The Rally & Recon Update is Out NOW!
Comms link secured. Requesting reinforcements!Welcome back, General!
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. 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).Now, let’s dive right into what you’re really here for! 🫡
New Features
2v2 Ranked and Queue with FriendsAdded 2v2 Ranked mode and LeaderboardsPlayers can queue up for 2v2 matchmaking with their friends or queue solo
Population Cap SettingAdded 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)Lobby Chat MenuAdded Chat Menu feature in Lobbies and Multiplayer tabs. This feature allows you to:Chat with other players while in a lobbySend friend requests to other players in a lobbySend party invites to your friends to play together in Ranked, Quickplay (2v2), or Custom GamesSpectator Mode V1Added basic Spectator mode for Custom Lobbies with slots for up to 8 SpectatorsQuality of LifeAdded the ability to skip opening logos and the intro cinematic by holding ESC
More MapsAdded 6 Maps, repurposed from existing Maps4 Maps designed for 2v2 teamplay matches2 Maps designed for 1v1 duel matchesAdded “Alps” and “Central Junction” Maps to the 1v1 map pool
Balance Updates
GeneralMarking effect can no longer be applied to Neutral Structures (if not captured by the enemy), Concrete Walls, Gates, or Fences
Neutral StructuresMission ControlThe 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.Mission Control now has Detection Perk as intended
Global Defense Force (GDF)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.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.Overall, we are looking to increase the number of viable options the GDF has at all tech levels.HarvesterWe 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.Health decreased to 950 (from 1000)Satellite UplinkIn 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.Cost increased to 2000 (from 1800)Build time increased to 27 seconds (from 20)Given the Detection Perk, with a range of 2500 Hunter TankThe 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.Movement speed increased to 750 (from 725)Damage increased to 70 (from 60)Networked damage increased to 110 (from 95)Spy DronesWhile 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.Cooldown increased to 90 seconds (from 60 seconds)Engineer Guard TowerWe 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.Can now be repaired by Global RepairCan now be sold (returns 2 Intel when sold)QuellerQuellers 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.Health increased to 880 (from 850)JUDGE Laser Range increased to 2100 (from 1850)Minigun range increased to 2000 (from 1750)PeacekeeperWhile 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.LRAD Riot Cannon Range increased to 1800 (from 1500)Riot MedicThe 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.Movement speed increased to 600 (from 500)Health increased to 680 (from 650)Maximum weapon cone length increased to 2400 (from 2100)Now has 35% Resistance to Sniper weapons (from 0%)Riot VanWe are continuing to make slight changes to the Riot Van to increase its overall value.Cost decreased to 1200 (from 1300)Comms OfficerThe 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.Range increased to 2700 (from 2600)Health increased to 350 (from 300)Haywire TurretHaywire 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.Intel cost decreased to 30 (from 40)Artillery TurretArtillery 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. Cost increased to 2200 (from 2000)Power consumption increased to 60 (from 40)Drone AssassinThe Drone Assassin is one of four Specialists we are providing with some Sniper resistance.Now has 25% resistance to Sniper weapons (from 0%)
Tempest Dynasty (DYN)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. 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.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.
Radar StationCost increased to 1800 (from 1500)Build time increased to 28 seconds (from 20)Given the Detection Perk, with a range of 2500Dynasty GuardWhile 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.Health increased to 150 (From 140)Movement speed increased to 625 (from 600)Boar TankThe 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.Attack speed increased to 2.5 (from 2.9)Salvage CenterRetaining the same population cap as the Salvage Van increases the consistency of the Salvage Center.Now takes 2 population (from 0)LevelerWe are returning some range we removed from the Leveler in our last balance patch to improve its performance against defenses and the GDF Shieldmaiden.Range increased to 4500 (from 4000)Tempest RigIn 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.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.Build time increased to 45 seconds (from 43)Health decreased to 1600 (from 1700)Power consumption increased to 30 (from 20)Harvester WheelRespawn time increased to 28 seconds (from 25)Health decreased to 280 (from 300)Dynasty Construction YardAs 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.Bastion Upgrade research time increased to 35 seconds (from 25)Cost increased to 1500 (from 1000)HammerhandThe 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.Movement speed increased to 1000 (from 900)Range increased to 1800 (from 1500)MatchstickAs 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.Range increased to 1950 (from 1800)PorcupineIncreasing 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.Damage increased to 100 (from 90)Machine ShopSome 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.Defender upgrade research time increased to 30 seconds (from 25)DemolitionistTo 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.Health increased to 580 (from 550)Range increased to 1750 (from 1500)Voltaic Spark Gun Damage increased to 170 (from 150)Line OfficerLine 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.Health increased to 550 (from 400)Movement speed increased to 625 (from 600)Line Officer Inspire Buff now lasts 14 seconds (from 10)Now has 25% Resistance to Sniper weapons (from 0%)MachinistMachinists 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.Attack radius decreased to 220 (from 300)Voltaic TankWe 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.Range increased to 3200 (from 3100)Sensor ArrayA slight range increase should make the Sensor Array more consistent and dangerous as a defensive structure.Range increased to 3300 (from 3000)PhysicistThe Physicist is one of four Specialists we are providing with some Sniper resistance.Now has 25% resistance to Sniper weapons (from 0%)Voltaic TurretIncreasing the Power consumption of the Voltaic Turret reduces Dynasty players’ ability to spam multiple turrets at once, as in coordination with Salvage Centers.Power consumption increased to 80 (from 40)
