Master Changelog
Changelog for Enslavers Redux
Enslavers Redux Version 4.01
Global
- Final 3 "Epilogue" missions now available to play from Campaign Launcher.
- Added hover-text to achievements for descriptions at score-screen in Episode 1, same as in Episodes 2,3,Epilogue
- Fixed Briefing dialog text being too small (localized, non-SCMR mod fix)
- Changed Eredas' unit's sounds from standard Immortal voice to unique LOTV Fenix's voice. Dialog's chosen are carefully chosen to fit what Eredas would say.
- Removed the energy cost reduction per STR level gained for Kerrigan's Leaping Strike. It now stays at 50 energy, 2.125 cooldown for all levels, only damage and range increases. It was much too spammy powerful at max level.
- Many other misc. small changes/fixes
- The Commander's abilities hotkeys have been updated for the following: Flashbang - F | Pulse - E | Hellfire - G | Chrono Rift/Super Stim - T | Kinetic Barrier - R
- Fixed an issue with building Infestors starting in Zerg03 onward. Various bugs including Defilers being built instead, no cost, incorrect stats, incorrect requirements, etc.
- Fixed an issue originating in Zerg02 that prevented your Infestors from acquiring their standard SC2 Infested Marines rifle versions or SC1 Suicide Bomber versions in future missions depending on your decision due to a bank key error
- Gui Montag unit has a new updated model. Portrait and unit sounds are also changed from the standard firebat model
- Increased Zeratul's "Shadow Walk" (Blink) ability starting cooldown cost to 10 seconds from 8. 1st upgrade still brings cost down to 5 seconds.
- Fixed an exploit bug on several missions with Zeratul's "Shadow Walk" ability on Master level where his special cloak state on blink would last longer than 2 seconds and overlap with its cooldown.
- The Commander's B-canon ability Stim Infusion has its cooldown increased from 25 seconds to 60 seconds. It was determined to be way too powerful for him being able to heal 200 health and get a 50% attack/movement speed bonus over the course of a 10 second duration every 25 seconds. A 50 second buffer is now much more appropriate between those short bursts of restoration and huge speed increases.
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All Zerg 4.0 updates, including compatibility with the SCMR 6.x mod, are now released. Similar to the Terran and Protoss 4.0 campaigns, these also contain a plethora of updates and bug fixes to enhance gameplay. Some key points are mentioned below.
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All Zerg maps have achievements to unlock
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The Kerrigan "Queen of Blades" hero has an entirely new development from before. She will now be responsible for acquiring biomass by defeating organic type units (similar to the Zeratul experience mechanic, but on a smaller, more specific, scale) or finding organic "pickup" masses for a larger bonus. When she acquires enough a top button will flash on the HUD to indicate she is ready for an evolution. Clicking this will present you with the option to upgrade her Strength, Defense, or Psionics. Each can be upgraded a set number of times, with each level upgrade requiring more biomass each time. Each upgrade consumes the biomass acquired, resetting you total found thus far. Psionics also require Kerrigan to find a certain amount of Psi artifacts in addition to biomass. During the evolution process, Kerrigan will evolve in a cocoon for 1 minute, leaving her vulnerable where she stands. If she dies in her cocoon, game over.
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In addition to using biomass for evolution consumption for Kerrigan, you may also find it benefical to store biomass for your army. There are 4 bonuses you can get by maintaining certain biomass levels, including improved overlords, creep bonuses, twin drones, and the ever powerful, Greater Nydus Worm spawn. If Kerrigan consumes biomass to level-up, you may temporarily lose these bonuses, so keep this in mind during your play-through.
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Kerrigan's ability "Razor Swarm" in Zerg02+ will now improve damage and area of effect with each evolution skill you upgrade to Psionics. In addition, each point put into Psionics will gain a new ability for Kerrigan to use, in this order: Implosion, Crushing Grip(A)/Wild Mutation(B), Spawn Leviathan(A)/Spawn Drop Pods(B), Apocalypse.
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Kerrigan's abilities "Leaping Strike" and "Mend" are now default abilities learned in Zerg02+. Leaping Strike will improve damage, distance capable of jumping, energy cost and Mend will improve Kerrigan/unit base heal, with each evolution skill you upgrade to Strength and Defense, respectively.
