In the name of Kane! Return to the Tiberium universe with Kane at the center of an epic new single player campaign spanning 20 years – from the rebirth of the Brotherhood of Nod after the Second Tiberium War through the dramatic events of the Third Tiberium War and beyond. With your help, Commander, the Dark Messiah may rise again!
The only purpose of this mod is to fill all the gaps in KW. The changes were supposed to make the game both more aesthetically pleasing and more accurate to the lore. EA introduced a whole lot of weird changes in TW and did their best to fix some in KW, but it still doesn’t seem quite there.
Kane’s Chill is aimed at fixing inconsistencies and filling all the gaps left by EA. This mod is not trying to have the best multiplayer balance. It’s primary goal is making the game more immersive. Let me list and explain all the changes.
Global
New missile and railgun trails (TE), these look more believable.
GDI Missile and Nod Rocket soldiers health was normalized at a value between TW 1.0 and KW health, they are now not as spammable but still pretty useful.
GDI
Infantry units have a new house color scheme to make them look a lot more like their unit icons.
Predators got their missile pods that were cut from the game for no apparent reason.
AP ammo weapons no longer cancel vehicles, this idea was borrowed from KW 1.3
Guardian cannons were buffed significantly.
Zone Troopers get a significant health increase and can now heal mid-combat. These guys carry more armor than any other Third Tiberium War infantry save for the Enlightened cyborgs, so I though it’s okay to make them proportionately more expensive but totally not okay for these guys to be dropping like flies.
Mammoth tanks get a buff to their mobility, once again a KW 1.3 idea
Steel Talons
This was supposed to a Tiberian Sun themed faction residing in distant yellow zones. So I tried to make them exactly that.
Cheap Tier 1 infantry role is filled by yellow zone resistance allies that ST has to rely on when operating on a large scale. ST forces are low on funds after all.
Tier 2 infantry is now Tiberian Sun GDI light infantry, these guys are tough as nails.
To compensate for not having Zone Troopers ST now get TibSun Disc Throwers as an all-round strong anti-ground unit.
ST Guardian cannon replaced by TS RPG Towers. These base defenses are good against both armor and infantry but still not as powerful as Sonic Emitters.
The Forgotten mutants are now also available for ST recruitment and can also be upgraded
ST now have a commando: a blaster-armored dropship commando from the first Tiberian Sun GDI cutscene. Never seen before in any other mod this commando is not only good against infantry but can also punch through any armor.
Crazy over the top Kane’s Wrath Titan and Wolverine designs were replaced by much more Tib Sun looking models from TE.
ST Slingshots were replace by Hover MLRS vehicles. Why would ST scrap such a spectacular platform after the Second Tib war?
Mammoth Mk II is back. Let's be honest, the idea that hundreds of these behemoths that GDI paid billions of tiberium dollars to build would just be abandoned makes no sense. Plus it’s the most iconic Tib Sun unit.
ST use Orca Fighters instead of regular Orcas now. These jets release their rockets faster and can target aircraft so ST can have some mid-tier anti-air.
Zone Operation Command
The red zone GDI got some additions to their arsenal.
Infantry units got a new uniform that gives them a very distinct ZOCOM look.
ZOCOM forces use a heavier Predator modification (TE) with a chaingun .
Regular APCs were replaced with heavy APCs (TE) with better armor
Zone Shatterers are now represented by Tiberian Sun Disruptors, because it’s not just an auxiliary vehicle for ZOCOM but something that sees a lot of combat use and catches a lot of fire.
ZOCOM troops use a more heavily armored Mammoth modification (TE) with bigger missile pods, these can be fitted with additional Ceramic armor that gives them better rocket resistance.
Nod
The faction now resembles its pre-CnC3 self and does not have to rely on hiding and sneaking around.
Militant rifle and rocket squads were replaced with proper TibSun Light Infantry.
Rocket Squad soldiers get the same change to their health as their GDI counterparts to make them a more balanced unit.
Heavy Tiberium Suit operators a.k.a. Nod Sprayers from TS were added to the roster.
Black Hand flame soldiers can no longer be crushed by small vehicles, they are still not useful against tanks but can no longer be straight up cancelled by them like in vanilla.
