Post news Report RSS New version 1.51 Beta released

Version v1.51 that includes necessary bug fixes and some balance changes has been released.

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Hello everyone,
Launch of v1.5 was more problematic than I have expected, some bugs caused too much gameplay problems and become obvious, that new version needs to be released soon as possible. So after week of work I can bring you hotfix version v1.51 that includes necessary bug fixes and some balance changes that became obvious over past week of playing.
Unfortunately you must download whole mod again this canĀ“t be solved by small patch.

Your feedback was very helpful so i encourage you to keep posting more in future.

Edit - Please post your feedback in new tread here:
Moddb.com

Edit - new thread for suggestions and ideas

Moddb.com

After release there was big talk regarding orca and removed minigun upgrade. Most people agreed that minigun was good thing and should be add back. After some thinking I have decided try it again. So in this version 1.51 Orca get minigun back but not as upgrade. Minigun is now secondary weapon that replaces shockwaves, so you can switch in between missiles and minigun anytime which works better than previous upgrade. Personaly I like this option, but it might be OP, in that case minigun will be removed permanently. We shall see.
Also Nod turrets was subject to big discussion so for now I make them spawn 2 turrets.

Known issues that persist:
Titan model glitch when exits Warfactory
Mutants in skirmish - 3 units limit doesnt work properly, you are still able to build more when using fast build option by holding shift + click
Gdi mission in Eastern Europe - Siedge of temple Prime - for reason unknown yet you are unable to capture mutant outpost (hovel)

Bugs fixed:

Global:
- fixed many text spelling errors, missplaced description errors and other text related issues
- Mutant MSA display correct pack and unpack buttons in sidebar
- Mutant units can level up now
- Map Dueling Islands (Redux and classic) - fixed bug that prevent scrin players to construct Tiberium Accelerators on tiberium fields

GDI:
- Mammoth MKII cannot enter carryall anymore
- Mobile EMP Cannon can enter carryall and can use call for transport ability
- Orca Rig - cannont be destroyed during deployment - prevent game crash
- Rifleman Squad - add muzzle flash when fire
- Firehawk can level up again
- Wolverine disappearing upgraded ammo box glitch fixed
- Orca Bomber bombs now change to veteran version when unit reach maximum level
- Sniper Squad - removed not working pulse scan ability icon from unit profile ability sidebar
- Carryall - stratofighter upgrade icon removed from unit profile

Nod:
- Black hand elite upgrade - no longer enable stealth for squads, solved issue when you was unable to target militant and rocked squads
- Militant Squad - removed not working scorpion dig in ability icons from unit profile ability sidebar, add muzzle flash when fire
- Added missing firing sounds to Militant rocket and Attack Bike
- Secret Shirne icon updated to match new model
- Nod Outpost no longer display evacuate all button in sidebar
- Cyborg Squad no longer display Hal Grenade button in sidebar
- Cyborg Commando should not attack aircraft with its special ability anymore
- Phantom can be selected with holding Q - hotkey select all

Scrin:
- Stalwarts no longer change into Disintegrators when damaged
- Rift Generator are now also hidden to all players when constructed
- Tiberium integration upgrade displays correct icon for this upgrade on scrin infantry profile
- Pacifiers should be unable to take control over mines and aircrafts
- corrupter Ichor Spore Pod cannot be selected by Q hotkey
- Manta no longer spawns unlimited ion storms
- Planetary assault carrier ion storm now affect new units


Balance changes:

Global:

- GDI and Nod Construction yard and Drone Platform produces 10 power again
- Fiends weapons range increased
- Mutant Hijacker price reduced to 1500
- Factions Outpost ground control radius increased

Gdi:

- Orca Fighter - shockwaves replaced by minigun, can swith to minigun and back anytime
- Mobile EMP Cannon - emp blast radius increased +50%
- Vulcan Tower and RPG Tower - stealth detection radius 50% increased
- Firehawks stratofighter ability no longer requires upgrade
- Condor Transport - health 20% increased

Nod:
- Shadow Squad - Microbombs ability attack power 20% increased
- Cobra Artillery - attack damage 20% decreased
- Stealth tank fires missiles faster
- Shredder Turret - stealth detection radius 50% increased, spawn 2 turrets, overall firepower 33% increased
- Sting cannon - stealth detection radius 50% increased, spawn 2 turrets, overall firepower 20% increased
- Sam turret - firepower 10% increased
- Chemical missile - AOE damage 15% increased
- Harpy attack power vs vehicles and structures 30% decreased


Scrin:

- Buzzer hive - starting health changed to vannila (12% decreased), stealth detection radius 50% increased
- Lightning spike - stealth detection radius 50% increased
- Meteorite Support Power attack damage 10% increased

Post comment Comments
volkov2006
volkov2006 - - 20 comments

Gdi mission in Eastern Europe - Siedge of temple Prime - for reason unknown yet you are unable to capture mutant outpost (hovel)

I was able to access it after I used a Titan to knock the walls and fences down around it.

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bulldog18
bulldog18 - - 3 comments

Worked for me, thanks

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Carnius Author
Carnius - - 1,354 comments

Well of course you need to crush fence first! It was reported as bug, i have test that and it seems valid, but i forgot on that and asume it couse my mod! Silly me, silly me ...

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CM32
CM32 - - 184 comments

Gahahah, I know about that.

You see? We still have chained link fences from Tib Dawn, blocking your Engies.

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CM32
CM32 - - 184 comments

Kool, but nevertheless, I bet We still need to find those bugs!!!