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Kerrigan's ability "Implosion" now has a new explosive effect on enemy death, and a much larger explosion if target is a Battlecruiser, Carrier, or Colossus.
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Kerrigan's ability "Crushing Grip" has a larger area of effect and will now last for 5 seconds, dealing a total of 50 damage while in the air. It is now also flip-flopped with Wild Mutation between what A and B canon abilities you could get from before.
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Fixed a visual bug in Episode 2 on the "mission-complete" achievement where it would always display "5" points received regardless of difficulty completed on (even through it properly calculated the right points in your total),
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All Zerg missions will now start with a planet view of the mission then zoom in. Missions 4a/4b have a custom planetary view. This opening sequence is to differentiate them from the "Typing" intro of the Terran missions and the "Glyph" intro of the Protoss missions.
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Fixed a bug with Zagara that made her be able to spawn indefinite amounts of her own eggs. The ability is now locked while one of her eggs is being birthed.
- Added a Hero menu that will showcase how well your hero has done in terms of powerups/levelups attained and what decisions you have made in Episodes 1/2/3
- Fixes a bug on the top right hero hud areas that wouldn't update your new totals as you find resources/artifacts or gain experience in Episodes 1 and 2. This is a cosmetic fix only, the totals still updated, they just weren't displaying.
- Episode 1's Terran campaign now has a slightly different top left hud display. You can now keep track of not only total Palladium/Iridium, but the "current" amount of each by "total" amount to be found on a per map basis, available right at map load, so you know how much is left to get. This is important as Palladium/Iridium pickups will now DISAPPEAR from being picked up depending on what the total # of each you have already found from each map, which prevents over-pickups
- The Commander in Episode 1 will now potentially start with his max upgrades for that mission if you already have found the requirements of max Palladium/Iridium for that mission. You may need to still find more in that map if you failed to find all of them that are available there, but if he already has enough to satisfy the mission cap for his upgrades from other maps found, he will start at full upgrades, as well as what is available at the Black Market Compound. Some maps cannot go beyond certain upgrade caps (refer to the Episode Guide to find out what these caps are)
- Episode 2's Protoss campaign now has a slightly different top left hud display. You can now keep track of not only total Experience/Artifacts, but the "current" amount of each artifact by "total" amount to be found/earned on a per map basis, available right at map load, so you know much is left to get/earn. This is important as Artifacts will now DISAPPEAR from being picked up depending on what the total # you have already found from each map, which prevents over-pickups. For experience, you can now see what the mission cap is, compared to what your total already is. Zeratul cannot surpass his mission cap, even if he is way way over-leveled from completing the game.
- Zeratul in Episode 2 will now potentially start with his max level/abilities for that mission if you already have found the requirements of max experience/artifacts for that mission. You may need to still find more artifacts in that map if you failed to find all of them that are available there, but if he already has enough to satisfy the mission cap for his artifact upgrades from other maps found, he will start at whatever full upgrades are available. As for his experience, if his cap was set at Level 5 for example, and his experience says he can go up to Level 7, he will only be at Level 5 and will not gain any further experience in that mission until he plays a mission that allows further levels higher. You can refer to the Episode Guide to find more about these caps and what they are on a per level basis.
- Fixes an issue with Zeratul Artifact upgrades in Episode 2 where if you replay missions where certain caps were met you may skip the option to upgrade an ability. The proper mechanics should now be met that at any mission, at regular intervals of finding 3 artifacts, you will be presented with a dialog box to upgrade 1 of 2 (or just 1) abilities. If you are replaying an older mission where that ability is not available to you because of level caps (such as Mission 1 where you only are up to level 3), but you choose to upgrade Shadow Blade, that upgrade will still count, but only in missions where Shadow Blade is available to be used.
- Added some issues where Zeratul killing Defilers wasn't giving him more than +1 exp in Episode 2.
- Added proper new Eredas wireframe/unit/shield icons for unit in Episode 2.
