Since WrathED still don't have option to change global objects in official maps I made a temporary solution by extracting all the official maps of KW...
Kane's Wrath Unofficial Patch 1.04 is a big ban patch
that will try to balance the game a bit more from my and the community ideas and suggestions
Please note that my patch will also going to be a mod, I probably can make a installer but I really don't see the point since I want it to be easy to access and easy to switch from (in case that players will want to play in ver1.02 again)
And also note that I going to start the balance changes NOT from version 1.02 BUT rather from my Kane's wrath classic 1.00 mod since I want to try and rebalance the game again from ver 1.00 with the bugsfixes, but unlike EA who simplify "locked" and limits players actions by taking the building's radius and increasing the earlier game building's costs, I want to try and make more units useful and have fair gameplay so that players won't feel like sticking to one tactic or strategy while ignoring all the other options.
By fair I also mean that I want to try my best to create situations where some units can still live after terrifying attacks if the players had good control, micro, and maneuvers, and to not let players feel that "something" is too over powered to counter.
But when it come to support powers that do damage such as the Overlord's wrath I think it won't be fair to let players waste so much money and see how it gone for nothing, when player have good support power he will want it to at least kill small armies, but what EA done was to completely weak it over to the point it rarely kill barracks, which not feel so useful in my opinion.
As for upgrades I also going to reduce the damage of some of the over powered ones but at the same time not to the point they become useless (again like what EA done mostly in ver 1.01)
In other words this patch going to try to play fair without increasing too much and unneeded costs, reducing damages or limit builds radius, It will try to make more units and unused upgrades and tactics more useful and at the same time will try to save the most import ingredients: "Fun".
If there won't be any other way then I will increase and reduce costs, damages, and radius, But I will try my best to avoid it.
It all will be depend on the players commits, if you have ideas please say them here!
If it will be in my ability and I will see that many players are happy with it, I will add that idea :)
The remnant of CABAL's forces who join Kane and are known as "Marked of Kane" were about strong infantries, air force, and bunker type who can defend themselves with stronger defense and discount on stealth to hid their base more easily
With that style in mind I tried to polish it a bit more so CABAL's remnant won't only look useful But will also be useful.
Awakeneds and Enlighteneds become a bit more useful and fearsome on the battlefield
For now Awakened's Minigun damage increased from 18 to 28
Awakeneds and Enlighteneds now have resistant to Tiberium Crystals and uncrushable by tier 1 units
That means that tanks will have hard time to deal with them and MOK can "dance" in battlefield without worry of dying faster, Snipers and heavy anti infantries upgrade will have more use now against them
Marked of Kane's Redeemer machinegun turrets will now make the Awakening's sound when they shoot and have red effect, Their damage had been increased from 27 to 30, Damage type had been changed fron Gun to Grenade
Their name had been changed to Heavy gun turret to fit more to the Awakening's cannon rather than the poor default Anti inf turrets
Enlighteneds Can now enter into Marked of Kane's Redeemer, it will add it Supercharged Beam turrets
Which are slow but more powerful than the missiles
Oh and Marked of Kane's Redeemer machinegun turrets now shows the Marked of Kane's icon on them
Marked Of Kane now have more discounts on stealth related things:
Marked Of Kane's Stealth Tank Cost and build time had beed reduced to 1600$ and 16s
Marked Of Kane's Shadow Team Cost and build time had beed reduced to 700$ and 7s
Marked Of Kane's Cloaking Field will now cost 2500$ instead of 3000$
And Marked Of Kane's Emissary name and description changed to Stealth Emissary, Stealth Emissary can be stealthed as long as it stand still (not moving)
It reveal itself when it unpacked and while unpacking and when it become output it no longer stealth at all
Tibirum trooper's fire range increased significantly so they will be more supportive unit that can slow down tanks while shoot from the middle/end of the line instead of getting crashed.
they now can heal friendly Scrin units as well just like the Scrin's Corruptor to encourage Team work
and also now have Tiberium Infusion upgrade to make them even faster and stronger, Tibirum trooper will now reveal itself when it firing on enemy's units since it's range is similar to mini artillery
Redeemer Tibirum trooper's turrets attack range increased from 250 to 370, It now can heal friendly Scrin units as well just like the Scrin's Corruptor (though it may be meaningless since it also use it's lazers so you need to timing it right)
and each faction's Redeemer now have different skin to it's flame thrower (in MOK case it green to fit the Tibirum trooper)
Marked of Kane's Reckoner Name, description, skin, and pic had been changed to War Reckoner, War Reckoner can garrison three squads and they can attack from inside it without the need to deploy as a bunker, When it do deployed it have 4 garrison slots!
Built cost had increased to 1800 and build time to 18
(I'm still thinking about change it skin again... to be honest the War Reckoner was the very first unit i reskin back then, i think i can do better job now, maybe make it grey/white with green glass rather than red head and green glass? tell me what you prefer)
Magnetic Mines now have longer damage duration and a bit longer damage range,
damage had been reduced from 16 to 11, Their attack speed increased, Damage Interval been changed from 1 to 0, They also can now kill infantry units (as it make more sense),
All these changed will make them to act like terror dron from RA3 because from what I read in different forums most players always wanted them to act like that
It will hopefully going to make them superior or on even terms with normal mines
their deploy Armageddon Bomber now have different skin to fit MOK, more speed, and more health to give them better chances to be deployed
I also Improved EA description about the Magnetic Mines since they didn't mention that they were stealth Great job EA :D
Super charged particle beam cost increased to 5000 build time increased to 90s
Super Charged Shredder Turrets damage decreased from 125 to 90 to make them less OP, still work on them though as they still a bit OP atm
Marked Of Kane Will now have the Cyborg Commando instead of the normal Commando as people requested
It will cost 2500$ and take 25s to come out, it have EMP Shock as second ability (which is smaller version of the buggy's EMP burst),
It permanently Stealthed and Detect Stealth in close range, it also Immune to Suppression ,Immune to Tiberium ,Can't Be Crushed
have Call for Transport ability, And Increases combat effectiveness of nearby infantries units (thinking about removing the last one),
The Cyborg Commando is really strong against Vehicles and structures,
and can even give hard time to Epic units one on one,
It's great weakness however is infantries and anti infantries defenses which can spill it's HP it a matter of minutes
So now it give better reason to equipment Marv with Anti inf turrets
The A.I know how to use it and do so frequently
Marked Of Kane Secret Shrine's name changed to Cybernetic Shrine
and It also can build the Cyborg Commando from it
I still thinking about adding to MOK the Reapers as they feel absent from the Cyborg army
But I added to MOK too much stuff so I think it will make them too much over powered from the other factions, So I still not sure at the moment
For more info please read my updated change log and tell me what you think