SC Revolution Mod 2.0 Version! After more than 3 years a new version has been Released! This version includes new units, spells and abilities. Lot of changes and tweaks for existing units. Smart Casting mechanics, faster game start, Improved UI Information, bug fixes and more! Enjoy!
FIXES
-Fixed a bug that was making supply depot lost placement collision when the extra supplies add-on was canceled
-Fixed shield regeneration happen instantly after first shoot
-Fixed a bug where queueing multiple sigue mode order causing a tank to freeze
-Fixed a bug where queueing multiple burrow orders cause units to burrow multiple times
-Fixed a bug where SCVs in auto repair mode will attempt to repair units without enough resources to do it (and resulting into endless not enough minerals/gas mesages)
-Fixed some other minor bugs
Cosmetics:
-New grp for banelings, bane eggs, and bane explosion (Courtesy of skff1234)
-Banelings use its roll animation when Centrifugal hooks its upgraded
-Spider mines wont play the explode animation if killed (and explosion changed)
-Added Chrono Boost cast sound
-Shield Overlay now properly face the direction of the attack on all units and buildings
-Added working animations for protoss buildings (except for Robotic support bay)
-Firebat sprite is 25% larger
-Firebat wireframe doesn't have a rifle any more
-Time warp spell slow units animations
-Changed battlecruiser missile graphic
-Reworked wireframes for Roach Warren, Banelings and Roaches
-Added SC2 sounds to sentry
-Fixed Ultralisk attack animation from vanilla SC
CHANGES
-Added some togglable additional UI information (rally points, worker count, build queues transports load queues, progress bars, and cooldowns)
Press f5 key to toggle rally points, build queue and workers count information
Press f6 key to toggle units additional information (sieged tanks range display, transports loaded queue)
-Map is revealed under fog at the start of the match
-Starting minerals back to 50
-Starting amount of workers increased from 4 to 6
-Main bases supply given increased by 1
-Starting workers harvest is now smart: each worker will go to a different mineral patch
-Workers don't have collision when harvesting
-Zerg workers rally point:
Placing the rally on production building reset both workers and normal units rally points
Damage types
Reverted damage formula to vanilla SC
Concussive damage type back to vanilla SC (deals 100% 50% 25% to small, medium and large)
New damage type Burst: deals 100% 75% 50% to small, medium and large.
Reworked high ground advantage
Weapons no longer have a miss chance. Instead weapons deals 75% of their damage when shooting uphill.
Introduced Smart Casting!
-All spells benefit from Smart casting behaviour: when multiple casters are issued a cast order, only one will attempt to execute the order.
Detailed mechanics: The caster to attempt the order will be chosen from the group as the caster with the best chances to successfully execute the cast order (determined by a combination of current spell cooldown, current energy, distance to target). When a caster already has a cast order in progress, it won't be considered choosed to be the best caster (when the order is issued again to the group) unless all the other casters already had the cast order for that iteration. In this case a new iteration will take in place will all the involved casters.
Unfortunately this makes queue spells orders not possible anymore when multiple units are selected, but still works when only one unit is selected.
Some units can target themselves with certain spells
-Nexus: Chrono Boost
-Science Vessel: Irradiate, Defensive Matrix
-Medic: Restoration
-High Templar: Hallucination
-Warden: Plasma Surge
Protoss
Plasma shields
-Shield regeneration speed reduced by 15%
-Shield regeneration delay timer reduced from 17 to 15 secs (and from 34 to 30 for buildings)
Nexus: Chrono boost
-Duration reduced from 50 to 35 seconds
-Can now be casted on photon cannons to increase attack speed by 100% for the duration
-Self Chrono boost removed as the spell now can be self casted
Photon cannon
-Hp/shield changed from 125/125 to 150/100
New Unit: Warden
Constructed at: Robotics Bay
Cost: 75/125 - 60 seconds - 2 Supply
Health: 60/60 Hp/Shield - 1 Armor
Size: Medium
Speed: 3.33
Guardian Shield ability: cost 75 energy.
-Projects a defencive aura increasing shield armor of nearby allied ground units by 2. Last 16 seconds
Time Warp ability: Cost 75 energy.
