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The long wait is over, and the next update of this mod is here! (version 1.65)

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Hello all! So I know it has been over a year almost since the last version, and how updates for this mod have gone slow for a while on moddb, but no, the mod is still alive, and I bring you guys some news! The next update is here! (1.65)

So what has changed that caused the long delay? Well, I have been trying to fix so many issues with the mod like crashes that started showing up as well as desyncs and many bugs. Most of these have been fixed, and gameplay experience is so much smoother now!

What does 1.65 offer?

Well for starters, GDI faction has been reworked! They offer a new arsenal of units:

Falcons:

A T-1 hover unit that replaces the pitbull, but its stats have been altered to be a bit heavier and slow compared to the pitbull
It benefits still from all the upgrades the pitbull had including Mortars!

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Wolverines:

Replacing Guardian APCs in the anti-infantry role, these units are more capable in shredding infantry. They benefit from the APCs former upgrades like HE Ammo

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MRTs are also now in the mod (They are the same as KW MRTs) but benefit from the utility and armor upgrades GDI has (like Adaptive Armor and Auto Repair Systems)

Now Guardian Tanks/Guardian Robot Tanks have been removed for now, and instead, they have been replaced by a new unit. Meet the Mobile EMP Cannon!

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extremely fragile, this unit fires a ball of EMP that has a massive radius. Beware though, you can only build 3 of these guys, and they have a super long reload time. So keep them guarded!

Missile Batteries

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Replacing AA Batteries, these new defense turrets shoot missiles (obviously) and have 2 abilities. They have a Lock-on ability (kinda like laser lock, the turret in the back) or normal mode. They benefit from Thermobaric missiles upgrade.

Behemoths and Heavy Harvesters

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We all know the KW Behemoths and Heavy Harvester (replacing Zone Juggernauts and Rocket Harvesters respectively), but the Behemoths have something different. Now, garrisons for this unit will not work in TW because it would break the unit's AI, so instead I gave it modules like the Nod Purifier. It can be upgraded with either a Rocket Pod or a Grenade module.

GDI does have a new upgrade as well: "Rail Gun Accelerators"

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speeding up the slow rate of fire of Rail guns, this upgrade makes railguns comparable to sonic shells now (Only accessible once normal Rail Guns upgrade has been purchased)

Nod:

There are a few major changes to Nod, but not as much as GDI. However they mostly got a lot of balance and quality of life changes (will be mentioned in the changelog)

Beam Cannon:

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This new design of the Beam Cannon will make it more suitable for defensive positions, it will be able to crush heavy infantry on the get go, clear mines with ease, and once deployed, it gains a small armor buff that should help it stay alive much longer than usual.

Marauders and new Attack Bikes!

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Attack Bikes have gotten a new model! As for Marauders, these new units are a replacement for the Raider Buggy. Instead of a machingun, they have a shotgun weapon like shredder turrets, have more health, but benefit from the same upgrades as Raider Buggies. (EMP Coils and Charged Particle Beams)

Stormbringer AA Turrets

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These new laser AA turrets will be replacing the SAM Turrets. Benefittin from Purifying Laser and Quad Turret upgrades, these new AA turrets will make quick work of nearby enemy aircraft.

Scrin:

Now for Scrin, they have no new units or new defenses. Instead they have a new "Tech Center" similar to GDI's Advanced Research Lab/Nod's Temple of Redemption.

Storm Obelisk

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This new structure so far only provides 2 upgrades and 1 support power.

The support power is a deployable Ion storm which can be placed anywhere on the map and it lasts for some time. As for the upgrades, one of them is the Ion Storm armor upgrade which you all know. The other one called "Ionizing Atmosphere". Once researched, an ion storm will spawn above all main structures including the Rift Generator and Control Node.

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Misc:

Other than these new updates covered here for each faction there are many more things not mentioned, including QoL changes, bug fixes, balance changes, and more which are all covered in the changelog.

However, onto the major miscellaneous changes:
Engineers can now repair damaged civilian buildings!

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This ability exists for all Engineers, and they won't be consumed like how the older cnc games kill the engineer when they repair civilian structures. (Also you still will be able to garrison the structure if you wish, but ability can't be used while garrisoned)

Another thing regarding civilian structures, garrison clearing these structures have been reworked! Anti-garrison units/structures (exception of Buzzers and Incinerator Tower) will no longer instant garrison clear, but take out a squad one by one, member by member. This increases the effectiveness of garrisons instead of them being wiped out in a single hit

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Other than this, most miscellaneous changes will be mentioned in the changelog.

Finally, to end this article, more skirmish maps have been added!

