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DTA Version 11.5
Greetings Commanders! We'll go directly to the point this time: we have prepared a new patch for you, providing new maps, bug fixes and other improvements. Let's first showcase the new maps, they all have 6 players for some good 3v3 Co-Op fun:

[6] Sedona's Future, a remake of the "Sedona Pass" map from RA2 Yuri's Revenge.

[6] Bay of Pigs, a remake of the map from RA2 Yuri's Revenge.

[6] Nowhere to Run, a remake of the map in Tiberian Sun: Firestorm.

[6] Unrepentant, another remake from RA2 Yuri's Revenge.
New map editor (WAE) tools
On the topic of maps, our World-Altering Editor made mapping for DTA much faster than ever before. Now it has become even more powerful with a new line-based terrain drawing tool!
Cliffs, shores, and roads can all be quickly created with this tool, instead of having to place them manually piece-by-piece. Credits to ZivDero for contributing the original code for this tool to our open-source map editor project, which we then improved on together.


"Covert Revolt" Campaign Development

Many of our fans have been asking about our ambitious campaign project, "Covert Revolt". We are happy to announce that we now have two of the campaign's major routes ready, with the third well on the way. We just finished the 27th mission earlier this week, and there's only a few more to go before the campaign is ready for release! Unless I suddenly get hit by a bus or encounter another similar tragic event, you can expect the release to happen during the summer.

Preview for the 12th mission of Covert Revolt's C route
Updates to older missions
While we've been hard at work on creating new campaigns, we've also updated our older missions. Some fans brought to our attention that a couple of our older missions were destroying them really hard. To check for issues, we played them as well, and also got destroyed harder than intended. We concluded that the affected missions "Bunny Hunt" and "River Raid" had got harder over time due to changes to balance and game engine logic, so we nerfed both of them.
We also fixed the score screen colors of all our old missions. Traditionally the Tiberian Sun game engine had hardcoded score screen casualty colors to gold and red, matching colors of GDI and Nod in the original game. For DTA that obviously wasn't very fitting with our 4 factions. We recently managed to lift this limitation, so we are now able to customize the score screen colors separately for each mission.

Score screen colors in DTA v11.5 in a mission with a Soviets vs Allies setting.
Change Log
This new patch also brings some other minor bugfixes and improvements. You can read the details on our change log page.
We hope these minor updates will keep you entertained until our big release of Covert Revolt later in the summer.
Regarding the changelog, here it is:
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Version 11.5.0:
Released: Jun 2, 2024
Released: Jun 2, 2024
- Added: New multiplayer maps: "Sedona's Future", "Bay of Pigs", "Nowhere to Run" and "Unrepentant" (Credits: Rampastring).
- Changed: "Invisible Gem Spreader (Green/Blue)" now spreads mixed gems instead of green and blue ones and has been renamed accordingly.
- Changed: The speed of the black bunny in the "Bunny Hunt" mission has been reduced by 9%.
- Changed: River Raid (Credits: Rampastring):
- Gems no longer damage infantry
- Enemy production now activates later
- The Soviet nuke now activates later
- The delay between enemy attacks has been increased for Brutal difficulty.
- A few discoverable money crates have been added
- Gems no longer damage infantry
- Fixed: The light posts were removed from tiberium fields without tiberium trees on the "Dry Heat" multiplayer map (Credits: BaghiraRTS).
- Fixed: The Soviet faction was still able to build a missile silo when super weapons were disabled.
- Fixed: The light posts were removed from tiberium fields without tiberium trees on the "Dry Heat" multiplayer map (Credits: BaghiraRTS).
- Fixed: The Soviet faction was still able to build a missile silo when super weapons were disabled.
- Fixed: The green/blue gems on "A Path Beyond" damaged infantry that walked over them.
- Fixed: Several special characters (! " # $ % & ' ( ) *) had an excessive gap in front of them in mission briefings (Credits: Bittah Commander, Rampastring).
- Fixed: The Soviet AI's SAM Sites didn't require power to function in Enhanced mode since version 11.3.0.
- Fixed: The civilian hangar structure had far less health than intended.
- Fixed: Units were able to drive through the south-east cells of the civilian hangar's foundation.
- Fixed: The "Harmless Resources" game option didn't stop blue tiberium from damaging infantry that walked over it.
- Fixed: The Cyborg Prototype displayed the wrong frames, causing it to look like it was spinning while moving.
- Fixed: The player and enemy casualties in the score screen are now displayed in the correct colors for the following missions (Credits: Rampastring):
- The East Asian Front
- Chainbreaker
- Frostbite
- Red Paradise
- River Raid
- Stomp
- Sarin Gas 1: Crackdown
- Sarin Gas 2: Down Under
- The East Asian Front
For further information about Dawn of the Tiberium Age, visit its Forums at PPM, ModDB Profile, Discord Channel, and YouTube Video Channel. Dawn of the Tiberium Age is downloadable at This Address. And that's all for now! Have fun and enjoy Dawn of the Tiberium Age!