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Mod Features

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Luan Tran
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0% found this document useful (0 votes)
35 views21 pages

Mod Features

Uploaded by

Luan Tran
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Importing macro mechanics, resource gathering, tech tree elements, and other

mechanics from Command and Conquer 3 into the Starcraft 2 Wings of Liberty
Campaign.

Also includes rebalancing missions, units, and upgrades to make them better, more
viable, and better handle the new systems.

There is now only 1 resource. Most resource fields regrow over time.

Each mission has been looked over, most mineral fields and all vespene geysers have
been removed. All vespene resource pickups have been replaced with mineral pickups
or removed. Mineral Pickups now give 1000. Resource nodes have been placed in
various locations throughout the map, to encourage holding and defending more of
it.

Build radius is now a thing. Buildings must have their center within the radius.
Sensor towers provide build radius, and are buildable from a truck from the Command
Center.

Primary Structures now construct buildings, then place then on the map instantly.
Workers only harvest resources. Workers harvest multiple times before returning.

Gathered resources are now received by Refineries, allowing cheaper/faster


expansions, that pay for themselves earlier, better fitting into the idea of having
more, smaller resource fields.

SCVs are now produced by the Factory. Changes have been made to either start you
with one, or you have the ability to build them.

Starting Worker counts have been reduced, as each one is more effective at
gathering, and they no longer build.

Supply has been hijacked to be Power instead. Buildings now require it.

Units and structures now cost resources based on how long they take. 100 minerals
per second of buildtime.

Workers harvest resources at roughly 2000/min, under optimal conditions. This means
an expansion will pay for itself in under 2 minutes.

Mineral pickups now give 1000 resources.

Vespene pickups now give 2000 resources.

Terran Infantry now use a Squad system, where each Squad unit has multiple members.

+ Upgrades have been removed.

Flat armour has been removed in favour of damage types, so units do damage based on
what they are hitting.

Terrans, starting at Zero Hour, now have access to the Devastation Turret, an anti-
armour defensive weapon.

Mercenaries are now a topbar power, with unlimited uses. Mercs are unified into 4
support powers, dropping Infantry, Vehicles, Starships, and Jackson, based on what
you've bought. They are unlocked in-mission by building a Spec Ops
Implemented a topbar of Support Powers.

Ghosts/Spectres have been reworked to be a unique Commando unit. Ghosts are better
at taking down single targets, Spectres are better at Crowd Control.

Shadow Ops is now unlocked after doing 3 missions, Armoury is unlocked after 6,
Fusion Core is unlocked after 9.

Reactor Addon has been removed, because of issues with double queues.

Removed Tech labs. All upgrades are now on the Spec Ops(Barracks), Ebay(Factory),
and Armoury(Starport). Requirements are in various places. Missions still have the
required tech to make the new unit.

Progression messages when you return to the Hyperion, and when you start a mission,
notifying you of having unlocked the Spec Ops, Predator, Armoury, Hercules, and
Fusion Core.

Nodes are always visible.

Veins are visible on the minimap.

New tips we add have their title coloured Red. Tips we edit are coloured Orange.

A message appears on each mission where we add or edit tips saying that
new/relevant tips are available.

Capturable Structures that can be taken over by Medic Squads to give bonuses.

Structures now list other structures they unlock, Topbar powers they unlock, and
Upgrades they can research.

The help menu has been fully edited to explain our mod concepts.

MISSION SPECIFIC CHANGES:

Liberation Day:
-Raynor now has a railgun that does Cannon damage and has 250 hp.
-On the road into town, there is now 3 marines. 2 additional marines are present on
Hard, and a Viking is present on Brutal.
-There are now 3 marines starting at mine entrances on hard and brutal on the road.
-The square now has 13 marines. On hard, 3 of them are replaced by a viking. On
brutal, it is a firebat instead.
-Each holoboard (after the first) now has at least 2 marines at it. There is 1 more
on hard, or a viking on Brutal.
-One of the holoboards from just off the square moved to before the square instead
-Moved the marines after the first holoboard back, added a group between them and
the holoboard.
-The third viking at the logistics thing is now also present on hard.
-The firebat at the logistics thing is now also present on hard.
-The two statues in the logistics compound now have 2 marines, 3 on hard and above
-There is now 4 marines on the path to the APC from the square. This is increased
to 6 on hard, or a viking and 2 marines on Brutal
-Killing a holoboard drops a restoration charge that heals all your units, and
restores any lost squad members.
-Killing all 6 holoboards gives the Infantry Ultra Capacitors upgrade (+20%
infantry attack speed), and you get a message saying this.
-Added a tip about squads
-Added a tip and short tutorial about the existence of Armour and Damage Types
-Each Holoboard now gives 5k credits

The Outlaws:
-Moved Supply Depots at the Rebel Base so a resource node could be placed
-The tank in the main dominion base is now present on Hard.
-Added a mineral pallet next to the broken bridge on the path to the rebel base.
This pallet is protected by 5 marines and a medic, and a tank on Brutal.
-A general increase in the number of enemies in the enemy base, and on the path
towards it.
-Added a second Bunker of Death on Brutal
-Bunker of Death has been moved slightly
-The Dominion now starts with Blue Flame
-Enemy structures (Except the bunkers) have half health, to make the mission less
of a slog after you've won.
-Removed one of the supply depots at the rebel base
-Added a highlight when you build a tech lab, and text for what it does.
-Added tips about Selling, Power, and Repair
-Added a tip about refineries and resource gathering
-Edited the Tech Lab tip to mention upgrades
-Disabled the Vespene tip
-Disabled the Tech Lab tip
-Fixed the SCV tip for this mod
-Added a tip about Refinery Rally.
-Made a tutorial for the mod. It can be skipped at any time.
-Removed the trigger to give you an SCV if you've been supply blocked for a bit
-Infantry Ultra Capacitors are available to research on the Barracks tech lab
-Attack waves now have somewhat randomized timing and composition.
-Rescuing the Rebels gives 30k credits

