ReelCraft Mod Files v5.3

Details

  • Filename
    ReelCraft Mod Files.zip
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  • Uploaded
    Dec 4, 2023
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    120.02 MB
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    16
  • MD5
    20d47f3fb75ee621ef8acb2d961ae7f2

Changelog

- Added the Assault Mode gamemode
- Added 7 new mutators
- Added 12 new wave types
- Implemented changes to the pathing algorithm that will result in an overall reduced number of required calculations, improving performance
- Removed now redundant code in the enemy spawn triggers, slightly improving load times and performance
- Simple command card is now disabled by default
- Spawn locations for enemy waves are now less random and more equally distributed
- Endless Mode is now a gamemode modifier that can be applied to any gamemode
- Added the Random Team Color modifier that enables or disables fixed colors based on wave type and player
- ReelCraft will now keep track of the last played gamemode (including the two new modifiers) and start with the correct option preselected
- Whenever a new wave starts while the escalation level is greater than 0, an Amon voiceline will be played depending on the current escalation level
- If the player is defeated or surrenders while the escalation level is greater than 0, an Amon voiceline will be played depending on the current escalation level
- The randomization process will now be slightly sped up in waves after #6
- The passive income provided by your HQ building when playing Micro Mode is now equal to that provided by Outposts (down from 15|8 to 10|5)
- Each level of Escalation will now lower the HQ's passive income generation by 10%, resulting in no base income at Escalation 10 (duh)
- Void Rifts now spawn in with a small defensive force
- Void Rifts are now only attackable once their defenders have been eliminated
- All enemy waves after round 2 will be accompanied by airborne detectors
- All Void Rifts appearing after round 2 will be accompanied by airborne detectors (on modes 1 and 2)
- Micro Mode unit recruitment is now charge-based
- ReelCraft will now keep track of the last played gamemode (including the two new modifiers) and start with the correct option preselected
- Typing -transfer in the chat allows you to transfer selected units to your ally when playing co-op

- Smaller layout changes and visual tweaks to the Hostile Isle and Outmost Outpost maps
- Reduced reinforcement area on Hostile Isle
- Major changes to Wildfire, a Void Rift spawn location has been moved, map size slightly expanded
- Major changes to Sleeping City
- Minor changes to Braxis Blizzard, some rift spawn locations were moved to the top of the map
- Improved pathing regions on the Braxis Blizzard map

- Removed 35 seconds of downtime in between clearing/surviving a wave and the next wave being rolled
- You are now given 60 seconds to prepare after a wave has been rolled before your enemies actually start to arrive; this is tracked by a timer
- Escalation is now capped at level 15
- Escalation will now reinforce enemy spawns with hybrid units
- Escalation no longer causes additional regular enemies to appear
- Split protoss ranged warrior (Adept; Ambusher; Dragoon; Stalker) unit category into the ranged specialist (Adept; Adept (Purifier); Soul Hunter) and assault strider (Ambusher; Dragoon; Slayer; Stalker) categories
- Immolation Fluid perk removed
- Replaced Vanguard in the The Death Fleet Descends wave type with Slayers to emphasize the wave's focus on air units
- Upgraded the Colossi in the Let The Galaxy Burn wave type to their Purifier variant
- Significantly reduced the number of Charged Crystal units spawned by the Wardens of Eternity wave type
- Replaced Blaze's Shieldbreaker achievement with I Am Become Death which unlocks after using Combustion with the maximum number of Heat stacks applied
- Raynor's Laying Low achievement will now also track usage of his trait

