmaryâ ability now doesnât require Satellite Uplink Riot Pod Upgrade
[/p]
- [p]Marking Mine damage increased to 30 (from 20)[/p]
- [p]Marking Mine cooldown increased to 45 seconds (from 35)
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- [p]Health increased to 260 (from 250)
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- [p]Cost decreased to 20 Intel (from 25)
[/p]
- [p]Cost decreased to 1600 (from 1800)
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- [p]AoE Attack Radius increased to 200 (from 150)[/p]
- [p]Fixed a bug with Networked EYRIE Missiles, which caused them to deal less (not more) damage. Now deal 160 damage as intended
[/p]
- [p]Cost decreased to 1900 (from 2100)[/p]
- [p]Movement Speed increased to 900 (from 800)
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- [p]Build time decreased to 22 seconds (from 24)
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- [p]Comms Radius increased to 3500 (from 3000)
[/p]
- [p]Intel cost decreased to 60 (from 70)
[/p]
- [p]Healing from âHealing Turretâ ability increased to 25 (from 20)[/p]
- [p]Healing from âHealingâ perk increased to 35 (from 30)[/p]
- [p]Damage increased to 25 (from 20)
[/p]
- [p]Attack Range increased to 3200 (from 3000)[/p]
- [p]Drone HP increased to 400 (from 300)
[/p]
- [p]Health increased to 460 (from 420)[/p]
- [p]âOverrideâ ability duration increased to 30 seconds (from 20)
[/p]
[/p][h3]Support Powers[/h3][p]With the Tempest Instability Missileâs detonation now able to hit aircraft, Dynasty players have another tool for Drone clearing and for punishing DCU play.[/p]
- [p]Tempest Instability Missile[/p]
- [p]Now deals damage to Air units
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- [p]Now deals damage to Air units
- [p]Training Regimen[/p]
- [p]All units gain Veterancy 40% faster (from 30%)[/p]
- [p]Leading the Charge[/p]
- [p]All vehicles receive 25% Health increases (from 20%)[/p]
- [p]Frontline Construction[/p]
- [p]Build radius bonus increased to 75% (from 50%)[/p]
- [p]Reduces structure build times by 15% (stacks with other similar effects)
[/p]
- [p]Attack Speed increased to 0.7-second intervals (from 0.8)
[/p]
- [p]Voltaic Spark Gun damage increased to 200 (from 170)[/p]
- [p]Attack Speed increased to 2.3-second intervals (from 2.25)
[/p]
- [p]Health decreased to 260 (from 270)
[/p]
- [p]âSensor Interferenceâ ability AOE increased to 3500 (from 2600)[/p]
- [p]âSensor Interferenceâ ability cooldown increased to 30 seconds (from 20)
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- [p]Vehicle type changed to âHeavy Vehicle (Harvester)â, so it will no longer be crushable (by âMedium Vehiclesâ)
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- [p]Power cost decreased to 60 (from 80)[/p]
- [p]Attack range increased to 4200 (from 4000)
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- [p]Health increased to 800 (from 740)[/p]
- [p]Movement Speed increased to 700 (from 600)
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Bug Fixes
[h2]General Gameplay[/h2]- [p]Fixed an issue where it was impossible to rotate a Structure in the structure preview (i.e. hologram) when the Doctrine tab was open[/p]
- [p]Fixed an issue where the abilities of certain units could be used even if the target unit had been destroyed[/p]
- [p]Fixed an issue where vehicles moving over Tempest Fields could gain the Tempest Overflow debuff and quickly get destroyed after loading a save file[/p]
- [p]Fixed an issue where Intel wasnât spent instantly when using the Scramblerâs âTempest Chaffâ ability[/p]
- [p]Fixed an issue where unit abilities would not activate when double-clicked if your primary selected unit group was changed using TABÂ [/p]
- [p]Fixed an issue where Drop-based Support Powers didnât drop objects if they were used on the map's edge[/p]
- [p]Fixed an issue where the Hijackerâs Override ability could be used on Drone units[/p]
- [p]Fixed an issue where units in Stealth mode could attack enemy units automatically if the âHold Positionâ command was used[/p]
- [p]Fixed an issue where the âMedical Kitsâ perk would heal units right after they entered a garrison instead of every 2 seconds after they entered[/p]
- [p]Fixed an issue where the Doctrine âEfficient Intelâ wouldnât reduce the cooldown of Skycrane and Condor abilities, which require Intel[/p]
- [p]Fixed an issue where the Levelerâs âBarrageâ ability couldnât target the ground[/p]
- [p]Fixed an issue where the Drone Assassinâs âSacrifice Droneâ ability couldnât be used on enemy units/buildings outside of the ability range[/p]
- [p]Fixed an issue where the Mercenary Outpostâs âMilitia Ambushâ ability couldnât be used if a unitâs production queue was full[/p]
- [p]Fixed an issue where rocket projectiles might not visually hit a moving target
[/p]
- [p]Fixed an issue where the Life Anchor structure from the âDestroy the enemyâs forward basesâ objective could be destroyed before the objective appeared on the 9th GDF mission
[/p]
- [p]Fixed an issue where Easy AI bots might not choose a location to deploy the Salvage Van on some maps[/p]
- [p]Fixed an issue where a Spectator could become a player in Custom matches after the game host and at least one other player reconnected to the match[/p]
- [p]Fixed an issue where a defeated player wouldnât be able to use camera buttons in Spectator mode[/p]
- [p]Fixed an issue where a DYN Easy AI bot would build too many defensive turrets[/p]
- [p]Fixed an issue where Air units with ammo would instantly refill their ammo when a player refunded the researched âAircraft Ascendenceâ Doctrine
[/p]
- [p]Fixed an issue where the âAlpsâ map could be displayed in a playerâs match history instead of the map that was played in a previous match in Ranked/Quick play[/p]
- [p]Fixed an issue where a selected construction site in dimmed Fog of War wouldnât display information about the building under construction in its unit card
[/p]
- [p]Fixed an issue where the game may crash when loading saves of some missions that were made before the latest patch[/p]
- [p]Various server and game crash fixes[/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][p]