Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines and enhances Tiberian Dawn and Red Alert using a heavily customized Tiberian Sun engine. Featuring all 4 factions (GDI, Nod, Allies and Soviets) with extremely polished gameplay, DTA allows you to mix and match the factions as you'd like in tons of new multiplayer maps and challenge yourself in dozens of original missions.
You might've noticed that we released version 9.8 of DTA last weekend.
This is a relatively smaller patch, consisting mostly of balance and gameplay changes. They are, however, fairly important ones, and address several feedback items that our community has given to us over the last couple of versions. We'll go over the most significant of them and explain our motivations behind them.
Before that, however, let us mention we also added a bit of new content with this update: the "A Bridge Too Many" Co-Op mission, and the "The Ice Must Floe" multiplayer map. Grab some friends and go play them!
Starting with the gameplay changes, we reduced the damage green tiberium causes to infantry by 37.5%. Previously green tiberium dealt as much damage to infantry as in Tiberian Dawn, while our maps, including tiberium fields, are typically are much larger. This denied infantry use in tiberium-heavy maps a bit more than we, and our players, liked.
Not surprisingly, the advanced infantry, two of which we added in the previous update, didn't have their balance entirely perfect and they have been adjusted:
We also adjusted the balance of some of our aircraft. We likely aren't done with tweaking aircraft yet, but here is a "first batch" of balance changes as we continue to work on more of them.
And then, some individual unit changes:
We recently moved the Nod Cyborg epic to tier 3 (Research Facility) from tier 4 (Temple of Nod), alongside the Stealth APC. We felt this was good for making Nod's power progression more linear, but it also turned out to open the door to some really oppressive mid-game cheese attacks with Chem Warriors and the Cyborg in a Stealth APC, especially if the Nod player rushed for this combo. To balance it, we've moved the Stealth APC back behind the Temple.
Version 9.6 made the Chrono Tank actually powerful again, and now it truly works for multiple purposes, including epic fire-support and surprise cheese attacks on the enemy's base. It is powerful enough that we felt it no longer needed its anti-air weapon.
Talking about anti-air, we felt that Allies needed to spam a bit too many of these to achieve an effective mobile anti-air defense. It made them tedious to micromanage, especially because Allies depend relatively a lot on numbers even when it comes to regular ground forces. We shifted its power to be less spam-based by increasing its price and damage, so you need fewer of them for a decent AA cover.
Finally, this is not related to gameplay anymore, but we also remade the mission briefing screens to be higher in resolution and closer to those of the original games:
New mission briefing backgrounds created by Bittah_Commander
That covers most of the changes for version 9.8. Alongside these, we've also been doing a lot of work helping CCHyper get the Vinifera engine extension ready to be usable for the whole TS modding community, and continued work on the Covert Revolt campaign, still scheduled for next year.
As usual, you can download the build here on ModDB, or if you have DTA installed already, you can update through our client.
See you on the battlefield, commanders!
Detailing some of the design choices in our latest update.
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This is the full version of Dawn of the Tiberium Age v9.6: all files necessary to play are included, so you also don't need to have the original game...
This is the full version of Dawn of the Tiberium Age v9.5: all files necessary to play are included, so you also don't need to have the original game...
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