Tempest Rising.

This was a title I really enjoyed during the Steam Next Fest (I think?) earlier in the spring. The demo allowed you to (in addition to skirmish) play a couple campaign missions from 2 of the main factions and it felt reasonably enough like C&C (the build style etc) while also having some new mechanics. I'm interested to see what the "3rd faction" brings, and while there are some rough edges that I saw to be polished from the beta, it seems plausible. As someone who enjoyed Red Alert 3 for instance, I'm in to give this one a shot.

I purchased a Deluxe Edition version from GMG for around $36 and anyone looking for a deal, it may be the place to go. There's at LEAST a 15% discount code (APR15), but if you have a long term account with them you may get 20% ; I added a stackable individual coupon above that. Also, it will be coming to Humble Store, but it is shown as "soon", but we won't know if it comes before the 24th or not. Just keep an eye out especially if you're a Choice / Monthly subscriber - but it may be equal to the GMG version at 20%. Amazingly, it seems that the dev "accidentally" released the game early to everyone instead of just Deluxe players (who had a 7 day head start) and, rather than "fixing" it they did the right thing and just opened it to all players who purchased regardless of version. Even better, they're offering the Commander Pack DLC (cosmetics) that were basically pre-order items - both standard and deluxe - to be available to all until April 24th's 'proper' launch day. Early Steam reviews seem promising -Very Positive so far, which is nice to see given there is probably a LOT of skeptical interest in the title who will definitely come down hard to perceived flaws as it stacks up to C&C title

So initially, looking promising. We're yet to see the third faction (which I HOPE comes with its own campaign and/or some sort of expansion) but its strongly "hinted" in some of the early videos. One thing that is of great interest to me and that I'd easily pay for DLC if done well, is if they add a Starcraft II / Stormgate style Co-Op mode. Differing commanders with, units and abilities varying within the factions, a variety of missions with main and secondary objectives, and progression for each commander/faction type that can sometimes significantly overhaul the playstyle as you level up to unlock new units and build a new kit. Even better, nothing here needs to be balanced for PVP as it differs from standard mainline faction play, so you can really have fun with it. There was something akin to this in C&C Generals back in the day and some of the mods for Zero Hour expanded it further; even Red Alert 3 had some variations between commanders. So I hope there's enough call for this as its both something that expands the playerbase and keeps those who arent; in it for eSports play coming back, while also being something that can REASONABLY be monetized such as having DLC new commanders/armies. Of course, larger expansions that add whole new campaigns (both single and co-op) would also be another desirable feature with a nice history of RTS success.

Anyway, I'll be giiving it a try.
 
The Rally & Recon Update is Out NOW!
Our first major content update adds maps, 2v2 Ranked, Spectator V1, pop. cap adjustment, and more!

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 Friends​

  • Added 2v2 Ranked mode and Leaderboards
  • Players can queue up for 2v2 matchmaking with their friends or queue solo


View: https://www.youtube.com/watch?v=DJeJfJmj8io

​

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Population Cap Setting​

  • 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)

Lobby Chat Menu​

  • Added Chat Menu feature in Lobbies and Multiplayer tabs. This feature allows you to:
    • Chat with other players while in a lobby
    • Send friend requests to other players in a lobby
    • Send party invites to your friends to play together in Ranked, Quickplay (2v2), or Custom Games

Spectator Mode V1​

  • Added basic Spectator mode for Custom Lobbies with slots for up to 8 Spectators



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Quality of Life​

  • Added the ability to skip opening logos and the intro cinematic by holding ESC

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More Maps​

  • Added 6 Maps, repurposed from existing Maps
    • 4 Maps designed for 2v2 teamplay matches
    • 2 Maps designed for 1v1 duel matches
  • Added “Alps” and “Central Junction” Maps to the 1v1 map pool



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Balance Updates​


General​

  • Marking effect can no longer be applied to Neutral Structures (if not captured by the enemy), Concrete Walls, Gates, or Fences

Neutral Structures​


Mission Control​

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.

  • 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.


Harvester​

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.

  • Health decreased to 950 (from 1000)

Satellite Uplink​

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.