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not_a_fbi_agent
not_a_fbi_agent - - 453 comments

good to have thease bugs fixed,it was anoying me that nod units could not be fired upon.

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GooberTrooper
GooberTrooper - - 2,197 comments

Yay!

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CM32
CM32 - - 184 comments

Most of the big bad game-breaking bugs are gone for the most part as i played for the past hours, but I can see we still have a long ways to go b4 this is truly polished. Most of the bugs I encountered like the Mind Drone Bug are more minor.

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TheNodCommander
TheNodCommander - - 1,114 comments

Now thats some mod-support I must say, we will dig into this later today for more testing!

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Razor-Wind
Razor-Wind - - 239 comments

It's better, but i see always problems with mutants : you can continue to produce more than limit, and mutant Hunter (sniper) and mutant hijacker do not heal in tiberium.

Continue, we wait the next version. =)

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tirranor
tirranor - - 3 comments

Great mod!! i LOVE it ;D

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PurpleGaga27
PurpleGaga27 - - 2,066 comments

Carnius, there is a way to make the patch of this mod smaller, if you can work this out with Bibber (since he's the one who knows how to do it).

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CM32
CM32 - - 184 comments

Actually I have a way to patch things up as well, just ask me and Ill give you an answer.

Indeed, making a more smaller patch is much more useful here than compared to a entirely new version.

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ISI360
ISI360 - - 2 comments

Is it normal that every Multiplayer game what i have tried crashed after 5 minutes with the async error? Does anyone have the same problem or a solution for this problem?? I have Win7 on both PCs...

Thanks!!!!
And...5/5 Stars for this great mod!

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TheNodCommander
TheNodCommander - - 1,114 comments

It's an error that comes with vanilla C&C3 as well. Try have another player host the game.

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ISI360
ISI360 - - 2 comments

thx for the info...but other host -> same problem...
Can it related with windows 7?!?

I remember this error exists since C&C Generals... -.-
(We all love the EA support....NOT!!!!!!!)

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connah_r1
connah_r1 - - 58 comments

yay, orcas have miniguns again
it was so useful, although it wasn't very powerful against aircraft it was a cheaper alternative to a whole new airfield full of firehawks, which i never particularly liked as they don't look like a VTOL

the only thing i would say against the miniguns is it does make ocra bombers over powered

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connah_r1
connah_r1 - - 58 comments

oh yeah, the new world builder stuff sounds great, but isn't showing up in mine

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UUFR5
UUFR5 - - 99 comments

Is this for Kane's Wrath???????

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broking
broking - - 3 comments

is the firehawk not soppused to have bombs or were they removed on an earlier version of TE?
sorry for asking this, i dont really read the patch notes that much

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Carnius Author
Carnius - - 1,354 comments

you dont read patch notes, that is nice, do you have an idea how much time it took me to write it all and you dont even bother to read it!

just kidding xD,I do not read it also xD

yes, firehawk bombs was removed, but he may get someting else as option in upcoming patch

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broking
broking - - 3 comments

ahh ok lol, i just skim through the patch notes btw xD

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heywenom
heywenom - - 35 comments

not worked me i cant update! help

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joker444
joker444 - - 4 comments

Carnius i would like to thank you fore your hard but if you ever going to relase a new verjon her is my tips you need to fix
I rally think nod air defense is sucks specially sam turrets really pest me off. Also the Venom helicopters or Harpy was the best unit in nod so why you change it to something bad and not that strong
however the avatar is so weak now it can't kill one unit of infantry and locks ugly .Not to mention the stealth tank is so horrible with short rate of fire and number of missile bing reduced totally useless.
simply Tiberium Essence 1.51 is a complete failure for nod units and defenses
and please leave air units the way it was in Tiberium Essence v1.4
those was my suggestion and i think it make sense because i tested it and i know how weak they become.
and if you can get a big avatar for nod that will make some balance

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LeviathansWrath
LeviathansWrath - - 842 comments

I love this mod to death, real fun thou i hate playing against nod due to the fact they spam specters, especially in the campaign, take out my hard work at building my base, anyways learned to use air units to kill them off when spotted. I used to switch back to 1.4 just to get through the campaign because i couldnt stand those things, but now woot fun stuff =)

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LeviathansWrath
LeviathansWrath - - 842 comments

Ghost stalker cant demo charge buildings or walkers like it says, also noticed bug with transport that prevents it from loading a unit if you are forced to cancel said order. Reason im bringing it up is because you cant complete bonus objective on temple prime as gdi.

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timagamer
timagamer - - 2 comments

Is that normal, that Scorpion MkII does not receive any bonuses from "Dig in" ability? Or have I misunderstood how does it works. Test showed, that any unit do same damage to burried/unburried tank.
Does that bonus apply when attack comes from friendly unit via Ctrl?
And about the range, it doesn't change :\
Thanks for explanations.

P.S. Thanks for the awesome mod! You're doing the great thing, really

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Traveller800
Traveller800 - - 39 comments

how do you get this mod to work? every time I tell it to run from the desura launcher, it just runs the normal game...not the mod...PLEASE someone tell me what I need to do to fix this

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Guest
Guest - - 689,066 comments

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Protocol-XYZ
Protocol-XYZ - - 124 comments

I was playing the Nod campaign recently, and I used a cyborg hijacker to hijack a fully ranked mammoth tank with the rail gun upgrade, but when the hijacker took over the mammoth tank the rail gun upgrade was removed and the ranks were gone, leaving the mammoth tank in it's original form.

Also this might be just me but the wolverine seems a little overpowered ._.

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