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.
The long awaited release of Tiberium Dusk 1.26 final is shaping up nicely as recently its had a whole slew of bugfixes + balances and adjustments as I'm trying to polish the mod to have a proper release.
Seen above is the new Black Hand fully revamped Purifying Flame upgrade, with all units including damage over time Napalm Units having their own respective purifying flame effects + weapons.
Follow the mod on Discord: Discord.gg
Even Specters? Nice job
Nice, now the rocket troopers and MCV needs one too ;p
omg. The Nod MCV is kinda shaped like a beak / mouth... April Fools Day Dragon mod? :D
It's been so long. Nice to see it's still being worked on!
"The flames will rise."
Excellent as always, can't wait to redo KW-camp with this new version of the mod the moment it releases, which i'll also stream on my Twitch channel. ^-^