-Creates a temporal field at the target area that reduce move speed of affected units by 62.5% and attack speed by 50%. Last 16 seconds
Plasma Surge ability: Cost 50 energy
-Restores 50 shields and 25 HP to the target unit. Range 9.
Khaydarin Matrix Upgrade: Research at Robotics Support Bay for 100/100 and 133 seconds
-Increases Warden energy by 50 and energy regeneration by 25%
Plasma Surge technology: Research at Robotics Support Bay for 100/100 and 100 seconds
-Allows Wardens to use the Plasma Surge ability
Probe
-HP increased from 20 to 25
-Attack cooldown decreased from 22 to 18
Zealot
-Psy rage ability removed
Dragoon
-Overload activation speed is faster
-Attack cooldown back to 30
-Damage increased from 16 to 18
Sentry Reworked:
Cost: 50/100 resources - 45 Seconds - 2 Supply
Health: 60/60 Hp/Shield - 0 Armor
Size: Medium - Transport size: 2
Speed: 5
Ground/Air Weapon: Ion Cannon
-Damage: 18 (Burst)
-Damage bonus: 2
-Range: 5
-cooldown: 22
-Blink ability: automatically transport the Sentry to the target position (max range 8.5). Has 14 seconds cooldown.
Phase reactor upgrade: researched at Citadel of Adun for 100/100 and 133 seconds
-Reduce Blink cooldown at half and Sentry start regenerating shield after use Blink
Dark templar
-Hp/Shields to 60/60
-Attack changed from 40+3 (normal) to 54+4(burst)
High Templar
-Psionic storms need to be researched again for 150/150
-Hallucination researched by default
Archon
-Hp/shields changed from 25/325 to 40/320
-Damage increased from 15 to 16
-No longer restores nearby units shields while warping
Dark archon
-Hp/shields changed from 25/200 to 50/180
-Mind Control tech cost reduced to 150/150 (from 200/200) and time from 120 to 100 seconds
-No longer restores nearby units shields while warping
Shuttle
-Acceleration increased ~15% (from 17 to 27)
-Can pick up targets within 5 range
Corsair
-Attack reverted to BW stats
-Disruption web energy cost reduced to 100 from 125
-Energy upgrade removed
Scout
-Build time reduced from 75 to 70 seconds
-ATG Attack changed from 12+2 (explosive) to 9+1 (normal)
-ATG Cooldown reduced from 37 to 22
-AtA attack reverted to BW values
Arbiter
-Build time reduced from 160 to 140 seconds
Carrier
-All interceptors are repaired at the same time when they are inside.
Zerg
Spire and Ultralisk Cavern hp increased from 600 to 850
Canceling an egg now refunds a larva at the hatchery (unless there are already 3 larvae in the main base)
Units inside Overlords also regenerate 3 times faster
Eggs gain double armor bonus from upgrades (this also include cocoons, Lurker eggs, Zergling eggs and Roach eggs)
Spore colony:
-Damage increased from 15 to 18
-HP reduced from 400 to 350
Sunken colony
-HP increased from 300 to 350
-Armor reduced from 2 to 1
Creep colony
-HP reduced to 350
Baneling nest:
-Cost changed from 125 to 50/50
Roach warren
-Cost increased from 100/100 to 150/100
Nydus Canal
-Back to Vanilla stats and behavior (cannot be placed outside creep)
-Nydus canal now have exit rally point (Implementation by KYSXD)
Burrow:
-Units can take actions faster when unburrow
Previously, units (except zerling and devouring one) has a delay that affect the burrow order
New unit: Ravager
Morphs from: Roach
Cost: 100/50 (150/75 total) - 32 seconds - 2 Supply
Health: 125 Hp - 1 Armor
Size: Large - Transport size: 4
Speed: 4.8
Ground/Air weapon: Caustic Spores
-Damage 12(+1) x2 (Burst)
-Range: 4
-Cooldown: 30
Toxic Cloud ability: cost 75 energy
-Creates a fungal cloud in the target area for 16 seconds. Any air unit in contact with the cloud will be infected receiving 10 damage per seconds. The infect duration will increase as the unit remains in the affected area (it can deal up to 336 damage to a unit remaining in the area for the total spell duration)
Fungal Bomb ability: cost 50 energy
-The Ravager launch a fungal sac that hit the target area after 3 seconds dealing 75 splash damage in a 32 pixel area.
