About the Game
Classic RTS action meets modern production and performance in Tempest Rising. Inspired by RTS greats of the 90s and 2000s, Tempest Rising is a classic, base-building real time strategy game set in a modern day alternative history war scenario. It features 3 unique factions, each with its own approach to combat and economy and offering a variety of strategies for players of all stripes, deep and rewarding gameplay that keeps a focus on strategy while rewarding skill, and built-in customization options that allow players to approach the game their way in both single player and multiplayer game modes.
Take on the role of Commander in the highly mobile and advanced peacekeeping corps of the Global Defense Forces or the hard-hitting and desperate Tempest Dynasty in 2 11-mission campaigns that allow the player to customize their army for each mission, as both armies seek to understand and control the mysterious but beneficial Tempest vines that grow unchecked across the war-torn planet Earth. Other dangers wait in the shadows, as the origin of the Tempest is revealed...
Features
Relive classic RTS base building with fast, fluid, and hard-hitting combat
Command 2 unique rosters of units as either the GDF (Global Defense Force) or the Tempest Dynasty (with the third playable faction, the Veti, coming in the future.)
Experience 2 epic single player campaigns with voiced mission briefings
Wage war alone or with friends in 3 game modes: versus AI opponents in Custom Game lobbies, in 1v1 and 2v2 Multiplayer Matchmaking, or solo in skirmish mode with up to 500 units per team
Dominate the competition and climb the leaderboards in Ranked matchmaking, utilizing the Glicko-2 rating system
Version Information
Steam Patch Notes
Official update history
Bug Fixes
General Gameplay
Fixed an issue where saves made on versions prior to the 1.9.0 patch couldn’t be loaded and resulted in an infinite loading screen
Fixed an issue where adding units / buildings to the queue through Shift+LMB with multiple production buildings selected was not distributing them evenly across selected production buildings in multiplayer matches
Fixed an issue where the total amount of queued units was displayed incorrectly if more than 255 units of the same type were queued in multiple production buildings
Fixed an issue where killed infantry could be displayed as standing if the camera wasn’t focused on them upon their destruction
Fixed an issue where some Tempest Fields were missing in Dynasty Mission 4 and GDF Mission 10
Map Editor / Steam Workshop
Fixed an issue where SetdressingExampleMap couldn’t be launched via the “Test Current Level” option in Map Editor
Fixed an issue where it was possible to change the mod path when creating a mod in Map Editor
Fixed an issue where SetdressingExampleMap from the workshop wasn’t displayed in the game when downloaded
Submit a Support Ticket
If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue.
Including a video or an image in your ticket will make it easier for us to assist you.
Bug Fixes
Matchmaking
Fixed an issue where the Ranked matchmaking system was not properly accounting for player ratings when creating a match
Queue times will increase as matchmaking will prioritize matching players with a smaller Rating difference. This should improve the quality of matches overall.
Note: A small portion of players with very high ratings might not find a match at certain times of day if there are no suitable opponents in the queue.
Improved the speed of Quick Play matchmaking
Submit a Support Ticket
If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue.
Including a video or an image in your ticket will make it easier for us to assist you.
Balance Updates
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Harvester
In the latest patch, we introduced modifications to the GDF Harvester that reduced the overall harvesting cycle time, increasing GDF economic efficiency. We are introducing some small tweaks to the Harvester as a partial correction, and will continue to monitor faction performance to determine if further changes are necessary.
Tempest Refinery Dropoff Rate reduced to 220 Credits per second (from 260)
Harvester Acceleration reduced to 415 (from 425)
Bug Fixes
General Gameplay
Fixed an issue where the GDF Harvester could become stuck in the Refinery when delivering Tempest if Power production became lower than consumption during that process
Submit a Support Ticket
If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue.
Including a video or an image in your ticket will make it easier for us to assist you.
