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Tempest Rising News

Difficulty Selector, EULA Update, Heal/Repair Auras, and Party & Multiplayer QoL

[h2]Patching you through. . .[/h2][p][/p][p]Ready for new orders, Commander! This update brings a few minor community-requested features and changes, including: an update and clarification to our EULA, a new Difficulty Selector for Campaign missions, and an option to mute players during matches.[/p][p]We also focused on improving the general gameplay feel and the viability of more diverse strategies for both the GDF and Dynasty factions. Some notable updates include:[/p]
  • [p]Improved Air unit weapon tracking when attacking enemies[/p]
  • [p]Added new ‘Repair Aura’ mechanic to the GDF’s Repair Bay[/p]
  • [p]Added new ‘Healing Aura’ ability (Temporary Infirmary) to the GDF’s Guard Tower[/p]
  • [p]Added Silence effect to the Dynasty Dragonfly’s Signal Disruptor ability
    [/p]
[p]Read below for the full list of updates, balance changes, and bug fixes.[/p][p][/p]
EULA Update
[p]We have made some minor changes to our EULA to improve clarity and accuracy regarding privacy and data, based on concerns we were seeing from some players regarding its original wording.[/p][p]In short, we do not sell player data. We respect your privacy and only use the minimal information necessary to provide a secure and stable game experience.[/p][p][/p][p]Notably, this section was added under “2. General Provisions”:
[/p][p]"2.3 The COMPANY does not scan, access, or collect information about the hardware or devices of Users beyond what is strictly necessary for the operation and security of the Game. The Game does not collect, store, or sell any personal data or information about Users for marketing or commercial purposes. Any information required for the functioning of the Game is processed in accordance with applicable laws and solely for the purpose of providing and maintaining the Game experience."[/p][p][/p]
New Features
[p][/p][h2]Difficulty Selector[/h2]
  • [p]Added a Difficulty selector allowing players to switch difficulties in between missions[/p]
[carousel][/carousel][p][/p][h2]Mute Players During Match[/h2]
  • [p]Added the ability to mute players during a match [/p]
    • [p]Left-click on a player’s nickname in game chat to mute[/p]
    • [p]The muted player will now have a ‘Muted’ icon near their nickname
      [/p]
Balance Updates
[p]In this patch, we’re aiming to improve the dynamism of the early game. We continue to tweak Harvesters to be more attractive harassment targets, improve some less-used early game units like the Field Scout and Dynasty Guard, and introduce some new options for GDF early in Tier 2. [/p][p]We have also improved the responsiveness of Air unit weapons, which should add to their unit harassment potential.[/p][p][/p][h2]General[/h2]
  • [p]Improved Air unit weapon tracking when attacking enemies[/p]
  • [p]Medical Kits Perk (healing in Garrisons) increased to 10 HP per 2 seconds (from 5)[/p]
  • [p]Anti-Tank Mines Damage increased to 230 (from 200)[/p]
[p][/p][h2]Global Defense Force (GDF)[/h2][p][/p][p]We’re aiming to increase the number of viable options for the GDF in all stages of play in this patch.[/p][p]While the GDF have a very strong late game, they struggle in the early and mid-game due to a lack of harassment options. By continuing to tweak units like the Field Scout, Riot Trooper, Grenadier, and Hunter Tank, while slowing down the build speed of Sentinels and Hunter tanks to make them slightly less spammable, we are seeking to broaden the GDF’s early game toolset. [/p][p]We have slightly reduced the Skycrane’s cost and build time, hoping to reinvigorate interest in early harassment with this versatile tool in the GDF’s toolbox.[/p][p]Additionally, we have made GDF Tier 2 units like the Queller more powerful and Comms Rig more accessible while improving the Peacekeeper’s slightly underwhelming Anti-Air attack.[/p][p][/p][h3]Repair Bay[/h3][p]To make the Repair Bay more versatile and easier to use, we have added a Repair Aura that heals all buildings, vehicles, and air units in a moderate area. It still has its original fast and powerful primary repair. To balance this new feature, we are also increasing its cost and build time.[/p]
  • [p]New mechanic: Now has a Repair Aura that repairs 15/tick in addition to its current repair[/p]
  • [p]Cost increased to 1300 (from 800)[/p]
  • [p]Production time increased to 20 seconds (from 12)
    [/p]
[h3]Guard Tower[/h3][p]We wanted to give the GDF another source of healing, so we have added a new ability to the Guard Tower to fill that role. Now, once the player has unlocked the Riot Pod on their Satellite Uplink, Guard Towers are able to activate ‘Temporary Infirmary’, which heals all infantry around them for 20 seconds at the cost of 10 Intel.[/p][p]We hope that players find many fun uses for this new ability and are looking forward to seeing how it changes the GDF's early-game Intel spending habits.[/p]
  • [p]New ability: Temporary Infirmary. The Guard Tower generates a Healing Aura for 20 seconds. [/p]
    • [p]Cost: 10 Intel[/p]
    • [p]Prerequisite: Riot Pod (Satellite Uplink upgrade)[/p]
    • [p]Cooldown: 60 seconds
      [/p]
