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.

Post news Report RSS Tiberium Dusk 1.25 Testing Footage

Testing footage footage showing new "Airburst" weaponry and the early testing stages of the Mutant Hijacker.

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Tiberium Dusk 1.25 - mechanics testing video

Airburst Projectiles

In another above video shown are two new mechanics that will be changing the way Kane's Wrath works majorly as I continue working. ;)

The first mechanic shown is Airburst projectiles, though obviously buggy at the moment, the airburst mechanic works successfully and can be used to shower a rain of projectiles on an area.

The main development this is going to be used for is a recreation of the Nod "Multi-Missile", the classic Superweapon from Tiberian Sun. I do plan on using it for other things however such as Artillery and special powers. :D

Mutant Hijacker

The second mechanic shown is the new "Mutant Hijacker", still in its testing phases he can only capture specific vehicles currently and provide "infiltrator" effects to certain buildings; for example:

  • Can powered down "powered" buildings for 1 minute, effectively disabling them.
  • Can disable the radar of radar structures for 1 minute
  • Can steal money from resource structures

When finished this will work across the board, with the hijacker being able to steal T3 units (Mammoth Tanks, Tripods, Avatars etc) and being able to enter any building (he can only enter GDI structures currently).

Its reasonably hard to see his remodelling from the Nod Militant in the video, but its easily visible ingame.

Other

There are other mechanics / features that have been implemented, from fixing up the Mastodon (still needs working AI script for subweapons), implementing a "No superweapons" option and various other rebalances such as the buffing of MoK basic cyborg units and Scorpion tanks. (Seen in the video at the end)

Planned Renegade OST

I'm planning on adding several more songs from the Renegade OST as well as a...

Possible 2nd mod for Red Alert 3...

This probably wont come quickly / any time soon, but I've been planning the groundwork for another "classic" style mod for Red Alert 3, I've been tinkering around with the RA3 Mod SDK of which I've been using in order to create the airburst effect above (though RA3's Sage Engine parameters were completely different to Kane's Wrath, so it was pretty hacky to get it to work, there's no Apex based projectile explosions in KW)...

Red Alert 2 was one of my favourite games as a kid, so making a "sister" mod to go alongside Tiberium Dusk would be something amazing that I'd love to undertake, assuming that the workload isn't too big.

This may or may not happen, but as far as what I've already considered in my head; this is what I envision:

  • Return to the Classic Red Alert Soundtracks (fairly easy to implement)
  • Classic style gameplay, removal of the overly micro-orientated unit switching / ability mechanics
  • Classic sound effects
  • Possible implementation of the gore system already in Tiberium Dusk
  • *possible* changing of the eco system, though this is probably more effort than its worth
  • Removal of the excessive goofiness, making a more serious game
  • Making special powers reliant on buildings rather than "Generals Points", as in C&C3.
  • Changing unit behaviour to behave in a more "classic" fashion, not sure how this would be implemented across the board, but it would be something fun to make.

Patreon

Recently I made a Patreon (thanks to a suggestion from a friend) which is in its early stages, here's my account link anyway:

Patreon.com

Hope everyone's keeping well, and apologies that I've been fairly slow going / quiet recently, been a lot of new things I've been trying to learn which has taken up more time than I'd originally anticipated.

Thanks for staying with me. :D

Comments
egozi44
egozi44

Dk if the Patreon thingy is legal cause it's like someone making money from modding a game that still have copyright and etc. I don't think EA will like the idea :o

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Burakkuhāto Author
Burakkuhāto

Forums.thesims.com

I don't know about that, but EA has already addressed stuff like this. From what they've implied its basically "OK" so long as there's no paywall to any content that you release. I know that's Sims and it doesn't necessarily apply to Kane's Wrath, but its still an EA IP.

I NEVER intend to release paid mods in any way, shape or form; the Patreon is only for donations towards any work I do assuming people want to support me, it'll be neither forced nor a requirement to play the mod.

If EA ever wanted me to remove it, I wouldn't think twice. :P

Now I know that Bethesda has had some asshattery about Patreons and Mods, but I've seldom heard of it from EA; though I do believe the Bethesda modders were greedy enough to put their work behind paywalls, which is something I completely disagree with.

I used to download C&C mods all the time as a kid, I'd be a hypocrite of the greatest form if I did something like that. lol

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shaithias
shaithias

Hey, the mutant hijacker should have a "throw spy pod" ability. Basically throws a stealthed pod that provides vision in the area it is thrown with no death timer. It would play into nod's overall information warfare advantage against GDI.

