SC Revolution Mod 1.6
Feb 12, 2013 Full Version 41 commentsNew version that fix some bugs, add some new features and balance changes.
Revolution MOD
This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.
Mayor changes (Version 1.6)
-Rally points can be placed on minerals or extractor/refinery/assimilator to make workers automatically start harvesting resources when created.
-Increased starting minerals
-Changed damage formula: now modifiers are applied before Shields/Armor (this improves a lot armor and protoss shields for some units).
-Energy upgrades reworked and different for each race:
-Zerg: energy regenerates 50% faster (200 max, 50 starting).
-Terran: energy regenerates 25% faster, +25 max energy, +12.5 starting (225 max, 62.5 starting).
-Protoss: +50 max energy, +25 starting (250 max, 75 starting).
-Added icons and descriptions for passive skills.
-Added new graphics and sounds.
Zerg
-Rally point can be used separately for workers.
-New unit: Baneling
-Ground suicide unit. Very effective against groups of units.
-Centrifugal Hooks upgrade: Increase movement speed.
-New unit: Roach
-Ground armored unit. Great to soak damage and counter small units.
-Organic Carapace upgrade: Increases armor and grant immunity to irradiate, plague, snare, blind and maelstrom.
-Improved regeneration:
-Burrowed units regenerate 3 times faster.
-Ultralisk regenerate 2 times faster.
-Hydralisk regenerate 4 times faster (12 while burrowed).
-Improved Mitosis upgrade (buildings morph 25% faster and regenerate faster).
-Swarm Seeds ability for Guardians: Each attack spawns a Broodling.
-Rapid Genesis upgrade for Scourges: Drastically decrease train time.
-Ultralisk attack deals splash damage.
-Queen Spawns Broodling replaced with Fungal Scourge (Deals damage to target unit and creates an AoE damage zone)
-Queen can infest Barracks and produce Infested Terrans.
-Frenzied ability for Infested Terrans: attack speed increased when health its low.
-Nydus exit don’t require creep to morph.
-Hive and Greater Spire research upgrades 50% faster.
-Spore Colony and Sunken Colony can morph in each other.
Terran
-New unit: Stormraven
-Ground assault/support unit.
-Electrostatic Discharge upgrade: Stromraven attack can slow down enemies making it a good counter against close combat units.
-Medic Reworked:
-Restoration spell now work in an AoE (removes acid spores, snare, plague, maelstrom, blind, parasite and irradiate).
-Caduceus Reactor replaced with Stabilizer Med-packs upgrade (Increase healing amount and reduce energy consumption of Heal)
-Ghost Reworked:
-Sniper Round ability: deals 80 ignore armor damage to an organic target.
-Moebius reactor replaced with Moebius Suit upgrade: (Reduce cloak energy consumption and increase shield regeneration rate)
-Can build Tech Labs (allows to train advanced units) and Reactors (reduce train time) that can be switched between Barrack, Factory and Starport.
-Building Armor upgrade: Increase all buildings armor by 2 and stops burning damage.
-SCV Auto repair command: idles SCVs automatically repair the nearest damaged unit or building in its range.
-Incinerator Gauntlets upgrade for Firebats: change damage to normal and improve splash area.
-Salvage ability for Bunkers: return 75 minerals.
-Supply Depots can burrow!
-Extra Supplies add-on for Supply Depots: add 4 to supply limit.
Protoss
-New unit: Sentry
-Ground support unit. Effective against small units.
-Seismic Shockwave ability: Slow ground units. Burrowed units are forced to unburrow. Destroy Spider mines and unsiege tanks.
-Plasma Surge ability: Instantly restore shields to nearby ground units.
-Shields work like SC2:
-Shield regeneration is 6 times faster but start recharging if units don't receive damage after 15 seconds (30 seconds for buildings).
-Each Shield upgrade slightly increases shield regeneration (with 3 shield upgrades, regeneration is 50% faster).
-Reduced cost for shield upgrades.
-Chrono Boost ability for Nexus (Target building research upgrades or train units 50% faster for 50 seconds).
-Overload ability for Dragoons: increase rate of fire but cannot move and gets disabled for a while.
-Psi Rage ability for Zealots: reduce shields and increase damage, attack speed increases the longer it remains attacking a single target.
-Carrier Capacity upgrade also reduce Interceptors train time.
-Archon and Dark Archon regenerate up to 150 shield points to nearby units while warping.
If find bugs, balance issues, or want to make suggestions feel free to send a pm or post a comment.
You can also use the Forum to share any thought about this mod.
IMPORTANT:
-The mod only works with Broodwar version 1.16.1 (you can get the patch in the official stacraft site)
17 comments by RavenWolf on Jan 15th, 2013
This new version brings a lot of new visual effect, reworked upgrades, some new abilities and improved game mechanics. There are also lots of balance changes and of bugs fixed.
Check the last version (1.6) here
Reworked sentry
Now the Sentry is a spell caster and its focused on support ground armies. The new Sentry has the Plasma Surge spell that allows to instantly recharge ground allied shields.

It also has a reworked version of seismic shockwave that can slow ground units, making it useful to hold a choke point, or difficult an enemy retreat. But this ability also affects your own units, so its works better with support of ranged units. It still disables Tanks, and Spider Mines, and now it unburrow any burrowed units, so it will help against Lurkers.
Terran bio
Medics have increased cost and the healing rate its lower, but they can heal from a further distance so they can be safer from splash weapons. Also they healing capabilities can be improved with the new Stabilizer Med-packs upgrade.