[h3]Harvester[/h3][p]We hope to increase the dynamism of the early game by making Harvesters die more easily, enabling more meaningful harassment, and forcing the GDF to work harder to protect their early income.[/p]
  • [p]Health reduced to 900 (from 950)
    [/p]
[h3]Field Scout[/h3][p]Field Scouts are already a potent unit, especially with Doctrines. We are hoping to encourage more use of Marking Mines by knocking some time off their cooldown[/p]
  • [p]Marking Mine cooldown reduced to 35 (from 45)
    [/p]
[h3]Riot Trooper[/h3][p]We fixed an issue with the area of effect for the Riot Trooper’s weapon and increased its attack area slightly to make it feel more powerful against groups of enemy infantry units. Additionally, an increase in its EMP Grenade projectile speed should now help it perform more consistently against vehicles.[/p]
  • [p]Riot Baton area of effect fixed, and its attack area increased to 400 (from 0 due to a bug)[/p]
  • [p]EMP Grenade projectile speed increased to 6000 (from 3500)
    [/p]
[h3]Comms Rig[/h3][p]While the Comms Rig is a cost-effective vehicle, its build time was slightly too long, leading to lower usage rates. This should help free up Vehicle Bay production queues and make the Comms Rigs easier to include in GDF army lineups.[/p]
  • [p]Production time reduced to 30 seconds (from 36)
    [/p]
[h3]Hunter Tank[/h3][p]We are experimenting with GDF, leaning towards smaller armies of more potent, specialized units. To that end, we are slightly increasing the production time of the Hunter Tank while making minor survivability and lethality adjustments.[/p]
  • [p]Attack Speed increased to 2.8-second intervals (from 2.9)[/p]
  • [p]Health increased to 600 (from 590)[/p]
  • [p]Production time increased to 19 seconds (from 18)
    [/p]
[h3]Sentinel[/h3][p]We are slightly increasing the vision range of the Sentinel and Havoc to make them more consistent scouting units. Additionally, we are slightly increasing the Sentinel's production time to reduce spamming in the early game.[/p]
  • [p]Production Time increased to 14 seconds (from 13)[/p]
  • [p]Vision radius increased to 4500 (from 4000)
    [/p]
[h3]Grenade Turret[/h3][p]After we released Balance Patch 3, we heard overwhelming feedback from players that they prefer the Grenade Turret with an Intel cost over a Credits cost, so we are reverting this change. Additionally, we are increasing the projectile speed of GDF Grenade weapons to make them more consistent: now, most retreating enemies will still take at least partial damage from Grenade weapons.[/p]
  • [p]Cost changed to 0 Credits | 10 Intel (from 900 Credits | 0 Intel)[/p]
  • [p]Projectile speed increased to 6000 (from 4000)
    [/p]
[h3]Grenadier[/h3][p]As mentioned under Grenade Turret, we are increasing the projectile speed of GDF Grenade weapons to make them more consistent: now, most retreating enemies will still take at least partial damage from Grenade weapons[/p]
  • [p]Projectile speed increased to 6000 (from 3500)
    [/p]
[h3]Peacekeeper[/h3][p]The Peacekeeper has been underperforming as an Anti-Air unit. We are increasing its ammo amount to help it handle aerial threats more consistently. Additionally, to make it a better anti-Drone unit in GDF mirror matches, we are adding a small amount of splash damage to its weapon.[/p]
  • [p]EYRIE SRAAM Missiles ammo amount increased to 7 (from 5)[/p]
  • [p]EYRIE SRAAM Missiles attack area increased to 160 (from 0)
    [/p]
[h3]Queller[/h3][p]We continue to seek a good middle ground for this unit between being dominant and underpowered, where it is worthwhile for harassment and picking off key enemy vehicles, but not so powerful that it is only counterable by air units.[/p]
  • [p]JUDGE Laser damage increased to 120 (from 100) per shot
    [/p]
[h3]Shieldmaiden[/h3][p]The Shieldmaiden provides tremendous value for its cost and is overperforming as a support unit. A slight Intel cost increase should nudge it in the right direction.[/p]
  • [p]Cost increased to 25 Intel (from 20)
    [/p]
[h3]Skycrane[/h3][p]Skycranes are intended to be a GDF harassment tool, and their current cost and build time make this strategy somewhat too expensive to be worthwhile. We are looking to make Engineer drops and Drone Operator harassment more viable while still requiring a non-trivial resource commitment.[/p]
  • [p]Cost reduced to 2100 (from 2300)[/p]
  • [p]Production time reduced to 40 seconds (from 42)
    [/p]
[h3]Trebuchet[/h3][p]The Trebuchet is one of the highest-damage units in the game. However, its usage rate is relatively low due to its slow Movement Speed. We are increasing its speed to improve its viability and encourage more frequent usage.[/p]
  • [p]Movement Speed increased to 450 (from 400)
    [/p]
[h3]Drone Command Unit (DCU)[/h3][p]The DCU is a keystone unit of late-game strategies for GDF players. We are looking to push it further into a niche and reduce its current status as a game-ender.[/p]
  • [p]Health reduced to 770 (from 800)
    [/p]
