Invicta Campaign
The campaign follows the story of a protoss tribe created not long before the events of Star Craft 2. This tribe has been isolated from the outside universe for their entire existence. After the collapse of the Zealot Imperium (the empire that the tribe created at the start of its existence), the tribe shattered into multiple warring factions: the Invictas. This era became known as the Invicta age.
A few years later, a coalition called the IAC has been made to keep the peace, however dark forces are at work. The Invicta Inferno is advocating for war and a signal from the outside universe threatens to change everything. Follow the story of three factions: the Invicta Justicar, Inferno and Seleik as a great mystery unravels!
To Install:
- Unzip the zip-files.
- Copy the files within the unzipped folder.
- Open your SC2 directory [by default it should be C:/Program Files/Starcraft II/ ].
- Open the Maps folder within your SC2 directory. If this folder does not exist, create a new folder and name it Maps.
- Inside the Maps folder, create a new folder with the name: Invicta Campaign.
- Open the StarCraft 2 editor then click on File and Open.
- Find your SC2 directory and the click on the Invicta Campaign folder.
- Click on the mission you want to play (the map should then load in your editor).
- Press the test document button (on top bar) and enjoy :)
- FOR MISSION 8 ONWARDS (and the remasters): extract the mod file (Invicta mod) to your "Mods" folder in your Starcraft 2 install directory (NOT the folder under "My Documents"). If you do not have a mods folder, simply create one.
- If using the new translated 'Collections' you must remove each map and the mod from the folder it comes in and add them to the relevant folders as stated above.
Discord: https://discord.gg/22Q2zYz (regular updates posted here)
Act 1, Invicta:
Mission 1: The Signal is out, Mission 1 remaster: A New Dawn is out
Mission 2: Satherial is out, Mission 2 remaster: City Under Fire is out
Mission 3: To Extinguish The Flame is out
Mission 4: When One Falls.... is out
Mission 5: A Destiny To Fulfil.... is out
Mission 6: Gateway To Oblivion is out
Mission 7: A War In Requilis is out
Mission 8: Fellowship Of Darkness is out
Mission 9: Empire Of Ashes is out. You must download the updated version of the Invicta mod for this mission.
Act 2, Tainted Legacy: in development (use the Tainted Legacy mod, install in the same way as act 1)
Mission 1 - A Power Awakens is out
Mission 2 - in planning
The multiplayer spinoff: 'Invicta Wars' can be found on the sc2 arcade only
Playthrough by Jayborino: https://www.youtube.com/playlist?list=PLMmfhvBzj4FDlyMBcVhgMIqtY5Oy8lmwq
In reply to canaksucan:
I'm not aware of any that do this on a very frequent level. However I know some missions in 'The Dark Story' trilogy do this.
In reply to pearlcross8:
thanks i thought that you are sick or you know not alive because of covid 19 that the act 2 will never come but whatever thanks for the news by the way appreciatted
This is the best custom campaign I have ever played! I hope you will continue modifying and creating new interesting missions. I have a few suggestions for some of the missions:
1. For Mission 2, Act 1, it would be interesting to see Mobieus Corps setting up bases and rebuilding outposts destroyed at the beginning and creating new ones in areas where you have destroyed the nydus worms, to help defend against the zerg and the Inferno, and also launch attacks on their own, to make the first stage of the mission shorter, but they would be launching attacks all the way through the mission. Also, when you rescue the engineer, I think that your allies should get 3 damage and 3 armour upgrades, and Ryder could send bigger and bigger waves, and you could upgrade him to send air waves as well, to make the whole mission chaotic and interesting. Lastly, I think that the Inferno would also send attacks with air units and also try to build bases and outposts, so that when you're defending the artifact, they would send bigger and more powerful waves.
2. For Mission 6, Act 1, if you destroy the nexus' of the 2 clans, then they would become your allies and build even stronger bases than before and be loyal to you, so you won't have to pay them anymore and you could gain the option to upgrade them. Also, I thought there wasn't enough side objectives, so I think it would make sense if there were tons of them all over the map, and also I think Vaxxar could build outposts outside her base, as it would make sense as she's trying to reclaim the land.
3. For Mission 8, Act 1, I would like to see a great deal of changes. When you get the different Zealot Imperium on your side, I think it would make sense if they would make outposts outside their bases, to help defend against the waves, and for the Cult of Arion and the Sons of Melissande, they would be upgrade and get mechanical and air units. I could see that the Cult of Stryvix weren't using shield batteries, so I think that they should use even more, and their base weren't that heavily defended, so it would make sense if it would be as heavily defended as possible. Lastly, I think that when the terrans and Stryvix are reinforcing your side of the base, they would construct outposts and bases, but you would have to upgrade them even more, I could see that the Terrans base were tiny, so I think on their side of the base you could make the temple larger and longer, so they could better cope with the enemy attacks and a Final Upgrade could be forcing them to start making attacks early.
I would like to know if in the Second Act that Mobieus would invent and introduce the Contingency to make them more powerful? Lastly, I have a mission suggestion, which is when the Inferno are attacking Satherial, Ryder would negotiate with his rebels and make them join him forever, and send a distress signal to any allies alive in the universe, which would make some of the old-fashioned dominion, UED, all the Mobieus Foundation members that are alive with their hybrids, some of Amon's zerg, some of the Umojans and Nova's old scientists and army who had left Nova when she became an outlaw to arrive and help Ryder, where he would invent the Contingency, and his allies would join him forever.
Amazing custom campaign, I'm all excited to continue, every day I go to the game to check if there is something new when the second act comes out ?
