Skip to content

Mothership Rework (Polished) - #515

Open
SirChuckOfTheChuckles wants to merge 47 commits into
Ziktofel:sc2-nextfrom
SirChuckOfTheChuckles:MothershipRework2
Open

Mothership Rework (Polished)#515
SirChuckOfTheChuckles wants to merge 47 commits into
Ziktofel:sc2-nextfrom
SirChuckOfTheChuckles:MothershipRework2

Conversation

@SirChuckOfTheChuckles

@SirChuckOfTheChuckles SirChuckOfTheChuckles commented Aug 22, 2025

Copy link
Copy Markdown
Contributor

Client-side PR: Ziktofel/Archipelago#517

Overview

This PR looks to implement two other Mothership, the Aiur Mothership and the Purifier Mothership (including both having Mothership Cores), as well as a variety of items to the Tal'darim Mothership. A majority of the items are implemented in-game differently by having the player spend resources on the actual Mothership to unlock these abilities/passive upgrades, instead of having them be automatically unlocked on the unit for the player. This was done for the following reasonings:

  1. Balancing: Units like the Tal'darim Mothership are already considered one of the strongest units in the AP-Protoss roster, with the only item they have currently (Integrated Power) being put in overpowered items just to balance them. With the costs needed for the abilities and upgrades, it's meant to make sure the Tal'darim Mothership doesn't become even more OP than it is, forcing at least a moderate cost-sink in order to get the upgrades.
  2. Experimentation: A semi-frequently requested trait for some upgrades is to have them actually be bought instead of just outright unlocked during a mission. This update is meant to experiment on that idea by having the upgrades be installed, and to give the Motherships a plethora of abilities while only making sure they are allowed to use 2 of them.
  3. Theme: While normally requested for Battlecruisers, players have wanted the fantasy of buying multiple upgrades for a Capital-class starship and have it slowly become a superweapon, so I wanted to try to fulfill this fantasy with the Motherships.

Aiur Mothership

The Aiur Mothership Core can be trained from the Nexus:

It has 60 shields, 120 health, 50/200 starting/max energy. It's weapon is Repulsor Cannon
It has the Battery Overcharge, Nexus Recall, Deceleration Field, and Morph to Aiur Mothership abilities.

Battery Overcharge: Empowers a Shield Battery, increasing its restoration speed by 100% and allows them to restore shields without consuming energy for 14 seconds.
Nexus Recall: Teleports all friendly units near the Mothership to the target Nexus.
Deceleration Field: Creates a time-slowing field at the target location, reducing the attack and movement speed of enemy units in the area by 75%. Lasts 9 seconds. Heroic units are slowed by 50% instead.
Morph to Aiur Mothership: Morphs the Mothership Core into the Mothership. The Core is stationary during this process, and any energy that the Core has will transfer to the actual Mothership.

It's War Council Upgrade is Quantum Projection:
Quantum Projection: Increase the cast range of Battery Overcharge and Deceleration Field by 2, and increases the radius of Nexus Recall by approximately 30%

The Aiur Mothership has the following stats :

It has 350 shields, 350 life, 200 max energy. It's weapon is [INSERT WEAPON NAME HERE]
It has a passive cloaking field around the Mothership, similar to it's multiplayer variant/the Arbiter.

It's baseline abilities it can use is Battery Overcharge, Revitalize Shields, and Black Hole.
Battery Overcharge: Empowers a Shield Battery, increasing its restoration speed by 100% and allows them to restore shields without consuming energy for 14 seconds. Has lower cost than Core's version
Revitalize Shields: Restores 80 shields to friendly units within the target area.
Black Hole: Stuns units in the target area for 8 seconds (works exactly like the Tal'darim Mothership black hole but in a smaller radius).

