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Tempest Rising News

Ranked Leaderboards/MMR Reset on Monday, October 13

[p]On Monday, October 13, at 7am PST / 10am EST / 4pm CEST, we'll be performing a long-awaited reset of the leaderboards and player ratings.

What this entails:[/p]
  • [p]MMR for all players will be reset to the default rating of 1500.[/p]
  • [p]Current Leaderboards will be emptied and not preserved[/p]
  • [p]Player statistics will be preserved on the Player Profile page[/p]
  • [p]Brief server maintenance will occur 30 minutes prior to this to perform the reset, then a minor update will go out to add the ability to view previous Ranked Statistics on the Player Profile[/p]
[p]NOTE: Some players may have their previous ratings displayed in the Player Profile and Ranked Multiplayer screen. It will be updated to the current value after 1 ranked game is played for each respective faction and game mode.[/p]

Hotfix Update #7

New Features
[p][/p][h2]Additional reconnection options for Custom Games[/h2][p]We’re introducing additional options for reconnection behavior in Custom Games. Players can now customize the disconnect/reconnect behavior of Custom matches after a player loses connection with these ‘Post-disconnect Behavior’ options:[/p]
  • [p]Pause and Continue (Default)[/p]
    • [p]When a player loses connection, the game will pause for all players until the player reconnects. If the reconnect timer expires, the match will resume if there are at least two players from opposing teams still remaining. Otherwise, the match will end, and the remaining players will receive a Win.[/p]
  • [p]No Control[/p]
    • [p]When a player loses connection, the game will not be paused, and their units/structures will be ‘uncontrolled’ until the player’s connection is restored.[/p]
  • [p]Immediate Defeat[/p]
    • [p]When a player loses connection, the game will not be paused, and their units/structures will be destroyed. If the player's connection is restored, they will move to a Spectator slot.[/p]
  • [p]AI Takeover[/p]
    • [p]When a player loses connection, the game will not be paused, and they will be substituted with an AI bot until the player's connection is restored. If the player does not reconnect, the AI bot will remain for the remainder of the match.[/p]
[p][/p][p][/p]
Bug Fixes
[p][/p][h2]General Gameplay[/h2]
  • [p]Fixed an issue where GDF harvesters could sometimes not unload in the Refinery and would remain in queue indefinitely.[/p]
  • [p]Fixed an issue where faster units in a group would form a slow-moving line instead of reaching and grouping with slower units when a player used the Synchronized movement / ‘ALT+Move’ command.
    [/p]
[h2]Multiplayer/Skirmish[/h2]
  • [p]Fixed an issue where the cost of an unused activated ability was not returned to the player if the unit with that ability was destroyed.[/p]
  • [p]Fixed an issue where a player could join a Custom Lobby that the host has already left.[/p]
  • [p]Fixed an issue where deploying a Tempest Rig caused a momentary increase in a player’s unit Population count.
    [/p]
[h2]UI[/h2]
  • [p]Fixed an issue where the "Toggle Build and Doctrine tabs" keybind would sometimes not change the opened tab in the build grid in Multiplayer modes.[/p]

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

I'd already abandoned the dream of a new Command and Conquer game long before the EA takeover was announced, but now it feels even less likely. The good news is that we're currently in a bold era of punchy up-and-comers like Tempest Rising that are inspired by the best RTS games of the past. Developer Slipgate Ironworks has continued to build on its creation, and the new Tempest Rising update has some great additions packed in. There are more maps, expanded AI options, extra customization tools, and fresh ways to indulge in the simple delight of a good old comp-stomp.


Read the rest of the story...


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

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

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

The Customization Update is Out NOW!

[h2]Tools ready. Checking designs. . . 🔧[/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]
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, we’re 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, we’ve 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][/p][h2]Skirmish AI behavior[/h2][p]We’re 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]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][/p][h3]Added New Casual Difficulty for Skirmish AI

[/h3][p][/p][h2]Additional Custom/Skirmish maps[/h2][p]We’re introducing reconstructed maps from the Campaign missions to Custom and Skirmish:[/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]Since the Campaign missions have their own unique flows, these maps are intended for players looking for a more varied Custom/Skirmish game experience.[/p][p][/p][p][/p][carousel][/carousel][p]
[/p][h2]DYN Tempest Rig Improvements[/h2]
  • [p]Added ‘Redeploy Refinery’ 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][/p]
[h2]High Visual Differentiation Mode[/h2][p]Introducing a new optional accessibility feature that allows for better visual clarity between different unit types and an enhanced visual display of currently selected and active units.