Fungal Bomb technology: Evolve at Roach Warren for 100/100 and 100 seconds
-Allows Ravager to use the Fungal Bomb ability
Pressurized Glands upgrade: Evolve at Roach Warren for 100/100 and 133 seconds.
-Increases Ravager range from 4 to 6
-Requires: Hive
Drone
-Attack cooldown decreased from 22 to 20
-Range increased from 1 to 2
Lurker Egg
-Armor reduced from 10(+1) to 4(+2)
-Hp reduced from 200 to 120
Overlord
-No longer detects
-Base speed increased from 0.81 to 0.9315 (20%). Upgraded speed remains the same
-Speed upgrade requirement changed from Lair to Hatchery (and can be researched on the hatchery)
Baneling Reworked
-Morph from Zergling at cost of 0/25 each
-Morph time 16 seconds
-Base speed reduced from 6 to 5
-Speed upgrade grants 40% speed increase (from 5 to 7)
-Baneling size changed from medium to small
-Damage changed from 60 +5 (explosive) to 36+4 (burst)
-Splash areas now affect two zones 48px radius take full damage and 56px radius takes 50% damage
-Inner explosion area deals 80 +5 damage to buildings
Hydralisk
-Hp reverted from 75 to 80
-Attack cooldown increased from 15 to16
-Additional regeneration removed
Roach Reworked
-Cost changed from 175/75 (2 in an egg) to 50/25 (only 1 unit)
-Hp decreased from 120 to 65
-Organic carapace (immunity) removed (they are now affected by spells like any other unit)
-Damage changed from 16+2 (concussive) to 12+1 (normal)
-Cooldown attack increased from 30 to 32
-Can move when burrowed
-Organic carapace upgrade: cost 150/150 (120 seconds)
increase roaches armor by 1 and increases regeneration 3 times (9 while burrow)
Note: Burrowed roaches don't share the unburrow button with other type of burrowed units
Scourge
-Morph from Zerglings at cost of 0/25
-Damage reduced from 110+0 to 80+5
-Now have smart suicide behaviour (by Pastelmind)
Rapid genesis upgrade Reworked: Zergling evolutions morphs 66% faster (affects scourges and banelings)
-Moved to spawning pool.
-Cost increased from 50/50 to 100/100. Time increased from 60 to 80 seconds.
Guardian
-Attack reverted to broodwar stats (no longer spawn broodlings)
-Speed increased from 640 to 760 (move 20% faster, still slower than carriers)
Devourer
-Cost reduced to 100/50
-Attack cooldown reduced from 100 to 90
-Adjusted attack point to the start of the animation
Queen
-Is now a Detector
-Requirement changed from Queen’s Nest to Lair (upgrades still at Queen’s Nest)
Fungal scourge replaced with Broodlings Strike:
-Deals 180 damage to a ground unit and spawns 3 broodlings. Can be casted over any ground unit
Ensnare reworked:
-increase attack cooldown to 50% (up from 25%) and move speed is now reduced by 25% (down from 50%)
-Now affect attack speed of units with turrets (goliath, tanks and diamondbacks)
Broodlings
-Damage changed from 5 (normal) to 8 (burst)
-Attack cooldown decreased from 18 to 16
-Duration increased from 8 to 60 seconds
-Broodlings cannot be consumed
Defiler
Plague reworked:
-Plague reduce hp up to 25% of the target. Plagued units won't regenerate HP, shields, and cannot be healed.
