Tiberium Resurrection 3.5 - what to expect?
Hello everyone, we are not having a break in-case you are wondering. Instead, we are working on the update 3.5 to deliver it as soon as possible and with as many good changes as possible! I decided it is time to reveal some key features that will be present in TR 3.5. Lets get to it!
Firstly, I am very happy to announce that the Prologue is completely re-made to make it worthy "introduction" in TR story! I have many, many exciting things to reveal about it (including its own trailer), but for now I can only tell you that it is more than 2 times larger in width as well as height and share this beautiful screenshot with ya!
Secondly, we hope to bring up to 4 new OST's! You can already listen to two of them here!
Next up, we hope to bring up to 5 new minigames and up to 5 remastered maps! Besides, we will also introduce some juicy modifiers for all skirmish maps, but more on that later...
You can look at the Grassy Knoll remaster here:
We are also bringing partial Forgotten Faction in-game via Mutant Armories! We also have unique cameos for them all
Last but not least, the update will include another balance changed, enhancements and fixes to the vanilla game!
note, that these changes are not final and we might surpass our goals or decide to not include some features just yet
Have a wonderful day and stay safe ya all! QUICK_EDIT
Tiberium Resurrection 3.5 - trailer and release date
Hello everyone, we have been all working on the update for quite some time now! Today I am very excited to reveal the trailer and release date for the update 3.5, so lets get to it!
Firstly, this trailer will be... different than the last one. While the last one covered most of the upcoming changes and features, this one is supposed to be a nice introduction to TR story (and especially the Prologue, which will be fully featured in this update). Also, there is an amazing feature leaked in this trailer, so we will see how many of you notice - 4th of June, 7pm CET -
Next up, the update 3.5 is coming out shorty! I am personally excited about the upcoming remaster, so I will give ya all time to enjoy that for a while
19th of June - in 3 weeks
I still have plenty stuff to tell ya about the update, so stay tuned for the future posts!
12 000 views on CnCNet, 14 700 views on ModDB, 10 500 views on PPMforums, 2 500 views on W3DHub and 2 000 views on CnCNz
Thank you very much for all the support, feedback and quite growing excitement regarding the update 3.5. We are all doing our best to release as good version as we can. While we are at it, we recently released a trailer for the first campaign mission! And yes - No Strings Prd is in-fact the new GDI voice assistant
Hello everyone, I have some bad news this time. The update 3.5 was supposed to be out this Friday, but we need more time to test and finish the work to deliver BIG quality update. The new date for the release is set to 28th of June... And now onto the positive stuff!
The update 3.5 will feature light Re-Shade enhancements to match the TR theme even more as well as AI enhancements to make the AI a bit harder and better. More to come in the update 4.0
After a nearly 4 month break I am very happy to talk to you again. The 2020 seems to be really crazy year for everyone (including me). Either way, I hope you are all healthy and doing good. I spent my summer climbing mountains and hiking and I hope you all found an activity that kept you occupied (like playing remaster). TR development was stagnating, but has been resumed in September. We are already making a great progress so expect further updates occasionally!
First of all, I am currently working on another 1v1 map - Desert(ed)! The map is supposed to be mildly big "playground" desert that players can explore. I am trying to make it feel like an actual desert with an oasis all all the other parts!
Next up, GDI is gonna get an AA vehicle - M-Flak! Fast scout and Banshee slayer - depending on how you use it
The goal is to give GDI ability to efficiently defend against air enemies while keeping the mobility of an army. You just gotta micromanage these guys a bit and please - do not send them in the front line
Furthermore, both factions will get an advanced harvester! These will become available later in the game and will try to reflect on faction's play-style
GDI will get sturdy, but slow harvy that can take much more tiberium than the regular one while Nod will get a cloaked one with smaller capacity for your spec ops mining operations!
This all is WIP at the moment, so their look / stats still might change
Stay tuned for more news, changes and updates!
See ya soon QUICK_EDIT
Greeting Commanders! I'm known as Tiberius, and in celebration of TR's 2-year anniversary, it is my pleasure on behalf of the TR staff to share a detailed look into what has been going on behind the curtains for the past few months, as well as our plans moving forward!
Something big has happened for TR; Askhati has joined us as a staff member, and is graciously lending us his talents as a voxel artist and building editor. This of course gives us a whole new level of possibilities moving forward, and a lot of our focus lately has been on deciding and designing on TR's visuals and new assets. With that, I would like to present just a peek at what Askhati has been up to:
With this update, TR now features advanced harvesters, available at the third tier of advancement (Tech Center/Temple) for a higher price. These are specially designed to fit a faction's doctrine and style for some unique advantages and drawbacks.
For GDI we have the Atlas, a super-heavy harvester that sacrifices some speed in order to have both better armour and carry capacity. Furthermore, it carries scanners to detect any Nod stealth ambushes, and is all in all designed as a more survivable "frontier harvester" best deployed at exposed outposts.
For Nod, we have the Stealth Harvester. It is light and has a smaller cargo hold than the standard harvester, but instead carries cloaking technology. As such it can steal valuable strains of tib from beyond your base without exposing itself, or it can operate at home and make it difficult for GDI to spot and target your harvesters.
Each faction is also getting a brand new fighting unit!
This is the Mobile Flak IFV – or M-Flak for short. It is immediately available as you build your War Factory, and fills two gaps within the GDI roster: First of all we hated the idea that GDI was absolutely required to tech up in order to have a mobile answer to aircraft, as it shoehorned players into a certain build order before they could proprly expand or attack. Secondly, GDI's slow walkers make it hard for them to properly scout early in the game, especially on big maps. This light IFV with its dedicated AA dual flak cannons now allows GDI to do both, but it is fragile and has no defense against grounded attackers, so the more advanced later options still have some advantages.