Science Facility has been lowered in the tech tree and only requires a Factory. So you can have access to infantry upgrades and unlock Ghost earlier.
Vehicle and ship upgrades now require a fusion core to unlock the higher levels.
Zerg new tactics
Queen now have a new spell that replaces Spawn Broodlings: Fungal Scourge

It can be used to snipe key units like before, but also can be used to harass worker lines, or deal damage to groups of clumped units, it synergy well with Ensnare.
The new Nydus Canal doesn't need creep to place the exit, so it can be used to infiltrate behind the enemy lines. The Improved Mitosis upgrade makes it a lot better as it reduce its morph time.

There is a lot of stuff that I haven't the time to add yet, so this release doesn't have new units, some spells where temporary removed and some units are still incomplete and will be reworked for future versions. As I wont be able to work for a while, I decided to release a more complete and solid version than the last one (and hopefully with less bugs).
New version that fix some bugs, add some new features and balance changes.
This new version brings a lot of new visual effect, reworked upgrades, some new abilities and improved game mechanics. There are also lots of balance...
Fixed some bugs, reintroduce Infested Terrans, added new game mechanics and made some balance changes.
New version compatible with Broodwar 1.16.1. This version bring some changes including a new zerg unit.
This version Fix a lot of bugs and some crashes, add some new features, balance changes and improve AI scripts. Rally points now works for resource mining...
Revolution AI included (still need work). Terrans now have Tech Labs and Reactors that can be switched between Barrack, Factory and Starport. Added some...
At first big Thanks for all your works. Auto repair for SCV is something I always wanted for Terrans. The whole gameplay is better now. If you dont mind (sorry for the wishes) I would suggest some thing for the Terran faction (I played only with them).
1) Dropship with only transport role are insufficient. Very offen after big desant invasion player become with useless now transports. If Dropship can drop units, so as well he can dropped some bombs.
I propose to make an 2 new upgrades: first that allow every Dropship to 2 times dropped napalm, which burn on AoE for a while causing rather minor damage (Concussive Damage good vs lots of small units), handy to close some corridors or cut enemy escape routes.
Upgrade in Factory Tech Labs Add-ons "Napalm Strike": Create AoE wall of fire that deals Concussive Damage to land units for some time.
or second: dropped smoke granades (also 2 times) that covers units from ranged attacks.
Upgrade in Factory Tech Labs Add-ons "Smoke Granates": Create AoE smoke. All units inside can not be targeted (as well can not target) by enemy further than 2 lenght (maybe more).
So It can also be used to blind artillery on hills and cover your desant inside the base.
Of course normal explosion bomb can handle it too, but its not so finesse and dont fit to SC gameplay IMO.
2) IMHO Terran don't have any good unit to break through the enemy base defences. The Siege tanks are left behind because of they artilery role. The simplest would be just to put some hiper-duper-tank, but I think more subtle (and in the Terran style) solution would be to add some land armoured infantry transporter.
Main advantage of armoured track would be his armour which grants great protection (armor like 4 + 3, medium size, to gain more protection from explosions) from weaker units. Will have no attack at all, only some Smoke Granades (3 uses per unit) to support. Land transporter are cheap and not technology demanding unit, so with HP like 200, I would valued him at 100 minerals per units and no gas.
The load/unload would be immidiatly (like in bunkers) so it give advantage (dropped infantry near the enemy towers, second line units (Siege Tanks) or workers) over Dropship (on the other side land transport are not capable to cross water). Transporter would be able to take 6 infantry units and will take all 8 slots in Dropship, so it would be no cheated cargo space on Dropships. Infantry would not be able to shot from inside or use abilities (like Medic heal).
3) Begining in SC is rather boring, you always have to wait until you produce enough workers to start building. So why not increasing the number of starting workers to 8 (f.ex) or the starting minerals to 200 (so i can queue 4 scv's)?
2) the APC its also a concept that i have in mind for some time. But still i dont find the way to unload units like the bunker. plus i will need to find/make some grp for it.
The new diamondback might help to break defenses as is fast and have a good hp amount. It also can lift of to prevent ground damage, and can kill tanks very fast if they havent antiair support.
3) AFAIK is still not possible to increase the amount of workers. and giving more resources at start may have some balance issues, protoss and terrans use queues, but zergs can train up to 3 units at the same time, so that can give some advantages and make zerglings rush more hard to counter. But i may test and tweak some values to try to make it balanced.
The Smoke Granades suppose to work like Defilers Dark Swarm, but implementing Blinding Nova can do the job (why dont stay on original name Optical Flare?), and IMO will work great as support ability.
If you add Afterburners and Vortex Shock-bombs (what it suppose to do? simple damaged ground?), the Dropship will be fine.
I cannot find anything called diamondback in Terran (maybe its in another race).
raven wof, i love you! please release this before summer's over! :(
I will try to release the new version soon, but there's still a lot of work to do...
eehy no se si te interesaria un modder para apoyarte en tu mod
Por ahora no estoy dedicandole mucho tiempo al mod(tengo que rendir examenes). Lo que me podria servir es ayuda con los graficos the iconos y wireframes de unas nuevas unidades que estoy agregando. Cualquier cos mandame un MP.
Gracias, voy a intentar acoplar algunos de tus graficos en futuras versiones ;)
Igualmente, por ahora estoy bastante ocupado como para hacer mas GRPs, pero me gustaria ver en accion los que he hecho como el roach o el inmortal y algunos otros que aun no he mostrado, salvo por MP.