Greetings, Commander! The Veti Multiplayer Test has come to a close. We are thrilled with the early response to the new Faction, and we appreciate all the time you have put into playing and testing the Veti.
The feedback we received has proven to be quite valuable and has been duly noted. The Veti will return in the future. Stay tuned!
Balance Updates
With our Superior Firepower update, we made some big changes to both the GDF and Dynasty Factions, including reworks to the GDF’s DCU and the Dynasty’s Salvage Aura. Additionally, we added a Perk to some GDF units and structures called “Intel Storage”, which causes them to lose Intel when they are destroyed.
We are continuing to balance these new features, as well as each Superweapon, with the goal of maintaining the fun factor and competitiveness of each Faction.
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Now that the GDF can lose Intel when units with the Intel Storage Perk are destroyed, we are slightly increasing the base rate at which they gain it to keep their overall Intel economy healthier. This applies to the Construction Yard, Satellite Uplink, and Data Core.
Construction Yard
Intel generation frequency increased to 1 Intel per 6 seconds (from 7 seconds)
Satellite Uplink
Intel generation frequency is increased to 1 Intel per 8 seconds (from 10 seconds)
Health increased to 2200 (from 1600)
Credit Cost decreased to 1600 (from 2000)
Data Core
Intel generation frequency increased to 1 Intel per 6 seconds (from 7 seconds)
Health increased to 3000 (from 2500)
Credit Cost decreased to 2000 (from 2500)
Skycrane Carrier
Considering the cost of the Stealth ability, we are adjusting its cooldown timer to make it feel less punitive.
Stealth ability cooldown decreased to 20 seconds (from 60 seconds)
Peacekeeper
The Peacekeeper’s performance against other air units was overly impacted by the recent correction to its damage model, so we are restoring some of its combat potential.
Anti-Air weapon damage increased to 120 (from 100)
Networked Anti-Air weapon damage increased to 150 (from 130)
Drone Command Unit (DCU)
The DCU has fully transitioned into a new role as a combat control support caster. The ability to prevent a small number of enemy vehicles from attacking should be welcome in GDF late-game army compositions, and help the GDF against the raw firepower of the Dynasty and Veti late game.
Weapon now applies Communication Jammer effect (Silence) to both air and ground vehicles
Main Weapon Attack Speed decreased to 4.5-second intervals (from 1.7)
Weapon attack AoE radius decreased to 150 (from 300)
Condor
Considering the cost of the Stealth ability, we are adjusting its cooldown timer to make it feel less punitive. We hope this enhances the flexibility of using Condors in stealth strikes, but we will continue to monitor this unit’s performance.
Stealth ability cooldown reduced to 20 seconds (from 50 seconds)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
Excavator Platform
The Excavator Platform has remained the easiest superweapon to acquire and use. Increasing both its Cost and Power requirements aligns with the overall approach to Dynasty and should somewhat slow down the time it takes to come online.
Cost increased to 5500 (from 5000)
Power Cost increased to 400 (from 100)
Porcupine MLRS
The Superior Firepower update led to increased Porcupine usage, as we hoped. However, we feel that its increased movement speed made it too much of a ‘sure thing’ when used as a backline hit-and-run unit. We are slightly reducing its speed, so it requires more strategic decision-making when used.
Movement Speed decreased to 640 (from 700)
Salvage Van
The Salvage Van has become a dominant unit in the mid-to-late game, largely due to its Salvage Aura, the unit’s usage in ‘turret pushing’ strategies, and it being an integral part of the Dynasty economy. We are increasing its cost slightly as a way to smooth out the benefits of these powerful tools in the Dynasty’s arsenal.
Cost increased to 2000 (from 1800)
Salvage Center
Based on community feedback that the Salvage Aure damage-to-Credits conversion rate was over-tuned, we are adjusting this effect on the Salvage Center.
