Kane's Wrath Unofficial Patch 1.04
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 :)

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9 comments by egozi44 on May 26th, 2015

When EA first showed Steel Talons back then, I recall they said that they were all about Railruns and Garrisons

So with that thought in mind I took it to the next level and also try to add what they lack but not to the point it will ruin their uniqueness


Steel Talon's Rifleman Squad's name, description, and skin, changed to Steel Rifleman Squad, Dig in ability changed to Steel Dig in ability, What the difference ?

Steel Rifleman Squad's Dig in ability will spawn a Steel Foxhole which have 4 (or 3 still think about edit it) slots for garrison instead of the normal 2, I tried to change their Foxhole icon to ST from GDI but it cause a but in the destruction animation so I left it untouched for now (unless people don't mind seeing Foxhole without roof when it being destroy)

Titans became a bit more stronger so that players could feel that they superior to other tanks, the balance will still change depend on people commit but for now Un-upgrade Titan's Cannon damage increased from 450 to 500, and RailGun damage increased from 625 to 675


Steel Talon's Hammerhead Name, description, skin, and pic had been changed to Garrison Hammerhead (Still thinking about change the name though), Garrison Hammerhead have Three garrison slots, Speed had been reduced by 80%
Build cost increased to 1600 and build time to 16s (may be changed)

People want me to change it name to something like Troop's Hammerhead so I may do it, some also wanted me to add to it more health and armor but I personally think it more Zocom's specialty rather then ST, also with 3 squad inside it it may be over power if it won't fall fast~

Behemoth have two garrison slots to encourage players to use it's garrison ability at all
Minimum Attack Range decrease from 100 to 80

MRT's Repair ability had been increased from 87 to 150, MRT can now also crush tier one infantry and have attack cursor to make aiming more easier,
Move and Drop Off button replaced with Evacuate button for quick evacuation,
MRT's repair drone now can also heal allies make it better for team work if your ally want his structure/tanks repair

Steel Talon's Surveyor Now changed to Garrison Surveyor and it now unpack into Garrison Output which can garrison two infantry squads (Still working on new Skin though)

button playerpower railaccelerat

Railgun Accelerators cooldown reduced 210s to 40s
Damage penalty reduced 75 to 60
Rate of fire increased by 100% so it hopefully will be more usable and notable in battle, I may play with the cooldown and rate of fire if they be OP but for now its a life's savior in pinches

Adaptive Armor no longer reduces rate of fire by 25%


Steel Talon's Now have their own Zone troopers, Their name, Description, And picture, changed to Steel Troopers, their cost and build time is 1200$ and 12s
Steel Troopers have Machine Guns instead of Rail guns, they deal 45 Damage, have 6 clips, and take way less time to reload than normal Zone troopers,
They can attack Aircrafts and good mostly against Infantries and Light Vehicles But they can handle tier 2-3 Vehicles and Building once they are a lot in numbers
Steel Troopers have Bombardment jump-jets instead of normal jump-jets, letting them deal 1000 Damage to anything that they jump on or anything that in 50 radius of the land zone Include Structures
They don't hit allies, And their Bombardment jump-jets are a bit faster and can fly to a bit more distant than normal jump-jets

I'm aware that some hate that unit But I really think it good to keep it around, it sort of hope against enemy heavy inf when you out of Wolverines


Last for now

Steel Talon's MARV was replaced by the Mastodon, the Mastodon will have more speed, more health, and a bit more fire power then the MARV
It can also garrison 4 squads which is fit for Steel Talons because they all about railguns and garrison,
The Mastodon will Destroy whatever factory it came out from due to it's size Which is it's only downfall

(Since in the mod tier 4 factories and labs will give you funds so you won't be out of money so easily so taking out it's own factory will hurt with more 3000$ )

There are more surprise Which I don't want to reveal yet but all I can say is that it nice game changer and can be nice wild card~

For more info please read my updated change log and tell me what you think


~Transmission Out~

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Extracted and edited official maps pack

Extracted and edited official maps pack

Apr 28, 2014 Multiplayer Map 2 comments

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...

Post comment Comments  (0 - 10 of 47)
iowatyre May 7 2015, 11:37pm says:

Are there plans for mutant ironback and/or scrapbus? That would be cool. Mastodon looks very fitting for steel talons IMO.