[h2]Tempest Dynasty (DYN)[/h2][p][/p][p]We’re aiming to make the early game less frustrating for Dynasty players and encourage more diverse play options.[/p][p]We are slightly reducing the production efficiency of the Pillager while also making Dynasty Guards and Boar Tanks more attractive options. We are also looking to help the Dynasty late game by making small but meaningful changes to the Tempest Sphere, Assault Gunner, and Leveler.[/p][p][/p][h3]Dragonfly[/h3][p]With the changes to the Peacekeeper, we are giving the Dragonfly a 10% Health increase to keep up. Additionally, we are adding Silence to the Dynasty’s roster by adding it to the effects it inflicts upon enemy vehicles.[/p]
  • [p]New mechanic: Signal Disruptor now Silences affected units in addition to its other effects.[/p]
  • [p]Health increased to 440 (from 400)
    [/p]
[h3]Tempest Rig[/h3][p]We are aiming to make the Dynasty feel better to play overall. So, we are reverting the Tempest Rig Movement Speed decrease from our last balance patch; Harvester Wheels may also feel slightly snappier now.[/p][p]However, to encourage more harassment of the Tempest Rig and further enable players’ ability to partially impact the Dynasty economy, we are reducing Harvester Wheel health and increasing their respawn time. This should improve the Dynasty’s expansion, but also allow for more harassment and counterplay with their economy. [/p]
  • [p]Harvester Wheel Respawn time increased to 35 seconds (from 30)[/p]
  • [p]Harvester Wheel Health decreased to 270 (from 280)[/p]
  • [p]Movement Speed increased to 350 (from 300)
    [/p]
[h3]Ignitor[/h3][p]We are making the Napalm Grenade more lethal to make it a more interesting choice.[/p]
  • [p]Napalm Grenade damage increased to 30 per tick (from 15 per tick)
    [/p]
[h3]Boar Tank[/h3][p]The Boar Tank still struggles slightly as an alternative to the powerful and versatile Pillager: increasing its DPS while increasing the cost of the Pillager should improve the Boar’s value proposition as a front-line ‘skirmisher’ tank.[/p]
  • [p]Attack Speed increased to 2.35-second intervals (from 2.5)
    [/p]
[h3]Dynasty Guard[/h3][p]We’re aiming to improve how the Dynasty Guard stacks up against enemy infantry and make it a more interesting choice by further increasing its DPS.[/p]
  • [p]Damage increased to 11 (from 10)
    [/p]
[h3]Pillager[/h3][p]Pillagers have been overperforming relative to their cost, so we are tweaking them slightly to make them harder to mass produce.[/p]
  • [p]Cost increased to 1300 (from 1200)[/p]
  • [p]Production time increased to 32 seconds (from 30)
    [/p]
[h3]Havoc[/h3][p]We are slightly increasing the vision range of the Sentinel and Havoc to make them more consistent scouting units.[/p]
  • [p]Vision radius increased to 4500 (from 4000)
    [/p]
[h3]Tempest Sphere[/h3][p]We are largely happy with the Tempest Sphere's performance, but we want to make some tweaks to the Dynasty faction's overall performance in the late game. Tempest Plating will now generate slightly more Health when it activates.[/p]
  • [p]Tempest Plating healing increased to 7.5% of Max Health per activation (from 5%)
    [/p]
[h3]Leveler[/h3][p]The Leveler is a keystone unit of late-game strategies for DYN players. We are looking to push it further into a niche and reduce its current status as a game-ender. We are increasing its health to improve its survivability, but decreasing its population efficiency.[/p]
  • [p]Health increased to 740 (from 680)[/p]
  • [p]Population cost increased to 5 (from 4)
    [/p]
[h3]Assault Gunner[/h3][p]With the changes to air unit effectiveness and the GDF’s ability to lock down enemy infantry, we are improving the Assault Gunner’s range and damage slightly to shore up the Dynasty’s anti-air and combat support.[/p]
  • [p]Range increased to 3300 (from 3000)[/p]
  • [p]Damage increased to 25 (from 20)

    [/p]
Bug Fixes
[p][/p][h2]General Gameplay[/h2]
  • [p]Fixed a unit pathing issue where vehicles couldn’t push moving Infantry when moving in a selected group, causing vehicles to get stuck behind[/p]
  • [p]Fixed an issue where players were unable to use “Mine Drop” Support Power on structures[/p]
  • [p]Fixed an issue where air unit models would disappear from the screen if their selection shape was outside of the frame[/p]
  • [p]Fixed an issue where the Attack Move command and selected group are cancelled after losing any unit in the selected group[/p]
  • [p]Fixed an issue where Repair would be cancelled after loading a save file[/p]
  • [p]Fixed an issue where the Trebuchet and Comms Rig would get stuck in the Repair Bay when switching to deployed mode while entering
    [/p]
[h2]Multiplayer/Skirmish[/h2]
  • [p]Fixed an issue where two players were able to spawn in one slot in Quick Play or Ranked 2v2 mode[/p]
  • [p]Fixed an issue where players could be spawned for different teams in Quick play or Ranked 2v2 matches due to internet stability issues[/p]
  • [p]Fixed an issue where a queued Doctrine being researched could be skipped in Skirmish or Multiplayer matches[/p]
  • [p]Fixed an issue where the Dynasty Guard’s grenade cooldown could be reset if the player packed and unpacked the Construction Yard Bastion[/p]
  • [p]Fixed an issue where remaining map vetoes were set to 0 if the player selected one map and played a Quick Play or Ranked match[/p]
  • [p]Fixed an issue where all maps would be displayed in map preferences, instead of only maps available for the selected mode in Quick Play or Ranked
