Koprulu Chronicles
A set of lore friendly campaigns of varying length (mostly short to medium). Mostly classic RTS gameplay, modded with a nudge toward more realism and slightly more relaxed pace.
- Focus on gameplay. Story elements are light. They set the stage and tie missions together, but don't expect intricate plots, text novels or fancy cinematics.
- Mostly fair AI that generally build units rather than spawn them, and don't have unlimited reinforcements, i.e. attrition tactics are viable.
- The overwhelming majority of missions don't have time limits, allowing you to progress at your own pace (as long as you can stay alive).
- Little to no handholding. You get your objectives and will have to figure out how to achieve them on your own. You won't get notified about enemy activity (unless there are story reasons for it). You'll have to scout to know what the enemy is doing and when and where they are attacking.
At the core is a significant overhaul mod that makes small adjustments to almost every aspect of the game in an attempt to make it slightly more realistic and more audio/visually pleasing. Here are a few highlights:
- Armor penetration is a thing; it will take a long time for small arms fire to take down a tank.
- Small units are difficult to hit. Ranged units may miss them completely, hitting the ground instead and kicking up dirt. This means e.g. infantry won't take tank AP rounds to the chest and carry on as if nothing happened, without making tanks extremely overpowered (many tank shots will miss, but when they do hit it will cause massive damage). Note that this mostly affects armor-piercing weapons with no splash damage. A siege tank artillery shell doesn't really care if it misses it's target slightly.
- Adjusted unit sizes, nudging them toward more realistic sizes (just a nudge though, nothing spectacular).
- Overhauled combat effects. Muzzle flashes, projectiles, impacts, sounds, explosions etc.
- Slightly more "weight" to large units. A tank won't turn on a dime.
- All units have slightly more hitpoints, making battles take slightly longer and giving more time to micro manage.
- Many micro abilities have been toned down. Army composition and positioning is more important than ability micro management.
Currently contains 3 campaigns with a total of 17 missions:
Rogues (Protoss) - 5 missions
Stonehammer (Terran) - 7 missions
Arrival (Zerg) - 5 missions
Credits
Custom models and textures from:
GhostNova91
GnaReffotsirk
Hammer107
SC2PVE
WingedArchon
Cerberus
Zerakim
Glow
Minor update 3.3
- Introduced "Population" resource that's persistent between campaign missions and provides an additional incentive to keep units alive.
- Increased health of structures that must be defended in Rogues.
- Tuned Stonehammer mission balance and enemy composition.
- Added buildable attack buggies and machine gun turrets to Stonehammer.
- Reduced health of Vutures.
- Updated particle effects of Terran cannons and machine guns.
- Updated main menu visualization of completed missions.
Decided to try the campaign since I really liked Scattered. Just finished the Protoss campaign, which was very fun, and started the terran campaign. (I'm playing on version 3.2)
Stonehammer's second mission seems incredibly overtuned.
Ally waves seem completely useless. Even when I use all my units to support them, after I dealt with all sharpshooters and turrets in their way, they can barely deal with one enemy wave of the enemy and fold the moment a second one spawns.
Also, the random miss chance on light units is very cool in macro missions, but here, it means that every fight you take on your own is heavily rng based. If you're lucky, you can take quick fights without loss. If not, the fights drag out and you risk losing a unit or having an enemy wave walk into you. Couldn't sharpshooters always hit their target ? (would seem kind of a requirement for the job) As it is, 3 sharpshooters can't even reliably kill a single grunt in one volley.
Also, dealing with enemy sharpshooters on hills is really cool, but since the ally waves can't beat the enemy's own either way, it feels kind of pointless. I feel like if the ally waves were stronger (strong enough to beat the enemy waves on their own) but the enemy had more defenses (gun turrets or units on hills) that you can take out. (in the same way as the central chokepoint which is protected by two turrets and several sharpshooters which you can take out)
Also a few things I noticed which seemed unintended :
The enemy sharpshooters in the chokepoint I mentioned seem to get hit by their own artillery from time to time, since they were hurt when I reached them and my ally had no way to even see them, much less damage them.
