Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.
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 mechanics and more!
Welcome to the latest release of Tiberium Dusk. Below is a rudimentary changelog (not extensive) of a large majority of changes that come with this version of the mod.
Some of you that play the releases on Discord will be more up to date on the changes of 1.26 (as the last version was 0.12b) but the mod has changed a lot since then.
This mod requires C&C3 Kane's Wrath, Wrathed Mod Launcher, Kane's Wrath 1.2 and the 4GB patch to work. The mod can run without the 4GB patch but there will be game instability thanks to the large amount of new graphics taking a toll on the memory of the game.
To install the mod, extract the TiberiumDusk folder to your C:\Users\USERNAME\Documents\Command & Conquer 3 Kane's Wrath\Mods\TiberiumDusk folder.
If you have the version with included music packs and wish to change to another music pack, open TiberiumDusk_1.26.skudef in a text editor and change the following line:
add-big AllMusicContent_Streams.big
to the corresponding music pack of your choice, for example:
add-big TiberianSunContent_Streams.big
A light version download can be found on the Tiberium Dusk Disciples discord server which excludes all the music packs from the download, but is otherwise identical to this download.
ZOCOM Marv completely reworked. Equipped with Sonic Waveforce Cannon and other heavy arnament.
The new ultimate unit for ZOCOM, its specifically designed around massive AOE destruction.
Has swappable grenades for flashbangs for different styles of combat.
Nod Legion receive Classic Obelisk of Light, has longer charge time, higher damage and massive range.
Nod Nuke redone (all NOD factions), now takes 7 minutes to figure and costs 5000 credits per use.
Certain effects fixed (Ion Cannon shockwave restored, disruptor and others fixed)
Repair drones now heal allies meaning units can be repaired in friendly allied bases.
Some minor gameplay changes.
GDI Marv completely reworked. Try it for yourself.
- Equipped with Laser Point Defence System
- Armed with Battleship Cannon
- Unique Defensive turrets
Obelisks Completely reworked. Obelisk of Darkness receives new animation and buffed. Costs 4000 credits.
Obelisk of Fire buffed. Fires faster and does more damage. Both obelisks receive anti epic unit damage.
Regular Obelisks now 2800 credits and range is increased.
Nod Power Plants nerfed considerably. Now only gives 120 units of power from nuclear upgrade. Nuclear upgrade upgrades building strength by 50%.
Nuclear explosion from plant death now significantly weakened.
GDI / ST / ZOCOM mobile sensor array vehicles made more useful. Reveals shroud in a huge radius and detects stealth in a smaller radius. (66% of reveal radius)
Armor has been buffed whilst it is deployed. Cost increased slightly.
Tiberium Spreading Glitches fixed. On certain maps a bug could happen in the bottom left corner of the map where invisible tiberium would grow massive and cause unit selection issues. This has been fixed.
Harvesters and Refineries receive big resistances to Tiberium Fiend shards. Tiberium Fiend spawning mechanic slightly changed to make games more balanced and less frustrating.
Tiberium Fiends -never- attack conyards, in order to make the game more fair.
Unit icons for Confessor Tent (Nod Legion), Flame Buggy (Black Hand), Hellfire Artillery (Black Hand)
Bug where MoK obelisks couldn't damage infantry fixed.
Other small fixes.
Tiberium Tank added to Marked of Kane. Tiberium trooper values changed.
AP ammo now more wide coverage (covers harvesters, humvees, apcs, advanced guard towers etc.)
Tiberium Lifeforms massively improved. Now roam and are aggressive. Density of life is based on Tiberium Fields.
GDI space commands work differently, now have passive effects towards all units. Nod Tiberium Liquid facilities still work in progress but offer increased rss generation + free passive income.
GDI harvesters (all factions) massively rebalanced. Now different from each other. (GDI harvs fastest, but least armored / armed, Steel Talons slowest but heavily armored, ZOCOM is in the middle)
Radiation system / tiberium chemicals system massively reworked. Mutants + Cyborgs are now immune to both types of damage. Radiation / chemicals now damage buildings.
Mastodon now receives AP ammo too.
Steel Talons mass production upgrade for heavy war factory now visible to all players (makes building glow)
Veterancy issues fixed with disruptor + cyborg commando
GDI Medium tank now given "composite" armor. Armor is much more effective at the front vs the sides / rear of the vehicle. Now costs 1400 credits.
APC's and Humvees for GDI buffed majorly.
V35 OX transports / carryalls now work for GDI ground units (was broken before)
Construction yard build radius decreased (all factions)
Steel Talons Mammoth Tanks speed reduced (armor buffed)
Issue where Traveler 59 could build hexapods at the beginning fixed.
Changelog:
• Editing Nod Apache to be more focused against vehicular destruction. Nerfed its capability vs structures + infantry. Range increased by around 25% whilst rate of fire is halved.
Now functions like an airborne semi-artillery with high damage, accurate, anti-vehicle firepower. Uses APFSDS shells like the GDI Leopard Tank.
• Demolitions truck upgrades fixed. Previously when upgrading to blue tiberium nuke on a single truck, it would break the green nukes of non-upgraded trucks. This has been fixed.
• Nod Legion supply trucks rebalanced / fixed. Now they no longer drop off instantly but they're slow drop off, they're now only 800 credits to compensate.
• Nod Apache rebalanced again, now even less effective vs infantry + structures, hp reduced, but effectiveness vs vehicles is very very high. Now works as a
solid counter to Steel Talons vehicle spam and allows Nod Legion to be able to fight back against them somewhat. Costs 1800 credits like the Vertigo.