    [/p]
[h2]Party/Chat System[/h2]
  • [p]Fixed an issue where players were able to see their opponents in Chat before the match started[/p]
  • [p]Fixed an issue where Party Invites were not appearing in Steam private messages[/p]
  • [p]Fixed an issue where the “Create Game” button was available for party members in the Custom Games multiplayer tab[/p]
  • [p]Fixed an issue where Party Invite pop-ups for a player would stack on top of each other when multiple invites from the same player were received[/p]
  • [p]Fixed an issue where the “View Profile” button was sometimes not available in the chat widget if a player re-joined the lobby[/p]
  • [p]Fixed an issue where sometimes Party Invites would appear only in Steam private messages instead of in-game invitation pop-ups [/p]
  • [p]Fixed an issue where the Party leader sometimes couldn’t see invited players in the Party[/p]
  • [p]Fixed an issue where the 1v1 game mode was available to search while in a Party, after playing a Quick Play or a Ranked 2v2 match[/p]
  • [p]Fixed an issue where messages received during a match from friends were not displayed in chat after the match[/p]
  • [p]Fixed an issue where the buttons for single-player modes were sometimes not locked for the Party leader[/p]
  • [p]Fixed an issue where the Search button was not available for 2v2 modes after excluding the 3rd player from the Party[/p]
  • [p]Fixed an issue where the format of the player's nickname in Chat would change when using quotations in the name
    [/p]
[h2]UI[/h2]
  • [p]Made minor visual improvements to the Chat widget[/p]
  • [p]Fixed an issue where Harvester Wheels were shown in the score screen as units killed by the player, if the player sold the Tempest Rig[/p]
  • [p]Fixed an issue where Harvesters and Tempest Rigs would have a "waiting" icon regardless of their current state if there was more than one of them[/p]
  • [p]Fixed an issue where Veti units and buildings were missing on the score screen statistics in Campaign[/p]
  • [p]Fixed an issue where player pings continued to be displayed after player nicknames were hidden in chat
    [/p]
[h2]Briefing scenes[/h2]
  • [p]Improved the performance of all mission briefing scenes [/p]
  • [p]Changed the lighting conditions for some briefings (this is more noticeable in Dynasty mission briefings)
    [/p]
[h2]Crashes[/h2]
  • [p]Various server crash fixes[/p]
[p][/p][h2]Technical Support[/h2][p]Submit tickets for technical support or bug reports to: https://sabr.gg/TempestSupport 🛠️[/p][p][/p][carousel][/carousel][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 #4

Bug Fixes
  • [p]Fixed an exploit that allowed players to unlock later Doctrines in Multiplayer before unlocking the pre-requisite Doctrines[/p]
  • [p]Fixed a rare server crash that occurred when configuring players’ teams for a game in matchmaking[/p]
  • [p]Fixed a crash that sometimes occurred when loading player profiles[/p]
  • [p]Fixed a server-related crash in Skirmish[/p]
  • [p]Fixed a crash related to the tooltip display of Power Cost requirements
    [/p]
Quality of Life Improvements
  • [p]Increased matchmaking Map Veto amount to 4 (from 2), to reflect the increased map pool size
    [/p]
Balance Updates
[p][/p][h2]Neutral Structures[/h2][h3]Tempest Processing Center[/h3][p]We are reducing the Power output of Tempest Processing Centers in order to encourage players to build more Power Plants in the early game.[/p]
  • [p]Decreased Power provided by Tempest Processing Center to 60 (from 100)
    [/p]
[h2]Tempest Dynasty[/h2][h3]Tempest Rig[/h3][p]Dynasty players are still able to ramp up their economy somewhat too quickly. These changes are designed to slow down the Dynasty's economic expansion, primarily regarding timing and growth rate. Additionally, we are continuing to tweak Harvester Wheels to be more attractive harassment targets. [/p]
  • [p]Movement Speed decreased to 300 (from 350)[/p]
  • [p]Increased respawn time of Harvester Wheels to 30 seconds (from 28 seconds)[/p]
[p] [/p][h3]Join the Tempest Rising Discord[/h3][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]

Command and Conquer style RTS Tempest Rising gets new maps, better multiplayer

From the outside, Tempest Rising looks like a straightforward homage to Command and Conquer; the RTS equivalent of a boomer shooter. But Slipgate Ironworks has built a strategy game that goes beyond its influences - veteran fans of Tiberian Dawn and Red Alert can take heart from the Frank Klepacki soundtrack and clear nods to the GDI and Brotherhood of Nod, but Tempest Rising more than shines on its own terms. The campaign is fantastic. The visual style and unit mix are both great. Only the multiplayer has drawn any real criticism, owing to some restrictions on queuing and game modes. But now, there's a new Tempest Rising update which addresses even those concerns.


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

Tempest Rising is a Steam hit, and perhaps a better RTS than Command and Conquer

Tempest Rising system requirements

The Rally & Recon Update is Out NOW!

[h2]Comms link secured. Requesting reinforcements![/h2][p][/p][p]Welcome back, General!
