Halo Wars Scrubb Edition brings many changes to the classic Halo Wars formula, but soon it will grow to be an overhaul mod much like the very successful Leader Overhaul and More Leaders mods. This mod utilizes a number of assets from multiple other mods on top of having some original content of its own, so you may recognize some things from other mods such as from the previously mentioned mods; a full list of all content, assets, and/or scripts reused with permission can be found in a credits file located within the ModData file. To ensure that your using units correctly, be sure to check out all of the unit descriptions as well as the upgrade descriptions, since some units and upgrades are heavily modified from their vanilla counterparts and may function very differently to what your used to. This mod should feature support for Medstar's Mod Manager, but I don't personally use it so if it ends up breaking with it, let me know and I'll reupload a hopefully compatible version.
An overdue update with tons of fixes, balance changes, minor adjustments, and a bit of new content. The Swords of Sanghelios leader is not present in this version, but it will be in the 1.2 version. Full changelog is below.
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Changes from previous build:
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[New Content]
== PROFESSOR ANDERS ==
- Anders' Cryo-clops -
> Advanced Cyclops hero unit that replaces Anders' Gremlin.
> Has Cryo attacks that can slow and eventually immobilize targets. [PLANNED/NOT YET IMPLEMENTED]
> Has a construction ability that can be used to deploy a timed life turret with enhanced stats.
== BRUTE CHIEFTAIN ==
- Protos Scarab -
> Replaces the Scarab for the Brute Chieftain.
> High burst damage to trade off the consistent damage of the regular Scarab.
> Ported mostly as-is from Leader Overhaul. Will get the H2A model at some point in the future.
== PROPHET OF REGRET ==
- Draugr -
> Replaces the Scarab for the Prophet of Regret.
> Super Uber Unit like the Mammoth.
> Heavy weapons platform; has many different weapons to attack foes with.
> Can train air vehicles from itself.
> The Draugr can also produce a unique spirit that can deploy Shade Turrets.
[Balance Adjustments]
== GLOBAL ==
- All Building Killers -
> Veterancy requirements adjusted and are now consistent with eachother. (Every unit will get this treatment eventually)
- All Super Units -
> Developer Comment: Super Units have been returned to their former glory, though they are now more costly as a result.
+ Major improvements to Damage and Health.
- All Uber Units -
+ Modified Damage types; Now deals large amounts damage to targets of all kinds instead of just infantry and buildings.
- Noticeably more difficult to repair. (This does not affect the condor, as it already was being healed at this new rate)
- All Leader Units -
> Now have consistent veterancy requirements.
> Now have consistent combat values, which makes it so they are all healed at a similar rate.
- Corrupted Heron -
- Reduced move speed by ~9.1%.
- Healing Powers -
+ Can now heal units that have recently taken damage.
> This also affects the Forerunner Spire of Healing.
- Reduced healing rate to 75% of the base due to these new rules.
- Increased cooldown time by 50%, bringing it to a 90s cooldown.
- Hornet -
+ Buffed Damage by a decent amount, hopefully making them more viable.
- Jackal Pirates (All) -
- Can no longer gain veterancy.
- Grunt/Jackal Sqauds -
+ Increased ability damage.
+ Fixed a bug where the Plasma Launcher was far less damage then intended.
> Reworked statistic upgrades. Now stays more on track with Marines.
> Slightly lowered damage of Brute/Elite squad leaders, while slightly increasing the damage dealt by Grunts/Jackals.
- Marines -
> Reworked statistic upgrades. Now its less of a power jump and more of a power growth.
- ODST -
+ Changed damage type on autoattacks to properly include the passive bonus against air units.
- Pelican (Transport) -
- Reduced Move speed by ~28.5%.
- Protector Sentinels -
- Reduced move speed by 20%.
- Repair Drone -
- Reduced the rate that the unit can be healed by other healing sources. This was done in response to how effective drone clouds were.
- Reduced move speed by ~11.12%.
- Spirit (Transport) -
- Reduced Move speed by ~28.5%.
