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Update v1.1.1.44720:
no changelog was posted
Update v1.1.1.44024:
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.
Update v1.1.1.43856:
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)
Update v1.1.0.43799:
Patch Notes
Our first major patch includes a variety of balance changes, AI and general game improvements, and bug fixes. This update also notably resolves the issues players were having with hosting and joining custom lobbies.
Feature Updates
Ranked Update
Ranked Queue and Leaderboards are now enabled for 1v1 — test your skill and climb the ladder!
Quality of Life Improvements
UI Improvements
Improved input responsiveness for double-clicking to select units of the same type.
Added subtitles to the Game Intro Cinematics.
Skirmish Bot Improvements
Construction Yard placement logic has been improved
Unit pathing and movement are more cohesive, with bots now grouping units more tightly during advances.
Field Scout's "Throw Marking Mine" ability now functions as intended
Bug Fixes
Campaign and Gameplay Fixes
Fixed Veti Shield reappearing upon loading a save in the final DYN campaign mission.
Fixed mission failure when capturing the Repair Bay with the last Technician in DYN Mission 9.
Fixed issue allowing a second Hijacker to be obtained early in GDF mission 7.
Fixed objective "Eliminate prison guards to free the Civilians" not completing after save reload in GDF mission 8.
Fixed incorrect damage and range values in "Regional Networking Doctrine".
Skirmish
Fixed player losing control of base after loading a Skirmish save.
Achievements
Fixed "Doctor's Visit" and "Drive by Mechanic" achievements being unlocked by bots.
Fixed "Tempest Hoarder" achievement not unlocking (now correctly grants after match ends).
Controls & Input
Fixed quick group switching being unresponsive.
Fixed "Center on Base" hotkey not working with DYN Construction Yard Bastion upgrade.
Fixed WASD camera preset not applying when set from the Main Menu.
Fixed double-clicking not selecting all Spy Drones.
UI & Display
Fixed "Restore Page" button not resetting camera preset settings.
Fixed Spy Drone aura radius always being displayed when selected.
Fixed attack speed values not rounding to two decimal places for units with Veterancy.
Multiplayer & Networking
Resolved issues with creating and joining custom lobbies — players should now be able to host and join custom games without issues.
Fixed various server crashes occurring during matchmaking.
Fixed an issue where attacking a specific unit or structure under certain conditions could cause the player to be kicked from the match.
Balance Updates
As we enable ranked mode in Tempest Rising, this first balance patch is aimed at addressing trends and imbalances observed during the first week since release. The Global Defense Force (GDF) has proven a bit too dominant in late-game scenarios due to excessive scaling from Intel generation.
This patch aims to dial that back by requiring more thoughtful Intel allocation and reducing its efficiency when Credit-starved. In addition, several high-performing units are being tuned to reduce their ease of use or over-efficiency, while underperforming tools are getting the adjustments they need to become more viable.
Overall, these changes are focused on tightening the skill curve, promoting unit diversity, and keeping strategic play front and center.
Structures - GDF
We had some players identify strategies to scale Intel income considerably in the late game, and wanted to make some changes to limit the GDF’s ability to mass produce Intel passively. We have also tweaked some Tier 3 units’ Intel costs to make them less spammable.
Construction Yard
Now generates 1 Intel per 10 seconds (from 1 Intel per 7 seconds)
Satellite Uplink
Intel cost increased to 20 (was 0)
Now generates 1 Intel per 20 seconds (from 1 Intel per 10 seconds)
Data Core
Intel cost increased to 40 (was 0)
Now generates 1 Intel per 10 seconds (from 1 Intel per 5 seconds)
Haywire Turret
Intel cost increased to 40 (was 30)
Structures - DYN
SAM Site
SAM Sites were underwhelming for their price. This makes them more accessible as a core part of air denial.
Cost reduced to 800 (from 1300)
Attack now has a 200 AOE effect
Units - GDF
DCU (Drone Control Unit)
DCUs were too cost-efficient. These nerfs make them easier to snipe and limit how freely they can be fielded, without compromising their core role. Additionally, we are removing its ability to Mark enemy units in an area, which should help with late-game Intel scaling.
Range reduced to 2600 (from 3200)
Health reduced to 800 (from 1050)
Drone respawn time increased to 15s (from 10s)
Intel cost increased to 70 (from 50)
Population cost increased to 6 (from 5)
DCU’s Target Designator no longer Marks enemy units
Condor
Condors were scaling too well relative to their cost. This makes high-Condor plays more of a commitment.
Intel cost increased to 50 (from 40)
Population cost increased to 4 (from 3)
Comms Officer
This unit had the highest win rate in the game. We’re tuning back its overall efficiency while keeping its role intact.
Damage reduced to 30 (from 40)
Range reduced to 2600 (from 2800)
Health reduced to 300 (from 400)
Queller
Bringing the Queller closer to the frontlines to attack should increase counterplay opportunities, especially from AA options.
JUDGE Laser range reduced to 1850 (from 2000)
Minigun range reduced to 1750 (from 1800)
Health reduced to 850 (from 900)
Shieldmaiden
This improves Shieldmaiden utility in countering ground pushes and helps reduce reliance on air-heavy strategies.
Range increased to 3800 (from 3500)
Fixed Standoff Orders to correctly target ground units instead of air
Units - DYN
While our main focus this patch was bringing some of the GDF’s Intel scaling under control, we also wanted to make sure that the Dynasty was getting proper attention.
Many air units on both sides have been overperforming, so the Matchstick and Leveler have been toned down somewhat. Additionally, some cornerstone Dynasty vehicles are getting some minor improvements to hold up more in battle.
Matchstick
These changes make Matchsticks more vulnerable to anti-air and less oppressive in clustered fights by reducing their range and splash damage.
Attack range reduced to 1700 (from 1800)
Damage reduced to 80 (from 90)
Attack AOE reduced to 350 (from 600)
Health reduced to 600 (from 650)
Leveler
The Leveler remains deadly, but its reduced attack AOE and range, along with a cost bump, will demand better positioning and timing, curbing how easily it can be massed.
Movement speed reduced to 600 (from 700)
Attack AOE reduced to 500 (from 600)
Cost increased to 3200 (from 2800)
Havoc
A slight buff to help them survive longer and be a more relevant factor in early-game AA defense.
HP increased to 290 (from 280)
Operative
With a very high win rate, a slight reduction in DPS helps bring Operatives more in line without gutting their usefulness.
Attack interval increased to 2.2s (from 2s)
Boar Tank
A small survivability boost to make Boars a sturdier frontline option.
Health increased to 780 (from 750)
Update v1.0.0.43517:
Gameplay Fixes:
Hijacker units are now prevented from capturing Veti-faction vehicles.
Achievements:
Fixed an issue where the “The Ultimate Silo-Fest” achievement wouldn’t trigger correctly
Fixed an issue where the “Base-Builder's Fiesta” achievement wouldn’t trigger correctly
Fixed an issue where the “Air Traffic Controller” achievement wouldn’t trigger correctly
The “Marking for Life” achievement can no longer be completed by bots on behalf of players
The “Squatters Rights” achievement can no longer be completed by bots on behalf of players
Crash Fixes & Stability:
Fixed a variety of server crash issues.
Fixed a crash occurring when resizing the game window while in the main menu.
Matchmaking & UI:
Fixed an issue where the UI would not update properly if matchmaking failed early
Fixed an issue where player "None" would be displayed in Match History
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