[/p][p]Our first major content update brings a variety of highly requested features and new content, like 6 more maps, Spectator Mode V1, and the ability to queue with friends! This update also includes an extensive list of multiplayer balance changes and bug fixes to further improve your experience playing Tempest Rising. [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]To our early supporters who pre-ordered the Deluxe edition, you will all be happy to hear that your bonus content pack is also a part of this update (more on that below).[/p][p]Now, let’s dive right into what you’re really here for! 🫡[/p][p][/p]
New Features
[p][/p][h2]2v2 Ranked and Queue with Friends[/h2]
  • [p]Added 2v2 Ranked mode and Leaderboards[/p]
  • [p]Players can queue up for 2v2 matchmaking with their friends or queue solo[/p]
[h3]
[/h3][p][/p][h2]Population Cap Setting[/h2]
  • [p]Added the much-requested feature: You can now adjust max unit population capacity from 100 to 500 in Match settings for Skirmish and Custom matches (this may impact performance)[/p]
[h2]Lobby Chat Menu[/h2]
  • [p]Added Chat Menu feature in Lobbies and Multiplayer tabs. This feature allows you to:[/p]
    • [p]Chat with other players while in a lobby[/p]
    • [p]Send friend requests to other players in a lobby[/p]
    • [p]Send party invites to your friends to play together in Ranked, Quickplay (2v2), or Custom Games[/p]
[h2]Spectator Mode V1[/h2]
  • [p]Added basic Spectator mode for Custom Lobbies with slots for up to 8 Spectators[/p]
[p][/p][p][/p][h2]Quality of Life[/h2]
  • [p]Added the ability to skip opening logos and the intro cinematic by holding ESC
    [/p]
[h2]More Maps[/h2]
  • [p]Added 6 Maps, repurposed from existing Maps[/p]
    • [p]4 Maps designed for 2v2 teamplay matches[/p]
    • [p]2 Maps designed for 1v1 duel matches[/p]
  • [p]Added “Alps” and “Central Junction” Maps to the 1v1 map pool[/p][p][/p]
[carousel][/carousel][p][/p][p][/p][h3]Pick up Tempest Rising for 20% off until July 10![/h3][p](For those players who were waiting for a sale 🫡)[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
Balance Updates
[p][/p][h2]General[/h2]
  • [p]Marking effect can no longer be applied to Neutral Structures (if not captured by the enemy), Concrete Walls, Gates, or Fences
    [/p]
[h2]Neutral Structures[/h2][p][/p][h3]Mission Control[/h3][p]The Mission Control neutral structure has always been a Detector - adding the Detection Perk to the unit is simply a way to communicate this to the player, as intended.[/p]
  • [p]Mission Control now has Detection Perk as intended
    [/p]
[h2]Global Defense Force (GDF)[/h2][p][/p][p]For both factions, we are looking to provide a more formal Early/Mid/Late pacing for tech progression. For the GDF, this includes a slight cost and build time increase for the Satellite Uplink, as well as addressing the Spy Drones Support Power, which has been used to generate Intel more quickly than we’d initially anticipated.[/p][p]We are also seeking to make the Hunter Tank a more attractive all-around option, particularly as a method at Tier 1 to defend against vehicle rushes and pressure the Dynasty.[/p][p]Overall, we are looking to increase the number of viable options the GDF has at all tech levels.[/p][p][/p][h3]Harvester[/h3][p]We are aiming to make harvesters from both factions slightly more vulnerable and susceptible to harassment at all stages of the game, forcing players to pay more attention to protecting their economy. A slight Health reduction is the first step in this direction.[/p]
  • [p]Health decreased to 950 (from 1000)
    [/p]
[h3]Satellite Uplink[/h3][p]In an effort to make Tier 2 more of a commitment, we are slightly increasing its cost and build time. Additionally, we are looking to provide more passive detection options, which will make the use of stealth units as scouts more skill-based.[/p]
  • [p]Cost increased to 2000 (from 1800)[/p]
  • [p]Build time increased to 27 seconds (from 20)[/p]
  • [p]Given the Detection Perk, with a range of 2500 
    [/p]
[h3]Hunter Tank[/h3][p]The Hunter and Boar tanks are still slightly under-performing in their role. Increasing the base and Networked damage of the Hunter, as well as its movement speed, allows it to become a more effective tool at pressuring the enemy at all stages of the game, but particularly allows for a more aggressive early game from GDF players.[/p]
  • [p]Movement speed increased to 750 (from 725)[/p]
  • [p]Damage increased to 70 (from 60)[/p]
  • [p]Networked damage increased to 110 (from 95)
    [/p]
[h3]Spy Drones[/h3][p]While we support players utilizing the Spy Drones Support Power to generate Intel by Marking enemy armies, we feel that the rates of Intel gain over time are too high.[/p]
  • [p]Cooldown increased to 90 seconds (from 60 seconds)[/p]
  • [p]Marking area decreased to 1000 (from 1200)
    [/p]
[h3]Engineer Guard Tower[/h3][p]We want to encourage GDF players to experiment more with abilities like the Engineer’s Guard Tower. Being able to repair them via Global Repair and sell them for an Intel refund should make the Guard Tower a much safer investment to utilize for offensive and defensive strategies.[/p]
  • [p]Can now be repaired by Global Repair[/p]
  • [p]Can now be sold (returns 2 Intel when sold)
    [/p]
