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!
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.
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.
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.
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.
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.
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!
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.
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. :)
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.
A huge update bringing in new content, balance changes and revamps on older units.
A smaller scale update for tiberium chaos featuring balance changes and 2 new units.
Basic summery of the 0.3b Alpha Update with detailed descriptions of DSC this time.
I present to you, the last stable version. Yes, guys, the mod is almost finished and you can now play it.
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...
New version for tiberium chaos! enjoy the content in this
Balance Update for Tiberium Chaos 0.35 Alpha released
Version 0.3b Released with more new content for DSC
The last stable version. Launch using the WrathEd Mod Launcher.
Old Stable for the Tiberium Chaos Mod, lots of stuff i didnt mention here so you can find out with this.
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Are there any cool mods for the "Kane's Wrath" campaign? Adding new, cool and interesting units? Or even rework the campaign itself? That "slow down" the game / rework the " urban combat"? Can you recommend something?
Can't exactly rework the campaign with mods as the world builder is stupid.
It isn't accepting new additional units from mods, so unless someone finds a backdoor to this problem reworking the campaign won't be a problem.
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what this the game has encountered a serious internal eror and will now quit 11 address wen i lunch mod this eror
First of all turn the model detail to high to do this launch the vanilla first after doing this you can open second install 4gb patch
Scrin Rebalances
Hmmm
Disintegrators have had fairly large changes, they have a much larger range, deal more damage... but infantry now have a "damage resistance" to disintegrator lasers and the disintegrators fire slower.
So it can somewhat fight Infantry but this more Anti-Armor in general?
Wrong place to post, ^^ but yes. Disintegrators can no longer be used to Steamroll everything, as infantry have heavy resistance to the lasers.
However it does make them more effective versus tanks and APC / Anti-infantry type vehicles as they can fire earlier.
Its essentially a tradeoff making them similar to Rocket Soldiers of other factions, but making them very vulnerable to infantry.
Basically it gives Disint Spam a proper counter other than "just kite them".
A 9.4 rated mod focussing on balance for my beloved Kane's Wrath??!
WOW how did i missed this all these years:|
Maybe kane needs to feel my power again after all!
Downloading...