These settings are configurable under the new ‘Accessibility’ 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]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][/p][p][/p][h2]Additional Quality of Life Updates[/h2]
  • [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]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.
      [/p]
  • [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]Added the ability to select all units of the same type (Shift+S shortcut by default) [/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]Added Selection Mode options to allow players to change how the “Select All” command operates. There are three available options:[/p]
    • [p]All units[/p]
    • [p]Combat and Support units[/p]
    • [p]Combat units only
      [/p]
[h2]Change to Ranked Multiplayer[/h2][p]It is now impossible to play Ranked mode on accounts that gained access to the game through Family Share. This is to help resolve issues with smurf accounts in Ranked.
[/p]
Balance Updates
[h2]Global Defense Force (GDF)[/h2][p][/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 Dynasty’s 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 GDF’s 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]Mines can no longer be Marked with a “Marked” effect[/p]
  • [p]Turret placement cost decreased to 100 (from 200)
    [/p]
[h3]Support Powers[/h3][p]We believe that GDF Support Beacon usage is overly penalized by the current Intel cost of 30, especially after recent nerfs to Intel generation. Reducing the usage cost of the Beacon should give GDF players better options for expanding, harassment, and combat.[/p][p]To offset this, we are somewhat reducing the Comms and Marking radius of the Beacon, making its positioning more important and reducing the number of enemy units it can affect at once, since Marking can provide a number of other effects via Doctrines.[/p]
  • [p]Support Beacon[/p]
    • [p]Intel cost decreased to 20 (from 30)[/p]
    • [p]Comms and Marking radius decreased by 30%
      [/p]
[h3]Doctrines[/h3][p]As a first pass on improving Doctrines, we are making some changes to the GDF’s Mobility Doctrine tree: specifically, the last 3 Doctrines. We are hoping to see this open up new ways for GDF players to engage the enemy and succeed in combat.[/p]
  • [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]
[h3]Refinery[/h3][p]We’re aiming to improve GDF early-game performance without tipping the balance of things too far. A small reduction in build time is one measure we’re pursuing to slightly improve GDF early performance against the Dynasty.[/p][p]Additionally, we are experimenting with an Intel-only upgrade for the Storage Pod.[/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)
    [/p]
[h3]Harvester[/h3][p]The largest change we are making to the GDF economy is a 10% increase in harvest speed for GDF Harvesters. Additionally, we are increasing their acceleration, which will have the added benefit of enhancing the effectiveness of boosting them with Comms - they will spend more time moving at a higher speed, making Comms a more significant part of GDF harvesting.[/p]
  • [p]Harvest rate increased to 110 (from 100)[/p]
  • [p]Acceleration increased to 410 (from 300)
    [/p]
[h3]Guard Tower[/h3][p]Due to its Intel cost and limited range, we are removing the tech requirement on the Temporary Infirmary ability, giving the GDF early access to area healing.[/p]
  • [p]“Temporary Infirmary” ability now doesn’t require Satellite Uplink Riot Pod Upgrade
    [/p]
[h3]Field Scout[/h3][p]As a part of a broader attempt to increase the GDF’s possibility space in the early game, we are increasing the damage of Marking Mines to improve their role in helping GDF players defend and get early warning of enemies approaching their bases and territory.[/p]
  • [p]Marking Mine damage increased to 30 (from 20)[/p]
  • [p]Marking Mine cooldown increased to 45 seconds (from 35)
    [/p]
[h3]Grenadier[/h3][p]Grenadiers are a tricky unit to use due to their low range. A slight health increase makes them a better damage soak for backline GDF infantry and makes them more consistently able to engage with garrisoned enemies.[/p]
  • [p]Health increased to 260 (from 250)
    [/p]
[h3]Shieldmaiden[/h3][p]Due to recent reductions in GDF Intel gathering and boosts to Air units, we are again reducing the cost of the Shieldmaiden to 20 Intel.[/p]
  • [p]Cost decreased to 20 Intel (from 25)
    [/p]
[h3]Air Control Tower[/h3][p]We believe a slight cost reduction in the Air Control Tower will provide more ready access to mobile scouting and harassment tools.[/p]
  • [p]Cost decreased to 1600 (from 1800)
    [/p]
[h3]Peacekeeper[/h3][p]Peacekeepers continue to struggle against Dynasty Air units and GDF Drones. These changes give the Peacekeeper much greater stopping power, as intended.[/p]
  • [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]
[h3]Skycrane Carrier[/h3][p]Due to previous Skycrane changes, its usage and win-rates remain low. We aim to make Engineer and Drone Operator harassment more viable again while maintaining the proper risk-reward ratio for this strategy.[/p]
  • [p]Cost decreased to 1900 (from 2100)[/p]
  • [p]Movement Speed increased to 900 (from 800)
    [/p]
[h3]Queller[/h3][p]We are considering additional changes to the Queller, but with the numerous other air and anti-air changes, we are waiting to see how things shake out. We are making a minor adjustment to its build time in this patch.[/p]
  • [p]Build time decreased to 22 seconds (from 24)
    [/p]
[h3]Comms Rig[/h3][p]Comms Rigs are sometimes overshadowed by other sources of the Comms buff. This slight area increase stacks with Doctrines, giving a fully-upgraded Comms Rig nearly artillery-ranged Comms projection.[/p]
  • [p]Comms Radius increased to 3500 (from 3000)
    [/p]
