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As a preface to people visiting this mod for the first time, this mod fundamentally changes the core gameplay of Command and Conquer 3: Kane’s Wrath. For those wanting a mod that simply makes basic changes to the gameplay or new units, I do not recommend this mod. Thank you. :)

Support me on Patreon!

Tiberium Dusk is a gameplay overhaul mod which aims to completely change the way Kane’s Wrath plays from the ground up, it features classic C&C music, new units, core gameplay changes, new models and skins, a remade menu, voice acting and much more.

The mod features music from the entire classic C&C franchise, from Tiberian Dawn to Red Alert to Tiberian Sun to Red Alert 2 and even Yuri's Revenge, the Tiberium Wars / Kane's Wrath soundtrack is gone for a more action and ambient based selection.

Mod Features:

  • “Classic” resource and power system. Arguably the mod’s most controversial feature, it puts a greater focus on requiring power and resources are scarce in what they provide. This helps prevent spamming in multiplayer battles.
  • General faction changes to distinguish factions more, for example; the Black Hand now retains its own “classic” stealth tank and has a far greater emphasis on burning things with napalm compared to other Nod factions.
  • New Units, Re-skins and effects.
  • AI overhaul currently underway, this will help the AI behave better and provide a greater challenge with the new faction changes.
  • Return of “Neutral” AI, such as visceroids, Tiberium Fiends and blue explosive Tiberium.
  • Epic Units are now faction specific, and each sub-faction will eventually have its own unique Epic Unit.
  • Improvements to ingame artillery units, with far more diversity.
  • New Cabal voice announcer for Marked of Kane.
  • Bugfixes to remedy issues such as the Quad Turret desync and improvements to Harvester Pathfinding.

And much, much more.

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1.26 BETA RELEASE

I'm happy to announce that 1.26 has finally become a Beta and will be receiving a full ModDB release! This version of the mod has a whole hoard of changes but is still yet a work in progress so expect some jank, bugs etc every now and then!

Below are some examples of what surprises await in store for you in the new version!

Nuclear Armageddon

Revel in the power of the revamped Nuclear Missile for Nod. Now upgraded for the latest version of Tiberium Dusk. This absolute monstrosity can wreak havoc in an enormous area and costs 5000 credits to fire once the timer has elapsed.

ACTIVE PROTECTION!

The new GDI Marv (aptly named the Pacifier Supertank) has an active protection system that can defend it from various ingame threats. Not seen here, this new revamp of the MARV features a battleship cannon that can cause tremendous destruction. The vehicle also provides build radius for nearby structures as well as quality defensive turrets that can cause a real headache for enemy commanders.

Revamped Physics

To add to the nuclear armageddon seen above, basic engine physics have been added allowing the nuclear missile to be more destructive than ever! This may be added to other units and effects over time.

More of the Classics

ClassicObeliskClassicObelisk2ClassicObelisk3


The Classic Obelisk of Light Returns in all of its glory! Pictured on the left is the classic Obelisk in pristine condition. This hasn't seen combat. The middle image is the Classic Obelisk pictured alongside its more modern relative and the final picture is the Classic Obelisk when damaged, red steam spewing out the side.

The classic Obelisk is available for players of Nod as an exclusive defense tower.

Tiberium Tank!

TiberiumTank

This Marked of Kane exclusive variant of the flame tank comes in the Beta of 1.26. This vile monstrosity spews vicious corrosive toxins that melt through armor and contaminate large areas of the battlefield. The Tiberium Tank is specifically designed to wreak havoc amongst enemy light and medium armor and can cause enemy infantry to mutate into visceroids.

The Flames will Rise:

PurifyingFlames

Purifying flames upgrade has received a massive buff and change in the latest version of the mod. Now virtually all black hand units benefit from this upgrade allowing you to raze enemy infantry, vehicles and bases even easier! Leave them in ashes!

A pretty picture...


Lots of fresh unit cameos and descriptions have been made for this version of the mod. There is still work to be done on this front, but it makes the game look much more diverse as I've tried to blend them with the original game artstyle.