> FS Devils Tongue - 2 players (Made by Kella)

Devils Tongue


> FS Tournament Simulation (Made by Metaph4r

Tournament Simulation


> FS Cityside - 3 players (Made by Kella)

Cityside


> FS Dunes - 3 players (Made by Kella)

Dunes


> FS Downtown Breakdown - 4 players (Made by Kella)

Downtown Breakdown


> FS Ice Age - 6 players (Made by Kella)

Ice Age


The Tower Defense map has also been redesigned! (By Kella)

TOWDef


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Credits: (These are also mentioned in the changelog)

Credits go to these people who helped me with this version: thank you guys so much for helping me :D (even if it wasn't a direct help, like having public assets to use)

- Stygs (Owner of TW Advanced mod: Moddb.com):
> Helping me with portraits and giving me feedback on them (esp. when I remade all the GDI ones with their original skins)
> Missile Squad foxhole digging animation as the model of the unit had to be properly edited
> Some aspects of the Zone Commando portrait
> (and Golan) for the Nod power plant laser fence model

- Carnius (Owner of Tiberium Essence mod: Moddb.com):
> Falcon model, Wolverine model, Orca model, Beam Cannon model (A Mix of his Scorpion Tank and Basilisk Beam Cannon models), and the Nod Warfactory/Shrine doors
> Some aspects of the new GDI missile squad portrait and the Mammoth Walker MK.II portrait
> His Snowy trees and shrub models

- Alex06:
> Grenadier Squad portrait

- ErastusMercy/VinifERA (Developer of Twisted Insurrection: Moddb.com):
> (and Stygs) for the Sniper Team portrait
> Tiberium Fiends portrait (I thought they were made by Stygs, so I credited Stygs for it, but now i know that they were made by Erastus, so credit correction)

- theHostileNegotiator:
> Many KWB (Kane's Wrath Bandage) fixes, here is a link to his mod on moddb: Moddb.com
Also the code for KWB on GitHub: Github.com

- GenesisAria:
> From the C&C Mod Haven discord, used one of the audio files of the beefed up prism ray

- Kella/Verhoatzer:
> (and Metaph4r) The map makers! :D
> Redesigned the Tower Defense map

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Hope you guys enjoy the new version of the mod! Any feedback as well is appreciated, plus if there are any suggestions, let me hear you! :D

See you on the battlefields, Commanders!

Comments
Radu273
Radu273

wow! a lot of changes in this one!

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Firehawk-Ph4ntom Author
Firehawk-Ph4ntom

I put a lot of effort onto this one, hope you enjoy :D

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Guest
Guest

i really appreciate the garrisosning change :O

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Firehawk-Ph4ntom Author
Firehawk-Ph4ntom

glad you like it :D

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Myrion_08
Myrion_08

Yes! Foxholes are now actually somewhat viable!

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Firehawk-Ph4ntom Author
Firehawk-Ph4ntom

hehe yes :D

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Guest
Guest

Only started playing this mod now, but lord it’s amazing. I love your vision to how the factions turned out. It’s a pity the Scrin didn’t get that much love, but it’s still impressive what you have done. This is definitely on my new top mod list. Keep up the epic work!

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Firehawk-Ph4ntom Author
Firehawk-Ph4ntom

Thanks! Glad you are enjoying the mod! :D
Well, the issue with Scrin is just that there aren't that many models out there for them to tinker around with. However, they compensate for that with their upgrades and abilities.

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nerozzero
nerozzero

good

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Firehawk-Ph4ntom Author
Firehawk-Ph4ntom

gooooood

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Hijacker_Ghost
Hijacker_Ghost

And here I thought you were done with the mod. Awesome work dude!

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Firehawk-Ph4ntom Author
Firehawk-Ph4ntom

Yea it took a long while for me to finish working on this version, thanks!

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Jared8Wally
Jared8Wally

Can you Replace the Wolverines to the Wolverines MK II And as for the Titan to the Titan Mk II. Hover Multi-Launch Rocket System (MLRS) Plz add them from TS And the Medic. when this update well come out.

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Guest
Guest

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Activestream1
Activestream1

I really enjoy this mod with some of the new features the only thing I don't like about this new GDI AA missile battery is the slow firing rate the damage ratio to scrin carriers and fighters even with the Thermobaric missiles upgrade don't seem to do the more damage than the original anti flak guns with the tungsten upgrade rounds and the slingshot with its speed of movement and rapid fire makes a better anti vehicle than the missile hover tank. I hope the next patch you will bring the original GDI AA flak guns and slingshot as for now it feels really unbalance for GDI air defence against massive Scrin carrier groups in brutal gameplay. thanks
for this great mod hope to see more updates soon.

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Slayerogue
Slayerogue

How do i play this mod or Tiberium Essence? Are the mods Campaign mods or just skirmish units?

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Bolognapony621
Bolognapony621

Just beat GDI and NOD campaigns on hard. It was alot of fun. Im on the first mission for scrin and GDI wont stop attacking. So i dropped the difficulty down to easy and it hasnt changed.

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