Evo Complete Extension Update 1.5
Hey everyone, we’d like to start this out by thanking everyone who have been supporting us whether it be bug reports, an encouraging comment, a video or a donation, all the recent games and events have kept us going strong and this time we have a major balance update as well as tons of bugfixes coming to the game.
A reminder that you can help us fund development by donating, your donations go toward funding development as well as making new models at a much faster rate.
Or in our Patreon!
Hotfix 1.5.1
- Reduced Larvae spawn delay from 15 -> 14
- Increased Lurker life from 125 -> 135
- Increased Tank build time from 34 -> 38
- Increased Science vessel Build time from 50 -> 60
- Reduced Science vessel Movement speed from 2.8125 -> 2.75
- Increased Stimpack research time from 75-> 110
- Reduced Firebat armor from +1 -> 0
- Reduced Spider Mine Activation range 3 -> 2.5
- Reduced Dragoon build time from 42 -> 38
- Reduced SC1 Worker acceleration from 4.1875 -> 3.375
_The SCV change was reverted erroneously during the previous patch Deployment, it is now in effect _
Global
- Reduced Acceleration rate for all SC1 Workers from 4.1875 -> 3.35
The increased acceleration from workers resulted in a 12% increase in mining efficiency, we’ve lowered the acceleration rate now giving us a 9% in mining efficiency
Added new Skin System found by clicking this Button to open the new Skin Menu
- Added Classic Icons skin for SC1 Races
- Added new Aiur Nexus skin for SC1 Protoss
These new skins can be activated in a newly added Menu on the Bottom Right Menu Bar. The skins system will continue to grow in the future!
- Bonus damage to shields from explosive and concussive attacks reduced 100% -> 80%
- Explosive damage to shielded armored targets unaffected
- Concussive damage to shielded light targets unaffected
- Added Protoss Buidling Fire Effects
This effect is purely visual and is a recreation of the original effect in SC1, the effect is being improved over time and will continue to see several iterations after release
Crowd Control Reduction Changes
- Maelstrom Duration 11 -> 9 (20% reduction)
- Stasis Duration 65.5 -> 46 (30% reduction)
- Lockdown Duration 65.5 -> 46 (30% reduction)
- Defensive Matrix Duration 84 -> 58.8 (30% reduction)
- Ensnare Duration 37.5 -> 30 (20% reduction)
- Devourer Debuff Duration 30 -> 21 (30% reduction)
- Dark Swarm duration 56.25 -> 45 (20% reduction)
*Initially the BroodWar spells were used to bridge the balance gap between SC2 vs BW matchups but ever since several balance changes made to the units have made them more viable as support units
Movement Speed Corrections
- Corrected Zergling movement speed 3.0937 -> 3.125 (Core Only)
- Corrected Ultralisk movement speed 2.879 -> 3.0
- Corrected Hydralisk movement speed 1.9687 -> 2.0625
- Corrected Lurker movement speed 3.375 -> 2.25 (Core Only)
- Corrected Guardian movement speed 1.4062 -> 1.4375 (Core Only)
- Corrected Overlord movement speed 0.4687 -> 0.4375 (Core Only)
- Corrected Reaver movement speed 0.879 -> 0.9375 (Core Only)
- Corrected Shuttle movement speed 2.4882 -> 2.5
- Corrected Dragoon movement speed 2.9531 -> 2.9375
- Corrected Goliath movement speed 2.5312 -> 2.625
- Corrected Battlecruiser movement speed 1.4062 -> 1.4375 (Core Only)
- Corrected Dropship movement speed 3.0742 -> 3.0625
- Corrected Valkyrie movement speed 3.7148 -> 3.6875
- Reduced Wraith Build Time from 45 -> 42
- Increased Marine U-238 Shells upgrade mineral cost 50 -> 150
- Reduced Dropship cost 100/100 -> 100/75
- Increased Battlecruiser Speed from 1.875 -> 2
- Increased Firebat Life 55 -> 60
- Increased Barracks build time 65 -> 75
- Reduced Academy build time 50 -> 40.5
- Reduced Factory build time 60 -> 50.5
Medic
- Increased Medic Healing Range from 2 -> 3
- Increased Medic Movement Speed from 2.25 -> 2.4492
- Increased Medic’s Restoration Range from 2 -> 6
- Maelstrom can now be restored by Medics (Core)
Goliath
- Reduced Goliath Build time 40 -> 34
- Reduced Goliath’s Charon Boosters Bonus range from 4 -> 3
Siege Tank
- Reduced Siege Tank sieged weapon range 14 -> 13.5
- Reduced Siege Mode Research time from 60 -> 55
- Reduced Siege Tank Build time 40 -> 34