  • Cost increased to 2000 (from 1800)
  • Build time increased to 27 seconds (from 20)
  • Given the Detection Perk, with a range of 2500

Hunter Tank​

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.

  • Movement speed increased to 750 (from 725)
  • Damage increased to 70 (from 60)
  • Networked damage increased to 110 (from 95)

Spy Drones​

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.

  • Cooldown increased to 90 seconds (from 60 seconds)
  • Marking area decreased to 1000 (from 1200)

Engineer Guard Tower​

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.

  • Can now be repaired by Global Repair
  • Can now be sold (returns 2 Intel when sold)

Queller​

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.

  • Health increased to 880 (from 850)
  • JUDGE Laser Range increased to 2100 (from 1850)
  • Minigun range increased to 2000 (from 1750)

Peacekeeper​

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.

  • LRAD Riot Cannon Range increased to 1800 (from 1500)

Riot Medic​

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.

  • 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 Van​

We are continuing to make slight changes to the Riot Van to increase its overall value.

  • Cost decreased to 1200 (from 1300)

Comms Officer​

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.

  • Range increased to 2700 (from 2600)
  • Health increased to 350 (from 300)

Haywire Turret​

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.

  • Intel cost decreased to 30 (from 40)

Artillery Turret​

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.

  • Cost increased to 2200 (from 2000)
  • Power consumption increased to 60 (from 40)

Drone Assassin​

The 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 Station​

  • Cost increased to 1800 (from 1500)
  • Build time increased to 28 seconds (from 20)
  • Given the Detection Perk, with a range of 2500

Dynasty Guard​

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.

  • Health increased to 150 (From 140)
  • Movement speed increased to 625 (from 600)

Boar Tank​

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.

  • Attack speed increased to 2.5 (from 2.9)

Salvage Center​

Retaining the same population cap as the Salvage Van increases the consistency of the Salvage Center.

  • Now takes 2 population (from 0)

Leveler​

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.

  • Range increased to 4500 (from 4000)

Tempest Rig​

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.

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 Wheel​

  • Respawn time increased to 28 seconds (from 25)
  • Health decreased to 280 (from 300)

Dynasty Construction Yard​

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.

  • Bastion Upgrade research time increased to 35 seconds (from 25)
  • Cost increased to 1500 (from 1000)

Hammerhand​

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.

  • Movement speed increased to 1000 (from 900)
  • Range increased to 1800 (from 1500)

Matchstick​

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.

  • Range increased to 1950 (from 1800)

Porcupine​

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.

  • Damage increased to 100 (from 90)

Machine Shop​

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.

  • Defender upgrade research time increased to 30 seconds (from 25)

Demolitionist​

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.

  • Health increased to 580 (from 550)
  • Range increased to 1750 (from 1500)
  • Voltaic Spark Gun Damage increased to 170 (from 150)

Line Officer​

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.

  • 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%)

Machinist​

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.

  • Attack radius decreased to 220 (from 300)

Voltaic Tank​

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.

  • Range increased to 3200 (from 3100)

Sensor Array​

A slight range increase should make the Sensor Array more consistent and dangerous as a defensive structure.

  • Range increased to 3300 (from 3000)

Physicist​

The Physicist is one of four Specialists we are providing with some Sniper resistance.

  • Now has 25% resistance to Sniper weapons (from 0%)

Voltaic Turret​

Increasing 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 Gameplay​

  • Fixed an issue with the Camera centering on a selected group when quickly switching between unit groups
  • Fixed an issue where Credits were not being refunded after cancelling a completed Dynasty building from the production queue
  • Fixed an issue where the Pillager and Ignitor units were not dealing damage but continuing to attack an enemy outside of attack range
  • Fixed an issue where enemy air units were not visible when attacking from ‘dimmed’ high ground
  • Fixed issues where various unit abilities were being reset when used under certain conditions
  • Fixed an issue with MCV, Tempest Rig, and Salvage Van units not being able to execute Deploy abilities using the Shift key
  • Fixed an issue where ‘Networked’ Trebuchet and Tempest Artillery units couldn’t attack Marked enemies at full range
  • Fixed an issue with Drones pushing each other when Drone controllers were placed inside garrisonable units and structures
  • Fixed an issue where units couldn’t be produced when players had the exact amount of credits remaining
  • Fixed an issue where units in Stealth were not attacking enemy units from inside garrisonable structures
  • Fixed an issue when using the Ignitor’s Thermobaric Grenade ability, where the grenade would be thrown at a random location
  • Fixed an issue where the grenade throwing range would display on the cursor instead of the Ignitor unit