And much much more.

Honestly the changes are too numerous to list. The mod has come a long long way from version 1.25 and I'd like to say thanks to all those who've been following along at the Discord during this long journey.

Speaking of Discord, its open for everyone to join! For all those who want updates on the mod feel free to hit up here. I don't bite. :)

Click here to join the Discord!


And that's all folks... for this time!

Tiberium Dusk will forever stay a free mod, as I'm a firm believer that mods are made for fun and to expand the games that we love; however if you wish to donate I would massively appreciate it!

Below is my Patreon link, if you want to consider supporting the development of the mod (and help pay for my coffee working late at night ^^) its available for those who can donate. All donations are welcomed.

Tiberium Dusk 1.26 Early Alpha + Discord server!

Tiberium Dusk 1.26 Early Alpha + Discord server!

News

Get ready to join the Tiberium Dusk discord server and play an early access version of 1.26! :)

1.26 Singular Infantry: Poll Results

1.26 Singular Infantry: Poll Results

News 7 comments

Answer to the previous poll and what I plan on doing with the mod in the future, which will be an implemented dual system catering to those who wanted...

1.26 Poll: Singular Infantry vs Squads

1.26 Poll: Singular Infantry vs Squads

News 24 comments

Poll to decide who wins. Singular infantry or squads. Singular infantry may or may not be replacing squads in update 1.26 and will come with many differences...

Tiberium Dusk 1.26 "ION STORM!" + More: Early Preview

Tiberium Dusk 1.26 "ION STORM!" + More: Early Preview

News 8 comments

Tiberium Dusk 1.26 "ION STORM!", an upcoming update for Tiberium Dusk which will include various new gameplay mechanics, faction changes and much more...

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Tiberium Dusk 1.26 BETA (0.16B) - RELEASE

Tiberium Dusk 1.26 BETA (0.16B) - RELEASE

Full Version 6 comments

Tiberium Dusk 1.26 BETA is here. Changelog is within the file download. Enjoy this huge new update to the mod featuring new art, sound, physics, game...

Tiberium Dusk 1.25 - Release

Tiberium Dusk 1.25 - Release

Full Version 26 comments

Long awaited release of Tiberium Dusk 1.25! Tiberium Dusk 1.25 - Features 5 new maps, new menu UI, some new music tracks, a music changer system, numerous...

Tiberium Dusk 1.24 - Release

Tiberium Dusk 1.24 - Release

Full Version 42 comments

Tiberium Dusk 1.24 - Brutal KW contains a new gore system, a new map, new units, large (existing) unit changes, a few new music tracks, new artwork ...

Tiberium Dusk 1.23 Release

Tiberium Dusk 1.23 Release

Full Version 14 comments

Release of Tiberium Dusk 1.23! Released earlier than I wanted, but still relatively complete; this is version 1.23 of the mod which contains many new...

Tiberium Dusk 1.22 Release

Tiberium Dusk 1.22 Release

Full Version 22 comments

The first actual release of Tiberium Dusk, a mod that's been in the work for almost a year now, which continues from an unreleased mod I made for Tiberium...

Post comment Comments  (40 - 50 of 394)
DwatchRazgriz
DwatchRazgriz - - 556 comments

I have a question. With the singular model infantry formula that you're going with, will buildings contain more 'slots' for garrison troops? As it'd feel a bit silly for a skyscraper garrison to be filled by three troopers imho.

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

That's a yes. :)

Still need to figure out how it'll work but I plan on singular infantry working not dissimilar to the way squads work so that they're not disadvantaged.

Reply Good karma+1 vote
ksnumedia
ksnumedia - - 3 comments

Firstly, I would like to say it's been a long time since I played CnC3. Great to see that there is still a community of players that love this game enough to play and mod it, even if a tiny population. I'll be giving this a try as I reinstall my game for the first time in 3 years. Thank you for your hard work and keep it up!

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

Thanks dude, I'll be releasing a Discord server soon for the mod so I can update it more regularly, been pretty busy irl in recent months but getting there with things.

