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Dawn of the Tiberium Age 9.0.0 has been released!
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Dec 20, 2021 9:17 pm    Post subject:  Dawn of the Tiberium Age 9.0.0 has been released!
Subject description: Reconquering the past with a clearer sight to rule the future.
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Hello everyone! A new version of Dawn of the Tiberium Age has been released yesterday.



Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here are the changes and the fun stuff from Dawn of the Tiberium Age 9.0.0:

Quote:
Version 9.0.0:
Released: Dec 19, 2021

   Added: The client now displays difficulty rank icons for missions that you've beaten (Credits: Rampastring).
   Changed: The CnC-DDRAW renderer was updated to the latest version (4.4.5.0) and it's now selected by default instead of TS-DDRAW (OGL) (Credits: FunkyFr3sh).
   Changed: You can now select individual missions from campaigns directly from the "New Mission" menu after you've beaten them (Credits: Rampastring).
   Changed: The client's layout has been adjusted to be more more optimized for 16:9 resolutions such as 1280x720 (Credits: Bittah Commander, Rampastring).
   Changed: The Teal team color was made brighter in order to make it more noticeable on grass.
   Changed: Nod's Stealth APC now requires the Research Facility to be built, instead of the Temple of Nod.
   Changed: The "The Toxic Diversion" campaign is now easier on the Normal and Easy difficulty levels (Credits: Rampastring).
   Changed: Difficulty labels have been customized for each mission to make their intended difficulty level clearer (Credits: Rampastring).
   Changed: The Toxic Diversion finale 4C has gotten several improvements to bring its quality on par with newer missions (Credits: Rampastring).
   Changed: The Toxic Diversion finale 4D has been remade (Credits: Rampastring).
   Changed: The Enforcer now self-heals, its price has been increased from 2400 to 2500 and it now also requires a Service Depot to be produced.
   Changed: The Chrono Tank now requires the Chronosphere instead of the Advanced Tech Center to be produced.
   Changed: The Cyborg Prototype now requires the Research Facility instead of the Temple of Nod to be produced.
   Changed: Increased Heavy tank HP from 4200 to 4400.
   Changed: Increased Heavy tank damage by 13%.
   Changed: Lowered Heavy tank weapon range by about half a cell (8.8%, 6.25 -> 5.7).
   Changed: Lowered Heavy tank cost to 950 from 960.
   Changed: Increased GDI Mammoth tank HP by 5%.
   Changed: Increased GDI Mammoth tank cannon damage by 7%.
   Changed: Increased Soviet Mammoth tank HP by 5.6%.
   Changed: Increased Soviet Mammoth tank cannon damage by 19% and increased the missile damage against infantry by 30%.
   Changed: Increased the Behemoth's weapon damage by 27% against heavy armor (tanks) and concrete armor (ships) and by 15% against all other targets (infantry, structures and light vehicles).
   Changed: The "Under Siege II" mission has been ported from Classic mode to Enhanced mode and received various tweaks (Credits: Bittah Commander, Craftsman).
   Changed: The "Sarin Gas 1" and "Sarin Gas 2" missions have been ported from Classic mode to Enhanced mode and received various tweaks (Credits: Bittah Commander, Tiberius).
   Changed: The Heavy Raider now uses a new model (Credits: Flame).
   Changed: The "Freezingly Desperate Grip" Co-Op mission has been made easier on all difficulties to offset for balance changes made in recent updates (Credits: Rampastring).
   Changed: There is now 8% more time between scripted attack and MCV waves in the "Multiplicating Force" Co-Op mission on all difficulties (Credits: Rampastring).
   Fixed: The Commando and Tanya now only auto-target infantry.
   Fixed: In the "The Experiment Lab" Co-Op mission the enemy's laser turrets had no explosion and no sell animation and the Chemical Hovercraft moved far far slower than intended.
   Fixed: In the "Freezing Offensive" Co-Op mission the Chronosphere building was invisible and didn't provide the Chrono Vortex super weapon.
   Fixed: The Tiberium Harvester appeared grayed-out on the sidebar when Allies or Soviet owned a Tiberium Refinery and likewise the Ore Miner appeared grayed-out on the sidebar when GDI or Nod owned an Ore Refinery (NCO bug).
   Fixed: A few units had bright pixels on dark maps (Credits: Bittah Commander).
   Fixed: You were able to pass though some of the cliffs on the "King of the Hill" mode variant of the "Tunnel Train-ing" multiplayer map.
   Fixed: Heavy Raiders no longer damage one another when firing at a target directly adjacent to them.
   Fixed: One of the fords on the left side of the "Sand Trap" map was made wider to prevent the AI from frequently getting stuck there (Credits: Bittah Commander).
   Fixed: The "Multiplicating Force" Co-Op mission failed to load on Medium difficulty.
   Fixed: The AI didn't always build naval yards on the "Stranded" multiplayer map.
   Fixed: Tesla Coils were sometimes overlapped by brick walls that were behind it.
   Removed: The "Turbo Vehicles" game option for skirmish and multiplayer can no longer be enabled and its checkbox has been removed.
   Removed: The "Production Queuing game option for skirmish and multiplayer can no longer be disabled and its checkbox has been removed.


If you are curious about Dawn of the Tiberium Age, visit the Forums at PPM to obtain further information about it. Download the latest version of Dawn of the Tiberium Age At MOdDB The complete changelog for Dawn of the Tiberium Age 9.0.0 is also available At ModDB. Stay tuned at PPM for more news about Dawn of the Tiberium Age!

Key Words: #News #Release #TiberianSun #Firestorm #DawnOfTheTiberiumAge 

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