In reply to artanis252:
Yea sorry it's taking so long, university keeps getting in the way. The plan is to release act 2 mission 1 some time towards the start of 2021
Your campaign is awesome ! I'm not a pro so i had to restart maaany times, but everybody can apprecite the epic-ness of this campaign. Sorry if you answered that question before, but is it possible to access the soundtrack outside of the game ?
In reply to simondenomme:
Glad you enjoyed the campaign, and sorry for the late reply. Yes the soundtrack can all be found on youtube. If you join the linked discord I have posted all the links to the songs somewhere in there :)
Excellent campaign! I like it a lot, good story for Act I. it has a good plot, very interesting. I hope that this year the campaigns of Act II will be launched, in a few months sincerely.
Congratulations for this campaign project!
In reply to msbrollini:
Thanks for the complement :), The first mission of act 2 is aimed to release this year (hopefully within the next few months)
Hello, I am a Korean user. I would appreciate it if you understand even if I am not good at English. I found this campaign through Youtube and I enjoy it.
I like to work with my allies to win, and the campaign you created just in time suits my taste.
Thank you for making it!
In reply to dvaworld:
Thanks for the comment, glad you enjoyed it :)
This campaign is great! Thanks for all your hard work.
Most of the maps are quite fun and enjoyable, and they certainly seem to be improving. The story line is quite engaging and I like the characters, such as Cassedy, while the game mechanics and ideas are also very enjoyable. There haven't been any bugs that I've come across either.
There are a few things that could possibly be changed though:
1. The terrain is nice, but in some of the maps such as fellowship of darkness and Gateway to oblivion, your air units get stuck, which is quite annoying.
2. Sometimes, I feel that the tips or instructions and objectives could be clearer. For example, in mission 9, I thought you started off with garrisons, and didn't realise that the only one nexus needed to survive. In mission 9, if Kerrigan gets distracted by another attack, after it's destroyed she stops attacking towards Amon for that wave and just stays there.
3. Some heroes are too powerful for the map they are on. For example, in Mission 7, even on the hard difficulty I just used Stealth and Spectron to kill everything. For that, maybe increase the strength of the opponents as the heroes are balanced for the rest of the maps.
How many maps are you planning on making and when will they come out?
In reply to yeosk:
Hi yeosk, thanks for the compliments :).
1. Yes I am aware that air pathing can cause issues with units getting stuck. Blizzard implemented it in a really poor way which makes it very difficult to use. Through various tweaking I aim to improve it over time and reduce the chance of units getting stuck.
2. Having a tip about starting with no garrisons may be a good idea yes. At the start of the mission just under the loading bar it does say you only need 1 allied nexus, it also repeats this if you hover over the objective :)
3. Yea that is fair, when I have free time to go back to older missions I will tweak the unit comp of enemies to better counter allied heroes.
4. Mission 9 is the final mission for act 1, however I am planning on remaking mission 1 and 2 to bring them up to the level of the other maps (especially their terrain design). After that, 2 more acts are planned each consisting of around 10 missions. The reworks of mission 1 and 2 are aimed to be done within the next month or two. After that I will start work on the data setup needed for act 2. Since so much needs to be done I can't be sure about a release date for act 2 mission 1, but I would guess some time around July this year (could be earlier or later depending on how things go).
The campaign is certainly.........different than most of the maps out there, its a full series of large tug and war, its actually quite entertaining while using the different heroes and advance with other units and complete side objectives., when you finally broke through, the satisfaction is real. The story is interesting and overall it's quite decent, but here are some things i personally found a little, frustrating.
1. Since the map is quite large, maybe its wise to have some kind of town scroll? Like a mass recall ability to be able to go back to your main base, it doesn't have to be the outpost, just having a quick option to go back to the main base is enough, cause sometimes the attack can stack up and quite large and easily break through the outpost and main defense, and my heroes and army is like a mile away from intercepting it
2. Some side objectives are actually, not that helpful when you complete them, or maybe I just miss the actual concept of it, for example the desert map with a base in the middle which you can capture, and hold by AI, which I think is to delay attacks, but there are these large spawned attacks just right outside your main bases, I have been stuck in the loop of recapturing the middle base and defending main base for a long time, until i decided to go for other objectives first. Still, there were other options I could choose like the one which give more defense around the main base, maybe choosing that one could give me more of a break.
3. Having heroes respawn time shown could be great, just a small add-on for easier notice :)
4.Mission 8 cant detect the mod file, probably due to recent patching
Anyway though, a good job on it, must be tough work for all these huge maps
In reply to PlotEventFlag:
Thanks for the feedback :), in future updates i'll definitely take a look at some of the stuff you pointed out.
I'll update the mod and map now to hopefully ensure compatibility. Thanks for pointing that out :)
I love It the creation the names of unites n structures it so interesting n especially the cinematic of the game , of course the hero name tribe clans. pls continuous to make more if u can good luck:]
In reply to shadowguardsp:
Ty for the support :)
For your first campaign, I must say this is pretty solid. Long maps with intriguing lore, constant change between macro, micro or a mixture of both, it just feels refreshing and difficult in a way that it's likeable. I specially love how we are playing as both the good and bad characters. If you ask me, I'd say it be best if you just go down a dark route to help Amon be resurrected and then be betrayed, killed or enslaved, like a bad ending or something along those lines, something that I'm pretty sure doesn't happen anymore.
Nevertheless, this campaign is very much enjoyable and I do hope you continue.
In reply to hellishblizz:
Thank you, I'm glad you are enjoying it :)
And yes, I agree that dark endings to campaigns are quite rare but often very interesting. I certainly plan to make an ending that is not all happy for everyone so hopefully it will be enjoyable.