Salvage Aura effect decreased to 15% Damage converted to Credits (From 25% Damage)
Tempest Rig Harvester Wheel
We are slightly adjusting the speed of Harvester Wheels to improve the economic balance with the other Factions.
Movement Speed decreased to 710 (from 720)
Balance Updates
In our Superior Firepower update, we made many balance updates for both the GDF and Dynasty factions, while also introducing the Veti into the mix in the Veti Multiplayer Test.
Early data has shown that these balance changes have given the GDF faction the short end of the stick. With this hotfix, we are aiming to give them a boost in the early game against the other two factions.
Additionally, some Veti units and systems have been overperforming, making them somewhat too oppressive to play against. These changes should course-correct the GDF and Veti for the duration of the Multiplayer Test.
General
Neutral Structures are now displayed on the minimap for all factions when ‘Restricted Radar’ mode is enabled
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Grenadier
Grenadiers are important for Garrison-breaking, but otherwise aren’t a go-to unit due to their shorter range. Increasing their projectile velocity makes their damage harder to dodge/mitigate and should make them feel more consistent.
Projectile Speed increased to 5200 (from 4500)
Sentinel
Given how potent Tier 1 units can be for the Veti and Dynasty, we are making slight adjustments to the Sentinel’s performance, particularly with its Scanner Rounds weapon, providing a bit more early game survivability and versatility for GDF anti-infantry and scouting.
Health increased to 260 (from 250)
Scanner Rounds Damage increased to 5 (from 4)
Scanner Rounds Attack Speed increased to 1.2-second intervals (from 1.5)
Combat Drone
Anti-air has been improved for all factions recently. Given the importance of ‘swarm tanking’ for the GDF, we’re taking a cautious step forward in improving the Combat Drone’s performance.
Health increased to 110 (from 100)
Drone Operator
A minor change to the Drone Operator’s damage output, independent of its Drone.
Damage increased to 20 (from 15)
Skycrane Carrier
Skycranes continue to have low win rates and are rarely chosen as early-game harassment tools due to their high cost. We are hoping to encourage more Skycrane play and make it easier to integrate into a broader combat strategy.
Cost decreased to 1700 (from 1800)
Drone Control Unit (DCU)
The DCU overhaul in the latest update was a big change, and we are continuing to monitor its performance. These tweaks should help make it more cost-effective in its new role.
Attack Range increased to 4000 (from 3800)
Spy Drones ability Activation Range increased to 3100 (from 2800)
Spy Drones ability Drone count increased to 4 (from 2)
Spy Drones ability Cooldown decreased to 70 (from 80)
Comms Officer
Comms Officer usage has dropped off after the latest improvements were made to other Specialists. Area Marking also returns additional Intel generation potential to the GDF.
Attack can now target Aerial units
Weapon now has a 200 AoE radius (from point damage)
Brigand Drone (Drone Mauler)
GDF Marking has changed in recent patches, and being able to Mark enemies gives the Drone Mauler a very interesting niche in the GDF lineup.
Marking Perk added to weapons
Now affected by Boosted Comms Doctrine
Hunter Tank
These changes to the Hunter Tank should improve the GDF's early-game mobility, harassment potential, and their ability to keep up with enemy vehicles like Subjugators and Havocs.
Movement Speed increased to 800 (from 750)
Main Weapon Attack Speed increased to 2.7-second intervals (from 2.8)
Drone Strike Station
An Intel cost of 100 was prohibitively expensive, and the vision boost was not as useful as intended.
Intel Cost decreased to 50 (from 100)
Vision Radius increased to 23,000 (from 18,000)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
Excavator Platform
After seeing the Dynasty Superweapon in the community’s hands for a week, we felt like deep-striking an army into enemy bases every 10 seconds was a little excessive. Slowing this ability down gives enemy players more breathing room and time to prepare, and makes the use of the Drill Pod more strategic.