Dark swarm Reworked
-Reduce any ranged damage dealt to units under the cloud by 75% (scarabs, lurker, firebats and melee units attacks are unaffected)
Terran
Buildings burn damage increased 20% (from 20/256 to 24/256)
Building armor upgrade now also reduce burn damage at half (12/256)
Infantry armor upgrade now also increase shield armor (for ghosts)
Stormraven REMOVED
Academy REMOVED
Reactors
-Now works like SC2 Reactors, main building can train 2 units simultaneously (can queue up to 6 units)
-Build time reduced from 50 to 45 seconds
Extra supplies
-Build time increased from 40 to 60 seconds
Bunker
-Build time and hp reverted to BW stats
Armory
-Cost increased from 100/50 to 125/75
Terran New unit: Diamondback
Cost: 125/75 - 32 seconds - 2 Supply
Health: 140 Hp - 1 Armor
Size: Large - Transport size: 4
Speed: 3.33
Ground Weapon: Longbolt Missile
-Range: 5
-Damage: 12 +2 (explosive)
-Cooldown: 16
Deploy Shields ability:
-Diamondbacks deploy a temporary barrier that reduces any incoming damage by 50% for 13 seconds. Has 22 seconds cooldown
Shaped hull upgrade: Research at Tech lab for 150/150.
-Increases Diamondbacks armor by 1 and reduce explosive damage taken by 25%*
*it stacks with the Deploy Shields ability, so when shields are deployed on upgraded diamondback explosive damage it's reduced by 75%
Marine
-u238 shells upgrade cost reduced from 150/150 to 100/100
Firebat reworked
-Cost increased from 50/25 to 75/25
-Hp increased from 60 to 80
-Build time increased from 28 to 32 seconds
-Size changed from Small to Medium
-Supply and space increased from 1 to 2
-Damage increased from 2x7 to 2x9
-Stimpack cost 15 hp
-When inside bunker firebat attack 40% faster (to compensate the use of two slots)
Incinerator gauntlet upgrade Reworked: changes damage from 2x9 (concussive) to 2x10 (burst) (increases damage have better modifiers against medium and large units)
Medic
-Cost reverted from 50/50 to 50/25
-Restoration AoE radius decreased from 4 to 3
-Requirement changed from Tech lab
-Upgrades moved to Tech lab
Ghost
-Cost reduced from 75/125 to 50/100
-Shield reduced from 40 to 20
-Damage reduced from 18 to 16
-Cooldown reduced from 28 to 22
-Lockdown Duration reduced from 46 secs to 40 secs (Duration on Massive units its 30 )
-Snipe damage reduced from 80 to 65
Siege tanks
-Cost reverted from 150/125 to 150/100
-Damage increased from 50 to 55
Siege tech needs to be researched again at cost 100/100
New Maelstrom rounds upgrade: increase primary target damage by 10 and 25 if its a building Cost 100/100 160 seconds (Requires Armory)
Wraith
-Ground Attack Cooldown decreased to 22
-Ground Attack Range decreased from 5 to 4
Dropship
-Acceleration increased from 17 to 27
-Unload troops time is 66% faster
Added energy bar and cloak (Cloak tech shared with Wraiths)
New Spell Blinding Cloud:
-Reduced Sight and attack range by 2 (don't reduce range of units with less than 4 range, this include all melee units, archon, firebat and roaches )
Valkyrie
-Damage type changed from Explosive to Normal
New tech: Hunter mode
-Deploy the valkyrie allowing it to attack ground units in the targeted AoE. Cannot attack buildings.
In this mode valkyries cannot move or attack air units. Takes 4 seconds to deploy and 2 to undeploy
-AtG weapon deals 2x15 (+1) normal damage with cooldown 8
-AoE 2.5 x 2.5 Area
Science Vessel
-Hp reverted from 180 to 200
-Defensive Matrix reworked: absorbs up to 75% of any incoming damage (the rest is dealt to the unit).
-EMP cast range increased from 8 to 9 and increase missile acceleration
Irradiate reworked:
-Total damage dealt reduced from 250 to 200 (deals same DPS but last less time)
Irradiate now damage eggs and larvae only if they are the irradiated unit (Irradiate splash don't affect eggs or larvaes), this is to prevent morphing a unit to save it from irradiate.
Battlecruiser
-Yamato cannon energy cost reduced to 125
-Yamato cannon damage type changed from explosive to ignore armor
-Attack reverted to BW values
New tech: Tactical Jump
-Allow battlecruisers to warp to any location after 5.5 seconds
-Energy Cost: 100
-Range: unlimited
OMG, OMG, OMG!
Best Christmas Gift ever.
Finally!!
you are the best.
I love it!
Finally back!
awesome mod!