- Fixed an issue with Master Nerazim Cloaking on certain levels that may cause Zeratul to gain irregular shield regeneration than other levels and no life regeneration (should be at a rate of +6/sec for shields and +3/sec for life while cloaked)
- Changed the way Zeratul retains his experience/artifacts found during subsequent re-plays after completing the mission in Episode 2. Any experience earned up to that point on mission start is still subtracted from your total amount, but if that total amount is > than what is required to gain your level-up's and abilities that would have been learned on that mission on the first time play-through, Zeratul will already have them on Mission Start. In addition, if Zeratul has found all artifacts for a map, they will not appear on a replay. If he only finds 1/4 artifacts, 1 artifact will randomly disappear from map to prevent duplication of getting more artifacts than possible, same goes for 2/4, 2/3, and so on.
- Fixed some possible issues in early Episode 2 missions with Zeratul not starting at 100% health
- Magellan hero now has only the abilities of Defensive Matrix, Auto Turret, Seeker Missile, and Nano Repair. This was corrected from a Nova patch which removed/changed some of his abilities unintentionally
- Fixed a bug that didn't give Red Adders on the B-Terran canon path their +1 range compared to normal Diamondbacks, if available
- Terran special proto-units that you acquire through decisions (Hellions/Banshee's, Marauders/Vikings) now properly will upgrade along with the rest of your units.
- The Commander will no longer be auto-selected with marines when they are double-clicked
- Kazansky portrait model has been updated for Episode 1
- Eredas' unit and portrait model have been updated for Episode 2
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For Episode 1 - Palladium/Iridium totals as seen displayed on your top right hub will now subtract from current mission(s) already found, avoiding any cosmetic addition errors (mostly). Totals recorded and upgrades available are unaffected by this.
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All maps now have loading music (must have already loaded from a map or play within SC2 Battle.net, cannot be heard if only testing a map), as well as some new loading artwork for later missions in Terran05/06.
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Fixed some maps having erroneous "Enslavers Redux" in score screen map title, cutting of achievement text slightly
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Fixed issue with maps loading SC1 unit sounds by default instead of loading SC1 or SC2 unit sounds depending on your option choice.
- All Protoss 4.0 updates, including compatibility with the SCMR 6.x mod, are now released. Similar to the Terran 4.0 campaign, these also contain a plethora of updates and bug fixes to enhance gameplay. Some key points are mentioned below.
- All Protoss maps have achievements to unlock
- Zeratul hero has an entirely new development from before. He will now gain experience when defeating enemies (except buildings). Upon gaining enough, he will "Level Up", improving his stats all around, and gaining a new active or passive ability. This is tracked via a new top screen hud as well as his experience button within his unit's command card.
- Each map contains 3 or more artifacts for Zeratul to find. After finding at least 3, the game will allow Zeratul to upgrade 1 passive or active ability, from a set choice of 2 different options. Not all abilities Zeratul gains upon Level Up are upgradable, but those that are, can be upgraded twice - once to an "Advanced" level, and once to a "Master" level.
- Each map will have 1 or more Dark Shrine to find, the amount of which will often depend on your difficulty level. Only Zeratul can "activate" a Dark Shrine via a nearby beacon. Once activated, Zeratul will automatically warp there upon near death, however, this effect lasts only once per shrine activated. Only 1 shrine can be activated at any given time. If the activated shrine is destroyed once activated, the near-death warp protection effect is also lost.
- Eredas now has the "Shadow Cannon" ability, dealing 400 damage to a single ground or air unit over a brief period of time.
- Selendis' Carrier unit has a new ability - Incineration Beam. She can target any unit or structure and after a brief charge warmup will deal massive damage per second until the target is destroyed or 800 damage has been dealt. Nearby enemies will take splash damage in a small area of effect of the intended target. Selendis cannot move or focus her interceptors on a target while Incineration Beam is active.
- Ulrezaj's transmission portrait is updated to differentiate himself better from other Dark Templar portraits.
- Alan Schezar is Episode II, B canon, has a new active ability - Titan Missile. He is capable of firing a single missile at a target location, dealing 40 damage, but draining 20 health. There is relatively no cooldown, allowing you to fire multiple missiles in succession to cause massive area damage to the enemy, but Schezar's health will be compromised without SCV's to repair. He can also leave the combat zone and wait several seconds before his health regenerates with "Schezar Armor"'s passive ability.