Also, I won't donate through patreon on principle (they have closed people's accounts without reason, and have done some shady stuff) but I will donate bitcoin. Post your bitcoin address and you will get some ^_^

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Burakkuhāto Author
Burakkuhāto

Hi mate, sorry about the long time no talk. Been having a little break recently and trying to run a server for Unreal Tournament 3 which has been a pain lol, but I managed to get it working good.

I've had a little break recently from the mod mainly so I don't get burnt out. Long story short, working on the multi-missile seems to be a WAY bigger investment of time than I was expecting due to the horrible way the EA nuke works.

Essentially, rather than relying on in-engine physics to have the missile drop, its essentially just an animation applied to a mesh, its "technically" on the ground the entire time rather than falling from the sky. This caused issues with the airburst weapon which relies on actual momentum for its projectiles to rain fire below, which means that the projectiles would act all freaky when the "airburst" happened...

Upon realising this I was pretty annoyed to say the least, so I decided to take a break from things. I figure that it'd be better if I started to work on simpler things for now and work on rebalancing and a list of broader changes rather than a few interesting things and I'll work on big stuff later on. :P

These things include: Regenerative abilities for MoK Scorpions, possible reckoner changes for all 3 factions, all sides having infantry healing structures, possibly changes to the Zone Troopers / Zone Raiders (which I find go underused, except when used in hammerheads / marv), more usage of strategic abilities like mines for Nod vehicles (possible EMP mines? Could be really cool concept) and the changes I originally intended on implementing for the Nod Stealth system (preventing infantry from magically seeing structures, making GDI detection methods better and other stuff)...

Got a lot to do, but if I throw some of the "big ideas" out the picture for a moment, it feels easier to accomplish. The big things are cool to work on, but they can be pretty nightmarish too. xP

I need to finish off the Mutant Hijacker too. He works well at the moment and does as intended, but his code needs to work for every unit, rather than a few. The pod idea could be pretty good too, have it simply work like the Shadow Teams' ability but for different usage. I'll see about doing it once I fix all his other issues.

I know Patreon is pretty weird, they screwed over some of the YouTubers I liked simply due to politics. I don't really know where to start with Bitcoin, idk if you could suggest any Wallets to use? There's so many lol. o.O

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nuruddinshah52
nuruddinshah52

Regenerative abilities for MoK Scorpions

Ooo make sense "Defender"Scorpions after all

possible reckoner changes for all 3 factions, all sides having infantry healing structures,

Ooooooooo YES YES YES

possibly changes to the Zone Troopers / Zone Raiders (which I find go underused, except when used in hammerheads / marv),

Hmm... I have no input cuz I'm more vs AI

more usage of strategic abilities like mines for Nod vehicles (possible EMP mines? Could be really cool concept)

Hmm I think of the Buggy for that ability

and the changes I originally intended on implementing for the Nod Stealth system (preventing infantry from magically seeing structures, making GDI detection methods better and other stuff)...

PLZ DO SO FOR GDI ANTI STEALTH. It hard without a mobile anti-stealth
The Outpost is good for long range scout but for anti-stealth
it suck. Cuz It you can destory it....welp there goes the army
Nod Shadow Teams can take out my rocket troopers and MG boys there goes for my mix combat group

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Burakkuhāto Author
Burakkuhāto

Yeah, the EMP mines will essentially be more defensive than using buggy.

Whereas buggy is pretty offensive, being a fast vehicle to spam at approaching enemies, a bunch of stealthed EMP mines placed before the enemy arrives would work to similar effect, albeit less predictably.

And I do plan on GDI having a dedicated Stealth Detection unit that is static (sensor array outpost) and one that is mobile, with different ranges for both. The array will be much better if you can defend it, but the mobile unit will help more aggressive attacks.

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Burakkuhāto Author
Burakkuhāto

Right, the new MoK Raider / Scorpion Tank has a different ability rather than just "Dig in" like Tick Tanks (which isn't very flexible anyway).

"Composite Armor". It essentially functions like real life tank armor, the Marked of Kane Raider is extremely well armored on the FRONT of the tank and the FRONT only.

It has a very slow self-heal that works when NOT in combat, to make it a highly balanced defensive vehicle.

Essentially, its fantastic for holding the line, facing the enemy head-on, however it MUST use reverse move to retreat and they must NEVER get flanked, otherwise they risk being made easy pickings out of very rapidly. A good well commanded wall of Defender Scorpions will be able to soak up fire, put up a fight, and retreat to safety to heal when necessary, whilst providing excellent cover for troops at their new price: 900 credits.

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nuruddinshah52
nuruddinshah52

WHAT 900 (or it over 9000)
Note to others. Of this time it 800 credits for 1 tank

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