The abilities it can use from items is:
Astral Restoration: Ultimate ability for the Aiur Mothership. Increases the radius of Cloaking Field by 50%, and restores 80 health and 160 shields to friendly units within the Cloaking Field over 10 seconds.
Empowered Deceleration Field: Creates a time-slowing field at the target location, reducing the attack and movement speed of enemy units in the area by 75%. Lasts 12 seconds. Heroic units are slowed by 50% instead. Has larger area and longer duration than Core's version
Nexus Recall: Teleports all friendly units near the Mothership to the target Nexus. Has lower energy cost and cooldown than Core's version

The passive upgrades it gets from items is:
Restore Drone Hanger: Contains a hangar of 2 shield restore drones that escort the Aiur Mothership, which restore shields to nearby friendly units.
Harmonized Feedback Conductors: Whenever the Aiur Mothership uses an ability, it feedbacks a nearby unit to either the ability's center or to the Mothership's center.
Khalai Shield Rechargers: Whenever the Aiur Mothership deals weapon damage, it also restores 4 shields to a nearby friendly unit.
Symbol of Unity: Cloaking Field also increases the energy regeneration rate of friendly units within it by 0.4 Aiur-Faction Units instead gain 0.6 energy regeneration rate.

It's War Council upgrade is Valorous Resolve:
Valorous Resolve: Units within Cloaking Field also gain +1 shield armor and +2 shield regeneration.


Purifier Mothership

The Purifier Mothership Core can be trained from the Nexus:

It has 120 shields, 120 health, 50/200 starting/max energy. It's weapon is Flame Lance
It has the Power Redirection, Mass Recall, Acceleration Field, and Morph to Purifier Mothership abilities.

Power Redirection: The Purifier Mothership Core channels to a Photon Cannon OR Khaydarin Monolith, powering it if it is empowered for the duration. The structures gain massively increased offensive capabilities for the duration. Photon Cannons gain 125% attack speed and can hit two additional targets per attack; Khaydarin Monoliths gain 100% attack speed and gain a small amount of splash damage on their attacks. The Purifier Mothership Core is stunned for the duration of this ability.
Mass Recall: Teleports all friendly units in the target area to the Purifier Mothership Core.
Acceleration Field: Creates a time-speeding field at the target location, increasing the attack and movement speed of friendly units in the area by 50%. Lasts 9 seconds.
Morph to Purifier Mothership: Morphs the Mothership Core into the Mothership. The Core is stationary during this process, and any energy that the Core has will transfer to the actual Mothership.

It's War Council Upgrade is Controlled Burn:
Controlled Burn: Increases the range of the Purifier Mothership's weapon by 2 and increases it's attack speed by 25%.

The Purifier Mothership has the following stats :

It has 500 shields, 500 life, 200 max energy. It's weapon is Purification Array
Purification Array will attack 3 total targets in the Purifier Mothership's range whenever the Mothership attacks.

It's baseline abilities it can use is Enhanced Power Redirection Overload, Weapon Systems, and Black Hole.
Enhanced Power Redirection: The Purifier Mothership empowers a Photon Cannon OR Khaydarin Monolith, powering it if it is empowered for the duration. The structures gain massively increased offensive capabilities for the duration. Photon Cannons gain 125% attack speed and can hit two additional targets per attack; Khaydarin Monoliths gain 100% attack speed and gain a small amount of splash damage on their attacks. Unlike the Core, this ability does not stun the Purifier Mothership
Overload Weapon Systems: Allows the Purifier Mothership to target 4 additional units with it's weapon (for a total of 7) and gives it 40% attack speed for 10 seconds. The Purifier Mothership cannot move or use other Offensive abilities during this duration, and it gets stunned for 2 seconds after the ability ends.
Black Hole: Stuns units in the target area for 8 seconds (works exactly like the Tal'darim Mothership black hole but in a smaller radius).

The abilities it can use from items is:
Planet Cracker: Ultimate ability for the Purifier Mothership. Teleports to the target location and, after a brief 2.5s channel, annihilates ALL units in the radius, dealing 1000 damage over 10 seconds. The radius grows over the duration of the ability.
Empowered Acceleration Field: Creates a time-speeding field at the target location, increasing the attack and movement speed of friendly units in the area by 50%. Lasts 12 seconds. Heroic units are slowed by 50% instead. Has larger area and longer duration than Core's version
Mass Recall: Teleports all friendly units in the target area to the Purifier Mothership. Has lower energy cost and cooldown than Core's version