Science Vessel
- Added new Science Vessel Model
- Updated Irradiate Effects
- Reduced Irradiate Delay between damage ticks from 0.5 -> 0.45
- Reduced Irradiate Duration from 42 -> 37.9
- Reduced Irradiate AoE from 2.5 -> 1.875
Vulture
Ghost
- Lockdown now disables Terran cloak behaviors, allowing them to regenerate energy (Core)
- Lockdown now allows Move, Stop, Harvest commands to be issued (Core)
- Lockdown now Interrupts Disruptor’s Purification Nova channel
- Lockdown can no longer interrupt Battlecruisers Tactical Jump
- Adjusted Nexus Selection Circles (Core)
- Removed initial cast time from High Templar psionic storm
- Increased Dragoon Singularity Charge research time 100 -> 150
- Reduced Fleet Beacon mineral cost 300 -> 250
- Reduced Shuttle mineral cost 200 -> 175
Zealot
- Increased Zealot Leg Enhancement Bonus multiplier from 1.35 -> 1.4
- Removed Attack Speed multiplier from Leg Enhancements
- Reduced Zealot Shields from 70 -> 65
Reaver
- Increased Scarab movement speed 8 -> 9
- Removed Autocast from Create Scarab Ability
- Added a Button on the Shuttles allowing it to build Scarabs from inside
Initially the Autocast made Reavers too forgiving to play, we wanted to keep in line with the nature of the Original behavior but with some added Quality of Life features, so to that end Shuttles will now also have a Button to allow players to build Scarabs from within the Shuttle.
- Increased Reaver Speed from 0.879 -> 1.0703
Corsair
- Increased Corsair Weapon AoE from 3.125 -> 3.25
- Reduced Corsair Separation Radius from 0.75 -> 0.5
- Disruption web now mimics it’s sc1 version (Core)
Units inside the disruption web will no longer attempt to enter and leave the disruption web automatically, players must order them out of it manually, this behavior also affects the AI.
Scout
- Increased Scout sight radius 9 -> 10
- Increased Scout speed 2.8125 -> 3.375
- Decreased Scout movement speed upgrade multiplier 1.33 -> 1.25
- Reduced Scout Build time from 60 -> 50
- Reduced Scout cost 275/125 -> 200/100
- Reduced Scout Life armor 1 -> 0
- Reduced Scout ground weapon range 5 -> 4
- Reduced Apial Sensors upgrade Mineral and Vespene costs 100/100 -> 50/50
- Reduced Gravitic Thrusters upgrade Mineral and Vespene costs 100/100 -> 50/50
Arbiter
- Increased Stasis Energy cost 75 -> 100
- Stasis now disables Terran cloak behaviors, allowing them to regenerate energy (Core)
- Stasis now allows Move, Stop, Harvest commands to be issued (Core)
- Stasis now interrupts Disruptor’s Purification Nova channel
- Stasis can no longer interrupt Battlecruisers Tactical Jump
Dark Archon
- Increased Dark Archon Starting energy 50 -> 75
- Mind control can no longer target allied units
- Mind control can no longer target Tactical Jumping Battlecruisers
- Increased Mind Control range 8 -> 9
- Reduced Maelstrom Research time from 110 -> 96
- Maelstrom now disables Terran cloak behaviors, allowing them to regenerate energy (Core)
- Maelstrom now allows Move, Stop, Harvest commands to be issued (Core)
- SC1 Hatchery build no longer creates creep while it’s constructing (Core)
- Increased Spawn Larva delay from 14 -> 15
- Reduced Sunken Colony Build time from 35 -> 18
- Reduced Spore Colony Damage from 25 -> 20
Zergling
- Increased Spawning Pool Build time 65 -> 75
- Reduced Metabolic Boost upgrade research time 110 -> 103
Hydralisk
- Reduced Hydralisk Grooved Spines Upgrade Research time from 170 -> 140
- Corrected erroneous Hydralisk Inner Radius 0.3125 -> 0.375 (Core)
With the recent patch this radius made it possible for hydras to walk between minerals, it has been corrected
Lurker
- Reduced Lurker weapon range 8 -> 7
Mutalisk
- Reduced Mutalisk Separation Radius from 0.6875 -> 0.4
Devourer
- Reduced Devourer Morph time from 40 -> 35
- Increased Devourer weapon damage 18.75 -> 20.25 (vs armored 25 -> 27)
Guardian
- Increased Guardian weapon damage 20 -> 25
- Reduced Guardian Morph time from 38 -> 34
- Increaed Guardian Speed 1.438 -> 1.625
Defiler
- Increased Plague search area 2.0 -> 2.2
Overlord
- Increased Upgraded Overlord speed from 1.879 -> 2.38
- Increase Antennae Research Sight Range from 2 -> 3
- Increase Antennae Research Detection Range from 2 -> 3
