Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.
Already available in the Tiberium Dusk 1.26 Alpha V0.11...
Join the discord server to get access! Discord.gg
Natural spreading Tiberium Fields have made a return. I'd originally attempted this on the older builds of Tiberium Dusk but it was heavily broken; harvesters often wouldn't refine the newly spread Tiberium and it often barely spread that much at all.
NO MORE! Almost all the bugs from the previous attempt have been fixed and harvesters now grab and refine tiberium near perfectly.
It would be really nice if the tib fields reverted back to their TD/TS nature, the vanilla C&C3; makes them look like recolored mineral fields from the Starcraft series, hence why I HEAVILY prefer their original TD/TS look.
The TE mod keeps their TD/TS aspect intact fortunately, hopefully this mod can restore it eventually, even as an optional patch would be fine.
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