- Several changes to the Black Market Compound and the Commander's "found" ability upgrades. You can now upgrade Flashbang Grenades, Pulse Grenades, Hellfire Blast, JetPack/Visor, and the Chrono/Stim, based on how many Palladium and/or Iridium you have, along with the cost of minerals and vespene. They also won't appear if you never found them, of course. Flashbang, Pulse, and Hellfire all will have the "weaker" icons when first discovered, and the upgrades will give the Commander's unit the "power" icons when upgraded. Combat Shield and Lazarus remain purchasable as one-time passive/active abilities for your hero, respectively.
- There is now an upgrade effect when the Commander gains a Palladium or Iridium stat bonus and notification at the top of the screen. A similar notification appears when enough Palladium and Iridium is found to unlock new upgrades at the Black Market Compound.
- The Commander's Combat Shield upgrade, purchasable at the Black Market Compound, no longer grants +100 HP. Instead, it provides a 50% chance to nearly completely block a ranged attack, reducing it to 1 damage point. Melee and Spell attacks remain at full strength. Meaning, Zealots, Zerglings, Ultralisks, or Psionic Storms would still hurt the Commander with no blocking, but a Marine, Hydralisk, Wraith, Dragoon, etc, would have their attacks potentially reduced to 1 damage 50% of the time, once researched, against the Commander.
- The Commander's Flashbang Grenade has its base stun duration reduced to 3 from 5. The ability to upgrade this ability (as early as the first Terran mission) will bring the stun back up to 5, as well as increase its area of effect by 66%. However, a new drawback for either standard or upgraded is that specific massive units such as Ultralisks, Archons, Battlecruisers, Carriers, etc, will have significantly reduced duration stuns, recovering much quicker than lesser enemies.
- The Commander's Pulse Grenade has its base damage reduced to 50 from 100. However bonus damage to biological and psionic units is increased to 50 from 25. This means pulse grenade cannot destroy basic mechanical units like a Vulture easily but can still destroy clusters of Hydralisks with one shot without an upgrade, or clusters of Zealots with an upgrade. This ability was always intended to be used against mainly organic enemies rather than mechanical.
- The Commander's Hellfire Blast ability has its base damage reduced to 100, with bonus damage to mechanical and structure units increased to 150. Max charges un-upgraded remain at 5 to be held at any given time. However, the re-charge timer has been reduced to 120, from 210. Its upgrade will increase this damage to 200 base, and 200 bonus, and max charges will be increased to 7. This means un-upgraded, you cannot one-shot a bunker or sunken colony, but you can severely weaken it. Upgraded, you can easily one-shot it, and nearly destroy a Battlecruiser unassisted. There is also a 2 second buffer between shots now. However, if you wish to carry all 7 shots once upgraded, you can effectively dish out 7x200 or 7x400 damage at any given time to enemies, but you won't be able to re-dish this out until you regain those charges like before, now once per 2 minutes. So choose your targets wisely Commander.
- The Commander's "Lazarus Protocol" upgrade, purchasable at the Black Market Compound, now requires a certain amount of Palladium and Iridium to be found first before purchase. It will still be unable to be purchased until Mission 5, but you must have found all the Palladium and Iridium up to that point at least. Otherwise it may not be available for you until Mission 6, or even, at all. Mechanically, there is a new effect when it is activated that will showcase the Commander being healed. His incapacitation/invulnerability will still last 20 seconds, however, he will now be FULLY healed during that 20 seconds. Once re-vulnerable and movable, the effect should have dissipated now that he was fully healed. There is also now a new "cancel" Lazarus icon on the Commander's unit card indicating the ability is still not ready while still in cooldown, as to alert you when it is still not ready.
- Magellan's Seeker Missile is now much more upgraded from the standard regular Raven's 100 damage to 300 damage. 100 damage simply wasn't cutting it to be worthwhile to waste the energy to use when his other abilities were far more useful. Still has a 5 second buffer before launch, however, it is well worth it against clusters of enemies. Still will not target buildings, however. Use Kazansky or the Commander for that.
- Mojo has a new transmission portrait for better distinction among other scouts, also more in line with his unique scout unit model as well.