[h3]Queller[/h3][p]Quellers can be a nuisance to the enemy but struggle to survive long enough to get adequate value for their investment. Additional health and a slightly increased attack range should allow players a bit more freedom when choosing engagements.[/p]
  • [p]Health increased to 880 (from 850)[/p]
  • [p]JUDGE Laser Range increased to 2100 (from 1850)[/p]
  • [p]Minigun range increased to 2000 (from 1750)
    [/p]
[h3]Peacekeeper[/h3][p]While the Peacekeeper is a versatile unit, it is difficult to use for infantry suppression due to the short range of its weapon. A small increase to its range should allow the Peacekeeper to more consistently hit and suppress groups of infantry and fulfil its intended role.[/p]
  • [p]LRAD Riot Cannon Range increased to 1800 (from 1500)
    [/p]
[h3]Riot Medic[/h3][p]The Riot Medic has remained a Specialist with a relatively low pick rate. In addition to a respectable stats buff, we are looking to position it as a more Sniper-resistant Specialist and make it a safer pick when facing enemies fielding Infantry removal units.[/p]
  • [p]Movement speed increased to 600 (from 500)[/p]
  • [p]Health increased to 680 (from 650)[/p]
  • [p]Maximum weapon cone length increased to 2400 (from 2100)[/p]
  • [p]Now has 35% Resistance to Sniper weapons (from 0%)
    [/p]
[h3]Riot Van[/h3][p]We are continuing to make slight changes to the Riot Van to increase its overall value.[/p]
  • [p]Cost decreased to 1200 (from 1300)
    [/p]
[h3]Comms Officer[/h3][p]The Comms Officer remains a safe choice for many GDF players, though they are fragile, making it difficult to keep them in play during combat. A slight range and survivability buff should force the enemy to work a little harder to remove them from play.[/p]
  • [p]Range increased to 2700 (from 2600)[/p]
  • [p]Health increased to 350 (from 300)
    [/p]
[h3]Haywire Turret[/h3][p]Haywire Turrets compete for Intel cost with many other Tier 3 units and structures. A lower Intel cost is a first step to improving their value as defensive Structures.[/p]
  • [p]Intel cost decreased to 30 (from 40)
    [/p]
[h3]Artillery Turret[/h3][p]Artillery Turrets have been too easy to mass and stall out games. A slight increase to their Cost and Power consumption should make it more difficult to hit a critical mass of turrets. [/p]
  • [p]Cost increased to 2200 (from 2000)[/p]
  • [p]Power consumption increased to 60 (from 40)
    [/p]
[h3]Drone Assassin[/h3][p]The Drone Assassin is one of four Specialists we are providing with some Sniper resistance.[/p]
  • [p]Now has 25% resistance to Sniper weapons (from 0%)
    [/p]
[h2]Tempest Dynasty (DYN)[/h2][p][/p][p]This update aims to better define the combat progression of the Tempest Dynasty across Tiers 1, 2, and 3, emphasizing each tier's distinct characteristics and appeal. [/p][p]Specifically, we've increased the effectiveness of certain Tier 2 Dynasty units, such as the Porcupine and Boar Tank. This adjustment is intended to foster greater variety in unit compositions when facing both the GDF and other Tempest Dynasty players.[/p][p]Additionally, we have slightly slowed down the rate at which players can expand the number of Tempest Rigs they can field, and also made Tempest Rigs more vulnerable to harassment.
[/p][h3]Radar Station[/h3]
  • [p]Cost increased to 1800 (from 1500)[/p]
  • [p]Build time increased to 28 seconds (from 20)[/p]
  • [p]Given the Detection Perk, with a range of 2500
    [/p]
[h3]Dynasty Guard[/h3][p]While both the Dynasty Guard and GDF Field Scout were improved in our last Balance Patch, the Dynasty Guard’s performance and win rate did not improve as we had anticipated. Adding some Health and movement speed should keep the Guard out in front and threatening enemy Infantry as intended.[/p]
  • [p]Health increased to 150 (From 140)[/p]
  • [p]Movement speed increased to 625 (from 600)
    [/p]
[h3]Boar Tank[/h3][p]The Boar is already hardy, resistant, and fast. Increased DPS should push it more into a role as a frontline skirmisher and threat, and help it perform better against Tier 3 units like the Voltaic Tank and Trebuchet.[/p]
  • [p]Attack speed increased to 2.5 (from 2.9)
    [/p]
[h3]Salvage Center[/h3][p]Retaining the same population cap as the Salvage Van increases the consistency of the Salvage Center.[/p]
  • [p]Now takes 2 population (from 0)
    [/p]
[h3]Leveler[/h3][p]We are returning some range we removed from the Leveler in our last balance patch to improve its performance against defenses and the GDF Shieldmaiden.[/p]
  • [p]Range increased to 4500 (from 4000)
    [/p]
[h3]Tempest Rig[/h3][p]In an effort to slightly slow down the rate at which the Tempest Dynasty are able to expand their economy, we are increasing the build time and Power consumption of the Tempest Rig - this simply matches the value of a deployed Tempest Rig Refinery, but is a minor increase to its up-front cost.[/p][p]Lastly, we are reducing the Health of both the Tempest Rig and its Harvester Wheels to allow Dynasty harvesting operations to be more easily harassed, and force Dynasty players to work harder to keep them protected.[/p]
  • [p]Build time increased to 45 seconds (from 43)[/p]
  • [p]Health decreased to 1600 (from 1700)[/p]
  • [p]Power consumption increased to 30 (from 20)
    [/p]
[h3]Harvester Wheel[/h3]
  • [p]Respawn time increased to 28 seconds (from 25)[/p]
  • [p]Health decreased to 280 (from 300)