Deploy Drill Pod Cooldown increased to 40 seconds (from 10)
Veti (Multiplayer Test Branch)
[img src="{STEAM_CLAN_IMAGE}/42794230/a6b8182ffc2a68420024c4227c8e979d7ada328b.png"]
While players are still getting used to the Veti, we’ve made some quick adjustments to their Arcing Perk and the effectiveness of some early-game units to improve the overall gameplay experience during the Veti Multiplayer Test.
Arcing Perk
Players have reported that Arcing units feel like they are overperforming, and we are toning the Perk down substantially in order to make its damage fill more of a supporting role, rather than something that’s killing armies on its own.
Damage decreased to 20 Omni (from 50)
Range on all sources decreased to 1700 (from 2000)
Warden
We’re receiving feedback from players that Wardens feel oppressive to play against and are difficult to counter. We aim to increase the skill and tactical nature of using Wardens.
Movement Speed decreased to 550 (from 650)
Damage decreased to 70 (from 80)
Acolyte
The Acolyte’s main source of damage is intended to be its Tempest Affinity, which deals bonus damage to enemies with Tempest Charge. We are decreasing both its damage and fire rate to encourage the use of this synergy and create more opportunities for other Veti anti-tank units to shine.
Damage decreased to 40 (from 50)
Attack Speed decreased to 2-second intervals (from 1.5)
Sanctifier
Players in the late game have reported that Sanctifiers are unsatisfying due to how quickly enemy AA can bring them down. By increasing some of its resistances and health, we hope to make this Superweapon feel more “super” when used.
Rifle and Rocket Resistances increased to 50% (from 0)
Health increased to 8000 (from 7000)
Tempest Ward
This has become a go-to ability for players to use in combat. We hope that increasing its cooldown will cause usage of the Tempest Ward to be more tactical, as more battles will happen while it is on cooldown.
Cooldown increased to 180 seconds (from 120)
Luminary
Luminaries were intended to spawn Repair Servitors when subjected to Consecration. This has been corrected.
Now has Consecrated Repair Servitors Perk
Bug Fixes
Multiplayer/Skirmish
Fixed an issue where the Dynasty Excavator Platform model would disappear in the Fog of War if its owner sold it or it was destroyed
Fixed an issue where the Drone Strike Station’s ability could be used in any location, even without vision
Fixed an issue where some units would stay visible in the Fog of War after a fight
Fixed an issue where units in the Production Queue would be spawned on the map after the player lost a match
Fixed an issue where a Spectator could see buildings and units in the Fog of War while following another player’s camera
UI
Fixed an issue where the Multiplayer tab could be displayed behind the Player Profile when opened from Leaderboards
Fixed an issue where the word “Credits” was translated incorrectly in some languages
Veti Multiplayer Test Branch Fixes
Fixed an issue where the War Ender’s “Barrage” ability couldn’t be cancelled once activated
Fixed an issue where The War Ender couldn’t be rebuilt after being destroyed in Multiplayer
Fixed an issue where re-linking an Ascension Anchor to the Resurrection Gate or Corral caused Enlightened to be spawned immediately from it
Fixed an issue where the description of the “Consecrated Restocking” Perk didn’t correspond to its actual functionality
Fixed an issue where the Veti Sanctifier’s “Subjugation Aura” ability didn’t apply to enemy Infantry correctly when the Sanctifier was moving
Fixed an issue where the visual effect of Repair was displayed on full-HP buildings and Vehicle units when the Caretaker was in Facilitation mode with the “Caretaker Empowerment” Doctrine researched
Fixed an issue where the “Relocate” Support Power effect would sometimes be visible to other players in the Fog of War
Fixed an issue where Veti walls sometimes couldn’t be placed correctly in Multiplayer matches
Fixed an issue where the game could crash if the player tried to use the Vet’s “Relocate” Support Power while more than two buildings were selected
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:
MMR for all players will be reset to the default rating of 1500.
Current Leaderboards will be emptied and not preserved
Player statistics will be preserved on the Player Profile page
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
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.
