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Tempest Rising feels like a new Command and Conquer, and it just got better

It's the eternal Command and Conquer quandary: GDI or Nod? Putting aside questions of which faction is good, which is evil, the Global Defense Initiative often seems to be better on the offensive, but if you want to dig in and sit behind your Obelisks, it's Kane's team all the way. This is part of what makes C&C one of the all-time RTS greats. Both sides are unique, and feel totally different to play, but they're nevertheless carefully balanced. Inspired by Westwood's classics, Tempest Rising feels like the closest we have to a new Command and Conquer. But balancing between its two factions, the GDF and the Dynasty, has so far been a little askew. Thanks to a big new update, that's all changed.


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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.

[h2]Next Patch Content[/h2]


    [h3]
  • 2v2 Ranked
  • Queue with friends
  • More Multiplayer Maps designed for 2v2 team fights and 1v1[/h3]
    These maps will feature new arenas / gameplay layouts, repurposed from existing maps.
    [h3]
  • New Pop. cap adjustment setting in Skirmish/Custom matches
  • Spectator Mode V1
  • Main Menu Chat[/h3]

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.

[h2]General[/h2]
  • Most units that provide more than 10 Intel upon being killed while Marked have had their Intel rewards reduced.

[h3]Mercenary Outpost[/h3]
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)

[h2]Global Defense Force (GDF)[/h2]
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.

[h3]Satellite Uplink[/h3]
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)

[h3]Data Core[/h3]
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)

[h3]Field Scout[/h3]
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)

[h3]Grenadier[/h3]
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)

[h3]Sentinel Scout Car[/h3]
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)

[h3]Hunter Tank[/h3]
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)

[h3]Shieldmaiden[/h3]
This corrects an issue with the Shieldmaiden in the campaign.
  • Standoff Orders removed from the Campaign version of the Shieldmaiden

[h3]Peacekeeper[/h3]
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.
  • LRAD Riot Cannon attack interval increased to 1.5 seconds (from 1)

[h3]Skycrane[/h3]
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)

[h3]Riot Medic[/h3]
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

[h3]Riot Van[/h3]
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)

[h3]Riot Trooper[/h3]
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)

[h3]Artillery Turret[/h3]
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)

[h3]Drone Control Unit (DCU)[/h3]
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)

[h3]Scrambler[/h3]
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)

[h2]Tempest Dynasty (DYN)[/h2]
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.

[h3]Dynasty Guard[/h3]
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)

[h3]Tempest Sphere[/h3]
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)

[h3]Boar Tank[/h3]
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)

[h3]Voltaic Tank[/h3]
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)

[h3]Machinist[/h3]
Reducing the Machinist's build time normalizes him with other Dynasty Specialists.
  • Build time reduced to 25 seconds (from 35)

[h3]Voltaic Turret[/h3]
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)

[h3]Leveler[/h3]
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)

[h3]Ignitor[/h3]
Similar to Grenadiers, the Ignitor’s health is being increased to help make them a better value proposition.
  • Health increased to 270 (from 250)

[h3]Construction Yard[/h3]
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)

[h3]Havoc[/h3]
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

[h3]Dragonfly[/h3]
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)

[h2]Top 12 Releases[/h2]
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!



[h3]Join the Tempest Rising Discord[/h3]
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!

[h3]Full Documentary Playlist[/h3]
Watch the previous episodes of Beyond the Battlefield: The Making of Tempest Rising in our official YouTube playlist.

[previewyoutube][/previewyoutube]
[h3]Watch the Accolades Trailer[/h3]
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!

[previewyoutube][/previewyoutube]
[h3]Join the Tempest Rising Discord[/h3]
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 #3

Community Items

We've added Tempest Rising Steam Community Items / Trading Cards! 🃏

Bug Fixes:
  • 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:


[h3]Units[/h3]
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.

[h3]Join the Tempest Rising Discord[/h3]
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.

[h3]Composers[/h3]
The composers credited on Tempest Rising are:

[previewyoutube][/previewyoutube]
[h3]Full Playlist[/h3]
Watch the previous episodes of Beyond the Battlefield: The Making of Tempest Rising in our official YouTube playlist.

[h3]Join the Tempest Rising Discord[/h3]
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!