    [/p]
[h3]Dynasty Construction Yard[/h3][p]As part of our initiative to increase the division between tech tiers and slow down access to end-tier Dynasty units, we are slightly increasing the cost and research time of the Construction Yard Bastion.[/p]
  • [p]Bastion Upgrade research time increased to 35 seconds (from 25)[/p]
  • [p]Cost increased to 1500 (from 1000)
    [/p]
[h3]Hammerhand[/h3][p]The Hammerhand’s usage and win rates are below their desired levels, and a slight increase in movement speed and attack range should help make them more useful and consistent.[/p]
  • [p]Movement speed increased to 1000 (from 900)[/p]
  • [p]Range increased to 1800 (from 1500)
    [/p]
[h3]Matchstick[/h3][p]As a part of our initiative to generally increase the consistency of Tier 1 Air units across both factions, we are giving the Matchstick a slight range increase.[/p]
  • [p]Range increased to 1950 (from 1800)
    [/p]
[h3]Porcupine[/h3][p]Increasing the damage of the Porcupine should threaten both GDF armies, forcing GDF players to lean more into utilizing their advanced faction systems more, and should threaten Dynasty Tier 3 units more in mirror matches, increasing combat diversity.[/p]
  • [p]Damage increased to 100 (from 90)
    [/p]
[h3]Machine Shop[/h3][p]Some Dynasty fast tech builds are hitting a little too quickly. Increasing the research time of the Defender upgrade slightly delays the player’s access to Tier 3 vehicles.[/p]
  • [p]Defender upgrade research time increased to 30 seconds (from 25)
    [/p]
[h3]Demolitionist[/h3][p]To push the Demolitionist further into its niche, we are making it more formidable. It is now harder to kill and packs a stronger punch when it is in range.[/p]
  • [p]Health increased to 580 (from 550)[/p]
  • [p]Range increased to 1750 (from 1500)[/p]
  • [p]Voltaic Spark Gun Damage increased to 170 (from 150)
    [/p]
[h3]Line Officer[/h3][p]Line Officers have a fairly low usage rate. Increasing their Health, Sniper resistance, and the duration of their Inspire effect should make them more consistent and effective.[/p]
  • [p]Health increased to 550 (from 400)[/p]
  • [p]Movement speed increased to 625 (from 600)[/p]
  • [p]Line Officer Inspire Buff now lasts 14 seconds (from 10)[/p]
  • [p]Now has 25% Resistance to Sniper weapons (from 0%)
    [/p]
[h3]Machinist[/h3][p]Machinists are both lethal and have strong utility. A decrease to their damage area should retain their utility while providing more counter-play with Infantry armies.[/p]
  • [p]Attack radius decreased to 220 (from 300)
    [/p]
[h3]Voltaic Tank[/h3][p]We are looking to position the Voltaic Tank a bit more firmly as a back-line threat that can threaten Tier 3 defenses without being depowered. The increased range also synergizes well with the increased range of the Sensor Array.[/p]
  • [p]Range increased to 3200 (from 3100)
    [/p]
[h3]Sensor Array[/h3][p]A slight range increase should make the Sensor Array more consistent and dangerous as a defensive structure.[/p]
  • [p]Range increased to 3300 (from 3000)
    [/p]
[h3]Physicist[/h3][p]The Physicist is one of four Specialists we are providing with some Sniper resistance.[/p]
  • [p]Now has 25% resistance to Sniper weapons (from 0%)
    [/p]
[h3]Voltaic Turret[/h3][p]Increasing the Power consumption of the Voltaic Turret reduces Dynasty players’ ability to spam multiple turrets at once, as in coordination with Salvage Centers.[/p]
  • [p]Power consumption increased to 80 (from 40)
    [/p]
Bug Fixes
[h2]General Gameplay[/h2]
  • [p]Fixed an issue with the Camera centering on a selected group when quickly switching between unit groups[/p]
  • [p]Fixed an issue where Credits were not being refunded after cancelling a completed Dynasty building from the production queue[/p]
  • [p]Fixed an issue where the Pillager and Ignitor units were not dealing damage but continuing to attack an enemy outside of attack range[/p]
  • [p]Fixed an issue where enemy air units were not visible when attacking from ‘dimmed’ high ground[/p]
  • [p]Fixed issues where various unit abilities were being reset when used under certain conditions[/p]
  • [p]Fixed an issue with MCV, Tempest Rig, and Salvage Van units not being able to execute Deploy abilities using the Shift key[/p]
  • [p]Fixed an issue where ‘Networked’ Trebuchet and Tempest Artillery units couldn’t attack Marked enemies at full range[/p]
  • [p]Fixed an issue with Drones pushing each other when Drone controllers were placed inside garrisonable units and structures[/p]
  • [p]Fixed an issue where units couldn’t be produced when players had the exact amount of credits remaining[/p]
  • [p]Fixed an issue where units in Stealth were not attacking enemy units from inside garrisonable structures[/p]
  • [p]Fixed an issue when using the Ignitor’s Thermobaric Grenade ability, where the grenade would be thrown at a random location[/p]
  • [p]Fixed an issue where the grenade throwing range would display on the cursor instead of the Ignitor unit
    [/p]
[h2]Multiplayer/Skirmish[/h2]
  • [p]Fixed an issue with attacking units not being displayed if they were located in a dimmed area in multiplayer[/p]
  • [p]Fixed an issue where GDF units were not being produced with 0 credits if they cost only Intel[/p]