In the same chokepoint, there is a highground to the north with an enemy sharpshooter which I think you're supposed to take out to then destroy the enemy's autogun from the high ground. The problem is that the enemy sharpshooter gives vision to the autogun and you can't approach the sharpshooter without entering the autogun's range and getting shot (basically instant death if they land their shot)
Sorry for the rant, but I really like the gameplay of the macro missions, and it feels like I spent as much time on this one mission than on half the Protoss campaign...
In reply to navynahibel: Those are good points. I'll take everything you said into consideration, and make some adjustments to the mission, particularly the ally/enemy wave ratio. Probably won't make the sharpshooters 100% accurate though. I'll bump their accuracy a bit more, but they already have a higher hit ratio than most other infantry, and are intended as "above average" infantry rather than elite. I also kind of like the "should I pull back or not?" feeling during an engagement where you can't make a perfect calculation of the outcome beforehand.
Update will probably take a while though. I have a few other changes planned that I'll try to batch together with this, but they will require a full playthrough of the first 2 campaigns to test, which will take a while for me to get through.
Thanks for taking the time to report these things.
In reply to Daequeous:
Thanks for the response !
I hadn't noticed the increased accuracy of the sharpshooters, probably because most other terran units at this point fire much faster so it's a bit harder to gauge their accuracy.
I ended up cheating my way past this mission (I could probaby have beaten it at some point, but I was getting frustrated) and the rest of the Terran campaign was extremely enjoyable !
I planned to tackle the zerg campaign and was wondering whether you'd be interested in a review of the 3 campaigns (thankfully much more positive than my first comment ^^).
In reply to navynahibel:
I'm glad it got better when you got past that mission. As far as reviews go I'm always interested to hear what people think. Negative parts (when specific) help me improve, and positive parts boosts motivation to continue.
So am I really supposed to peck and flee at the barracks'es in Stonehammers 2nd mission? Thats how I played through it months ago when I first discovered it, but it seems wrong. Three rocket troopers against overpowered barracks that constantly spawns more units than I can reasonably fend off. It took me ages first time and I don't have the patience this time so what am I missing? My allies are as useless as ever, can at best survive a single fight with full support from my whole squad and they still manage to lose ground with the next wave.
So my allies are no help, just a part of the fauna and the only way to progress is to abuse the limited pursuit of constantly spawning enemies for significant amounts of time?
Also this and Scattered are probably my favorite custom content for SC2, at least for the first playthrough, inspiring really.
In reply to spewardderekdoor: I don't think you're doing it wrong, and I think you're right. Taking out the barracks when you reach them is a bit more of a slog than necessary since they have so much health when all you have is a small squad of infantry. I'll add some explosive barrels around the barracks that will take a big chunk off of their health when detonated. Should reduce the time required to take out each production hub with your small force. It'll be available in version 3.2 which is being uploaded now.
Thanks for pointing it out. And it's always nice to hear that this, while a bit niche, still has a playerbase.
In reply to Daequeous:
Thank you for your response, I tried it and it seems good, but it's a little difficult to judge right now since it feels like I got tasered :D. Sorry, I feel I could have expressed myself with greater consideration. Thank you for the fun I've had with your campaigns.
In reply to spewardderekdoor: Sorry I missed you last response. No worries, I know what it feels like when you've just experienced something you didn't like, especially if that was a dragged out experience. But I do appreciate when people point out things like this. Small things like this can have a big impact on the overall experience. And I'm glad that you like the campaigns :)
Glad to hear it! I'll see to fixing the things you mentioned for v3.1
The new zerg campaign is great. I have no complaints aside for a few small bugs.
The Siege Mortar Towers that occasionally show up have a larger footprint than their model size indicates. It is particularly noticeable if you attack the structure from the corners.
On mission 4 one of the geysers in the refinery area is partially blocked by some doodad, preventing construction. It is the one on the lower left side of the base with a pipe next to it.
And the defiler is missing its portrait and doesn't have an attack impact sound (or it is very quiet).
Added 5 mission Zerg campaign "Arrival", taking place when the Zerg first invade Char.
I had fun with the new campaign. I have some questions and feedback on it.
