
SCBW Megapatch
This StarCraft mod began as my personal enhancement patch, fixing some things here and there, and giving myself some quality-of-life improvements. The changelog has over the years grown into the absolute unit of a list that it is today. Due to popular demand for a mod that implements various QoL improvements, I am releasing it to the public.
Currently, the mod is not backwards-compatible with replays from the unmodded game, but it is a planned functionality. Some maps that rely on certain bugs and quirks will also not work thanks to the multitude of bug fixes, however I won't attempt to support those.
Bug reports are welcome! The mod is in a relatively stable state, but there are no doubts still some bugs that are not yet known to me.
Comparison between the old and new cloaking animations.


Showing the new mineral field appearances for the Twilight, Ashworld, and Iceworld tilesets.
To implement the colored mineral chunks, it was necessary to patch the "playframtile" Iscript opcode to have frameset-sized steps when the graphic is a turntable.

To implement the colored mineral chunks, it was necessary to patch the "playframtile" Iscript opcode to have frameset-sized steps when the graphic is a turntable.

The overview of units, buildings, and research in progress for every active player, seen during replays or as observing player. (Observers not yet implemented.)


A simple demonstration of the selection extender, allowing up to 240 units selected at once.
When more than 12 units are selected, the group-selection wireframes then display as stacks with the count of that unit's type.

When more than 12 units are selected, the group-selection wireframes then display as stacks with the count of that unit's type.

Holding the Alt key down displays the weapon range for the selected units. Spellcasting range is displayed while targeting.
The game calculates whether a target is within weapon range using very fast math, and is based on the unit's collision box, which results in this odd dodecagon shape with slight protrusions.

The game calculates whether a target is within weapon range using very fast math, and is based on the unit's collision box, which results in this odd dodecagon shape with slight protrusions.

Comparison between the original and new graphics for the Uraj Crystal.


Indication of how much energy a spellcaster has, during group selection.
To support this feature, the colors of the button borders are now dynamically remapped like the wireframes themselves.

To support this feature, the colors of the button borders are now dynamically remapped like the wireframes themselves.

New Siege Tank graphic, with a higher framerate and full-directionality for siege mode.


More pictures will be added in the future. In the meantime, why don't you download the mod and check it out first-hand?