Zero Hour:
-Added 2 Sensor Towers to give build radius on the low ground
-2 Mineral Spikes have been placed on the low ground, encouraging holding the low
ground
-There is a Silo across the canyon to the west.
-There is a short tutorial about capturable structures
-A resource node has been placed on the other side of the east bridge
-1 additional resource pallet placed in the town
-Reworked how, when, and what attack waves do things to apply more constant and
stronger pressure that scales with time
-Attack waves can now bring Ultras on higher difficulties. Tychus announces the
first one.
-Muta attack waves are more often, and randomized a bit.
-Starts with 2 devastation turrets, one behind each bridge bunker
-Starting supply depots are now upgraded.
-Bridges are wider to accomodate ultras on hard and brutal
-The bridges no longer count as "low ground" for vision.
-The first attack wave only steals your camera on Normal and Casual now
-Moved both of the low ground spines so they don't block the Omegalisks.
-Fixed drop pods, now they don't sometimes give nothing when they should give a
hydra.
-Drop pods now drop more enemy units, still scaling with difficulty.
-Changed Engineering Bay Tip to reflect what it does in this mod.
-Changed Bunker tip to say it fits 1 squad, and to remove the mention of salvaging,
since that's covered by the new Sell ability
-Added a tip for Devastation Turret
-Infantry Vanadium Plating is available to research on the Barracks tech lab
-Hi-Sec Auto Tracking is available to research on the Engineering Bay
-Building Armour is available to research on the Engineering Bay
-Removed the trigger to give you a free SCV if you take bunker damage from the
first attack wave on Hard or Lower.
-A bonus spawning now moves the next attack wave on that side, or the next 2 attack
waves on Brutal, to the other side. This gives a minute of time to rescue.
-First two bonus objectives give Marine and Bunker Armoury upgrades.
-Added a text message saying you got upgrades when you rescue the first 2 groups
-Added a Firebat to the first Rescue Group
-Added a Goliath to the second Rescue Group
-Added a Firebat and Siege Tank to the third Rescue Group
-Added resources on the low ground.
-Each rescue group gives 10k credits
-Added a message about fields being more efficient if you let them regen
-Loading Screen tip now mentions devastation turrets

The Evacuation:
-Deleted 3 mineral pallets
-Moved one of the mineral pallets from the secret area to the starting road area
-Removed the other 2 pallets in the secret area
-The Zerg now send attacks against your base between evac runs
-Nydus worms now appear on the rear road to your base.
-Added an alternate victory condition to clear all the zerg out of the area
-Added resources near the starport.
-Bonus 1 and 2 give Firebat Armoury upgrades, and messages saying this
-You now start with a Merc Compound if you've purchased any mercs
-Added devastation turrets to the colony fence
-Added 2 autoturrets to the rear
-The turrets at the front and back fence are now transferred to the player along
with the rest of the base

Outbreak:
-You must have done 5 missions to unlock this one
-Removed 2 of the starting depots
-The main base only has 1 node
-There is a node outside each entrance.
-The node in your base starts empty, your Adjutant notes that you have no minerals
in your base, and can find some outside it.
-Getting the bonuses now gives you hellion armoury upgrades, and messages saying so
-Aberrations now show up at the end of the first night, and every night thereafter
-The infested now know about your expansion even if you don't have a CC there. It
now checks for *any* structures owned by the player
-Added the Refinery Waypoint Tooltip, since it is quite pertinent to this mission,
even though it was already mentioned on Outlaws
-Added a sensor tower on the south high ground, for build radius around the third
entrance
-Added a Silo to the expansion.
-Added a Spike to the main.
-Removed the sensor tower tip.
-You no longer start with 2 barracks
-Now sends a lot more infested.
-Removed the starting Merc Compound

Haven Split:
-The split now mentions you get a support power

Safe Haven:
-There are now bonus objectives tracking how many settlements you've saved, and
that you get 15k credits for each
-Second and third bases are much stronger, and less susceptible to cliff abuse
-There's now some small defensive outposts on the map
-The Purifier has been buffed significantly
-You start with 2 SCVs, 1 if you have autoref
-Each protoss base now has resources
-You start with 2 Supply Depots instead of 3
-Shuffled buildings around to give better build radius coverage
-You no longer have free vision of the terrain around the purifier mothership
-Stopping terrorfleets gives armoury upgrades
-Attacking a base starts a 4/4/3/2 minute timer before they will warp in
reinforcements
-Gives less base money, but gives money for each settlement saved. Also has a bonus
objective tracking this
-Get a Zerg Virus support power on the fusion core
-Each settlement now has 2 spikes
-Removed the starting Merc Compound

Haven's Fall:
-You start with 2 SCVs, 1 if you have autoref
-The zerg base at the south now has resources
-You start with 2 Supply Depots instead of 3
-You start with a Sensor Tower
-Removed free vision from each settlement
-All infested spawn 100% faster.
-Civilians and marines spawn twice as many.
-Aberrations start coming in half the time
-Stopping reinfestations grants armoury upgrades
-Virophage health is now always based on difficulty.
-Gives less base money, but gives 15k for each settlement saved. Also has a bonus
objective tracking this
-Infested Eggs no longer block unit movement.
-Get the "Call in the FLeet - Protoss Edition" support power on the fusion core
-Removed Gas Island
-The 3 main zerg bases have more infestors, plus additional other units
-Each settlement has a silo and spike.
-Removed the starting Merc Compound
-Virophages and infested CCs spread infinite range creep.