The passive upgrades it gets from items is:
Chrono Drone Hanger: Contains a hangar of 1 chrono drone that escort the Purifier Mothership, which will increase the attack and movement nearby friendly units. Cannot target the Purifier Mothership itself
Purified Embers: The Purifier Mothership's weapon's ignite the armor of enemy units, dealing 20 damage over 5 seconds and reducing their armor by 1.
Cybros Shielding: When the Purifier Mothership uses Overload Weapon Systems or Planet Cracker, it gains 50% damage reduction for the duration of those abilities. When the Purifier Mothership uses Power Redirection, the affected structure gains 50% damage reduction for the duration.
Amplified Power Rerouter: Friendly units nearby the Purifier Mothership gain 8% increased attack speed, or 12% if their shields are depleted. Purifier-Faction Units always gain the 12% attack speed bonus.

It's War Council upgrade is Mobile Power Field:
Mobile Power Field: The Purifier Mothership projects a permanent power field around the unit.


Tal'darim Mothership

The Tal'darim Mothership without any of the new items will look and behave actually the same as before.

The new abilities the Tal'darim Mothership can use from items is below:

Summon Death Fleet: Ultimate ability for the Tal'darim Mothership. Summons 6 Destroyers around the Tal'darim Mothership with timed life for 45 seconds.
Maddening Field: Enstrangle time at the target location, reducing the attack and movement speed of enemy units in the area by 70%. When the Tal'darim Mothership attacks enemy units in the field it drives them to madness, increasing their attack and movement speed by 70% but forcing them to attack their allies for a short period. Lasts 15 seconds.
Wormhole Transit: Teleports the Tal'darim Mothership to any visible location on the map. Shares a cooldown with blink.

The passive upgrades the Tal'darim Mothership can install from items are listed below:

Interceptor Hanger: Installs an Interceptor Hanger on the Tal'darim Mothership. When Installed the Interceptors will attack alongside the Tal'darim Mothership and be released when the Mothership attacks.
Shadow of Death: Enemy ground units near the Tal'darim Mothership have their attack and movement speed slowed by 30%.
Blood-Fused Particles: The Tal'darim Mothership's attack speed is increased by 100%, but it's base damage is reduced by 50% (still gains the same benefits from upgrades).
Soul-Forged Conduits: Friendly non-worker units that die near the Tal'darim Mothership restore 20 shields and 10 life to it. Tal'darim-Faction units that die instead give 20 shields and 20 life, in addition to 1 energy.

@SirChuckOfTheChuckles
SirChuckOfTheChuckles marked this pull request as draft August 22, 2025 14:59
@SirChuckOfTheChuckles
SirChuckOfTheChuckles force-pushed the MothershipRework2 branch 2 times, most recently from ba02202 to c918b22 Compare September 21, 2025 15:01
SirChuckOfTheChuckles and others added 17 commits September 21, 2025 11:02
…tch the transmission voice

(cherry picked from commit b183320)
(cherry picked from commit 2798a28)
…rade to the supply cost

* Also fix RG Ghost behavior to be consistent with other stuff (Note that RGs might be changed in the future - this just fixes plain bugs, not design)
* Fix RG Ghost reserving extra slot in Bunker if used with Drop Pods rallied to a Bunker

(cherry picked from commit e5b7879)
(cherry picked from commit f3607af)
(cherry picked from commit ac848e1)
…emagazines, bargainbin

(cherry picked from commit 7d5674c)
… necessary textures/lighting

(cherry picked from commit cb50628)
@SirChuckOfTheChuckles
SirChuckOfTheChuckles marked this pull request as ready for review September 21, 2025 15:36
@SirChuckOfTheChuckles SirChuckOfTheChuckles changed the title [DRAFT] Mothership Rework (Polished) Mothership Rework (Polished) Sep 21, 2025
@Ziktofel Ziktofel added the requires-generator-change Requires change at generator side label Sep 24, 2025
Snarkie and others added 26 commits November 29, 2025 09:59
[SC2] Fix Kill Team reveal message being late
…-next; no longer trigger build on pull requests
sc2: Add basic dev setup guide to readme
[SC2] Add no-build Raceswaps
* Late kill team reveal message (Ziktofel#13)
* Fixing doubled icon for Advanced Construction and CC reactor (Ziktofel#18)
* sc2: QoL - stim has a small cooldown; snipe can't target own player; quieter brood queen/viper attacks