[h3]Drone Control Unit (DCU)[/h3][p]Given the plethora of anti-air boosts we are providing to players in this patch, we are tweaking the cost of the DCU down slightly.[/p]
  • [p]Intel cost decreased to 60 (from 70)
    [/p]
[h3]Riot Medic[/h3][p]After the Riot Medic’s nerf several patches ago, its win and usage rates dropped considerably. We are giving it some damage back and increasing its healing power to restore its place in the GDF Specialist roster.[/p]
  • [p]Healing from “Healing Turret” ability increased to 25 (from 20)[/p]
  • [p]Healing from “Healing” perk increased to 35 (from 30)[/p]
  • [p]Damage increased to 25 (from 20)
    [/p]
[h3]Drone Assassin[/h3][p]The Drone Assassin has seen very low usage rates for some time now. Increasing its range and the health of its Drones should increase its success rates in combat.[/p]
  • [p]Attack Range increased to 3200 (from 3000)[/p]
  • [p]Drone HP increased to 400 (from 300)
    [/p]
[h3]Hijacker[/h3][p]The Hijacker is overdue for some love, as most other Specialists have been improved in the last couple of patches. [/p]
  • [p]Health increased to 460 (from 420)[/p]
  • [p]“Override” ability duration increased to 30 seconds (from 20)
    [/p]
[h2]Tempest Dynasty (DYN)[/h2][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 Missile’s 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
      [/p]
[h3]Doctrines[/h3][p]In this first Doctrine pass, we aim to improve primarily end-tier Doctrines to increase DYN Doctrine build variety.[/p]
  • [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]
[h3]Dynasty Guard[/h3][p]With buffs to the Guard Tower, Marking Mines, Grenadiers, and the GDF’s ability to deliver Engineers via Skycranes, we believe another small improvement to the Guard was warranted.[/p]
  • [p]Attack Speed increased to 0.7-second intervals (from 0.8)
    [/p]
[h3]Demolitionist[/h3][p]We aim to encourage more anti-vehicle use with Demolitionists.[/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]
[h3]Tempest Rig Harvester Wheel[/h3][p]Harvester Wheels are designed to be targets of opportunity, slowing down the Dynasty economy when attacked. Reducing their health makes them more vulnerable to drive-by harassment and should provide GDF players another source of Intel in conjunction with units like Sentinels and Field Scouts.[/p]
  • [p]Health decreased to 260 (from 270)
    [/p]
[h3]Operative[/h3][p]Sensor Interference is seldom used because it’s hard to get Operatives close enough to enemy Air forces; increasing its AOE radius should make it dramatically easier to use. Our intent is to make the Operative a useful part of the Dynasty’s anti-air strategy and a thorn in the side of GDF air operations, including DCUs, Drone Operators, and Skycrane/Drone Operator harassment strategies.[/p]
  • [p]“Sensor Interference” ability AOE increased to 3500 (from 2600)[/p]
  • [p]“Sensor Interference” ability cooldown increased to 30 seconds (from 20)
    [/p]
[h3]Voltaic Tank[/h3][p]Our aim is that an uncrushable Voltaic Tank will open up Dynasty Mirrors by providing a soft counter for the Tempest Sphere.[/p]
  • [p]Vehicle type changed to “Heavy Vehicle (Harvester)”, so it will no longer be crushable (by “Medium Vehicles”)
    [/p]
[h3]Voltaic Turret[/h3][p]Voltaic Turret usage remains lower than intended, so we are giving it a slight boost to make it easier to deploy and more reliable.[/p]
  • [p]Power cost decreased to 60 (from 80)[/p]
  • [p]Attack range increased to 4200 (from 4000)
    [/p]
[h3]Leveler[/h3][p]We aim to make this end-game unit more reliable in the face of improved anti-air options such as Peacekeepers, Shieldmaidens, Tempest Instability Missile, etc.[/p]
  • [p]Health increased to 800 (from 740)[/p]
  • [p]Movement Speed increased to 700 (from 600)
    [/p]
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 wasn’t spent instantly when using the Scrambler’s “Tempest Chaff” ability[/p]
  • [p]Fixed an issue where unit abilities would not activate when double-clicked if your primary selected unit group was changed using TAB [/p]
  • [p]Fixed an issue where Drop-based Support Powers didn’t drop objects if they were used on the map's edge[/p]
  • [p]Fixed an issue where the Hijacker’s 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 “Hold Position” command was used[/p]
  • [p]Fixed an issue where the “Medical Kits” 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 “Efficient Intel” wouldn’t reduce the cooldown of Skycrane and Condor abilities, which require Intel[/p]
  • [p]Fixed an issue where the Leveler’s “Barrage” ability couldn’t target the ground[/p]
  • [p]Fixed an issue where the Drone Assassin’s “Sacrifice Drone” ability couldn’t be used on enemy units/buildings outside of the ability range[/p]
  • [p]Fixed an issue where the Mercenary Outpost’s “Militia Ambush” ability couldn’t be used if a unit’s production queue was full[/p]
  • [p]Fixed an issue where rocket projectiles might not visually hit a moving target
    [/p]
[h2]Сampaign[/h2]
  • [p]Fixed an issue where the Life Anchor structure from the “Destroy the enemy’s forward bases” objective could be destroyed before the objective appeared on the 9th GDF mission
    [/p]
[h2]Multiplayer/Skirmish[/h2]
  • [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 wouldn’t 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 “Aircraft Ascendence” Doctrine
    [/p]
[h2]UI[/h2]
  • [p]Fixed an issue where the “Alps” map could be displayed in a player’s 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 wouldn’t display information about the building under construction in its unit card
    [/p]
[h2]Crashes[/h2]
  • [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][/p][h2]Technical Support[/h2][p]Submit tickets for technical support or bug reports to: https://sabr.gg/TempestSupport 🛠️
[/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]