Vultures are quite overpowered on mission 4 and to a lesser extent 5. They can quite effectively take out buildings and can handle a few vehicles thanks to Spider Mines. Vultures don't have access to Spider Mines on mission 6 and 7. Is the Spider Mine availability intended?
Is it intended that I can build stuff on mission six for free? If so, then was it intentional for Barracks to be able to build Tech Labs and Reactors? Just to note that the free rocket troopers make the limited Rhinos quite useless.
On mission 5 the heavy mech attack waves came much later when I restarted the mission compared to my first try where they come around 20 minutes remaining iirc. On my second attempt I killed the hostile miner and the artillery earlier.
And I have found some minor bugs:
Medics can't run out of energy.
Workers can attack units from higher ground (noticed that when clearing rocks on mission 5).
Workers play an explosion sound upon death.
Dropship button says Build Medivac.
Dropship has energy, but no abilities.
On mission 7 on the southeastern base, some Tech Labs are misplaced.
In the same southeastern base there is some unbuildable areas. I assume those are supposed to be the dirt roads, but the terrain around is the same.
Hope this is useful.
In reply to ragingballistaee:
Thank you, those are great observations and I very much appreciate you taking the time to write them down. I have addressed them as follows (these changes are available in version 2.1 when it has been approved for download):
"Vultures are quite overpowered on mission 4 and to a lesser extent 5. They can quite effectively take out buildings and can handle a few vehicles thanks to Spider Mines. Vultures don't have access to Spider Mines on mission 6 and 7. Is the Spider Mine availability intended?"
Spider mines was not intended, but the main issue like you said is that they are too powerful, particularly offensively. I have enabled spider mines on all missions, but they have been changed:
* Slightly reduced damage
* Cost some gas
* Have less hitpoints
* Take longer to burrow
* Must be researched at tech lab
* Have to be built at the vulture after the vulture is built (so you can use cheap vultures for combat, or spend more gas to use the mines)
* Max 2 mines in storage
* The AI will target them with a higher priority to destroy the mines before they activate.
"Is it intended that I can build stuff on mission six for free? If so, then was it intentional for Barracks to be able to build Tech Labs and Reactors? Just to note that the free rocket troopers make the limited Rhinos quite useless."
Major oversight on my part. In Stonehammer 06 you are not supposed to be able to build anything, but it should be free to repair units and structures. I have now removed the ability to construct structures and units in that mission.
"On mission 5 the heavy mech attack waves came much later when I restarted the mission compared to my first try where they come around 20 minutes remaining iirc. On my second attempt I killed the hostile miner and the artillery earlier."
That's probably an effect of the dynamic AI. That mission contains both time triggered attack waves that launch at consistent times but may take different paths to your base, and a dynamic multiplayer AI that does its own thing to increase the unpredictability of the mission. The dynamic AI is restricted in what units it can make, and the strategy it chooses will affect how quickly it's able to gather a significant armored force. Bottom line is that this will probably not be changed because the unpredictability and better reaction to player actions is desired, and the unintended side effect of fluctuating difficulty may be the price that has to be payed in order to achieve that.
"Medics can't run out of energy."
I have slightly increased the energy drain when healing. Energy will now deplete very slowly (it's still supposed to be a slower but more energy-efficient alternative to the medivac).
"Workers can attack units from higher ground (noticed that when clearing rocks on mission 5)."
I think this is a basic StarCraft 2 behavior. All weapons have a range (melee weapons just have very short range), and height is not taken into account when calculating if a target is within range. It's possible to place e.g. firebats on cliff edges and have them attack enemies far below if the target is close to the edge. And in this case some rocks are placed in a way that clips through the cliff, which makes it even easier to attack it from the highground.
"Workers play an explosion sound upon death."
Should be fixed now.
"Dropship button says Build Medivac."
Should be fixed now.
"Dropship has energy, but no abilities."
Should be fixed now (no longer has energy).
"On mission 7 on the southeastern base, some Tech Labs are misplaced."
Nice catch, I had made the same mistake in the main base, should now be fixed.
"In the same southeastern base there is some unbuildable areas. I assume those are supposed to be the dirt roads, but the terrain around is the same."