+2 votes     reply to comment
iowatyre May 17 2015, 11:15am replied:

I don't know if this helps.but this has models sounds and xml files. for cnc3 only though...http://www.gamewatcher.com/mods/command-conquer-3-tiberium-wars-mod/mutant-ironback-and-scrapbus

+2 votes     reply to comment
egozi44 Creator
egozi44 May 19 2015, 10:22am replied:

Hi there and really sorry for the delay (Still alive and do stuff for the mod but was too lazy to update to the point I forgot about my own mod page xD)

I did tried to add them around half year ago using models and xmls from C&C4; and TW mods and failed because I was needed a files that where made for KW SDK (WrathEd) I end up adding to the mutants hovel more inf type rather then tanks but I always wanted to do it, the link you gave me may help me doing so if the files are fit for WED (because TW also have some WED ver IIRC)

Many thanks! will try it, if there was someone out there who know how to make WrathED codes from other C&C games it could really help me add more new units or replace some (like the cyborg commando case), the only user that I know who capable of doing it is gdi_commando and he offline for years~

On other matters I added the Mastodon because a lot of people ask for it, it had some stuff that were broken that I had to fix and there some really few stuff that left unfitted for KW engine but still working and don't seem broken so I didn't regret adding it

+1 vote   reply to comment
egozi44 Creator
egozi44 May 19 2015, 11:06pm replied:

I was able to add the ironback and scrapbus thanks to your link

But they both broken So for now they won't be playable

they well hidden in the game code though for future use xD

+1 vote   reply to comment
iowatyre May 23 2015, 12:15am replied:

Any plans to release a test patch maybe? I'm glad that there is still someone who has interest in modding Kane's Wrath.

+1 vote     reply to comment
egozi44 Creator
egozi44 May 23 2015, 4:34pm replied:

It was my original plan but after some thought I thought it would be best to first do most stuff (add new units, change balance etc.) and only then to release the betas in order to reduce the number of versions that will be to this game (If possible I want people to use one version so that everyone could play with everyone but I assume it won't happen...)

I will think about releasing early beta

+1 vote   reply to comment
bronkie1181 Nov 23 2014, 2:41pm says:

Can anyone please tell me why there is such a small amount of mods for Kane's Wrath? Is it because of limitations or just the fact that it is not as well balanced and fun to play any more?

+3 votes     reply to comment
egozi44 Creator
egozi44 Nov 23 2014, 7:34pm replied:

It because EA never released proper SDK for KW

and the community SDK is buggy and have a lot of limits and issues that many prefer not to deal with

+5 votes   reply to comment
Cabal/Legion Nov 22 2014, 6:42am says:

Hey egozi44

Sorry i wasnt there for many days, was busy doing stuff :(

But yeah i dont have skills or knowledge of Modding C&C games im afraid.

What about from the C&C3; tiberium wars mods that has them C&C4; units in them such as 'Kanes wrath reloaded'.

Also my suggestion of both Nod Cyborg Commando & GDI Mastodon

I replace MOK commando and still keep the stealth for it since in C&C4; it also has it, Its main weapon should either be Laser beam from Avatar or from Obelisk of Light in order to do great damage to vehicles & buildings and also it still can kill infantry by 1 shot, Similer to how deadly Nods commando was back in Tiberian Sun, Id also give fans choice of either use commando voice from either C&C4; or Tiberian sun.

Its cost should be 2500, it should have slightly more health than female commando and have only a 'tiny bit' resistance to both gun based weapon & if commando has 100% health it take 4 shots for sniper to kill.

I've read fans comments in many places such as C&C Forums, Youtube & Mod forums that ST shouldve got Mammoth mk 2 instead of MARV since the faction is based on GDI from Tiberian sun and they lack on Sonic weaponry due to focus on rail guns and both hover and walker vehicles.

Also because ST has the weakest infantry of all factions, not to mention their MARV is the weakest epic unit because of that, Pro players as ive watched 100s of their matches on Youtube that was taken from Gamereplay... they mostly just stick 4 enginners to use as a meat shield.

It also feels weird that ST still has the MARV since its main weapon is Sonic cannon and the faction doesnt use Sonic weapons but rail guns instead.

+2 votes     reply to comment
egozi44 Creator
egozi44 Nov 23 2014, 10:34pm replied:

I'm talking with Zocom7 (Kanes wrath reloaded modder)

he help me here and there but don't always have time, he gave me permission to use stuff from his mod but the issue is that not all models can work with KW's SDK without a lot of edits,

I was able to get Mastodon but I still don't sure about adding it, on the other hand the commando look alright in the game but I don't have working xml for it and most people don't want to share them :0 ....

I don't think that choose voices will be wise idea since the old games didn't had many voices for their units (the commando in TS had probably 10 lines at maximum) while newer games have 30+ lines to each unit in most situation (in combat, selected, dying)

I also don't sure if I can get the old voice ;)

+2 votes   reply to comment
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