- Increased Perdition Turret damage to 16 with +4 damage to Biological type units.
- The Commander's abilities hotkeys have been updated for the following: Flashbang - F | Pulse - E | Hellfire - G | Chrono Rift/Super Stim - T | Kinetic Barrier - R
- Fixed an issue that would prevent you from loading the right briefing trigger and proceeding into the mission from Terran03 onward.
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Fixed Hero/Unit/Planet popup infos not always appearing if selected as an option to appear at the campaign launcher (this is more or less supposed to function as SCMR had intended it to, albeit, there is no "Codex", to track, as some would be repeated, and some contains new info based on the timeline.
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Fixed a bug during the mission-briefings that caused non-mouth moving portraits (IE - Protoss, Commander, etc) to not play their "TALK" animation when it was their turn to speak. It's subtle but noticeable when their head is wandering around when they are supposed to be speaking.
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Fixed an issue that may give your base both Predators and Perdition Turrets (you are only allowed one or the other, or none, depending on past choices).
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Fixed a bug that may give overwrite both Commander weapon upgrade optional choices if you repeat dialog choices (only 1 may be allowed upgraded as you progress through the campaign)
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Fixed an issue that didn't properly track A/B canon pathing at completion of mission, potentially resulting in improper upgrades being applied later
- Added SC1 unit voice toggle option in main menu at launcher
- Added Planet/Unit/Hero tip functionality throughout Terran campaign if option is chosen at launcher
- Fixed Palladium/Iridium HUD not appearing at top in Terran03+
- Fixed some unit transmissions creating a double portrait window in-game
- Fixed several Black Market Compound upgrades not removed after researching them
- Fixed an issue with some Palladium and Iridium totals not remembering what you already found per mission
- Fixed an issue with Terran04a+ having a fade out of black issue after intro cut-scene
- Added a locking mechanism (beta design) to missions not yet completed to launcher. Also added a forceful override option to toggle back and forth
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Fix for player faction names occasionally displaying widely incorrect names in-game
- Fixed (potentially) a bug with Lazarus Protocol on Commander not working properly when researched and subsequently killed. (NOTE - If you have researched Lazarus, and your Commander dies, the effect should turn him invulnerable, his portrait red, highlighted saying incapacitated, and after a brief moment, back with (only) a little bit of health restored. Any time he dies under 5 game minutes and he will permanently die, otherwise, this effect repeated. If this doesn't happen, please post conditions and map. More effects/changes later.
- Fixed a critical bug that prevented the Commander from getting all his weapons/abilities/stat bonuses achieved thus far as well as bonuses in the Black Market Compound
- Fixed viewing achievements menu at launcher. You can now see all Episode achievements per page and toggle between pages.
Campaign Launcher
- Added new intro cutscene when "Begin New Campaign" is clicked.
- Added Epilogue achievement tracking in Achievements menu
- Loads the data bank BEFORE the campaign menu loads, allowing Episode 2 to properly unlock when you complete Episode 1
- Adds all Protoss achievements to "Achievement" option menu for your ability to track
- Fixes an issue that could cause the opening Enslavers Redux default menu music to not play correctly and load instead a random default SC2 Terran track
- Fixed an issue that prevented any Zerg achievements from showing up in the achievements or hero sections. This also prevented any Zerg missions from being noted as completed and thus the next available mission would not show up.
- Added a "Clear Data" button on the main menu. This will allow players to clear their entire game data, allowing new playthroughs without using current hero levels/items found and achievements attained. Be warned, this is permanent without backing up your bank file manually.
- Added Protoss Episode 2 achievements to the achievements button menu for tracking and reviewing
- Fixed a bug that would prevent the opening music for playing
- Fixed a bug that prevented the Commander from being able to jump up and down cliffs with his JetPack passive ability once found.
- Added a slight fire animation behind the Commander when he moves once the JetPack ability is located
Terran01
- Montag hero has new ability - "Spit Fire Cannon". After a brief delay, fires a fireball at a target area which damages the area at a 12 meter range. Deals 40 base damage, double to biological units. Can affect allied units if too close.