Thank you RavenWolf,Cheer。
oh my lord,this is amazing!
ten outta ten!
Still don't really agree with all those buffs to Dropships. Dropships were fine and dandy and totally usable before-hand, now they're just insanely OP. Not only is it going to be a pain in the *** as Z to handle Marine/Medic drops now, not like it wasn't already bad before, but this will frankly completely throw TvT balance entirely out of whack and just make it a "who can doom drop fastest" game because there is basically 0 counters to it. =\
cloak give drop-ship insane ability to infiltrate enemy base. And take spy role out from wright which is odd.
Yeah it received too much buffs, but i wanted to test the blinding nova skill and it was the only unit where it fit. Itself the skill is not very powerful, but can offer some edges in tank vs tank wars. Also i wanted to test Cloak on a transport to add more flavor and strategies. The faster drop speed may be too much. And probably will be reverted
Cloak is what makes it too freaking strong, though. Even if a Z spots it ahead of time (Which is unlikely if it's cloaked) they can't do anything about the drop unless they have detection which you severely nerfed Zerg detection by moving it to the Queen. (But I can see the reason for moving it to the Queen, to try and give the Queen some extra versatility which I like the idea of)
As well, that extra ability makes it even more strong in breaking through tough defenses and dropping because the Dropship will take way less hits because the defenses have less range so it takes less damage.
bug report:
for zergling,the shortcut of [S]courge is the same as [S]top, it's conflict.
I will miss the broodlings :(
COOOL!
mealstorm rounds (?) upgrade in factory tech lab has broken tooltips.
siege tank are not OP. And diamond are nice way to counter them = they soak the initial volley, allowing rest of your army to come closer.
firebat; I was afraid will be more OP than before, after 2 games they seems rather nerfed. Bigger size = less in drop-ship. Concussive dmg way less effective vs units. Upgrade to Burst instead normal dmg type, balance them nice. They are no longer instant base demolisher.
Valkyrie in hunter mode is a rampage, however its nicely balanced by immobilization.
unit queue bar; would rather want one big bar for one currently produce unit, than micro bar+4 indicators.
battlecruiser; new ability give them diversity on energy spending +
jump give nice tactics. I use it to omit turret line, or quickly transfer to other HotSpot. IMO jump will be OP in the hands of pro.
Ghost, sniper round; THIS IS INSANE. kill organic for 50! energy, on cheap unit with cloak. can something explain me, how its balanced? by required micro?, by time it come to play? I will try terk vs zerg, relaying solely on this ability.
Build queues: Amount of queued unit is important to know, If you have 3 barracks training units, you may want to know how much units are in each one to add units in the one with less.
Snipe: damage was nerfed to 65. Its good to 1 shoot medics. Using 1 snipe will cut your cloak time
Moddb.com
also not sure if possible,
what if, shift + click/key on unit in building produce max (5) unit? it would reduce clicking.
f.ex. I press 5 - select barrack. i press (shift+m) add 5 marine to production.
It will be handy for me and I play on slow speed. So folks on fastest would be even more happy with it.
even better would be toggle adding 1 or 5 unit with capslock.
in late game when I have lots of building I spend significant amount of time, switching structures to queue max unit production in each (mostly marines).
if I can work same as now, just with capslock on, adding 5 instead 1 - it would be QoL improve.
Sorry for the nagging.
This mod is great. And is a big improvement.
Zerg are really nice. All unit mutation seems well thought out. Like the queen as detector change. Roach has nice stealth application. Ravager cloud skill, fills the gap in GvsA defense (however I use cloud as harassment).
Protoss. Zealot without active skill is a good step, cause reduce the micro. Dragoon after Overload should has cooldown bar, same as sentry.
Dragon overload is fun. I laugh when enemy Immortal gets "angry" and I move my troops away, then coma back in a while and shoot down helpless "spidey" :D.
It's nice but it has some bugs
-BUG REPORT
1.For zergling,the shortcut of [S]courge is the same as [S]top, it's conflict.
2.When mothership core is killed, the error is generated
Hi RavenWolf, will this version works with the new StarCraft 1.18 patch? Or you will be releasing new version or patch? Thanks :)
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