Devil's Playground:
-You now need to collect 120k minerals
-Rare Mineral fields have a lot more minerals now. There is now 116k minerals in
rare mineral fields.
-Removed/Downgraded a bunch of pickups.
-You start with 2 less depots
-Tosh's miners now have a node, a refinery, a depot, and 1 SCV, instead of a CC and
5 SCVs.
-Killing the Brutalisk now gives the first reaper armoury upgrade, and a message
-Collecting half the required minerals now gives the second reaper armoury upgrade,
and a message
-Brutalisk attack fixed to not have an absurd windup
-There is now some destructible rocks to help with the Brutalisk
-Attack Wave strength scales with time and lava surges
-Added the Refinery Waypoint Tooltip, since it is quite pertinent to this mission,
even though it was already mentioned on Outlaws
-You now start with a Merc Compound if you've purchased any mercs
-The Reaper scanner pack upgrade is now pointed out if you get ambushed without
having it
-Loading Screen tip is now about the reaper and its upgrade
-Restart Screen tip no longer mentions vespene
Welcome to the Jungle:
-You must have done 5 missions to unlock this one
-You start with 2 SCVs now.
-In addition to the expansion, there is now 6 nodes spread around the map. The 2
closest to your base are Medium, the rest are Small. They all start empty.
-The Tal'darim defend and contest these nodes. 1 warp prism, 2 stalkers, 1 scout,
and 2 void rays, plus 1 colossus on hard, and 1 HT (After 3 reinforce cycles) on
brutal. These units have bullies, and are replaced as often as every 2.5 minutes on
brutal, provided there is less than (3/3/4/6) units.
-The node bullies get disabled as you clear the map outside the main protoss base
-Each area has some "stickyness" with the bullies. They won't give up the area
right away.
-Getting the first bonus now gives you Goliath Neosteel Plating, and a message
saying so
-Getting the second bonus now gives you Multilock, and a message saying so
-SCVs harvest terrazine, and return it to Refineries
-The expansion now has a HT on brutal after some time has passed
-The expansion and west outpost both have an extra cannon on hard and brutal
-The protoss now send a counterattack against each defended area you take, in an
attempt to take it back. You have to prevent them from deploying a warp prism and
keeing it there long enough in order for them to give up
-These attack waves scale with the relative importance of the area being contested.
-Added a scout to the expansion.
-Replaced a stalker in the expansion with a colossus, or a HT on hard or brutal.
-You no longer get free vision of all the altars
-Removed the starting Merc Compound

Breakout:
-Tosh has 500 health
-Tosh has Commando Resist
-Tosh has an Anti-structure attack that deals 100% of the target's health.
-Tosh hits for 1000 sniper damage at 0.4 speed
-Gave Tosh Psionic Lash
-Tosh now regens energy really fast while out of combat.
-Consumption now heals Tosh for the same value as energy gained.
-Tosh now has an ability to trigger an attack wave from Jim. Stores up to 3
charges.
-Tosh has an XP bar
-Added an autosave after each bonus objective.
-Added an autosave after clearing the entrance to the main base.
-Ghosts are easier on lower difficulties.
-Prison Block bonus objectives now gives 37.5k
-Tosh has a passive explaining the veterancy
-Sandbags now have 50hp, and are damaged by mindblast

Ghost of a Chance:
-Nova has 500 health
-Nova has Commando Resist
-Snipe can hit anything, does 170 damage, and is affected by armour.
-Nova hits for 1000 sniper damage at 0.4 speed
-Nova's max energy is now 150, and regenerates faster, at 2/s.
-You have Marauders in the first section
-Nova has an Anti-structure attack that deals 100% of the target's health.
-Nova has an XP bar
-Nova now has a heal ability that has 50 base energy cost, and heals 10 HP/s for 20
energy
-Spectre bonus objective now gives 7.5k per spectre
-Nova has a passive explaining the veterancy
Whispers of Doom:
-Zeratul swole now, 3 charges of blink, restores all 3 charges every 10s, 33%
faster attack speed
-Abilities are no longer disabled at the start of the mission
-Each shrine no longer forces you to wait and listen to Zeratul before continuing.
-Kerrigan now uses Razor Swarm, and has more energy.
-Karass' psi storm no longer ignores armour
-Karass now has 2000 energy and 10 energy regen per second

A Sinister Turn:
-Stealth misison, free the preservers while avoiding Ma'ar and Protoss guardians
-There is a preserver in each base
-Maar now teleports to the preserver prison you just killed.
-Zeratul gets recalled to the void seeker when he kills a preserver prison
-Maar now follows zeratul slowly. If zeratul becomes detected by Maar, he moves
faster. If zeratul is detected by other means, Maar will teleport to zeratul within
a few seconds.
-The bonuses no longer warp in extra units
-You don't get a base, instead getting zeratul
-Zeratul no slap if he's not told to.
-Zeratul only gets 1 charge of blink
-Zeratul gets a Power ability, to temporarily power any protoss structure
-Zeratul gets a Recall ability that autocasts on death. 60s cooldown, recalls him
to the void seeker
-Zeratul gets a new ability from each of the Dark Shrine, Robotics Facility, and
Templar Archives.
-Zeratul has a toggleable Hold Fire ability
-Archons, Sentries, and High Templar now have a detection cone.
-Detection radii of cannons are now always visible
-Added messages to help explain the mission
-Removed structures in the starting area
-Plasma blast is slower, so it's easier to dodge

Echoes of the Future:


-No base for you
-Powering structures gives reinforcements
-Powering Obelisks give upgrades
-Clearing zerg bases gives terran units
-Touching the overmind gives upgrades
-Zeratul now shuts up long enough for the cutscene to happen if you get to the
nexus before he finishes talking about the observer.