Multiplayer/Skirmish​

  • Fixed an issue with attacking units not being displayed if they were located in a dimmed area in multiplayer
  • Fixed an issue where GDF units were not being produced with 0 credits if they cost only Intel
  • 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
  • Fixed an issue where the Fog of War would disappear after an AI bot was defeated in Skirmish
  • Fixed an issue where the GDF Harvester could get stuck in the Refinery after loading a Save file under certain conditions
  • Fixed an issue where two Tempest Fields were missing on the Dam map
  • Fixed an issue where some turrets were not properly refunding 50% of their Credit cost when sold
  • Fixed an issue where Skirmish AI bots would stop building when the player surrounded their base early
  • Fixed various other Multiplayer & Skirmish-related issues

Campaign​

  • Added subtitles for intro cinematics, where distinct communication is present
  • Fixed 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 barrier
  • 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
  • Fixed 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 file
  • Fixed performance issues in various Campaign missions if many save files were created during its walkthrough
  • Fixed an issue where Campaign Doctrine/Armory/Reset points could go into negative values after loading previously completed missions in the Command Compound
  • Fixed various other Campaign-related issues

UI​

  • Fixed an issue where a ‘Lost’ Skirmish match could be shown as ‘Won’ in Match History
  • Fixed an issue where a player’s Save profile could become corrupted and not accessible after a failure during the process of saving
  • Save profile backups are now created every time saving is successful
  • Fixed an issue where “Total Time Played” in the player profile was cleared after 24 hours of matches had been played
  • Fixed an issue where Campaign missions were being displayed in Match History as Ranked matches
  • Fixed various other UI-related issues
  • Fixed various localization issues in a variety of languages

Achievements​

  • Fixed an issue where Campaign Achievements were sometimes not unlocking properly after completing Campaign missions
  • Fixed an issue where the “Deprived” Achievement could be obtained by replaying the first mission after completing the Campaign
  • Fixed an issue where the “Plowing the Fields” Achievement was given for harvesting 100,000 Credits instead of 200,000 Credits
  • Fixed an issue where the “Making Bacon Pancakes” Achievement was given to all players in a match if only one player completed its conditions
  • 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
  • Fixed an issue where the “Bug Zapper” Achievement was not unlocking properly according to its description
  • Fixed an issue where the “Last Man Standing” Achievement could be unlocked after winning a Skirmish match against AI bots on different teams
  • 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)

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.




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This bonus content pack includes:

2 Main Menu Backdrop Videos (Deluxe Pre-order only)​

  • GDF Commander Scene
  • Dynasty Commander Scene



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​

4 Player Profile Icons (Deluxe Pre-order only)​

  • Tempest Sphere
  • Col. Domovoy Molchalin
  • Cpt. Bronagh Cregan
  • Col. Robert Fischer
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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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Then you don't read all my posts.
I didn't even get a warning that I went over the 40,000 character limit on that one. :D
Still, if you're going to copy pasta patch notes this long I would wrap it in a spoiler so it can be collapsed.
 
I'm glad they're continuing to update it, but I hope that the new faction comes soon (with additional campaign), and that they start having co-op / scenario custom mission play. There will be a minority of players who want competitive multiplayer, but there's a much much larger potential player base who enjoy campaign, scenario, and co-op play (as well as custom modes / mods similar to SC2's Arcade or WC3:FT custom games). What they have so far is nice though and its good to see a revival of Command and Conquer style play mechanics done reasonably well.
 
this is not the tempest i was thinking of...
looks good though. lol its actually being bundled with c&c remastered at the moment. might have to check it out.
 
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