- Rhino -
+ Increased Movement speed by ~14.2%.
- Sentinel -
+ Increased movement speed by ~33.34%
- Sniper -
- Reduced the amount of health gained from upgrades, as it was giving them far more survivablity then they needed.
- Super Sentinel -
+ Increased movement speed by ~33.34%
- Ultra Banshee -
- Reduced move speed by 28%.
- Changed one of the attacks to not be passively more effective against other air units.
== CAPTAIN CUTTER ==
- Elephant -
- Increased population cost to 4 (Was 2).
- Gauss Turret removed; replaced with Machine Gun.
- Mammoth -
+ Gained 20% more base health, which is increased even further due to Techs.
- Now needs twice as much xp to gain veterancy.
- Now grants twice as much xp when killed compared to other ubers.
- Sunray 1-1 -
- Reduced the rate that the squad can be healed.
- ODST -
+ Now 2 population instead of 3
== SERGEANT FORGE ==
- Pelican Gunship -
- Reduced Damage by a fair amount, to keep in line with other ubers.
- Now grants 25% more xp when killed to be consistent with other ubers.
- Sergeant Forge -
+ Increased speed slightly, which takes him from 20% to 33% faster then other leader units. (This isn't as significant as it sounds).
+ Higher base health.
+ Now gains higher stats from upgrades.
+ Third upgrade now increases speed by an additional 25% (of the base).
> Weapon base damage values standardized (This makes balancing easier).
- Cyclops Mk2 -
> Now properly has the base stats of the original Cyclops.
- Cyclops Enforcer -
+ Base stats improved; it is now slightly faster and more durable.
== PROFESSOR ANDERS ==
- Condor -
+ Increased movement speed by 25%.
> Developer Comment: The Condor was doing far better then it was supposed to, being just as powerful as the original implementaion of the Pelican Gunship. Hopefully this puts it back in line.
- Reduced Ability Damage by a large amount.
- Noticably reduced Autoattack Damage.
- Reduced Health by a small amount.
- Signifigantly extended the ability cooldown.
- Now grants 25% more xp when killed to be consistent with other ubers.
- Gremlin -
+ Air attack damage increased by ~33.34%
+ Air attack changed to have the passive bonus against air targets
== UNITED REBEL FR>
- Bulldog -
+ Increased ability damage by 10%.
+ Primary attack is now twice as accurate.
- Cougar -
- Removed passive bonus against air units.
- Falcon -
> New upgrade: Wingmen (Adds side gunners)
- No longer starts with Gunners. (The description has been updated to match appropiately)
- Hammerhead -
- Removed passive bonus against air units.
- Medical Pelican -
+ Increased movement speed by ~7.1%.
- Saboteur -
> Disabled the ability until a fix can be found for the desyncing issue it has.
- Sun Devil -
> Signifigantly adjusted damage type of the attacks. While hard to explain, it does make it much more consistent.
+ Increased damage of the attacks against all targets.
+ Increased Health slightly; its got a Scorpion frame after all.
- Troopers -
+ Changed assualt rifle damage type to properly include the passive bonus against air units.
- Turrets -
+ Buffed damage of all counter unit turrets by ~66.67%
+ Increased range of the Anti-Infantry turret to match the range of other turrets.
== ARBITER ==
> Now exclusively has the classic Halo Wars Scarab. (Soon to be the Halo 3 Scarab)
== BRUTE CHIEFTAIN ==
> Now exclusively has the Protos Scarab.
- Brutes -
- Electric Shot stun duration reduced.
- Damage reduced by about 16%.
== PROPHET OF REGRET ==
> Now exclusively has the Draugr.
- Jackal Squad -
+ Shields are now functional, and can protect them from a few hits to the front.
- Prophet of Regret -
- Reduced grounded speed by 12.5%.
- Reduced flying speed by 20%.
[Bugfixes]
> Fixed an issue with minimap icons being weird.
> Fixed Remnant Hunters having the wrong description.