Nod's new fire support unit. It carries a rapid-fire laser and is perfect for melting any target from behind a wall of Tick Tanks, synergizing perfectly with Nod's existing army. To carry enough power and not overheat it has had to sacrifice armour, and its strength lies in its varsatile damage. As the portable laser it quite advanced, you will need a Temple before you can field them.
We are in the process of "redesigning" some of the existing units, giving them a facelift and making them better visually reflect any balance changes TR has made to them:
The Amphibious APC looked outdated and out of place with it being fully remapped to the player's colour, so we updated it to simply better fit it.
TR's Disruptor is quite a bit lighter than that in vanilla TS, and its graphics now reflect that with its exposed tracks and the hull being less of a solid block. Detailing has also been improved in general. The white bits you see are heat sinks for the weapon.
Less beach-buggy, more military vehicle, we feel that this fits better with Nod having moved on from their rag-tag and improvised roster of TD.
The Devil's Tongue has received a much needed upgrade in its detailing – you can now actually make out the tracks and grinders, instead of it being a bright grey shoebox.
Even more is in the works, both updates to existing models as well as more original units!
The update will feature many new as well as a few enhanced maps. Each of the maps is unique in a way to prevent the game from feeling stereotype-ish.
In addition, the Prologue has been updated and enhanced based on the feedback we received to achieve better and bug-free experience! Besides that, we are very happy to hear that you enjoyed playing the Prologue. We are sorry that it is currently placed as an addon, but worry not - we are doing our best to fix the issue and make downloading the Prologue a bit easier.
Last but not least, we started the development of the 2nd campaign map – Propaganda Forecast. Unlike its predecessor, this version will offer maximum possible freedom for the player during the whole gameplay with the addition of amazing cutscenes and richer story telling like in the Prologue. You will be able to track the whole development of this map via YT series focused on detailed map-making process. Besides other things, we believe this will serve as a motivation and help for other mappers in the future! QUICK_EDIT
Hey Lucas, it is good to see someone else is also into the idea of creating a story driven mini campaign that ties into the original story.
Just seen a quick video on the prologue. You have introduced a new mutation of Tiberium into the story line however it does not appear - obviously - in the rest of the original game. Wondering if this made you realize that for the sake of story continuity you will have to totally eradicate this new Tiberium mutation by the end of your campaign? QUICK_EDIT
- player no longer named "LucasSK" upon installation
- merged "the Prologue" addon with the main game (follow instructions in "New Campaign" menu to play it - props to Bittah!)
- fixed invisible Armories bug
- fixed Infinite Tiberium option turning red tiberium to blue
- nerfed the AI (since difficulty "medium" and above was nearly unbeatable)
- buildings now lose health much faster when on low power
- added Among the Titans and Legacy of Nod
- removed Trib in the Tib
- Prologue 1.1 - enhanced version of the Prologue for even better experience
- added 2 skirmish maps - Ravine and Desert-ed
- remastered Limited Access
- updated already existing skirmish maps
- fixed City Rally glitches
- fixed Tiers of Sorrow forced Ion Storm
- removed Fields of Insurgency
- added Watchman and Atlas Harvester
- added new voice lines for APC
- updated Disruptor and APC textures
- updated Power Plant (needs only 1 upgrade instead of two to produce maximum power)
- tweaked Orca Fighter fire sound
- tweaked Hover MLRS
- tweaked Juggernaut
- tweaked JumpJet
- tweaked Vulcan Tower and its fire sound
- buffed Titan
- buffed Tech Center
- buffed Refinery
- buffed War Factory
- buffed Construction Yard
- nerfed Wolverine
- nerfed Disc Thrower
- nerfed EMPulse
- nerfed Disruptor
- nerfed Orca Bomber
- nerfed Ghost Stalker
- added Stealth Harvester, Scarab Tank and Ravager
- added new voice lines for Stealth Tank
- updated Buggy and Devil's Tongue textures
- fixed Buggy turret offset
- fixed Reaper firing position
- tweaked Devil's Tongue
- tweaked Buggy and its fire sound
- buffed subterrannean vehicles underground speed
- buffed Refinery
- buffed War Factory
- buffed Temple of Nod
- buffed Construction Yard
- buffed Laser fence Post
- nerfed EMPulse
- removed Tick Tank (for now)
- added 4 civilian vehicles - Tanker, Mass Hauler, Flatbed and Lorry
- updated Scavenged Tank textures
- buffed Mutant Sniper
- buffed Mutant
- nerfed Tiberian Fiend
- added 5 destroyable rocks
- added 1 infested city building
- added a Snowman
- re-balanced Crates (again)
- nerfed Red Tiberium value QUICK_EDIT
?Fellow TR fans, it has already been more than 10 days since 4.0 release. We really believe that you enjoy the update as much as we are looking forward to the next one. If you found any bugs, please report them immediately to the staff on our Discord server! So far, we are only aware of desync that can be encountered when playing online with friends and bots simultaneously. Worry not though, this issue will be fixed in the next update!
As always I wanted to share some news with you regarding TR
First of all, you may have noticed that TR has a new logo! HUGE props goes to CCHyper - https://www.artstation.com/cchyper for making this awesome design! It is already present on most of the TR sites and forums and soon it will be noticeable on our YouTube channel as well!
Secondly, zoom3000 posted another great gameplay from the newest build. Yet again he managed to find some slight... *cough* imperfections that will be patched by 4.5. You can watch his video below!
Lastly, I would like to ask for your help! TR currently seeks new testers and voice actors. As you know, there is never enough people for these 2 roles. In-case you have some spare time and are either experienced TS player or curious voice actor, feel free to contact us on our Discord: https://discord.gg/jwRerrV. We will be delightened to welcome some new faces into our team!
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