- Added the Withdraw & Recycle ability to all command structures
- Medics are now unlockable through a new perk
- Mothership Cores are now unlockable through a new perk
- Added the Orbital Deployment upgrade as a perk
- Added the terran Fortified Defenses perk (provides defensive structures with +30% HP)
- Added the protoss Particle Cannon perk (unlocks an AA structure with global range)
- Added the Cyclone Missiles upgrade that enables the Warhound's Haywire Missiles to target air units
- Energizers now have access to an energy-based version of the Reconstruction Beam ability
- Destroyers now have access to the Flux Vanes upgrade which increases their movement speed by 2 (allowing them to keep pace with Phoenixes)
- The Immolation Fluid and Wildfire Explosives upgrades have been combined into the new Wildfire Armaments upgrade
- Increased Jim Raynor, Miles "Blaze" Lewis and Mira Han energy regeneration rate by 0.5 per second
- Each rank will now increase the energy regeneration rate of your hero by 10%
- Increased Nova Terra energy regeneration rate by 1 per second
- Alarak shield regeneration rate increased by 1 (from 1 to 2)
- Alarak energy regeneration rate increased by 0.5 (from 2 to 2.5)
- Alarak life armor increased by 1 (from 3 to 4)
- Taldarin shields reduced by 50 (from 250 to 200)
- Taldarin shield regeneration rate reduced by 1 (from 3 to 2)
- Taldarin life increased by 50 (from 250 to 300)
- Taldarin life regeneration rate reduced by 0.5 (from 1 to 0.5)
- Taldarin life armor increased by 1 (from 4 to 5)
- Blaze attack range increased by 1.5 (from 2.5 to 4)
- Stirring the Fire now provides +10% damage instead of +2 damage
- Strirring the Fire now also applies its damage bonus to Blaze's abilities
- Combustion no longer has a minimum heat requirement or removes stacks of heat
- Incinerate is now also applied to enemies damaged by Blaze's abilities
- Combustion now deals 50|100|150 damage and reduces 3|6|9 armor
- Combustion's base damage is no longer multiplied by the amount of stored up heat stacks (but increased by up to 100% by Stirring the Fire)
- Combustion's armor reduction is no longer affected by heat in any way
- Increased Combustion energy cost (from 75 to 100)
- The Strike As One ability no longer resets weapon cooldown
- The Strike As One ability's effects are no longer removed after one attack and instead last 5 seconds at level 1, 10 seconds at level 2
- The Strike As One ability now provides +50% attack damage at level 1, +100% at level 3
- The Strike As One ability's effects will now also increase spell damage
- Alarak no longer passively leaps towards his melee targets by default
- Unlocking the Deadly Charge ability will now also allow Alarak to passively leap towards his melee targets
- Imposing Presence will no longer trigger before Alarak leaps towards a target, only when he is stationary
- Reduced Empower Me energy cost by 25 (from 125 to 100)
- Reduced Recklessness cooldown by 15 seconds (from 50 to 35)
- Increased HP bonus provided by the Forged in Fire perk from 25% to 30%
- Increased HP bonus provided by the Shock Troops perk from 25% to 30%
- Increased HP bonus provided by the Mechanical Know-How perk from 10% to 15%
- The Warrior Authority perk no longer reduces the cooldown of the Warp Gate's warp charges
- The Warrior Authority perk now enables Warp Gates to hold an additional warp charge
- The Robotics Authority perk no longer reduces the cooldown of the Warp Robotics Facility's warp charges
- The Robotics Authority perk now enables Warp Robotics Facilities to hold an additional warp charge
- The Fleet Authority perk no longer reduces the cooldown of the Warp Stargate's warp charges
- The Fleet Authority perk now enables Warp Stargates to hold an additional warp charge
- The Warrior Authority, Robotics Authority and Fleet Authority perks are now available in Micro Mode where they increase available production charges
- The Infantry Specialist, Vehicle Specialist and Naval Specialist perks are now available in Micro Mode where they increase available production charges
- Reduced Optimized Ordnance defensive structure attack speed bonus (from +25% to +10%)
- Removed Robotics Facility tech requirement
- Removed Stargate tech requirement
- The Cybernetics Core can now be built if any production structure has been constructed (not just the Gateway)
- Enhanced Targeting will now provide defensive structures +1 range (down from +2)
- The Enhanced Targeting upgrade now has its own icon in the command card of those units that benefit from it
- The Enhanced Targeting upgrade's description will now list Tesseract Monoliths as being affected if they are available
- Increased Medivac starting energy by 100%
- Royal Guard units no longer gain armor from leveling up
- All Royal Guard units now properly benefit from armor upgrades
- All Royal Guard units now properly benefit from weapon upgrades
- Damage bonus per veterancy rank cut in half for Royal Guard units
- Increased damage bonus from weapon upgrades for Royal Guard units
- Updated/rewrote the Royal Guard of the Dominion passive's tooltip
- Restored original Dominion Trooper attack range (from 4.5 to 5)
- Reduced Dominion Trooper attack cooldown (from 0.86 to 0.75)
- Reduced Dominion Trooper attack damage (from 6 to 5)
- Restored original Dominion Trooper cost (a reduction from 50 to 40)
- Reduced Dominion Trooper build time (from 25 to 20)
- Reduced Elite Marine build time (from 50 to 40)
- Reduced Reaper build time (from 40 to 30)
- Adept cost reduced from 125|50 to 100|40
- Adept life and shields reduced from 90 to 70
- Adepts no longer have a tech requirement
- Psionic Transfer now weakens enemy units like in the LotV campaign (every attack versus them deals +5 damage)
- Psionic Transfer now needs to be researched to be used
- All Hellion variants no longer have access to Fire On The Move
- Firebat attack range increased by 2 (from 2 to 4)
- Firebat damage reduced by 2 (from 10 to 8)
- The HERC's Critical Response System passive now also regenerates 50 HP in addition to its damage immunity effect when triggered
- Increased standard Reaper HP from 50 to 60
- Increased standard Reaper range from 4.5 to 5
- The Reaper G-4 Clusterbomb ability may now be set to autocast
- Increased Spot HP from 75 to 90
- Increased Fortification Barrier cooldown from 30 to 40 seconds
- Increased Fortification Barrier energy cost from 15 to 20
- Changed Haywire Missiles damage from 24 (+6 versus mechanical) to 21 (+9 versus armored)
- Zerus Creepers can no longer attack air
- Zerus Creepers are no longer affected by the Sneaky Gitz mutator
- Removed detection from Stone Zealots
- Removed detection from Hunterlings
- Removed detection from Chokers
- Removed detection from Kaboomers
- Removed detection from Stanks
- Reduced Cyclone gas cost by 50 (from 150 to 100)
- Reduced Diamondback gas cost by 50 (from 150 to 100)
- Increased Warhound gas cost by 25 (from 75 to 100)
- Reduced Diamondback build time by 5 (from 50 to 45)
- Reduced Warhound build time by 5 (from 50 to 45)
- Banshee and Wraith build time reduced to 40 (from 60)
- Covert Banshee and Asteria Wraith build time reduced to 60
- Viking and Medivac build time reduced to 30
- Sky Fury and Deimos Viking build time reduced to 45
- Sovereign Battlecruiser and Pride of Augustgrad build time reduced to 135 (from 180)
- Reduced the build time of all Raven variants and Science Vessels to 40 (from 60)
- Carrier and Purifier Carrier build time reduced to 90 (from 120)
- Increased Field Promotion experience bonus from 25% to 50%
- The Colorbind mutator is now considered negative
- Increased global Scanner Sweep cooldown for the Scurrilous Scanner Sweeps mutator (from 15 to 20 seconds)