New Update Drops Oct. 6 - Adds AI Behavior Options, 3 maps, Match Settings, QoL

[h2]Incoming transmission. . . 📡[/h2][p][/p][p]We're excited to share that the next content update for Tempest Rising drops on Monday, October 6! We've outlined some of the new features and improvements below.[/p][p][/p][p][/p][p]Our next batch of Skirmish and Custom maps have been built based on a few of our Campaign missions - each with their own unique layouts. The following Campaign missions have been reconstructed into multiplayer maps:[/p]
  • [p]GDF Mission 2 - The Hornet’s Nest[/p]
  • [p]GDF Mission 9 - Ancient Power[/p]
  • [p]DYN Mission 3 - Redirection
    [/p]
[p]We’re adding a highly requested new feature for our AI enemies in Skirmish and Custom matches; you will now have the option to set your preferred AI behavior. These are split into 3 behavior options:[/p]
  • [p]Default[/p]
  • [p]Defensive[/p]
  • [p]Aggressive
    [/p]
[p]Another requested feature we’re excited to be adding in our October 6 update is additional Custom Match Settings. These options will further let you customize your experience in Skirmish and Custom games.[/p]
  • [p]Set Custom Game Speed for all players[/p]
  • [p]Infinite Money/Intel[/p]
  • [p]Infinite Power[/p]
  • [p]Starting Veterancy[/p]
  • [p]Disable/Enable Doctrines
    [/p]
[p]We’re also continuing to make quality-of-life improvements to Tempest with each content update. Some of the improvements we’re adding in the next update are:[/p]
  • [p]The ability to ‘Select All’ units of the same type[/p]
  • [p]Same-type units will now be grouped in a numbered stack in the selection UI box[/p]
  • [p]DYN Tempest Rig improvements, including a command to dismantle and redeploy at a new location automatically, without the hassle of waiting for the Rig Wheels to return first[/p]
  • [p]A toggle option to skip non-combat units when selecting a large group of units[/p][p][/p]
[p]See you Monday, Commander. Over and out.[/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][p][/p][h2]Technical Support[/h2][p]Submit tickets for technical support or bug reports to: sabr.gg/TempestSupport 🛠️ [/p]