Staredit Network > Forums > Modding Projects > Topic: Igal Heresy
Igal Heresy
Nov 30 2018, 11:07 pm
By: Lagi  

Nov 30 2018, 11:07 pm Lagi Post #1

Igal heresy is tech alteration for Brood War 1.16. Its just my vision, nothing breakthrough.

No new units, few new upgrades, some QoL. No AI to support the changes, so games would not be too fun.

explored map
starting 12 workers
auto start harvesting minerals (workers dont take perfect route though)
worker's rally point on minerals
smart casting (once work, once not)
idle worker counter (just number in up-left corner)
acquisition range of melee units increase to sight range, so melee units will approach each spotted enemy.


mod is assume to work with the AHK script for extra controls:
WSAD map move (+map location on mouse scroll its F2,F3,F4, +tab/caps/~ are group selection keys 0,8,9)
sometimes WSAD keys stuck [to fix press again the same key direction, that screen is going]
all Hot keys are now on ZXC / Q / E / RFV

Tech Trees:


Zerg has same tech tree

STATS change:
concussive do more damage. for: medium unit 50%>75%, large units 25%>50% (mirror of explosive).

Scan cost 50>75 energy

SCV decrease HP 60 > 50

Marine has Concussive damage type

Firebat armor 1 > 2
new upgrade: Evaporating Catalyzer [150/150], req. Science Facility - (change flame GRP to blue)
change Firebat damage type to normal

Medic decrease HP 60>40, heal 4x slower (50/256 speed), heal use 1,3 energy <-> 1 hp (75/256).
Medic has Irradiate cost 150 energy
Optic Flare - blind also reduce attack range to 3.

Ghost damage 10+1>14+2, cooldown 30 (instead 22)
Ghost has EMP (research at Covert Ops, need Science Facility)
Lock Down 200/200 > 150/150, energy 100 > 75
Nuclear Missile 8>0 supply
Ocular Implant also grant Ghost detection

Vulture increase mineral cost 75>100, reduce damage 20>18
decrease Spider Mines quantity 3 > 2

Goliath is medium size, req supply 2>3
Goliath missile range upgrade +3 > +2
Charoon Booster also increase range of Missile Turrets

Siege Tank increase supply req 3>4, sight range 10>7
Siege Tank in Tank mode armor 1>2, min. range 0>1
Siege Tank in Siege mode armor 1>0, min. range 2>4, attack cooldown increase 75>100 (less dps)

Wraith size is medium, require Control Tower

Valkyrie size is medium, cost 250/125 > 200/125, dont need Control Tower, cooldown 64 > 45, damage type explosive > normal

Science Vessel removed

Battlecruiser cost 400/300 > 400/250
Battlecruiser crush to ground
when destroyed above land-able terrain, it crashed and its transform into burning structure Crashed Battlecruiser, who will fly again if become repaired.


Dragoon has basic range 5 (instead 4), longer build time( 750>900), req more supply 2 > 3

Singularity Charge upgrade is in Citadel of Adun, grant +1 range (instead +2)
new upgrade Overcharge - double Dragoon attack speed, but turn Dragoon off after time.

High Templar require Sanctuary of Khala (renamed Shield Battery), cost 50/150 > 50/100, shorten build time 750 > 600
High Templar has ground & air attack; Psi Assault 14+2 dmg, range 4, concussive, cooldown 20
meld to Archon require Templar Archive

Psionic Storm, Hallucination, Khaydaring Amulet is in Sanctuary of Khala (renamed Shield Battery)
Psionic Storm 75>125 Energy Cost (req. Templar Archive)
Hallucination 100>50 energy, create 1 image (instead 2)

Scout medium size, cost 275/125 > 225/125, ground weapon cooldown 30 > 22, require Observatory

Interceptors are 6 basic quantity, +2 with upgrade, HP 40>30, shield 40>30

Distruption Web 200/200 > 100/100 cost

Mind Control cost 200/200 > 150/150 , energy 150 > 125
Mealstrom energy 100 > 75 , affect also mechanical units

Hatchery produce 2 larva, Liar 4x, and Hive 5x

Creep Colony cost 75>25, has 0>5 armor
Sunken&Spore cost 50>75

Overlord has faster movement (213>600 flingy speed, with upgrade Overlord is faster than Guardian 660speed), need Antennae upgrade to be detector.

