For those lazy there is a bad video showing off most changes:
The Mod can be found by searching "StarCry" under "multiplayer" ---> "Create with Mod"
This is a BETA-ish release, so im eagerly looking for feedback or replays to tune up the numbers.
What this intends to do is:
Making units more unique.
Toning down the most tedious parts of the game experience.
Making engagements more… engaging
Tone down overlapping, making each unit usable.
Making choices matter.
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[ul]ZERG[/ul]
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Macro Mechanics General:
Nydus is made into a core way to maintain Zerg bases connected.
Tumors are no longer the main way to give Zerg mobility.
Tumors now give little creep and cannot spread by themselves, but they morph into defensive structures which spread creep further
The advantages of this over previous turrets are:
Less strain on production as you don’t require larvae (drones) to make turrets.
They spread creep.
Synergy with the new Queen ability that allows her to “teleport” to friendly structures.
Takes less time considering the lack of Drone production time.
Removed Units:
Roach
Infestor
Corruptor
Broodlord
Swarm Host
Nydus Canal:
The intention is to make it a core way to connect all zerg bases:
Can only be built on creep.
Canal cost changed to 175/0
Canal health increased to 250
No longer invulnerable.
No longer notifies enemies when constructed.
No longer consumes a Drone.
Queen:
- Can “teleport” to any allied structure.
- Can spawn Nydus Canal.
- Spawns tumors (with 100HP), which morph into Sunken Colony and Spore Colony (defensive structures.
- Can heal units
(These changes makes it so less Queens are required, freeing up supply)
Hydralisk 75/25 1 supply
Morphs to Lurker and Ravager
5+ 5vs armored damage
Hydralisk Den morphs to Ravager Den.
Incubator
125/200
Support unit
- Can generate creep to help allied units in combat.
- Can create Larvae without the need of a Hatchery
- Can summon Infested Terrans.
Has an energy upgrade at Infestation Pit.
Requires Infestation Pit.
Brood Host 200/75
Hard to counter unit, as it's durable but releases small Broodlings when killed.
Requires Lair.
Blight:
50 HP + 10 from upgrade.
Similar to Scourges, these are cheap air units, but instead of suicide attack, they deal periodic air AoE.
Devourer
Anti armored air unit, morphs from mutalisk, its attack slows nearby enemies.
Guardian
Long raged anti ground siege unit, can cast Abduct to bring enemies nerby, morphs from Mutalisk.
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[ul]PROTOSS:[/ul]
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Macro General:
Each unit is made more unique and there is more players can get out of them.
Nexus can now morph in 2 options:
Shielding Nexus repairs the shields of nearby friendly units.
Boosting Nexus: allows to increase buildings production speed by 20%.
Units removed:
Mothership & Core
Tempest
Void Ray
Sentry
Colossus
Warp point (building): all protoss production buildings can warp units there (only way to warp).
Warp Gate research removed.
Oracle
- Stasis ward removed (Arbiter has Stasis)
- Hallucination Added
Arbiter: Requires Fleet Beacon, has an Energy upgrade.
- Stasis
- Cloak Field: nearby allied units are cloaked.
- Recall: target ground op friendly units are teleported at the Arbiter
Avenger
Replacing the Immortal, this unit fires a barrage of anti-armor missiles which deal area damage but can be dodged only by fast units.
Titan:
Bonus vs structures – range 10
Tags targets to increase damage done to them.
Reaver
200/175
200 HP (100+100)
100 +50vs structures damage
Stalker:
Blink: 400 range, cooldown removed, stores up to 2 changes every 7 seconds.
Warp Prism
Pick range changed to 2.
Spear:
Psionic orb: 50 energy: damages ground armored targets in set direction
Fast anti air attack, bonus vs armored.
Periodically becomes immune to damage for 1.5 seconds.
Adept:
Toggle ability Void Glaive added: deals 25+20vs light damage – 5 range.
3 range ttack
Oracle:
Stasis removed.
Hallucination added.
Dark Archon:
- Transcendence 75 energy: Dark archon sacrifices itself to take permanent control of target enemy unit.
- Forcefield: 25 mana: create impassable terrain for a moment.
- Disruption web: prevents ground unit from firing.
Has an energy upgrade.
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[ul]TERRAN:[/ul]
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M;acro General
Orbital Commnand:
Mule removed
Orbital can now train 2 Scvs simultaneously
Calldown repairbot: creates a robot with timed life in target location that automatically repairs structures and mechanical units.
Reactor:
Cost 50/25 – build time 40 seconds.
No longer allows to produce 2 units at once.
Increase production speed by 75% (2 units is 100%)
Tech Reactor:
Unlocked with fusion core.
Built by paying 25/25 to upgrade each individual techlab and reactor.
Increase production speed by 75% and unlocks techlab units.
Units removed:
Cyclone
Thor
Banshee
Widow Mine
Hellion
Reaper:
50/25 1 supply
- Can not directly attack units..
- Main weapon deals 30 damage to structures.
- KD8 charge as only means of damaging units.
(The change to cost makes them better for early scout, the structure damage and KD8 makes them better for late game)
Hades:
150/75 3 Supply
Cluster Missiles: 24 dmg spell. Range 5.
AA: 8+8armored. Range 9.
AG: 12. Range 6.
Screecher
Air unit, can only attack air when “Locks On” a target, dealing heavy damage against a single target which ignores armor.
Weak Ground attack.
Can cloak, which also increases its speed.
Viking: Cost 150/50/2 Armored tag removed.
Gatling gun for both modes. 9+3 vs light (air and ground weapons upgrade separately)
Raven:
- Fallout 125 energy : Drains shields and energy in an area and leaves it contaminated, damaging biological units.
BattleCruiser:
- Jump and Yamato are cooldown based (very long), they share cooldown (using one puts both on cooldown) and start on cooldown.
- 2 Simultaneous weapons.
- Laser Battery: Air&Ground- slowish 24 damage. Range 6.
- Low Density Particle Beam: Air&Ground- very fast, 3 damage. Range 6.
Combat Engineer: require armory and techlab.
- Scrap Bunker: creates a bunker with 2 cargo capacity that lasts up to 12 seconds.
- Psi Disrupter (upgrade) 125 energy: creates a building with timed life that slows the movement speed of nearby enemies.
- Can Grapple to ground to reposition.
Vulture:
- It’s auto-attacks can be avoided only by fast units.
- Deploys Spider Mines
Has a speed upgrade.
Siege Tank:
150/100 /3
Hp lowered to 150.
- Slower attack, more burst.
- Removed sieged pick-up.
Hellbat:
100/25 – 1 armor – speed increased to 2.75
linear splash, range 6
Ghost:
75/125 /1
60 HP – Range 7
- Snipe
- Jam Electronics: Target a mechanical unit and start channeling for up to 30 seconds, for that duration the Ghost and the target are unable to move, can be interrupted and the effect ends if the Ghost is killed.
- Cloak sustain energy slightly reduced.