In Utter Darkness:
-Unit management mission, no building for you
-There's now a timer for the next reinforcement wave.
-After you kill enough zerg, there's a "Die Now" button to end the mission.
-You gain resources by killing enemies.
-You spend resources to increase how many of each unit you can have.
-Reinforcement waves warp in all units missing from your army.
-Reinforcement waves happen more often.
-After getting Artanis, you need to spend 300 energy off him to get a reinforcement
wave.
-Attack wave timings adjusted to be faster, and not stack up so bad.
-The mission is overall faster.
-The Archive now hosts 3 repair drones

Great Train Robbery:


-Removed 2 of the starting depots
-Removed free vision from trains and kill teams.
-Added sensor towers to cover the area around your plateau.
-Removed 2 vespene pallets.
-The starting fields and expansion fields are empty
-Removed 6 mineral pallets
-Getting the second bonus now gives you Diamondback Shaped Hull, and a message
saying so
-Getting the third bonus now gives you Diamondback Piercing, and a message saying
so
-The dominion now rebuilds bunkers after each train
-Removed unnecessary triggers to award resources when picking up pallets, as the
pallets already do that themselves.
-Each Train drops 2 less vespene pallets, and up to 3 less mineral pallets
-Train Health doubled
-Kill teams now get medics on all difficulties.
-Kill teams now have triple the medics(On brutal, with decreasing numbers below
brutal), double the marauders, and some devil dogs.
-Kill teams now respawn up to 3 times on hard and brutal. Killing one gives about a
minute of reprieve before it is replaced.
-Randomized where the defiler bone samples are. Each track has 4 possible locations
to have one.
-You now start with a crane.
-The expansion now has a Silo.
-Added a Spike to: The hidden area to the Northeast, The East diamondback
overlooking the enemy CC, The diamondback northeast of the expansion, the
diamondback north of your main

Cutthroat:
-Can no longer be done right after The Great Train Robbery
-You now need to collect 80k minerals.
-Scrap now gives 10x the minerals.
-Removed unnecessary triggers to award resources when picking up non-scrap
-Orlan now mines 1400 minerals per load.
-Orlan now has 1 SCV per base
-You now start with 1 SCV
-Reorganized Mira's base to fit a refinery next to the nodes
-Mira starts with 2 SCVs instead of 8.
-Orlan's outposts now have spikes insteal of fields.
-Getting the second bonus now gives you Vulture Cerberus Mine, and a message saying
so
-Getting the third bonus now gives you Vulture EMP Rounds, and a message saying so
-Orlan has fortified his position
-Orlan has less ravens
-Mira has more units
-Removed the starting Merc Compound
-Orlan's CCs no longer have a unit help tip to destroy them to reduce his income,
since they don't.
-Orlan's Mineral Spikes now have a help tip to capture them to reduce his income.

Engine of Destruction:
-Can no longer be done right after Cutthroat
-Doubled Tychus' health
-The Odin now has Biosteel.
-The Odin now prefers to hit ground targets
-You now start with 2 marauder sqauds, 1 marine squad, and a medic squad.
-You start with 2 lees supply depots.
-You start with an Engineering Bay
-Each base now has a field or Capturable Structures, encouraging setting up an
expansion after clearing.
-Removed all the medivacs from the first base
-Wraiths now come in cloaked
-Attack wave against the Odin from the third base now sends hellions instead of
most of the vultures.
-There's now an autosave after each base.
-The first and second bonus objectives now give Wraith armoury upgrades
-Loki no longer uses energy
-Killing the Loki now gives 50k credits
-Loki hp buffed to be 6k on normal, change by 2k per difficulty step away.
-Loki now has a second and third volley of missile pods
-Loki now has a second yamato
-Loki missile pods are no longer channeled
-Final base now has 7 BCs
-Removed the starting Merc Compound

Media Blitz:
-Can no longer be done right after Engine of Destruction
-Killing each ghost academy gives 20k credits
-Killing ghost academy 1 and 2 gives Thor armoury upgrades
-Added a ghost academy near the secret lab
-Added a base to protect the lab
-Bases now have more units after the sneak attack
-Sneak attack shorter
-More resources, only capturable structures
-Starting money bank based on difficulty. 30k/30k/25k/20k
-Hacking a Tower will give a one-time boost of 20k/20k/15k/10k.
-Anti-light base is now an infantry base
-Vehicle base now has vultures and hellions.
-Added a "convoy" system where the dominion will send convoys to rebuild tower
bases while the tower is unclaimed. Bases will not be rebuilt otherwise
-Each base is rebuilt unti its tower is taken.
-The dominion sends convoys to reinforce and rebuild a base if it is destroyed, but
the tower isn't taken.
-The flavoured escort for the convoys now attacks the player after it arrives. The
rest of the convoy leaves the map through the nearest entrance.
-Convoys are sent when the base has no SCVs, no CC, and none of the relevant
production structure
-Taking a tower stops the dominion from sending more convoys to rebuild that base.
Exising convoys continue as normal.
-The dominion figured out how to import tech reactors from Trains
-Tower defense waves are now randomized and stronger.
-There is now an autosave when you clear out each base.

Piercing the Shroud:


-Raynor has Commando Resist
-Get Ultracaps and Vanadium for free.
-Collecting the Chrono Rift device now unlocks a topbar power for future use on the
fusion core
-Collecting the plasma weapon improves damage of Yamato Strike
-If you have the Ghost/Spectre unlocked, you get one instead of marines.
-Significantly more/stronger defenders.
-Brutalisk is now a better fight
-Marine reinforcements replaced with vultures, firebat reinforcements replaced with
diamondback, marine/medic has more marine
-Added a cheat to do the mission without a commando, and a tip if you don't have
one saying it's hard

Smash and Grab:


-Stone Zealots now do 20x2 damage to ground, and have 1000/1750/2500/3250 health on
Casual/Normal/Hard/Brutal.
-Bonus 2 and 3 give Marauder Armoury upgrades, and messages saying this
-Protoss send attack waves now, that scale with time and clearing.
-Zerg attack waves tweaked, scale with time.
-The CC is moved over a bit so that it gives better build radius coverage
-There are resource fields on the close side of the bridge, and behind the third
bonus.
-The protoss have an additional layer of cannons on the close side of the bridge.
-You now start with a Merc Compound if you've purchased any mercs