> Potentially fixed Remnant Hunters being unable to attack (again). The previous fix only worked in testing. Here's hoping it now works in actual play.
> Fixed the Brute Chieftain not starting with a Brute Chopper.
> Fixed an issue with Medical Pelicans that prevented them from being healed.
> Properly fixed an issue where the Scarab could shoot at targets behind it.
> Fixed invisible "pinkrod" projectile from Jackal Pirates.
> Fixed Sunray 1-1 not being sorted correctly when selecting multiple units.
> Fixed Sergeant Forge training faster then other leaders.
> Reverted unlisted changes to Vampires. (I was testing some things)
> Fixed a minor issue where the Mammoth was causing units to use rebel chatter voicelines.
> Fixed a bug where the Plasma Launcher was far dealing less damage than Plasma Grenades.
> Fixed Cyclops Enforcers not properly taking up 2 population.
> Fixed an issue with the Cyclops Mk2 that prevented them from being able to repair units.
> Fixed Rebel Watchtowers not having a description.
> Fixed an issue where the Peons upgrade could make Jackal Squads take up more population then before.
> Possibily fixed an issue where Spore Clouds could make buildings indestructible.
> Fixed Rebel starting unit starting further away then other leaders.
> Fixed the Cyclops Enforcer not having a shield.
> Fixed the Cyclops Mk2 and Cyclops Enforcer having their voicelines swapped.
> Fixed a bug that caused Sergeant Forge to gain veterancy levels faster then other leaders.
> Fixed Repair Drones not having a voiceline for when they were trained.
> Fixed Brute Banshees and Brute Vampires not having the same stats as their elite driven counterparts.
> Fixed a bug that caused Wolverines to not be able to target the Mammoth with the Volley ability.
> Fixed a missing animation with the Cyclops Mk2.
> Fixed the Cyclops Mk2 not benefitting from several cyclops upgrades.
[Minor/Misc Changes]
> Made some small adjustments to existing strings.
> Adjusted Condor unit icon to fit better with other icons in the game.
> The Mammoth's training animation has been modified and now features more particles and sounds.
> The Mammoth now has a death animation; sit back and watch the fireworks!
> The Mammoth now has a damage file; allowing it to visibly show damage. (Damage smoke is a little jank, but it otherwise works well)
> Leaders and Uber Units now take longer for their corpses to disappear.
> Replaced some projectiles with newer, cooler looking ones. (Scarab beam, Falcon grenade launchers, Rebel Commando Grenade Launcher)
> Began refinement of some upgrade icons.
> Fixed an issue where elephants and scorpions were under the same sorting.
> The number of charges remaining for multi-use powers is now shown to the player. (Sadly this is not able to be applied to unit drops)
> Removed the Hannibal Gauss hog and its associated super upgrade. A new scout super unit will be reintroduced sometime in the future.
> Removed the random offset from Covenant base healthbars.
> Made a handful of likely unnoticable changes to the ai difficulty multipliers.
> Modified the snow particles on Frigid Fortress to look a bit better.
> Changed the Covenant sniper tower garrison to always float in its idle state like it does in the mainline games. The shield wall is also affected by this.
> Modified description of Old Mombasa.
> Reimplemented Vanilla Docks.
> Adjusted the Combat Value of custom leader units so that they are consistent with the Covenant leaders.
[Known Issues]
> The Mammoth and Draugr being on the map at the same time puts the game in a very volatile state, making crashes much more likely as long as both units remain on the field. A direct cause has yet to be found, though it is suspected that the Mammoth's Damage Smoke may be related, as it makes use of cut mechanics. The damage smoke also caused many crashing issues during the implementation of the death animation.
> Mission 12 (Repairs) has an issue that can randomly occur that leads into immortal banshees occasionally being spawned. The cause has yet to be figured out
> Sometimes the game crashes when the Mammoth and/or Dragur is trained. This sometimes happens when loading the mod for the first time since your last computer restart, and it may not be possible to fix.
> ODSTs are unable to garrison structures. I cannot currently do anything about this due to how garrisons work.