- Slightly modified Mengsk intro cutscene briefing room, in his address to Dominion Alpha Squadron (some aesthetics, some animations to his model)
- Fixed issue with total Palladium/Iridium showing 0 no matter how much you currently had on mission start
- Fixed a bug that gave you vespene gas when you picked up Raw Iridium items
- Flashbang grenades can now be upgraded at the Black Market Compound in this mission once you have acquired enough palladium and iridium.
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Siege tanks had issues crossing the bridge closest to your base leading to Alan Schezar's base. This is now fixed
- Wild Hunter achievement was not working due to a bug that required you to kill un-reachable zerg.
- Achievement Total was not reflecting actual total on score screen. Fixed a bug that, while properly updating in your local bank, wasn't reflecting on the score screen when completing mission.
- Fixed issue with final music still playing after mission complete
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Siege tanks had issues crossing the bridge closest to your base leading to Alan Schezar's base. This is now fixed
- Wild Hunter achievement was not working due to a bug that required you to kill un-reachable zerg.
- Achievement Total was not reflecting actual total on score screen. Fixed a bug that, while properly updating in your local bank, wasn't reflecting on the score screen when completing mission.
- Fixed issue with final music still playing after mission complete
- Fixed armor/weapon upgrades not appearing for rescued elite medics/tanks
Terran02
- Changed Normal/Hard achievement to "New York Minute - Finish the mission within 20 minutes". This adds a better achievement difficulty then simply acquiring items you're likely already going to get anyway.
- Fixed a bug that prevented the Commander's model from showing off his shield, an upgrade which comes pre-purchased in this mission. Additionally new to this update, the Flashbang Grenade upgrade comes pre-purchased as well, should you have at least 3 Palladium and Iridium from the previous mission.
- Fixed issue with some reinforcements not being added to your party
- Fixed issue with some turrets not being disabled when activated.
- Fixed small dialog typo condition
- Added two additional camera angles on the early mission terminals you may encounter
- Fixed issue with some reinforcements not being added to your party
- Fixed issue with some turrets not being disabled when activated.
- Fixed small dialog typo condition
- Added two additional camera angles on the early mission terminals you may encounter
Terran03
- Fixed a bug that prevented the Orange Zerg AI to not start if you skip the intro cutscene early.
- Added some new visual doodads and a slight addition dialog of why you can't attack the energy tower to stop the Cerebrate for B canon victory. (Trivia Note - This is while produced slightly differently, the same type of barrier produced by these crystals from knowledge given by Duran, as seen in Protoss04a).
- Fixes transmission box on Kazansky during briefing
Terran04a
- Fixed a bug that gave cloak to everyone from The Danimoth before being rescued.
- Fixed a bug that gave you incorrect amounts of elite medics/tanks from the BMC
- Fixed a bug that froze two Battlecruisers on Hard mode on the final Terran base
- Fixes a bug that if banshee's destroy the Zerg hive they don't accidentally "rescue" lost Protoss in the woods
- Fixes a significant bug that prevented both the enemy and your ally AI from responding if you choose a decision that allowed stolen Banshee tech to assist in the battle
- The point at which you had a decision which will give you a Flashbang Grenade upgrade/Pulse Grenade upgrade has been changed to instead give you either prototypes for Banshee's (no cloak) or Hellions (no fire upgrade) as a bonus unit. These synergize better with the enemies you primarily face in the rest of A canon (Zerg/Torrasque)
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Re-positioned first wave enemy bunkers to same level ground to make ground assault more fair, but added a few more to slow down first wave victory.
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Re-position third enemy base siege tanks to reduce clutter and evenly space out attacks.
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2nd and 3rd enemy waves will now come from different directions, where applicable.
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Fixed the opening mission location text crawl to turn back to Terran green style instead of the Protoss blue style.
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Increased base enemy defenses and enemy wave strength slightly across all difficulties
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Changed the decision dialog effects slightly after you rescue Warbringer. Now you have the decision to bring reinforcements to you which gives you Flashbang Grenade upgrade immediately for the mission and available for purchase thereafter or send reinforcements off to rescue "other" protoss but because of your niceness to refuse reinforcements you get the Pulse Grenade upgrade immediately for the mission and available for purchase thereafter.
