Update log
Full Tempest Rising update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
- Maps
- Server
- Balance
Reinforcements have arrived! ⛩️
New Features
3v3 / 6-Player Matches
By popular demand in the community, we've added the ability to play with up to six players in Custom Games and Skirmish mode.
Full Spectator mode
Introducing Spectator mode, which allows players to spectate Custom matches with a new HUD:
Added the ability to see all players’ stats:
Current/Total Power
Current/Total Credits, income per second, number of harvesters, and intel resources
Current/Total Population capacity
Researched doctrines
Added In-game chat for Spectators (players won’t see Spectators' messages)
Added the option to ‘Follow’ the selected player’s camera movement
Added a Toggle between Teams ‘Fog of War’ vision
More Maps
Introducing 4 additional maps for Skirmish/Multiplayer games:
[carousel autoadvance="true"][/carousel]
Game speed & Active Pause
Introducing a new feature to change the game speed in single player modes (Campaign and Skirmish), as well as issue orders while the game is paused. This allows players to select from multiple game speed options:
0x (Paused)
0.5x
0.75x
1x
1.25x
1.5x
2x
Hotkeys:
Increase Game Speed: [ + ]
Decrease Game Speed: [ - ]
Pause/Resume: [ * ]
Input and keybinding improvements
Introducing input changes that should solve most of the issues with input responsiveness as well as these changes:
We’ve swapped out the “Classic Mouse controls” option and made it so it’s now possible to rebind mouse buttons as players see fit
Most actions are now rebindable, except modifier keys (Ctrl/Alt/Shift)
Added a button to switch between the Build and Doctrines tab (“M” key by default)
Structure upgrades now have hotkeys:
Upgrade 1 – “,” key by default
Upgrade 2 – “.” key by default
‘No bot’ Sandbox mode for Skirmish
Added a new option to start the game in Skirmish mode without any bots, allowing players to experiment with their builds and bases without worrying about attacks from opponents.
Reconnection system
Introducing a new reconnection system allowing players to reconnect to ongoing matches if they are experiencing internet issues. Previously, if a player lost connection to the internet, he was thrown out of the match with a loss. With this feature implemented, players will receive a pop-up about losing connection and will have up to 180 seconds to reconnect to the match. For the rest of the players, the match will be paused until disconnected players restore connection or can’t reconnect to the match after 180 seconds.
NOTE: It’s not currently possible to reconnect to a match if the game was closed.
New Player Colors
Added 8 new player colors to choose from for Custom/LAN/Skirmish lobbies
Balance Updates
Campaign missions
4th GDF Mission
Decreased amount of Matchsticks spawned on each difficulty
Added some enemy vehicle spawns to North and East attacks
Increased time before attack to 60 seconds (from 2 seconds)
Increased cooldown between attacks to 140 seconds (from 110 seconds)
Comms officer reinforcements now also contain a Riot Van with 5 Grenadiers inside
Adjusted the number of enemy units inside each attack wave
9th GDF Mission
Added an additional Trebuchet unit near the GDF pyramid base
Increased cooldown between attacks to 240 and 400 seconds (from 180 and 300 seconds, respectively)
East attack waves can now be stopped when the player completes “Destroy forward bases” main objective
Enemy attack waves can be weakened when the player completes “Destroy tempest processors” side objective
Adjusted the number of enemy units inside each attack wave
10th GDF Mission
All 3 civilian zones now must be evacuated
Source