• Value of Green Tiberium Crystals changed to facilitate faster placed gameplay (was 7 for green tib, now 10), value for blue tiberium extremely slightly increased too (was 14 for blue tib, now 15).
This means a full load of Green Tiberium is 1000 credits and a full load of blue tiberium is 1500 credits. (vs 700 and 1400)
• Progress is being made in fixing a lot of the unit descriptions of the mod, this is an ongoing process atm as when converting then to cnc.str there was unexpected errors where certain strings wouldn't show.
• Some major bugfixes in regards to the Nod Obelisks have been made. Obelisk of Darkness + Obelisk of Fire rebalanced. Obelisks had in certain cases lost their ability to damage / kill infantry (lol),
this has been fixed. Obelisk of Darkness now fires much faster but does less damage per laser hit. It has a higher DPS overall however. Obelisk of Fire now fires slightly faster than previously in exchange for a minor damage nerf.
This helps it deal with more spammy attacks.
• A lot of the bugs regarding the wrong infantry being spawned when buildings were sold / destroyed have been fixed.
• Disruptors rebalanced / modified. Range nerfed down from 375 to 300. Armor reduced from 11500 to 10000. Cost changed to 2800 credits. Reload rate changed from 2.5 seconds per sonic stream to 2 seconds per stream.
Essentially this is higher DPS, for drastically reduced range, reduced Armor and cost tweaked to be similar to the behemoth. This means units that can outrange it will cause serious problems.
The disruptor now has one of the most insane damage per second weapons in the game, but thanks to the range nerf effectively makes it easier to contain when in the late game. (edited)
• Titans have been buffed to now be truly fearsome. Their regular cannon range has increased from 325 range to 375, whilst their railgun upgrade damage has increased from 1100 to 1200.
This helps them be a more viable (albeit expensive) early game unit that isn't easily trounced by unit spam, whilst also holding onto their strengths into the late game.
The same slow early gameplay of Steels Talons hasn't changed much due to this however, it just makes them slightly more challenging.
Probably the most crazy benefit of the titan buff is that early game base defences can now be outranged like they used to be in Tiberian Sun, making titans a real headache to deal with in any kind of numbers.
• Steel Talons Mastodon taken a rebalance hit too. HP reduced from 30000 to 21000 (still stronger than the MARV at 19500). Railguns nerfed down to 2000 damage x2 compared to 2500 damage x2 before.
However their effectiveness against buildings has been tweaked to compensate going from 25% extra damage to 40% extra damage.
This makes it similar in effectiveness against bases as before, but less effective against vehicles that are attacking it.
Finally the rate of fire to the Mastodon has been buffed to 3.8 seconds reload time (compared with 4.8 seconds from before).
This makes the Mastodon Walker a slightly better offensive unit in exchange for a big HP nerf, though it is still amongst the toughest Epic Units in the game to kill.
• New Steel Talons rebalancing is great. Currently the Mastodon feels a lot weaker compared to what it did, but it can now dependably rely on its other units such as Mammoth MK.II tanks as their rangefinding / aiming has been fixed
(used to be that the Mammoths would sometimes sit there and not shoot) and the Mammoths have been buffed a decent degree, despite now costing 4000 credits.
The Mastodon now sort of acts like the "king" of the army providing heavy firepower and good tanking capability but at the expense of speed and its overall clunkiness as a walker, however alone it is very vulnerable,
despite being such a colossus.
• Tripods have received a fairly heavy damage nerf from 1600 damage per laser beam down to 1100 or so. They still do massive damage but before it was too strong.
However they're still extremely effective units overall. Am considering allowing them the ability to shoot at air units as this would be a pretty cool feature, but this is pending testing.
• Reaper 17 tripods changed. Now conversion reserves upgrade has been changed to Tiberium Beams upgrade. Costs 4000 credits and effectively functions as a complete upgrade for the unit.
• Edits to the Marked of Kane Raider Buggy (better gun damage), Cyborg Reaper is now 33% stronger, costs 400 more credits (1700 vs 1300) and has an extra projectile added to his cluster weapon,
increasing the effectiveness of his area attack.
• Power Plant changes made to make the game more streamlined. Nod Power plants default cost increased to 800 credits (from 700). No other changes here.
Scrin Power Plant now gives 35 power by default (was 33) and 15 power from its upgrade (was 12). This makes them slower to build but non-volatile (compared to Nod Power plants) and highly effective during late game.
GDI power plant remains at 700 credits and gives 25 power by default, but the upgrade now gives 10 power for a total of 35. This makes them highly efficient but they drop in effectiveness at the late game.
• Work on the Marked Cyborg Commando to help make it look less janky is being implemented, including some minor redone animations and rebalances.
• Changes to fog of war mechanics. Previously it was set to 1 seconds before an area was reshrouded. This has been extended to 10 seconds. (Vanilla is 30 seconds)
• Purifying Flame changes across black hand (basically all flame units covered)
• Colonel Havoc buffed.
• Marked of Kane Defender Scorpion Visual bugs fixed
• Strings / Unit descriptions + Tooltips fixed. Now most units have proper descriptions of functionality.
• Infantry spawning bugs fixed for certain nod buildings (GDI infantry appearing when sold)
• Steel Talons heavy factory build restriction removed. You can now have as many heavy factories as you want. Penalty to unit production increased.
Hell yeah. Cant wait to check this new version out.
I can’t wait play cabal faction in tiberium essence
Wrong mod + game dude, you'll have to find out from Carnius about that. :p
The tib fiends are annoying. But its slows the inital rush which is different. Nuke is hilariously large 🤣. One bug i did notice was the Mastadon anti air doesnt hit though.
Its a bit chaotic, but I hope you like it. :3
Forgive my mistake