Bug Fixes
General GameplayFixed an issue with the Camera centering on a selected group when quickly switching between unit groupsFixed an issue where Credits were not being refunded after cancelling a completed Dynasty building from the production queueFixed an issue where the Pillager and Ignitor units were not dealing damage but continuing to attack an enemy outside of attack rangeFixed an issue where enemy air units were not visible when attacking from ‘dimmed’ high groundFixed issues where various unit abilities were being reset when used under certain conditionsFixed an issue with MCV, Tempest Rig, and Salvage Van units not being able to execute Deploy abilities using the Shift keyFixed an issue where ‘Networked’ Trebuchet and Tempest Artillery units couldn’t attack Marked enemies at full rangeFixed an issue with Drones pushing each other when Drone controllers were placed inside garrisonable units and structuresFixed an issue where units couldn’t be produced when players had the exact amount of credits remainingFixed an issue where units in Stealth were not attacking enemy units from inside garrisonable structuresFixed an issue when using the Ignitor’s Thermobaric Grenade ability, where the grenade would be thrown at a random locationFixed an issue where the grenade throwing range would display on the cursor instead of the Ignitor unit
Multiplayer/SkirmishFixed an issue with attacking units not being displayed if they were located in a dimmed area in multiplayerFixed an issue where GDF units were not being produced with 0 credits if they cost only IntelFixed 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 radiusFixed an issue where the Fog of War would disappear after an AI bot was defeated in SkirmishFixed an issue where the GDF Harvester could get stuck in the Refinery after loading a Save file under certain conditionsFixed an issue where two Tempest Fields were missing on the Dam mapFixed an issue where some turrets were not properly refunding 50% of their Credit cost when soldFixed an issue where Skirmish AI bots would stop building when the player surrounded their base early Fixed various other Multiplayer & Skirmish-related issues
CampaignAdded subtitles for intro cinematics, where distinct communication is presentFixed an issue where the "Eliminate GDF Threats" objective couldn't be completed on Easy difficulty during Dynasty Campaign Mission 8 (Buried)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 barrierFixed an issue with the Drone Assassin unit not attacking a selected target if it was at the edge of its attack radius in CampaignFixed an issue where the “Wrecker Cannons” Armory Upgrade was not applied to Demolitionist and Voltaic Tank units in Campaign Fixed an issue where ‘invisible’ selectable buildings were appearing in various places in Campaign missions after loading a Save fileFixed performance issues in various Campaign missions if many save files were created during its walkthroughFixed an issue where Campaign Doctrine/Armory/Reset points could go into negative values after loading previously completed missions in the Command CompoundFixed various other Campaign-related issues
UIFixed an issue where a ‘Lost’ Skirmish match could be shown as ‘Won’ in Match HistoryFixed an issue where a player’s Save profile could become corrupted and not accessible after a failure during the process of savingSave profile backups are now created every time saving is successfulFixed an issue where “Total Time Played” in the player profile was cleared after 24 hours of matches had been playedFixed an issue where Campaign missions were being displayed in Match History as Ranked matchesFixed various other UI-related issuesFixed various localization issues in a variety of languages
AchievementsFixed an issue where Campaign Achievements were sometimes not unlocking properly after completing Campaign missionsFixed an issue where the “Deprived” Achievement could be obtained by replaying the first mission after completing the CampaignFixed an issue where the “Plowing the Fields” Achievement was given for harvesting 100,000 Credits instead of 200,000 CreditsFixed an issue where the “Making Bacon Pancakes” Achievement was given to all players in a match if only one player completed its conditionsFixed 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 teamFixed an issue where the “Bug Zapper” Achievement was not unlocking properly according to its descriptionFixed an issue where the “Last Man Standing” Achievement could be unlocked after winning a Skirmish match against AI bots on different teamsFixed 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)
Deluxe Pre-Order Bonus Content
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!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.No action is required; this pack will automatically be unlocked in the “Additional Content” menu tab after you update and launch your game.
This bonus content pack includes:
2 Main Menu Backdrop Videos (Deluxe Pre-order only)GDF Commander SceneDynasty Commander Scene4 Player Profile Icons (Deluxe Pre-order only)Tempest SphereCol. Domovoy MolchalinCpt. Bronagh CreganCol. Robert Fischer
PROS Sign-Up Rewards
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.
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