New Features
Additional reconnection options for Custom Games
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:
Pause and Continue (Default)
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.
No Control
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.
Immediate Defeat
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.
AI Takeover
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.
[img src="{STEAM_CLAN_IMAGE}/42794230/2d5995c982a935dd8061b62f36dc6be2a7e00243.jpg"]
Bug Fixes
General Gameplay
Fixed an issue where GDF harvesters could sometimes not unload in the Refinery and would remain in queue indefinitely.
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.
Multiplayer/Skirmish
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.
Fixed an issue where a player could join a Custom Lobby that the host has already left.
Fixed an issue where deploying a Tempest Rig caused a momentary increase in a player’s unit Population count.
UI
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.
Bug Fixes
Controls
Following the latest patch, players were unable to fully replicate the intended behaviour of 'Classic Controls'. To fix this, we are reintroducing the 'Classic Controls' option, which gives players the ability to control their army as in classic RTS games of this era, while still allowing them to rebind keybindings to their liking.
Re-added 'Classic Controls' option to the user settings
Improved minimap interactions with the 'Classic Controls' option enabled
Gameplay
Fixed an issue where Neutral Buildings are marked with the opponent’s Player Color on the minimap after the player loads into a match.
UI
Fixed an issue where player profile statistics would stop being updated after a lot of matches had been played
Fixed an issue with Player Avatars defaulting to the “Field Scout” icon after creating a lobby or playing a match/campaign mission
Fixed an issue in Custom Lobby where options selected would be preserved after rejoining the lobby. Options are now set based on the options that are free when entering a lobby (Team, Player Color, Slot)
Fixed an issue where players could not switch to observing bots in Custom Games
Technical Support
Submit tickets for technical support or bug reports to: https://sabr.gg/TempestSupport 🛠️
[carousel autoadvance="true"]Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
[img src="{STEAM_CLAN_IMAGE}/42794230/51cb5252c3c0fe73f2a63ddc62cd143bdc57346c.png"]
Balance Updates
After our last balance patch, we found some opportunities to improve on early game matchups and further adjust some overperforming units, particularly on the GDF side. This small update should increase skill expression on the side of the GDF while continuing to improve on the Dynasty’s early to midgame infantry forces.
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Hunter Tank
We are continuing to seek a balance point for the GDF, where they require increased skill expression to win early battles. Some slight slowdowns in unit production times are part of this endeavor.
Production time increased to 20 seconds (from 19)
Riot Trooper
The Riot Trooper’s Stun Baton area of effect was slightly overtuned in our previous patch and has been decreased slightly. Also, we are increasing their production time by a comfortable margin to reduce the speed at which they can be massed.
Riot Baton maximum weapon cone length reduced to 400 (from 550)
Production time increased to 15 seconds (from 10)
Grenadier
Grenadier projectile speed was slightly overtuned in the last patch. We are continuing to seek a balance point where they are consistently useful but counterable via micro/reaction time.
Projectile speed decreased to 4500 (from 6000)
Production time increased to 13 seconds (from 12)
Riot Medic
The Riot Medic’s win rate has been a bit high for a while now, and while we want him to remain a fearsome presence on the battlefield, he was a bit too strong at clearing large clumps of infantry. This helps push his role more towards suppression rather than outright murder.
Damage decreased to 20 (from 30)
Shieldmaiden
With the improvements to the Peacekeeper in our last patch, we feel that we can reduce the Shieldmaiden's DPS. This should allow air units of both factions a bit more freedom while leaving the Shieldmaiden a significant threat.
Attack Speed decreased to 0.4-second intervals (from .3)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
Dynasty Guard
We are continuing to tinker with the Dynasty Guard to make him a more viable choice in the early and midgame.
AT Grenade damage increased to 50 (from 40)
Ignitor
Ignitors continue to underperform somewhat. We are reducing their cost to improve their value per resource spent without causing additional issues with Pillagers. We’ll evaluate their performance moving forward to determine if further changes need to be made.
