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]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]
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]
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]
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]
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]
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]
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][h2]Global Production Queue[/h2][h2]
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]
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]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]GDF[/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]
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]
- [p]Building Sites are now auto-attackable by enemy units[/p][p][/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]
- [p]Health increased to 1300 (from 1000)[/p][p][/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]
- [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]
- [p]Damage increased to 150 (from 130)[/p][p][/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]
- [p]Health increased to 900 (from 800)[/p]
- [p]Attack Speed increased to 1.15-second intervals (from 1.3)[/p][p][/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]
- [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]
- [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]
- [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]
- [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]
- [p]Networked Damage increased to 120 (from 110)[/p]
- [p]Networked Range increased to 2500 (from 2200)[/p][p][/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]
- [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]
- [p]Cost decreased to 20 Intel (from 30 Intel)[/p][p][/p]
- [p]Effect Duration decreased to 10 seconds (from 12 seconds)[/p][p][/p]
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]
- [p]Health increased to 280 (from 270)[/p]
- [p]Napalm Grenade Attack Range increased to 1900 (from 1800)[/p][p][/p]
- [p]Attack Speed decreased to .8-second intervals (from 0.7 seconds)[/p][p][/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]
- [p]Movement Speed decreased to 720 (from 730)[/p][p][/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]
- [p]Ammo Restock Time decreased to 12 seconds (from 15 seconds)[/p]
- [p]Movement Speed increased to 700 (from 500)[/p][p][/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]
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]
- [p]Health increased to 290 (from 270)[/p][p][/p]
- [p]Health decreased to 720 (from 800)[/p]
- [p]Attack Area-of-Effect size decreased to 450 (from 600)[/p][p][/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]
- [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]
- [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]
- [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]
- [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][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]
- [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]
- [p]Various server and game crash fixes
[/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]