* sc2: Adding a tip to Devil's Playground explaining how to start with less resources

* sc2: PR feedback; yamato can't target player; Queen/Viper attack sound config adjustments
* sc2: w/a effect on RG

* sc2: Fixing Pride of Augustgrad weapon to use accumulators; set attack stats to co-op level; ATX no longer affects PoA

* sc2: Halving Royal Guard xp from infested civilians and infested marines

* sc2: Removing triggers related to Pride of Augustgrad weapon displays + getting ATX

* sc2: Fixing actor data for new weapon name

* sc2: More Pride of Augustgrad weapon actor fixes

* sc2: Updating Shock Division unsieged weapon to accumulator style

* sc2: Removing weapon management triggers for Shock Divisions

* sc2: Fixing level damage bonus not applying to vs armoured bonus on shock division weapon

* sc2: Updating Shock Division sieged weapon and medivac weapon to use accumulators; set damage down to co-op levels; removed effect of shaped blast and maelstrom rounds

* sc2: Fixing dominion troopers accidentally losing their armour upgrades

* sc2: Changing shock divisions to use veterancy damage modifiers instead of accumulators

* sc2: Changing pride of augustgrad to use veterancy behaviour damage bonus instead of accumulators

* sc2: Changing RG banshees to behaviours over accumulators

* sc2: Changing RG Marines to behaviours over accumulators; cleaned up weapon switching

* sc2: Changing RG Marauders to behaviours over effect switches

* sc2: Changing RG Ghost to use behaviours rather than weapon swap effects

* sc2: Changing RG Goliath weapon to use veterancy bonuses instead of weapon swaps; reworked and rebalanced bulwark company

* sc2: Removing RG goliath weapon swap triggers

* sc2: Changing RG Viking to simpler weapon effect system; fixed L3 abil; minor nerfs

* sc2: Fixing visuals and sound of RG Viking L3 Perk

* sc2: Updating mineral costs of RG units to Principal Proletariat values; increasing Aegis Guard gas cost to 600; increasing Son of Korhal gas cost to 25

* sc2: Changing RG Thor weapon to veterancy behavior instead of weapon swap/accumulator/fake weapon

* sc2: Removing Thor siege/unsiege order sets that only contain 1 entry

* sc2: Changing RG Wraith weapon to veterancy behaviour from effect switch/dummy weapons

* sc2: Removing RG wraith weapon swap triggers

* sc2: Removing blackhammer weapon change triggers

* sc2: Removing some references to removed RG wraith weapons from upgrade data

* sc2: Updating RG Liberator weapon behaviours; changed RG liberator L3 perk; slightly lowered base damage of RG and merc liberator attacks

* sc2: Removing resource efficieny Emperor's Shadows

* sc2: Snarky PR comments; Aegis Guard and Lockdown Missile tooltips

* sc2: Chuck PR comments part1 - Night Hawk buttons and autocast

* sc2: PR comments -- fixed BC triple yamato target sorts

* sc2: PR comments -- fix Mengsk Medic heal tooltip when mech heal is acquired

* sc2: PR Comments -- fixing raid artillery making lvl3 Mengsk liberators insane

* sc2: PR comments -- fixing banshee concussive not applying without marauder concussive
* sc2: Adding closing tags to war council tooltip suffixes

* sc2: Fixing mind controlled units not counting towards protoss units killed on dark skies
…eplace For Aiur dragoons with Stalkers

* Replace starting zerg units on Templar's Charge with 3 devourers, 2 brood lords and 4 corruptors

* Add creep tumor to RaceSwapUnits group

* For Aiur: Replace starting Dragoons with Stalkers
* sc2: Fixing Guardian autocast shooting explosive spores at untargetable cannons

* sc2: Increasing Brood Lord Deceleration when they get a speed boost upgrade
* Fix debug command

* Fix Command Center construction visuals

* Fix broken Kerrigan teleport references

* Fix terran victory cinematic subtitles
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

requires-generator-change Requires change at generator side

Projects

None yet

Development

Successfully merging this pull request may close these issues.

6 participants