The Dig:
-The protoss defense force for the east shrines now has 3 cannons on brutal
-No camera stealing on Hard or Brutal
-Cliff on the east side of the east choke is now accessible and slightly larger
-Protoss defenders of east temples moved up a bit
-The Abandoned Base SCVs no longer mine minerals
-The Laser Drill targets faster
-The Laser Drill has some interesting notes on it.
-Getting the first bonus now gives you Siege Tank Servo Motors, and a message
saying so
-Getting the second bonus now gives you Siege Tank Shaped Blast, and a message
saying so
-The Laser Drill now has a really expensive (30K) upgrade that lets you take it
with you. It can be deployed, from the topbar, once per mission, for 20K on the
fusion core
-Attack waves linger for shorter, and hitting them with the laser drill no longer
sends them immediately.
-Extended the chasm in front of the drill to have little tendrils around your
plateau
-Removed the attack wave based on getting the temple to 33% health.
-Mentioned somewhere that you shouldn't sell the drill
-Removed the starting Merc Compound
-Added a bonus objective to take the drill

The Moebius Factor:


-Stranded mercs are no longer just war pigs and spartans (Except for that one pair
of hamsec)
-Killing the brutalisk unlocks the first medivac upgrade.
-Killing the second datacore unlocks the second medivac upgrade.
-Added 2 Spikes to the brutalisk location
-Your camera is no longer stolen on Hard and Brutal when Narud tells you about
giving you his medivacs
-Removed free vision of the datacores
-Removed free vision from Kerrigan
-The expansion is now some capturable structures.
-There are some capturable structures on the low ground of your island
-Removed the starting Merc Compound

Supernova:
-You now start with 2 scvs instead of 6
-Removed the gas pickups at base 4
-Added another pylon and cannon pair at base 4
-Removed the gas pickups at base 5
-Moved the gas pickups from base 3 to the ledge north of the starting base
-Bonus 2 and 3 now give banshee armoury upgrades
-Moved the bonus relic (And its defenders) south of the expansion to base 4
-Disabled supply depot and Engibay requirements. Added a tip with details about
what unlocks are free.

Maw of the Void:


-Rescuing all the DTs gives a single use per mission Support Power to call down 16
DTs on the fusion core, and the bonus objective mentions this
-Convert to an open-ended macro mission
-Added an objective to kill the Mothership.
-Momma no longer has vortex, or Cloaking Field
-Momma restores all shields when retreating
-Mothership now starts with less health and shields
-Mothership now regularly comes in an attack wave. This is announced every time.
-Mothership gains an ability and health/shields after each attack wave, with a tip
that this has happened.
-The vault is now invicible, and is no longer an objective.
-Added an objective for the protoss must have less than 10 structures on the map.
-Rescuing DT groups 2 and 3 gives BC armoury upgrades.
-The rescued DTs have max upgrades.
-There is now 3 strong bases you need to fight through. They build passive
defenders over time. The first base does not until you have killed at least one of
its buildings.
-Area around mom is no longer always visible. Mom herself still is though.
-Rip fields are now slow fields, still affect unshielded protoss, having shields
does not block it.
-No more free vision of the prisons
-Removed the starting Merc Compound
-Starting protoss group is now a void ray, 2 archons, and a stalker.

Gates of Hell:
-Increased the number of defenders in each base
-The main zerg base towards warfield is absolutely bonkers. Use the money to send
wave after wave of your own men to reach the preset kill limit.
-Killing the other 3 zerg bases reduces the pressure on you. They also have money.
-The zerg have 3 outposts, with a spore cannon and a nydus. These nyduses send
waves at you.
-There's a *lot* of fields present around the map, giving a reason to try holding
area.
-Each Spore Cannon killed grants an additional drop pod wave
-The default number of drop pod waves has been reduced.
-You now have a Fusion Reactor in your base that provides 250 power, instead of any
off-map power. If you keep it alive, you get it on All-In.
-Added a thing to the Mission Summary that says whether you kept the reactor alive.
-The map now gets fully creeped over time, except for your base area.
-No more screen stealing on hard and brutal
-You now need to get a CC, and don't start with one, instead of gathering an army.
-The zerg start with max upgrades
-Droppods are now mercs
-Warfield has mercs to protect himself
-No more free vision of random areas of the map
-No more free vision of droppods
-No more free vision of Warfield
-Added autosaves after each base killed, including the infested base.
-Added autosaves after each of the outposts are killed.
-You now lose if warfield dies.
-You now lose if you have no buildings, instead of having no units.
-Warfield has a Hold Position SCV behind each bunker, and 2 roaming SCVs now.

Belly of the Beast:


-Tychus, Swann, and Raynor have been buffed to 250 HP.
-Stetmann has been buffed to 200 HP.
-Tychus does 7 Rifle damage at 0.2 attack speed. Tychus' grenade does Concussive.
-Raynor does 40 Rocket damage at 1.5 attack speed. Raynor's Snipe does Rocket
Damage.
-Swann does 40 Cannon damage at 1 attack speed.
-The Heroes now have a combined Command Card
-All heroes are now in Control Group 1, instead of being split up into 1, 2, 3, 4
-Stettman no longer blocks medic healing
-Tychus' and Raynor's abilities are no longer blocked by fog of war
-Swann now gets betty's kills
-Betty now fires continuously, and does Concussive damage with 40 DPS
-Swann shoots faster, and does more damage.
-The first holdout sends more stuff
-All Rescuable units are now mercs
-Added a chaser force timer. This timer rolls over between each section. The force
does not spawn while in a defense segment or the boss fight.

Shatter the Sky:


-Tower health increased to 5000
-Leviathan has 10x the health
-Leviathan now patrols bases
-No more free vision of around the leviathan
-No more free vision of the Coolant Towers
-Blowing up platforms gives much less money
-Corruptors and Brood Lords hang around in their appropriate base, plus other
places.
-The zerg start with max upgrades
-No more free vision of the platforms after they blow up
-Removed the starting Merc Compound

All-in:
-Omegalisks are now sent in the ground version
-More Broodlords
-Increased muta count by 50%ish
-Doubled corruptors
-You get the Fusion Reactor from Gates, if it survived.
-The zerg start with max upgrades

UNIT CHANGES:

Command Center- Can no longer load SCVs

Supply Depot- Is now called Power Plant

Barracks- Now has 600 health

Perdition- buffed to 5 range and being affected by hi-sec

Planetary Fortress- now has 2k hp, has a bunker

Factory/Starport- Hosts 3 repair drones that heal 10+2%/s, to health, and shields
after the shield upgrade is researched.