- Rewrote burrow AI, fixing several issues, allowing it to apply to rift defenders and to take into account player 2's units
- The Optimized Emitters upgrade is now properly researchable
- Fixed several hotkey inconsistencies and overlaps for the Fleet Beacon
- Junker Widow Mines now properly benefit from armor upgrades
- Raven Type IIs now properly benefit from armor upgrades
- Covert Banshees now properly benefit from armor upgrades
- Hellion Rangers now properly benefit from armor upgrades
- Hellbat Rangers now properly benefit from armor upgrades
- Cyclones now properly benefit from weapon upgrades
- Colossi with the Chrono Lance upgrade will now properly benefit from weapon upgrades
- Destroyer attack animations now work properly
- The Golden Armada achievement will no longer count Interceptors and Interdictors as ships
- The Victory Fleet achievement will now properly unlock
- The Blessing of the Xel'Naga mutator will now be properly applied to both players
- Achievements such as Lone Wolf will no longer count Spots, Medivacs, Observers and Warp Prisms as combat units
- The Supplicant's Sacrifice ability can no longer target invulnerable units (preventing it from being used on resource pickups)
- Fixed a bug that could cause Warp Stargates to share warp charges globally
- The actual bonuses of the U-238 Rounds upgrade are now reflected in the tooltip
- Fixed a bug that caused Imposing Presence to break when playing co-op
- Alarak's passive ability Soul Absorption now replenishes life and shields based on the supply value of his victims as intended
- Emperor's Shadows can now properly cancel tactical missile strikes if so desired
- Dominion Trooper weapon pickups, Adept Shades and Disruptor Purification Novas will no longer be able to trigger mutator on-death effects
- Fixed some visual issues that could occur in the gamemode selector when playing co-op
- Removed an unintentional no build zone on Hostile Isle
- Fixed a bug that could cause the AI to incorrectly use terran transformation abilities in co-op mode
- Aegis Guard, Sky Furies and Shock Division will now use the correct death effects
- The Drag, Abduct and Choking Tentacles abilities will no longer be used by enemy units out of map bounds
- The AI will no longer use the Abduct ability on Interceptors or Interdictors
- A unit type being rolled will now properly play the corresponding ready voiceline
- Obsolete ability icons will no longer appear in the Archon command card while they are being merged

- Updated some hero descriptions
- The hero selector UI will now mention that Recklessness also increases movement speed
- Altered the Among Us mutator's description to be a little more helpful and less cryptic
- Added a version number to the bottom right corner of the starting screen
- Mirage appearance, wireframe and icons updated
- Slayer appearance and icons updated
- Shieldguard appearance and icons updated
- Primal Zergling appearance reverted to its HotS campaign iteration
- Sentinel unit icon updated
- Tesseract Monoliths now use the standard protoss building portrait
- Tesseract Monoliths now play their unpower animation when outside pylon range
- Firebat and Flame Trooper attack models updated to use NCO-style flame effects
- Han's Hellion's "Hellbat Mode" ability will now use the icon of Han's Hellbat variant rather than the default one
- Changed Wardens Of Eternity wave type icon
- Reverted Wrathwalker unit icon to its LotV iteration
- Combustion now uses an updated icon
- Call In the Cavalry now uses an updated icon
- Frag Grenade now uses an updated icon
- Homebrew Stimpack now uses an updated icon
- Updated some of Raynor's achievement icons
- Added unique Miles "Blaze" Lewis wireframe
- Added unique Aegis Guard wireframe
- Added unique Pride of Augustgrad wireframe
- Added unique Sky Fury wireframe
- Added unique Shock Division wireframe
- Added unique wireframe for junker Reapers
- Added unique wireframe for junker Hellions and Hellbats