Reply Good karma+1 vote
Guest
Guest - - 698,209 comments

i respect your time and work i played all your version of tiberium dusk before and you does exelent working now its about 2 years after the release from 1.25 and my question is: is there a change to play a beta or something i would like to play and test your mod. if there is no beta i will so happy after the release from the next version of tiberium dusk.

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

When I make a Discord server i'll see to doing a public alpha and (later on) a beta test, the mod currently has so many changes (and blemishes that need polishing) that its kinda insane. I honestly can't keep track of the changes I've made since 1.25, its that extensive.

I still need to do some private testing with friends as well to see how it all works online, since I haven't tested that in a while. ^^ Honestly I'm not sure whether I should be calling it 1.26 at this point since its more like a 1.30 level of jump. Maybe a bit more. :P

But when I've set up a Discord server, I'll see about cleaning up some stuff and releasing a really early alpha test for the update. ;)

Reply Good karma+2 votes
chrissi_killer
chrissi_killer - - 9 comments

is there a discord server for the mod?

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

There will be at some point, haven't got around to making one currently; but when I've got more time it will likely happen. ;)

I just need an open road where I can work and not get sidelined by IRL stuff atm lol.

Reply Good karma+1 vote
Braken
Braken - - 25 comments

There's a bit of an issue with many infantry squads that get an extra unit. The extra unit gains veterancy separately from the main squad.

Also, the MoK Light Infantry squad does not earn veterancy, but the added Confessor does.

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RezaRX
RezaRX - - 21 comments

It is creative Mod.tnx
but please improve the AI

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ramboing
ramboing - - 4 comments

Just tried out the 5 overhaul mods for Kane's Wrath that are reasonably recent.

This one has a lot of changes that ruin it for me.
-The tech tree is absolutely retarded
-vision range is short so the game is all about stuff suddenly popping into sight in your face.
-There's some missing tooltips, the surveyor doesn't work, and some other bugs
-You start with a pretty large army, and coupled with the dumb tech tree that gives you only one option of how to progress, the only thing to do is fight from the start.
-Factions have very narrow themes, with little variety of what to build.
-Puts a shroud over maps, not just fog of war. So if you don't have the map memorized, you have to spend a ridiculous amount of time and effort exploring it just to know what you should be doing.
-No minimap till you get command post, so forget your ability to quickly move the camera as necessary to competently control your troops. You get to scroll around just trying to find them.

Bottom line, this guy spent a lot of effort on this mod, but unless you just want the nostalgia of a lot of old Command and Conquer 1 mechanics, this mod probably won't be a pleasing experience. I find all the other overhaul mods to outclass this.

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

Yeah. I am kinda deliberately trying to make it different, balancing has got a looong way to go at this point in some regards; but its important to note that I don't plan on balancing it like Tiberium Wars / Kane's Wrath which is where the difficulty lies.

The tech tree still has a lot of work required for it, I'm currently trying to add new stuff to buff out each tree for each subfaction, so point taken. :P

Vision range needs a minor overhaul to compensate for the new shroud / fog of war changes. I want to provide more scouting abilities / vision abilities as well.

The Army I do plan on reducing in size, as the AI can sometimes cheese each other with them. Its included as a legacy element though to make it feel like a classic C&C game however.

Point taken, I'm actually kinda frustrated with the amount of work I need to put into subfactions, ideally I want them to be completely unique / independant of each other at some point. :)

The shroud was addressed above, I do want some quality of life changes for this; though I don't want to remove it either. :P

The minimap command post change I added to restore a legacy feature, but also to give the command post more of an important use than just a mid-tier tech structure. I do want to reduce the price & build time of the command post in a later update though.

And point taken, I do understand that the experience is pretty jarring, especially going back and forth from TW and Kane's Wrath.
I've been on a long hiatus recently because of building a new PC and currently trying to re-setup my work on this, but in most cases I accept those points and would like to try to improve upon them to make them less jarring if possible, whilst still retaining the mechanics with the mod being a throwback to classic C&C. :P

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