Shattered Paradise is an expansion for Tiberian Sun on Openra, it's goal is to (im)balance the game by adding new factions (Scrin, Mutants and Cabal) and reworking the original sides, all of this to create a game a little more varied and balanced than TS. The mod puts a lot of emphasis on making the factions as asymmetric as possible.

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After about 4 months of community growth and testing the waters we have finally decided to release a new public update that is mostly focused on important balance changes, but also brings in a bunch of bugfixes and even some new maps along with Mac support! The changelogs can be found by following the links below.



Unfortunately, currently the campaign development progress is insignificant due to the lack of manpower. At the moment the only available mission features a C.A.B.A.L. strike group infiltrating a Nod base and taking over a captured C.A.B.A.L. MCV. We're still looking for enthusiasts who are ready to contribute to the campaign's creation with their skills and devotion, so if you consider yourself useful or helpful in this regard, feel free to contact us on our Discord server.

"Cabal strikeforce showing no mercy to the Nod forces guarding stolen C.A.B.A.L. property"



You are also welcome to participate in the upcoming 3-day Shattered Paradise Tournament that will commence on December 21st, 2018, hosted by none other than FiveAces! More info regarding the tournament can be found by following one of the links below.

We wish you to spend your time and celebrate the winter holidays as nicely as possible, and participating in the tournament, helping us out with the campaign or simply playing Shattered Paradise casually with us are awesome ways to do it! Thank you, and have a great day!


Links:

Update 2018-12-10 Download Page

Playtest 20181121-I balance changes
Playtest 20181209 balance changes
Shattered Paradise Tournament info
FiveAces' YouTube channel
Our Discord server

Shattered Paradise has been released

Shattered Paradise has been released

News 18 comments

After 3 years of hard work, the mod is ready to be released, finally.

Dev Blog #4

Dev Blog #4

News 5 comments

A summary of graphic changes and new in game mechanics.

Dev Blog #3

Dev Blog #3

News 6 comments

A summary of what has happened since the last dev blog.

Dev Blog #2

Dev Blog #2

News 6 comments

Second Dev Blog, it covers a few unit reworks and the Offensive Superweapons for CABAL, the Forgotten and the Scrin.

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Shattered Paradise Build 20181210

Shattered Paradise Build 20181210

Full Version 2 comments

SDK Installer for Shattered Paradise, read description for extra links and information.

Shattered Paradise Build 20180728 III

Shattered Paradise Build 20180728 III

Full Version 14 comments

SDK Installer for Shattered Paradise, first release, read description for extra links and information.

Comments  (0 - 10 of 61)
Ursus-Augere
Ursus-Augere

I love your work. I only found your mod recently, but it's already one of my favorites.
I read that work on campaign looks dire at this time, but is there a chance the original campaign will be part of your mod?

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DoDoCat
DoDoCat

Nice work, man :)

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SquishyforGDI
SquishyforGDI

Hi, in map editor how do I change the height of tiles to build hills? Thanks, and apologies if there's an obvious tutorial somewhere

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Nolt Creator
Nolt

You dont, the map editor doesnt have elevation support for isometric mods, you are better off using Final Sun and importing the map to OpenRA using the utility later on.

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SquishyforGDI
SquishyforGDI

Ah ok, cheers

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D.Va-N
D.Va-N

Voted!
Thank you guys, really nice job

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Guest
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Fhood
Fhood

damm this is one of the best games ive played all year, and maybe one of my fav RTS ever, its just hard to call this "a mod"

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commanderbuttercup
commanderbuttercup

just got yesterday all night sooo good ,i tried the different armies very impressed whit it so far its outstanding i must say.
can u please give a rough idea when the Al will be don made a bit harder at the moment its not v hard. thanks

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Nolt Creator
Nolt

AI improvements are linked to ORA development and not this mod, so I cant give you an estimate at all, at most the only thing I can do is make it harder than smarter (money cash and stat buffs), but thats not what I would call fair difficulty, so only the money cash is in, without it the AI would get stuck trying to build from three queues, with a single harvester.

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commanderbuttercup
commanderbuttercup

thanks for the reply Nolt, once again outstanding job whit the mod, so can the AI in open RA be copped in to your mod would that work if so how would i do it..

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