Fusion Core- yamato strike support power, all mission-unlocked support powers

SCV- Can no longer repair, takes up 2 cargo space

Marine-Marine damage nerfed to 5. War Pig damage nerfed to 6.75

Firebat- Rework to be an expensive tanky unit, firing a stream of flame at range,


dealing damage around the target. Requires an Engineering Bay

Medic- Better Healing priority. Medic healing nerfed to 6hp/3e/s. Requires a Shadow
Ops

Bunker- Has 4 slots, fits 1 squad

Hellion- Now fires constantly, hp buff

Reaper- Guns now do Sniper damage, fire twice as fast, has 6 base range, charges
are now melee range. Has a button to change it's speed between fast and normal bio
speed. Has a toggle for anti-building charges. Requires a Shadow Ops

Vulture- No longer needs an upgrade to replenish mines. Attacks twice

Wraith- Triple attack damage and attack coodown, on both weapons. Laser can fire up

Predator- Comparitively Cheaper, not locked behind research, has an energy shield
to absorb damage

Viking- Reduce Viking missile range, give AOE base, reduce damage, increase fire
rate

Thor- Reduce damage by 33%, fire 33% faster, Barrage no longer stuns, Barrage
starts area

Diamondback- Increase speed to match hellion, range increased

Goliath- Starts with Ares, Anti-ground Damage increased by 33%

Battlecruiser- Can fire on the move. Can fire at both air and ground targets
simultaneously. Removal of energy bar.

Hercules- Tech requirement move from Fusion Core to Armoury. Comparitively Cheaper.
Has 2 more slots. Not locked behind research. On destruction, dropped units also
lose all shields, if applicable.

Medivac- Heals units inside it at 8hp/3e/s, heals with beams for 8hp/3e/s. Medivacs
no longer cancel orders when it heals something

Kerrigan- Massive units are now immune to Implosion, Implosion is no longer locked
to mechanical, does 100+50%hp damage, More Health, no armour type

Ghost-Cloak is gone, Snipe is swole, No EMP, Feedback (2/1), Autoattack does 500
sniper at 0.4 speed, No nuke, Abilities Charge-based, Levels reduce ability
cooldown/charges, has Commando Resist

Spectre-Cloak is gone, Psi Lash is gone, Feedback EMP (1/1), Ultrasonic Pulse is
now Psi Storm, Autoattack does 500 sniper at 0.4 speed, No nuke, Abilities Charge-
based, Levels reduce ability cooldown/charges, has Commando Resist

Science Vessel- Moves faster, now has the abilities Gravity Rift (Storm that also
slows), Defensive Matrix, Nano-Repair (5hp/1e/s), and Irradiate (Buffed so it
spreads to nearby units)

Raven- now has the abilities Seeker Missile, Point Defense Drone, Repair Drone, and
Interference Matrix.

Zealots- Move faster

High Templar- Storm no longer ignores armour


Void Ray- Imported the HOTS version

Immortals- Hardened Shield removed, shield health doubled

Sentry- Guardian Shield now gives 30% damage resist, Has Shield Restore

Nexus- Now 1000/1000, like in later versions

Colossus- Attack rate increased

Archons- Are now massive

Stalkers- Know how to blink

Zeratul- Void prisoned banelings don't deal damage when they die.

Infestors- Now use fungal, fungal isn't garbage

Abberation- Walks over other units, higher damage.

Hunter killers- Now heroic

Kerrigan- (Implosion does 100+50% hp damage, rather than instant kill, ignores
shields/defensive matrix,) has Commando Resist

ARMORY UPGRADE CHANGES:

Stimpack- No movement bonus

Concussive- Applies to Devastation Turret, reduces movement speed by 33% instead of


50%

Stabilizer- Only reduces required energy now

Medic Tech- Increases money output from capturable structures by 25%

Projectile Accelerator- Affects Shrike Turret

Orbital Command- Unlock support powers on tech buildings. Scan on EBay, tactical
missiles on shadow ops, nuke on armoury

Advanced Construction- Reduces build time of units by 20% (Also affects cost)

Dual Fusion- increases repair speed of Topbar Repair and Repair Drones by 50%.

Thermite-> Hydraulic Stabilizers- Allow Hellion to Fire on the move

Thicc flame- No longer lies about what it does, also buffed to increase range as
well.

Neosteel Bunker-> Shrike Turret, also shrike is buffed (6x2, 6 range+1 with
projectie accelerator, affected by infantry ultracaps)

Displacement Field- Resists 40% of damage

Tomahak power cells- Also increases energy regen by 50%


Maelstrom-> Smart Servos- Reduce transformation time, and can be loaded while
sieged

Titanium Shell- Buffs health of Devastation Turret as well

Hellstorm- Doubled the damage, affected by armour, also makes Devastation Turret do
area damage

U-238 Shells- Increases damage, instead of damage vs light

G-4 Cluster Bomb-> Combat Drugs- Life Regen

Phobos-> Advanced Machinery- Attack speed and transform speed

Ripwave missiles-> Turret Missile Pods- Vikings can now use their missiles against
ground targets in walker mode.

Tri-lithium-> Railgun Piercing

Shaped Hull- Also reduces damage taken from Cannon by 25%.

Ares Class-> Health

Barrage Area-> Improved Actuators- Thor speedy boi, ~20% faster

Immortality Protocol-> Self-Improvement Protocol- Thors can now grab parts from
other units to buff themselves. Hellion Flamethrower, Diamondback Railgun, Predator
Energy Shield, Siege tank to get AOE on normal attack, Stone to get detection and a
radar

Missile Pods-> ATX Laser Batteries- Gives the BC an additional set of laser
batteries, increasing DPS by 50%

Defensive Matrix- Autocastable, Heals 200, absorbs 300 damage instead of giving a
300 point shield.

