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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  (60 - 70 of 394)
Guest
Guest - - 698,209 comments

Does this work with the origin version of KW CnC3

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

It does, but you'll need to use Bibber's Ultimate Collection Launchers, of which Bibber's website was taken down recently... so I'm not sure where you'd find them easily.

If you do some searching and find them though, you can then use the launchers which will allow you to use WrathEd Mod launcher; which will allow you to run mods. :)

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Guest
Guest - - 698,209 comments

there's any way we can put the same music archives and make it work on another mod? (like one visión idk)

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

With One Vision that will have a global definition that interferes with the Tiberium Dusk music packs (the main menu theme), but if you can find another mod that doesn't actually have any additional music (IE, its like vanilla) you can just add the lines for the music packs into the mod Skudef file and it should work fully with other mods. ;)

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Spicebomb
Spicebomb - - 120 comments

Any news on the 1.26 release?

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

Still a lot of work going into 1.26, currently working on Nod Turret, GDI MLRS and a few other surprise things that I haven't revealed yet. :P

Reply Good karma+2 votes
Guest
Guest - - 698,209 comments

This comment is currently awaiting admin approval, join now to view.

Spicebomb
Spicebomb - - 120 comments

No rush then. Release when it's all done, we can wait in anticipation. Personally id rather have a completed release than a half release 👍👍😊

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LaC0mmander
LaC0mmander - - 113 comments

Question, with the promise of Dusk mod of taking Kanes Wrath closer to its roots, could you change the black hand into being a sub faction that focus on stealth and elite commandos like in renegade and all of C&C lore? It always bothered me that in Kanes Wrath the Black Hand was a horde faction instead of a stealth faction.

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

Highly likely in the future. ;)
I love Renegade as a game as well as Tiberian Dawn & Tiberian Sun, so I'm trying to combine elements of all of the games; which is an enormous task but one step at a time.

My end goal for each faction (minus Scrin, which will be completely original) is to have a sub-faction that represents Tiberium Dawn (So Black Hand & GDI in this case), a faction that represents Tiberian Sun (so Steel Talons & Marked of Kane in that case) and lastly a "fun" faction that doesn't really stick to either.
(ZOCOM and Nod Legion, of which Nod Legion is currently taking inspiration a little from Generals, which I still need to do more work with)

The end goal of the mod is to have a set of factions that have "no two units the same" except for things like MCV's, Harvesters and structures, but even in those cases, still have some diversity between factions.

Also, Nod and its very weak Stealth in C&C3; is something I've been wanting to fix for years, but its a task I'm kinda weak knee'd in tackling due to the sort of balancing required.

However, its definitely an end goal. :) Ultimately, I love C&C and though I thought C&C3; was ok (certainly better than C&C4;), but I still felt it was a letdown coming from the games before it... which is why I started modding it in the first place. :)

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