SC Evo Complete Extension 1.0 patch notes

SC Evo Complete Extension 1.0 patch notes

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Evo Complete Extension Release 1.0

Hey everyone, we’ve been working hard for a while along with our advisors to create this update which aims at closing the gap in balance between BW and SC2 races, this update most notable contains buffs to improve the game tempo of BW races as well as changes to Explosive and Concussive weapons to improve their performance, particularly in BW vs SC2 Scenarios.

Along with this update we’ve also added several new models that the team has been working hard to get out the door. A series of minor updates to the core of the mods will be deployed to continue to make adjustments to the art as well as add new models eventually.

If you want to support our continued development or help us fund new models you can do so by donating to our Paypal

All the money raised is going directly to our modellers and data engineers.

Finally from the Dev team we’d like to wish the best to all the players participating in the Supermatch and GL HF, we’ll be eagerly awaiting the event’s date. Without further ado here are the patch notes.


  • Increased Explosive weapons damage factor vs Light 0.5 -> 0.625
  • Increased Concussive weapons damage factor vs Armored 0.25 -> 0.375

  • Normalized various weapon & armor upgrade costs to match SC2 values

  • Increased Supply Depots erronous life amount 400 -> 500
  • Reduced Siege Tank build time 45 -> 40
  • Increased Siege Tank Siege Mode range 13 -> 14
  • Increased Medic Restoration range 2 -> 4
  • Increased Spider Mine Activation range 2 -> 3
  • Reduced Vulture Ion Thrusters research time 100 -> 75
  • Reduced Vulture weapon period 1.875 -> 1.6875
  • Increased Wraith ground weapon damage 8 -> 10

Science Vessel

  • Increased Irradiate total duration 34.5 -> 42
  • Reduced Irradiate periodic tick delay 1.0 -> 0.5
  • Changed periodic damage from 7 -> 3.332, now deals total damage 248 -> 289.9
  • Fixed Irradiate not detecting cloaked units (Core)
  • Increased Defensive Matrix Shielding 250 -> 300
  • Reduced EMP missile speed to match SC1 behaviour (Core)

  • Reduced Dark Templar build time 45 -> 42
  • Increased Archon shields 350 -> 375
  • Reduced Dark Archon Mind Control research time 112.5 -> 100
  • Increased Nexus Shields & Life 750/750 -> 1000/1000
  • Reduced Robotics Support Bay build time 50 -> 30
  • Increased Reaver Increased Capacity research time 110 -> 130
  • Updated Shield Battery Restore Shields ability to match it’s SC1 Version

Zealot

  • Updated weapon attack to match it’s SC1 version (Core)
  • Leg Enhancements upgrade now grants 10% attack speed bonus
  • Increased Leg Enhancements research time 90 -> 100

Dragoon

  • Increased Dragoon weapon range 5 -> 6
  • Reduced Singularity Charge weapon range bonus 2 -> 1
  • Reduced Singularity Charge research Cost 100/150 -> 100/100 & Time 110 -> 100

High Templar

  • Reduced build time 45 -> 42
  • Reduced Psionic Storm cooldown 3 -> 2
  • Reduced Psionic Storm research Cost 200/200 -> 175/175 & Time 110 -> 100
  • Removed hover attribute from SC1 and SC2 High Templar

Shuttle

  • Increased acceleration 1.0625 -> 1.2
  • Gravitic Drive further increases acceleration by 0.75
  • Increased Gravitic Drive research time 80 -> 100
  • Reduced Gravitic Drive costs 200/200 -> 150/150

Scout

  • Increased air weapon range 5 -> 6
  • Reduced ground weapon period 1.875 -> 1.6875
  • Increased ground weapon damage 8 -> 9
  • Increased life armor 0 -> 1

Carrier

  • Reduced Inteceptor launch period from 0.625 -> 0.58
  • Increased Carrier Shields 150 -> 175
  • Fixed bug on Carriers that allowed Interceptors to enter the Carrier while it was moving

Arbiter

  • Increased Arbiter Recall radius area by 20%
  • Reduced Arbiter build time 115 -> 105

Observer & Observatory

  • Increased Observer sight radius 10 -> 11
  • Increased Observer movement speed 1.875 -> 2.0156
  • Increased Observer shields 20 -> 30
  • Reduced Observatory cost 100/50 -> 50/50
  • Reduced Observatory Shields & Life: 250/250 -> 200/200

  • Increased Larva Spawn delay 13 -> 14
  • Fixed Burrow not being able to be researched on Hatchery (Core)

Zergling

  • Reduced weapon period 0.5 -> 0.6
  • Increased ‘Adrenal Glands’ weapon rate multiplier bonus 0.33 -> 0.45

Hydralisk

  • Reduced weapon range 5 -> 4
  • Increased Grooved Spines range bonus 1 -> 2
  • Increased Grooved Spines research times 100 -> 170
  • Increased Grooved Spines research costs 100/100 -> 150/150

Ultralisk

  • Reduced unit radius 0.875 -> 0.75
  • Reduced damage point from 0.33 -> 0.25 (Core)
  • Increased weapon damage 20 -> 25
  • Increased weapon period 0.9375 -> 0.8437

Mutalisk

  • Increased weapon damage 9 -> 10
  • Increased weapon range 3 -> 4

Queen

  • Removed Spawn Broodling damage changes, now kills all targets instantly again
  • Increased Spawn Broodling energy cost 125 -> 150

Visual Updates

  • New Zealot model
  • New Mutalik model
  • New Overlord model
  • New Sunken Colony model
  • New Spore Colony model
  • New Guardian model
  • Updated Irradiate visuals
  • Updated Plague Textures

Bug fixes & changes

  • Updated various sounds volumes & added missing SC1 sounds
  • Fixed Ghost nuclear strike targeting dot not appearing for enemy players
  • Fixed Valkyrie missile impacts not appearing correctly on the impact location (Credit: Bommes)
  • Fixed Yamato Gun cast cancelling when losing vision of target
  • Fixed Science Facility using incorrect sounds
  • Fixed Shield Battery erronous starting energy 50 -> 100
  • Fixed SC1 Lurker spines not being able to cross terrain features that pass over chasms
  • Fixed bug where SC1 Mutalisk weapon bounces were ignoring armor
  • Fixed Devourer Acid now detects cloaked units
  • Fixed various upgrade visuals appearing on units during their research
  • Fixed Vipers Abduct interrupting SC1 Tank sieging morphs
  • Fixed Lurker Burrow hotkeys not being able to share the same hotkey
  • Fixed certain crucial abilites being hidden when Simple Command Card game option was turned on
  • Fixed ‘Infinite Money’ maps not working correctly for the sc1 workers

Credits:

New Plague Texture by: Nyanpie