Adrenaline is Liar upgrade (instead Hive)
receive new upgrade: Fossorial Locomotion (cost 150/150) - underground movement (require Hive)

Hydralisk req. 1,5 supply (instead 1)

Mutalisk size medium

Devourer cooldown 100 > 50, cost 150/50 > 75/50

Queen spells:
Parasite grant target Detection (also for enemy)
Spawn Broodling 150 > 125 energy

Nydus Canal can be build by Drone out of creep (exit still has to pointed at creep)

Ultralisk has explosive damage (instead Normal), 30+5 (instead 20+3).
Ultralisk splash damage (enemy only)

Dark Swarm 100>125 energy


can not find Lockdown timer value (duration suppose to be halved)

if you select Overlord, the speed of key map scroll slow down

on LAN: parasite target is not always receiving detection

on LAN: Zergling underground movement. As soon as Zergling come into see range of opponent units - both players are disconnected from the game.
Wishes or to-do:

KYSXD for sharing his plugin
Voyager7456 for help for exist
Pr0nogo for tools
Ravenwolf for greatest Brood mod ever

Post has been edited 11 time(s), last time on Dec 5 2018, 12:12 pm by Lagi.


Nov 30 2018, 11:39 pm Lagi Post #2

why remove Science Vessel

why put Dragoon in Robotic Facility?

Dragoon is too strong to be early accessible & Robotic Facility gain a good spam'able unit. Protoss mechanical unit factory feel underused to me.

why 2/4/5 larva spawn?
it feels odd that upgrading your "town center" grant no "scalable" benefit.
with this change Hatchery suppose to be resources establishment. This change should prevent building 2nd Hatchery close to each other.
Liar become a military center. Hive is an late game "spoil" when you have too much resources and can afford for little micro QoL.

why Optic Flare reduce range to 3?

to make Tank in siege mode incapable of shooting.

why Comsat nerf - require Science Facility?

to force Terran for early map scouting (a normal type - with units). Enemy gain chance to hide base (army composition) from terran. To make cloaked(burrow) unit more viable.

creep colony only 25 mineral & +5 armor?

creep colony was useless, without purpose. Now it suppose to be wall, blocking enemy movement.

Nydus Canal build out of creep?

To grant, proper late game, logistic capabilities for zerg (comparable with Arbiter Recall). Also to mitigate slowest transport.

Zergling underground move?

Zerg is lacking stealth/offensive unit. Roach type. Underground movement is obvious choice (nice fit to race and diversity).

Detection changes

I feel that Detection is too common, and vision upgrades are useless.
Overlord, Observer & Ghost need to buy his detection.
Additionally for revealing Terran has scan. Zerg in mod has Queen with Parasite which also grant target detection. Protoss is missing some alternative - but I have no good idea.
[+trickery with Ensnare, Plague, Maelstrom]

Siege Tank change

siege mode was too strong. Increased the min range, so assailants sooner reach "safe zone". Increase of siege cooldown = DPS is better in mobile mode. Min range in mobile mode is to force player control over tank. Armor change 2<->0 is to make siege more fragile, and mobile version more offensive, to incline even more for using mobile mode.

early High Templar ?

after shifting Dragoon to mid game, Protoss need early range & anti air unit. Templar Archive grant 4x units, so its good to apportion little more the appearance of new units.
High Templar has very interesting, and underused due to Psionic Storm, skill Hallucination. It allow to quickly multilply army, or create HP sponge's. By putting HT early the Hallucination will see some use in game.
Psionic Storm and Archon meld are still late, requiring Templar Archives.
HT attack supposed to be poor, so he stay in caster role.

Post has been edited 4 time(s), last time on Dec 5 2018, 12:19 pm by Lagi.


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