Medivac Rapid Deployment-> Medivac Bunker- infantry can fire out of the medivac,
the medivac drops faster, and has a larger pickup range. Units inside can use stim

Ocular Implants-> Reinforced Barrier- Doubles the effectiveness of the Predator's


energy shield

Crius Suit-> Field Projectors- Increases the radius of the Predator's Retribution
Field.

Psionic Lash-> Behemoth Engines- Increases Hercules movement speed by 30%

Nyx-Class Cloaking Module-> Miniature Drop Pods- Hercules have more pickup range,
drop units instantly, and units take only 10% of health as damage when the hercules
is destroyed.

Replenishable Magazine-> EMP- Disables mechanical units on attack

RESEARCH LAB CHANGES:

Can be swapped at any time.


Orbital Strike- Now reduces topbar costs and cooldown

Tech Reactor-> Plasma Shielding- Shields for all units

Autogas-> Autoharvesting

Command Center Reactor- Reduces build time of buildings by 20% (Also affects cost)

Orbital Supply Depot-> Orbital Supply Drop- 5/s (600/min) Passive income

Micro Filtering-> Expanded Hold- SCVs collect double the minerals per gather action

Ultra-Capacitors- Gives all Ultra Capacitor upgrades permanently

Vanadium Plating- Gives all Vanadium Plating upgrades permanently

Hive Mind Emulator- Now a topbar power on the fusion core

Psi Disruptor- Now a topbar power on the fusion core

Regenerative Bio-steel- BEEG buff 1.5% health/s after not being hit for 2s

Cellular Reactor-> Titansteel- +25% health for all units

Predator-> Commando Upgrade- Reduced ability cooldown, more ability charges.

Hercules-> Cellular Reactor- Also increases energy regen by 50%, and reduces
ability cooldowns on the Thor and Battlecruiser

Shrike Turret->Hi-Sec- Now gives the Hi-Sec upgrade permanently, rather than having
to research every mission.

Bunker Health-> Building Armour Now gives the Building Armour upgrade permanently,
rather than having to research every mission.

NEW IN-GAME UPGRADES:

Building Health and Armour [Engineering Bay]

Defense turret range and fire rate [Engineering Bay]

Improved Explosives- All Missile weapons deal more damage (Goliath, Wraith, Viking,
Thor, Banshee, Marauder Crotch Rockets) [Ebay]

Marauder shoulder rockets- Gives Marauders and anti-air rocket attack [Spec Ops]

Scanner Pack- gives Reapers short-range detection. [Spec Ops]

Ultra Capacitors- 20% attack speed (Separate Upgrade for Infantry/Vehicles/Ships)


[Shadow Ops, Ebay, Armoury]

Vanadium Plating- 20% damage reduction (Separate Upgrade for


Infantry/Vehicles/Ships) [Shadow Ops, Ebay, Armoury]

Improved Rotors- Banshees move faster [Armoury]

Improved Engines- Battlecruisers move faster [Armoury]


Blue Flame- all fire weapons (Firebat, Hellion, Perdition) deal more damage [Shadow
ops]

Railgun Upgrade- Diamondback deals more damage, Goliath ground attack upgraded
[Armoury]

Improved Shields-Requires the Shield Research. Improves shield stats [Armoury]

Improved Energy Weapons-Improves damage of Battlecruiser, Thor, Wraith [Armoury]

MISC CHANGES:
You now start with 3 protoss research as well

You can no longer do all the Zeratul Missions at once. After you've done one, you
must do another mission. This does not apply if your only available mission is
Char. Raynor complains about a headache if you try to.

Bonus Objectives now generally give something good in-mission.

All units now say an attack line when you tell them to a-move.

All mercs are now purchasable from the start.

Research bonus objectives now give 10000 credits for each research collected.

Artifact missions give a lot more credits.

Rebalancing of Armoury Upgrade Costs. With the extra money, you can buy everything.

Most missions can no longer be done immediately after the previous mission in the
chain.

Zeratul now shows up to give Raynor the headache crystal after mission 9, not
specifically after The Dig.

Tal'Darim enemies now use the correct Versus skin. There is no mechanical change.

Dominion Mercs now use the Royal Guard skin and name.

We use a unified upgrade system, where missions you do later allows the enemy to
get better upgrades.

Infested now move faster on creep.

Sensor Towers, 2x2 structures, refineries, and bunkers can now be built on creep.

The Build Refinery button now says it comes with an SCV

Seeker missiles now turn their target red.

Firebats and hellions no longer damange neutrals in their AOE area.

Enemy AI upgrades are now determined by how many missions you have done, instead of
being on a per-mission basis.

Simplified Command Card is forced off.


Edited the Factory tip so it doesn't say it needs a Barracks

Edited the Starport tip so it doesn't say it needs a Factory

Replaced the blue mineral icon with a green mineral icon

Replaced the supply depot icon with a power icon

Changed the tooltip text of the power icon

Added a "Damage Types" section to the gameplay mechanics help section

Added a "Neutral Structures" section to the gameplay mechanics help section

Edited the minerals help menu entry

SUPPORT POWERS:
Structure Repair: Repairs any numer of structures anywhere on the map for
10+1%hp/s. Cost is the same as normal SCV repair.

Structure Power: Depowers/repowers target structure. Depowered structures don't use


power, but can't do anything.

Structure Sell: Sells target structure for 50% of its build cost.

Scanner Sweep: Scans an area for 500 minerals. It's scan. You know what it does.
Can store 3 charges. Unlocked by the Orbital Command Armoury Upgrade. Available
from the Engineering Bay.

Tactical Missile: Launches a tactical missile at a location that does 200+100vs


structure for 1500 minerals. Unlocked by the Orbital Command Armoury Upgrade.
Available from the Shadow Ops.