  • [p]Fixed an issue where the enemy’s delivery drone would be visible in Fog of War if the enemy structure was built within the player's visibility radius[/p]
  • [p]Fixed an issue where the Fog of War would disappear after an AI bot was defeated in Skirmish[/p]
  • [p]Fixed an issue where the GDF Harvester could get stuck in the Refinery after loading a Save file under certain conditions[/p]
  • [p]Fixed an issue where two Tempest Fields were missing on the Dam map[/p]
  • [p]Fixed an issue where some turrets were not properly refunding 50% of their Credit cost when sold[/p]
  • [p]Fixed an issue where Skirmish AI bots would stop building when the player surrounded their base early [/p]
  • [p]Fixed various other Multiplayer & Skirmish-related issues
    [/p]
[h2]Campaign[/h2]
  • [p]Added subtitles for intro cinematics, where distinct communication is present[/p]
  • [p]Fixed an issue where the "Eliminate GDF Threats" objective couldn't be completed on Easy difficulty during Dynasty Campaign Mission 8 (Buried)[/p]
  • [p]Fixed an issue during Dynasty Campaign Mission 11 (Fire of the Gods) where Matchstick units from the additional base couldn’t fly through a removed barrier[/p]
  • [p]Fixed an issue with the Drone Assassin unit not attacking a selected target if it was at the edge of its attack radius in Campaign[/p]
  • [p]Fixed an issue where the “Wrecker Cannons” Armory Upgrade was not applied to Demolitionist and Voltaic Tank units in Campaign [/p]
  • [p]Fixed an issue where ‘invisible’ selectable buildings were appearing in various places in Campaign missions after loading a Save file[/p]
  • [p]Fixed performance issues in various Campaign missions if many save files were created during its walkthrough[/p]
  • [p]Fixed an issue where Campaign Doctrine/Armory/Reset points could go into negative values after loading previously completed missions in the Command Compound[/p]
  • [p]Fixed various other Campaign-related issues
    [/p]
[h2]UI[/h2]
  • [p]Fixed an issue where a ‘Lost’ Skirmish match could be shown as ‘Won’ in Match History[/p]
  • [p]Fixed an issue where a player’s Save profile could become corrupted and not accessible after a failure during the process of saving[/p]
  • [p]Save profile backups are now created every time saving is successful[/p]
  • [p]Fixed an issue where “Total Time Played” in the player profile was cleared after 24 hours of matches had been played[/p]
  • [p]Fixed an issue where Campaign missions were being displayed in Match History as Ranked matches[/p]
  • [p]Fixed various other UI-related issues[/p]
  • [p]Fixed various localization issues in a variety of languages
    [/p]
[h2]Achievements[/h2]
  • [p]Fixed an issue where Campaign Achievements were sometimes not unlocking properly after completing Campaign missions[/p]
  • [p]Fixed an issue where the “Deprived” Achievement could be obtained by replaying the first mission after completing the Campaign[/p]
  • [p]Fixed an issue where the “Plowing the Fields” Achievement was given for harvesting 100,000 Credits instead of 200,000 Credits[/p]
  • [p]Fixed an issue where the “Making Bacon Pancakes” Achievement was given to all players in a match if only one player completed its conditions[/p]
  • [p]Fixed an issue where the “Beat the Skirmish AI ” Achievements could be obtained by defeating any AI bot in Skirmish if the player had a bot on their team[/p]
  • [p]Fixed an issue where the “Bug Zapper” Achievement was not unlocking properly according to its description[/p]
  • [p]Fixed an issue where the “Last Man Standing” Achievement could be unlocked after winning a Skirmish match against AI bots on different teams[/p]
  • [p]Fixed an issue where the “Reduce, Reuse, Recycle!” Achievement was not unlocking properly after completing its condition (Now both enemy and allied vehicles count towards completing the Achievement)[/p]
[p][/p]
Deluxe Pre-Order Bonus Content
[p]To our players who originally pre-ordered the Deluxe Edition of Tempest Rising before April 25, we told you we hadn’t forgotten about you![/p][p]Since you did not receive your 7-day Early Unlock access to the game as originally intended, we’ve created a cosmetic pack to compensate for this as a token of our appreciation of your early support for Tempest Rising.[/p][p]No action is required; this pack will automatically be unlocked in the “Additional Content” menu tab after you update and launch your game.[/p][p]
[/p][p]This bonus content pack includes:
[/p][h3]2 Main Menu Backdrop Videos (Deluxe Pre-order only)[/h3]
  • [p]GDF Commander Scene[/p]
  • [p]Dynasty Commander Scene[/p]
[carousel][/carousel][h3][/h3][h3]4 Player Profile Icons (Deluxe Pre-order only)[/h3]
  • [p]Tempest Sphere[/p]
  • [p]Col. Domovoy Molchalin[/p]
  • [p]Cpt. Bronagh Cregan[/p]
  • [p]Col. Robert Fischer[/p]
[p] [/p][p][/p][h2]PROS Sign-Up Rewards[/h2][p]Sign up for a PROS account and receive two avatars in-game! You can find the sign-up link in the top left corner of the main menu.[/p][p][/p][p] [/p][h3]
Join the Tempest Rising Discord
[/h3][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]

Tempest Rising is truly an RTS worth your time for C&C fans

Tempest Rising is a thoroughly great RTS that's worth picking up, giving us a modern classic that all Command & Conquer fans will love.

Read the full article here: https://www.gamingonlinux.com/2025/06/tempest-rising-is-truly-an-rts-worth-your-time-for-c-c-fans/