Kane's Wrath Reloaded is a partial total conversion and balance mod for Command & Conquer 3 Tiberium Wars designed to change and make gameplay the way it was meant to be played. Unlike the original Kane's Wrath expansion for CNC3, this mod for CNC3 will not be played under most KW current gameplay changes and conditions. New gameplay changes, edited content and most units imported from KW and C&C4; (yes, they are real) will add and combine to the strength of the new gameplay experience for this mod.

Report RSS Version 0.7 Released

This is latest beta version of Kane's Wrath Reloaded with a few fixes and some new additions.

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This is the last update of the season before the upcoming version 1.0 release coming this fall. For the first time ever in my C&C modding experience, not only I got the new support powers working ingame, but also I got the Steel Talons and Zocom sub-factions working as well. Unfortunately due to technical issues that need to be resolved, those sub-factions did not make it for this version 0.7 release. Adding sub-factions into this mod will take more time to re-structure and re-organize before all of this is done. The skirmish AI part for those sub-factions is also under way and that requires lots of testing. So enjoy while you can with this latest version of this mod.


Changes in Beta Version 0.7:
• Added the millipede head to the Mechapede, completing its look. However the head comes out first outside on a position, not from inside the Warp Sphere, before the eight millipede bodies merge with the head. Cost increased to 2000 in 20 seconds due to its weapon and armor overpowerness.
• Fixed an issue with one of the missing unit select responses for the GDI Sandstorm.
• Added the missing sounds for the GDI Sensor Array. Order of building this structure corrected.
• Cultists now cost 2000/20 in a squad of three. Ability still remains.
• Mastodon now fires with double sonic shell weapons instead of railguns and it’s the same sonic shell weapon used from the MARV. Splash damage increased slightly. Cost increases to 5000/50.
• Master Countermeasures support power ability moved to Nod Tech Center from Temple of Nod.
• Added Tiberium Scan Vibration support power to Nod Tiberium Liquidation Facility which can now detect both Tiberium-related objects and power plants.
• New support powers available to use:
** Power Signature Scan (Nod) – cost 300, cooldown 60 seconds. Detects all power plants on the map.
** Shock Swarm (Scrin) - cost 3000 with 3 veteran Shock Trooper Squads teleporting anywhere on the battlefield. Requires Signal Transmitter, cooldown is 240 seconds.
** Ion Storm (Scrin) - cost 5000, requires Signal Transmitter, cooldown 6 minutes. This is very much similar to the Allied Weather Control Device superweapon back at RA2. It spreads 9 clouds emitting electrical shocks to a large area effective against anything.
• Support power changes have been shifted in this final order (some have yet to be added). The ones not mentioned remain at default:
** Alien Technology Assembler: Phase Field, Stasis Shield
** Alien Signal Transmitter: Shock Swarm, Ion Storm, Wormhole, Mothership
** GDI Command Post: Radar Scan, Orca Strike
** GDI Space Command Uplink: Zone Trooper Drop Pods, Shockwave Artillery, EMP Cannon
** Nod Operations Center: Radar Jam Missile, Decoy Army, Cloaking Field, Mine Drop, Shadow Strike Team, Power Signature Scan
** Nod Tiberium Liquidation Facility: Tiberium Scan Vibration, Seed Tiberium, Catalyst Missile, Tiberium Vapor Bomb

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