Secret Shrines can now heal infantry so your trusted warriors of Nod don’t feel like throwaway trash.
Over the top vanilla Scorpion tank models were replaced with much more grounded TE Scorpion tanks with slightly better armor and damage, still nowhere near as good as Predators, but they are no easy prey.
In addition to Specters Nod also get the Tib Sun Nod Mobile Artillery (TE) that can properly deploy and is a very convenient defensive unit. Yes, it's not a replacement. Their role on the battlefield is too different so regular Specters stay.
All Laser Turrets get a new look: the TT Viper turret. They start off with cannons and get their laser beams from their factions respective upgrades (Laser Capacitors for Nod, Charged Particle Beams for BH and Supercharged Particle Beams for MoK).
Black Hand
BH standard T1 infantry are now simple rifle soldiers. Their design was inspired by CnC concept art. BH Adepts are a tiny bit stronger than GDI Riflemen but nowhere near as strong as KW Confessors and don’t boost nearby infantry thus BH no longer have their super strong tier 1 human wave weapon.
Confessors were significantly boosted and moved to tier 3 to make them more of an elite infantry unit rather than a cheap tier 1 one.
Same new (old) Mobile Artillery as Nod but no Specters as BH has no stealth and no shadows to deploy bombardment beacons for them.
The overpowered Black Disciples upgrade now only gives Black Hand soldiers to the Confessor Cabal. It completely ruined the balance and it also made no sense to see the most elite enforcers leading squads of simple soldiers on the battlefield, however…
… BH rifle and missile squads get a proper minigun-wielding Nod Officer from CnC Renegade.
Shredder turrets no longer benefit from the Charged Particle Beam upgrade. A) It’s just a big shotgun. B) It made laser turrets redundant
The Charged Particle Beams upgrade now applies to Scorpion tanks and Laser Turrets and also gives Confessors very high anti-armor damage (same DPS as Zone Troopers).
Black Hand can now build Air Towers. They get Tiberian Sun Harpies (TE) and Cobra Fighters (by Stygs), which more than makes up for the loss of the BH op infantry spam.
Marked of Kane
Awakened cyborgs can no longer be crushed by small vehicles, are more resistant to damage and are immune to tiberium radiation.
Enlightened cyborgs are more resistant to all kinds of damage and can’t be one shot killed by snipers.
MoK Commando was replaced by the TS Cyborg Commando (TE).
MoK Avatar was replaced by a new unit: Cyborg Reaper Mk II
MoK get a brand new artillery unit: Advanced Mobile Artillery. It’s even more powerful than its Tiberian Sun predecessor and can defend itself with chainguns when packed.
Similar to Nod and BH, MoK Shredder turrets don’t benefit from the beam upgrade, but Laser Turrets do.
Scrin
Why would the absolute best faction of the entire CnC universe need any changes? They already have three ultra epic units in the base game two of which are arguably some of the most iconic video game units off all time. I mean, seriously, folks.
CREDITS ItzTeeJaay - encouraged me to start the whole project and helped me get things going, this Chad gave me all the fuel I needed to keep trying and not give up. May he never give up as well Stygs - provided incredibly helpful advice and very smart solutions to the trickiest issues, also created a couple of very good models. Hats off to Stygs and a drink to his success! Carnius - created loads of S-tier models far surpassing EA ones. They were used in many other CnC3 mods and Kane's Chill is no exception. This absolute Legend's talent and vision simply can't be overstated. Egozi44 - a lot of important conributions like some novelty code and most importantly, teaching me how to add unit voice to the game (something I could never do on my own). Just an all-out bro this guy is! Firehawk-Ph4ntom - created a lot of things in Kane's Chill and helped me find and identify so many issues and bugs that he's essentially a co-creator of this mod in his own right. A shout out to this KING
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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?
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".
Great, Great, Great Game. I love fast-paced RTS games, as they embrace their genre to the fullest... you have to use more strategy as simply deciding whether or not you should set up a base at some location requires considerable thought.
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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...
does this work with version 1.09?
guest257351, the latest official KW version is 1.02, not a 1.09, probably U mistaken with TW version.