That was an attempt to save the AI from itself, as it had a tendency to construct random buildings tightly around the resource gathering area, blocking it's own workers. I have now moved the AI build point instead, so more of the area should be buildable without the AI messing it up too badly.
Again thank you for letting me know so I can improve it for future players. I'm glad you enjoyed it!
In reply to Daequeous:
Weapons have a flag called Melee, which allows the weapon to only attack units on the same cliff level as the attacker.
I will also leave a few extra minor bugs I noticed but left out previously:
Tanker trucks, cargo trucks (the explosive one and the one that provides supply) don't have portraits even though they have voicelines.
The APC doesn't get selected when pressing F2.
The Halftrack uses the default kaeo wireframe (I do know there is a wireframe for download) and has no portrait or voicelines.
The Halftrack lacks the full set of commands that all other units have. It misses Patrol and Scan Move. The latter of which prevents auto attacking when they are the active subgroup of a selection.
Workers slowly accelerate instead of moving at full speed, like other infantry.
I noticed on mission 7 (not sure on 6) but allied Workers use the SCV voicelines, while player owned Workers use the Mengsk trooper voicelines.
The Medic has an attack command and she would move up to a certain distance towards stare at enemy units when idle (noticed it on either mission 2 or 3).
Apologies for omitting this previously.
Edit: Forgot to mention that on mission 5, the 1x1 unbuildable rocks have 1 life and can only be targeted by units that can attack both air and ground.
In reply to ragingballistaee:
No problem, I appreciate all bug reports I get. A lot of things have been changed, so there are bound to be kinks. Changes mentioned below should be available in version 2.2.
"Weapons have a flag called Melee, which allows the weapon to only attack units on the same cliff level as the attacker."
Workers use the SCV fusion cutter weapon, which has the melee flag set, so either I'm missing something or it doesn't do what it's supposed to.
"Tanker trucks, cargo trucks (the explosive one and the one that provides supply) don't have portraits even though they have voicelines."
Have now given them the worker portrait so they at least have something.
"The APC doesn't get selected when pressing F2."
Should be fixed now.
"The Halftrack uses the default kaeo wireframe (I do know there is a wireframe for download) and has no portrait or voicelines."
I've added a wireframe, but the portrait and voicelines seem to already have been in place.
"The Halftrack lacks the full set of commands that all other units have. It misses Patrol and Scan Move. The latter of which prevents auto attacking when they are the active subgroup of a selection."
Should be fixed now, I've also lowered its selection priority so that it is less likely to become the default active subgroup of a selection.
"Workers slowly accelerate instead of moving at full speed, like other infantry."
Should be fixed now.
"I noticed on mission 7 (not sure on 6) but allied Workers use the SCV voicelines, while player owned Workers use the Mengsk trooper voicelines."
Should be fixed now.
"The Medic has an attack command and she would move up to a certain distance towards stare at enemy units when idle (noticed it on either mission 2 or 3)."
Should be better now. It was a side effect of the hidden medic dummy weapon which makes it keep distance from enemies when part of an attack-moving army. Should be less inclined to go toward enemies when idle now, while still keeping distance when attack moving toward them.
"On mission 5, the 1x1 unbuildable rocks have 1 life and can only be targeted by units that can attack both air and ground."
Should be fixed now. Unbuildable rocks also no longer show a big "Attack this to destroy it" tooltip when mousing over them.
While I was at it I also updated unit push priorities. Big vehicles will now take priority over infantry when trying to get to their destination, and infantry will move around stationary vehicles instead of pushing them. Looks more realistic and makes it easier to pull back e.g. damaged tanks that are surrounded by infantry.
Added 7 mission Terran campagin "Stonehammer", taking place during the Guild Wars.
I gotta say, the 2nd mission is not fun at all, you should definitely reduce the amount of gatherings to 8 and increase the difficulty of the fights to compensate. I didn't like taking 30 minutes traversing a giant area to just see how these boring fights go while just making sure my zealots stay alive since the high templar and initiates aren't needed at all.
In reply to innerdesert4346steam:
Thank you for your feedback. I agree, and will make adjustments to make the mission less tedious.
Yoooooo crazy to see Daequeous uploading something in 2022. I remember Scattered, one of the earliest and most unique campaigns from back in the day.