Nuclear Missile: Launches a nuclear missile at a location that does 400+600vs


structure for 3000 minerals. Unlocked by the Orbital Command Armoury Upgrade.
Available from the Armoury.

Yamato Strike: Strikes a location with the Hyperion's Yamato Cannon that does 400
damage with no falloff for 3000 minerals. Damage is upgraded by 50% by completing
Piercing the Shroud with the plasma gun retrieved. Available from the Fusion Core.

Infantry Mercenaries: Deploys all purchased Infantry Mercenaries for 2000 minerals.
Available from the Merc Compound.

Vehicle Mercenaries: Deploys all purchased Vehicle Mercenaries for 4500 minerals.
Available from the Merc Compound.

Starship Mercenaries: Deploys all purchased Starship Mercenaries for 6000 minerals.
Available from the Merc Compound.

Purification Fleet: Deploy some of the Golden Armada to strafe an area for 10000
minerals. Unlocked by completing Haven's Fall. 1 charge. Available from the Fusion
Core.

Zerg Hypervirus: Deploy a zerg hypervirus developed by Ariel Hanson for 10000
minerals. Unlocked by completing Safe Haven. 1 charge. Causes all units in 7 radius
to become hostile to everything. Available from the Fusion Core.
Chrono Device: Deploy a chrono field to slow enemies for 3000 minerals. Unlocked by
completing Piercing the Shroud with the chrono device retrieved. Available from the
Fusion Core.

Laser Drill: Deploy a (weaker) laser drill for 10000 minerals. Unlocked by
completing The Dig with the Take Drill upgrade researched on the drill. Available
from the Fusion Core. The drill has an upgrade to increase its power.

Call Dark Templar: Deploy 16 Dark Templar for 7000 minerals. Unlocked by rescuing
all Dark Templar on Maw of the Void. 1 charge. Available from the Fusion Core.

Hive Mind Emulator: Mind controls all zerg units in a 4 radius for 60s for 8000
minerals. Unlocked by selecting the Lab Research. Available from the Fusion Core.

Psi Disruptor: Confuses all zerg units in a 9 radius for 120s for 8000 minerals.
Unlocked by selecting the Lab Research. Available from the Fusion Core.

CHEAT CODES and EASTER EGGS:


##YOU HAVE BEEN WARNED

Cheat Codes:

showmethemoney - Grants 20k minerals.

THEPOWEROFTHESUN - Makes the drill full power.

callinthebigguns - Grants you a charge of Deploy Laser Drill

shadowfurries - Grants you a charge of Deploy Dark Templar

exterminatus - Removes the charge limit on any applicable topbar abilities.

!memes - Enables or disables memes

ghostreporting - Permanently unlocks the Ghost

ihaveawakened - Permanently unlocks the Spectre

SC2Econ - It changes Unit and Building over time costs to upfront costs for the
whole campaign.
SC2Upgrades - It changes Upgrade over time costs to upfront costs for the whole
campaign.

RecruitmentDrive - It unlocks all units and in-game upgrades for the current
mission.

PowerOverwhelming - It unlocks all units and in-game upgrades for the whole
campaign.

DeckedOut - It unlocks all Hyperion Armoury upgrades for the current mission.

SwannsGift - It unlocks all Hyperion Armoury upgrades for the whole campaign.

Easter Eggs:

Edited the cheat message to mention tiberium


Ghosts and Spectres are called "Lmao Unit" in the Haven Mission Select

Outlaws:
Added a custom loss message for selling your CC if you don't have a barracks and
refinery.

Evacuation:
Added Jeff the zergling. You can rescue him if you get too close.

The Dig:
Added a custom loss message for selling the drill.

Whispers of Doom:
Joke about zeratul in loading screen tip

All-In:
Added a custom loss message for selling the artifact.

LOCKED BEHIND THE MEME SETTING:

Liberation Day:
Instead of the marine saying the logistics center is a restricted area, Warfield
says he has claimed it, nukes you, misses, and says shit in response

Outlaws:
The crane lifts up tychus, and he says that he'll let you catch up

Zero Hour:
Tychus is standing on the artifact truck
Instead of hyperion, tauren marine saves you, nukes the zerg

Evacuation:
The APC is super speedy until the colony fence, then goes back to normal

Outbreak:
Tychus observes those are infested marines, Jim agrees

Smash and Grab:


Tychus is the artifact, and complains about his rescue taking too long

The Dig:
Tychus is the artifact, goes back into the temple to use the facilities
Supernova:
Tychus is the artifact, says it's hot, and that you should get out of there
Tychus says fire in yer hole to Nyon

Maw of the Void:


Tychus is the artifact, complains about being locked up when the vault closes,
complains about his prison time after being rescued

Cutthroat:
Tychus complains about vulture bikes, Raynor says they can use them to lay mines
around base, tychus begrudingly agrees

Media Blitz:
Warfield unleashes the predators

Welcome to the Jungle:


Tosh now really rolls his 'o's in Bold Move

Whispers of Doom:
Joke about zeratul in loading screen tip

A Sinister Turn:
The 3 preservers are now Tychus, Swann, and Stetmann. They have a conversation,
which ends with Tychus asking if those are vulture bikes, which then appear, they
mount, and ride away.

Echoes of the Future:


Tassadar is now xelnaga kerrigan, zeratul is largely speechless. Use Kerrigan's
teasing WOL unit voicelines

In Utter Darkness:
Artanis does not give his speech, instead he says his "discord amongus" line

Gates of Hell:
Tychus complains about infested marines when they show up
Tychus starts in your base, gives a comment, then runs off. Can be seen running
around the map, gives a comment if you get close, can only give a comment every 2
minutes

Belly of the Beast:


Stetmann now says he will eat the queen instead of saying she's dead, Jim is
speechless, Cannot be skipped

Shatter the Sky:


Tychus says that hit the spot every time a platform blows,
the first one can't be skipped, the rest can

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