Cost decreased to 350 (from 400)
Bug Fixes
Multiplayer/Skirmish
Fixed an exploit where the Sniper did not exit stealth when attacking from a garrison, allowing it to shoot enhanced bullets every time
Fixed an issue where the Repair Aura VFX were displayed when the Repair Bay power was turned off
Fixed an issue where the Repair Aura VFX were not shown when the Repair Bay was built with insufficient power
Fixed an issue where the Guard Tower's "Temporary Infirmary" and Repair Bay's Repair Aura remained for some time after being destroyed
Party/Chat System
Fixed an issue where an invited player would have interface limitations, as though they were still in a Party if the lobby was closed
UI
Fixed an issue where Map preferences would reset if players didn’t open its window before the match. Map vetoes are now also preserved when the game is restarted
Technical Support
Submit tickets for technical support or bug reports to: https://sabr.gg/TempestSupport 🛠️
[carousel autoadvance="true"]Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
[img src="{STEAM_CLAN_IMAGE}/42794230/51cb5252c3c0fe73f2a63ddc62cd143bdc57346c.png"]
Bug Fixes
Fixed an exploit that allowed players to unlock later Doctrines in Multiplayer before unlocking the pre-requisite Doctrines
Fixed a rare server crash that occurred when configuring players’ teams for a game in matchmaking
Fixed a crash that sometimes occurred when loading player profiles
Fixed a server-related crash in Skirmish
Fixed a crash related to the tooltip display of Power Cost requirements
Quality of Life Improvements
Increased matchmaking Map Veto amount to 4 (from 2), to reflect the increased map pool size
Balance Updates
Neutral Structures
Tempest Processing Center
We are reducing the Power output of Tempest Processing Centers in order to encourage players to build more Power Plants in the early game.
Decreased Power provided by Tempest Processing Center to 60 (from 100)
Tempest Dynasty
Tempest Rig
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.
Movement Speed decreased to 300 (from 350)
Increased respawn time of Harvester Wheels to 30 seconds (from 28 seconds)
Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
[img src="{STEAM_CLAN_IMAGE}/42794230/51cb5252c3c0fe73f2a63ddc62cd143bdc57346c.png"]
Community Items
We've added Tempest Rising Steam Community Items / Trading Cards! 🃏
Bug Fixes:
- Fixed an issue where players experiencing temporary network instability may experience a “Matchmaking Failed” error.
- Fixed an issue where player settings were reset to default if the “WASD Camera” preset was selected.
- Fixed an issue where old pre-release save data from demo or beta builds could be loaded by default, causing Campaign loading issues.
Balance Updates:
Units
Engineer/Technician
Capture time was a little unpredictable for players and has now been reworked. Originally, it was dependent on building health and based on a curve. We’ve now made it a fixed amount of time, dependent on the building type.
- Capture time for all Faction buildings is now 7 seconds.
- Capture time for all Construction Yards is now 10 seconds.
- Capture time for all neutral buildings is now 5 seconds.
Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
{STEAM_CLAN_IMAGE}/42794230/51cb5252c3c0fe73f2a63ddc62cd143bdc57346c.png
Bug Fixes:
Gameplay Fixes:
- Fixed an issue where "-1" Rating was displayed after a match completed
- Fixed an issue where players mistakenly received credits from the last produced units when selling the associated production building
- Fixed an issue where CTRL+click selection functionality wasn't working properly
- Removed "Standoff Orders" 'weapon' from the Shieldmaiden (GDF); this wasn't functioning as intended
Balance Updates:
Units - DYN
Havoc
- Range increased to 2500 (from 2400)
Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
{STEAM_CLAN_IMAGE}/42794230/51cb5252c3c0fe73f2a63ddc62cd143bdc57346c.png
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
38.2 GB
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