- Overlords can now use the /dance command (Core)
Queen
- Ensnare now effects Cyclone’s Lock On ability
- Increased Broodling Cast range from 9 -> 10
Bug fixes & changes
- Nukes from Nuclear Silos & Ghost Academies can be launched interchangeably (dealing the damage based on the Ghost which launched it)
- Dark Swarm now appears and dissapears into fog of war as a single object (Core)
- Irradiate now plays the ‘Acid’ death for units when killed by it’s damage (Core)
- Workers can now use the spray ability
- Scarabs no longer deal damage when they timeout (Core)
- Fixed Spider mines detonating instantly instead of using their weapon delay when chasing cloaked hidden targets (Core)
- Fixed Spider Mines acquiring new targets if their chased target became invalid
- Fixed Spider Mines not activating on Changelings disguised as enemy players in team games
- Fixed Plague not damaging units inside Nydus Networks (Core)
- Fixed Irradiate not damaging its main target inside Nydus Networks (other units loaded into the network will not take damage from this) (Core)
- Fixed SC1 Gateway being considered same tech as SC2 gateway (Core)
- Fixed Changeling sc1 variants having different values as their unit counterparts
- Fixed SC2 texts for Interference Matrix & Hurricane Thrusters missing their KR translations
- Fixed Reavers being able to shoot Scarabs without building them first (Core)
- Fixed Arbiter Stasis, Malestrom, Lockdown buffs not halting SC1 & SC2 SCV’s building construction correctly (Core)
- Fixed Arbiter Stasis & Dark Archon Maelstrom highlighting SC2 Ultralisks during targeting
- Fixed Oracle Stasis Trap buff not halting SC1 SCV’s building construction correctly
- Fixed Adept Shade teleport not clearing Arbiter Stasis, Maelstrom & Lockdown
- Fixed Lurkers being able to damage their main target if they were loaded into transports (Core)
- Fixed Disruption Web not disabling Cyclone Lock On ability & Widow Mines attack
- Fixed Disruption Web disabling Reavers Scarab & Unburrowed Spider Mines weapons (Core)
- Fixed Disruption Web causing units to flee from the caster (Core)
- Fixed Overseer Contaminate not disabling SC1 Hatchery larva spawn
- Fixed Cyclone Lock on targeting SC1 Larva Eggs, Larva & Interceptors
- Fixed SC1 Terran Buildings being able to lift off while researching or training on an addon (Core)
- Fixed Defensive Matrix and Immortal Shield Barrier interactions, Immortal shield now takes priority over Defensive Matrix
- Fixed Plague damage not bypassing Defensive Matrix & Immortal Barrier (Core)
- Fixed Charon Boosters being researchable without Armory (Core)
- Fixed Wraith & Battlecruiser laser projectile speeds being too slow (Core)
- Fixed Mind Control not being able to target transport units holding cargo (Core)
All units in the transport will be gain the mind control buff
- Fixed Greater Spire morph having incorrect cost (Core)
- Fixed SC1 Siege Tank not dealing splash damage on lowered depot
- Fixed Carrier weapon tooltip displaying incorrect weapon period
Art Changes
- Added new Scout model
- Added new Pylon model
- Added new Science Vessel model
- Added burning visuals for damaged protoss buildings
- Updated Dark Swarm visuals
- Updated Reaver Scarab explosions visuals
- Updated Spider Mine explosions visuals
- Updated Irradiate visuals
- Fixed shadow issues on the Archon model
Legacy & Crossover
We’ve corrected a number of errors in the Core mod range values of these abilities, the Extension mod will remain unaffected but this change will apply to Legacy and Crossover
Range Corrections
- Corrected EMP Range from 10 -> 8 (Core)
- Corrected Restoration Range from 2 -> 6 (Core)
- Corrected Lockdown Range from 9 -> 8 (Core)
Legacy Extension
- Siege Tank & Goliath no longer effected by Ensnare attack speed debuff This is to mimic the behaviour seen in sc1
- Fixed Hatcheries not spawning with 3 larva at the start of the game
- Removed autocast from Carrier interceptor build & Reaver scarab build
- Workers no longer auto harvest at the start of the game
- Bases no longer auto rally at the start of the game
Credits:
GhostNova for Pylon Kitbash
Lawless for Pylon Animations/Effects
Spectre/Stormrage for Dynamic Banks for extensions