- Fixed issue with Regenerative Armor not working on Warbringer
- Fixed JetPack behavior not applying to Commander when found
- Terran04a - Slightly increased difficulty for all modes.
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Reduced the number of marines, among other units, on ally waves further. This was due to your ally AI essentially completing the mission for you on easier difficulties.
Terran04b
- Red Adders will not be shown until you find their location
- Fixed a bug that would dual-spawn elite Tanks/Medics at mission start, if available
- Enhanced Stetmann/Commander dialog with new cutscene visuals when rescued
- Fixed a bug that prevented elite medics from being able to be called at Black Market Compound, if available
- Fixed a typo on the item you pickup when the truck blows up
- There is a small cutscene within this mission leading a new decision from you, the Commander. Your decision will be reflected in future missions.
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The point at which you had a decision which will give you a Flashbang Grenade upgrade/Hellfire Blast upgrade has been changed to instead give you either prototypes for Vikings (fighter mode only) or Marauders (no slow effect upgrade) as a bonus unit. These synergize better with the enemies you primarily face in the rest of B canon (Protoss/Mothership)
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Fixed a bug where Stettman wasn't moving his mouth when his transmission was playing during the prisoner cutscene.
- A bit more dialog between the Commander and Mengsk after Stettman's hack transmission takes place. Also you will now receive some unit reinforcements if you choose to obey the Dominion and keep prisoners locked as an added incentive to go that route along with the Flashbang grenade upgrade as opposed to the Hellfire Blast upgrade by releasing them but with no reinforcements given.
Terran05a
- Fixed a bug that erroneously provided Marauders in your Barracks.
- Fixes a minor text issue with the mission objective at the briefing
- Slightly increased difficulty on all levels by adding more standing units around the map. Also increased more mineral fields to starting and expansion (easier difficulties get more fields to mine from)
- If Fenix gets too battle happy and wants to take out the Zerg base, he will be compelled to return home so he doesn't die in battle unfairly to end in defeat. He will still want to seek out Zerg along the way to defend each Nexus point
- Fixed a bug that failed to give you the Jetpack upgrade if you found it in 4a
Terran05b
- Forcefully added a trigger to set Warfield's SCV's to autorepair on start and when created. Unknown why its not set same as defaulted for Player 1.
- Warp Gate model has been updated
- There are various additional Protoss forces scattered around the map
- Some pathing has been changed around the map, leading to different locations in order to battle and explore
- Units warped in via your forces attacking the gate now have a short warp build animation and timer before creation. Units warped in via the warp gate’s timer are still created instantly to seek your forces out.
- There is a new free mineral expansion for your south-west base. Use it to your advantage.
- The shield generators within protoss bases have been slightly moved into better positions to allow an early potential aerial strike, if so desired.
- Warfield as a marine gets two changes. His frag grenade will now deal 100 damage to all units as a base damage, and +100 damage to Protoss robotics and structures. He will also have a second ability, KD8 Charge, which will launch a destructable device on the ground and if enemies (or allies) are nearby when it explodes, they will be shocked with an EMP blast as well as be pushed back as well as be dealt minor damage.
Terran06a
- Increased intro/outro text box size to account for some display settings not showing fully the text.
- The Overmind’s Zerg Swarm will arrive and begin destroy all Terrans (and Protoss if B canon) once you begin to invade Schezar’s temple base, regardless if the timer dips below 15 minutes or not.
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Fixed a bug that didn't give you the mission complete achievement
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Fixed a bug that had dual looping intro musics at mission start
- Slightly amended the final cutscene with Ulrezaj in the underground Xel'naga caverns of Aiur to show him being approached by Duran, having been watching him, now that most of his mercenaries are dead. There he makes a deal with Ulrezaj. Power, for his "services". Then Duran begins to hatch his plan of dealing with the Dominion as the UED is detected to be entering the Koprulu sector so he can work on his Hybrids.
- The final battle music prior to the Overmind's Swarm arriving is now changed from the standard Terran Starcraft Brood War soundtrack. If doing A canon, the music is more upbeat and inspirational. If doing B canon, the music is more militarized and dark.
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Fixed Mojo being invisible
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Fixed Jetpack upgrade not giving you speed bonus
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Danimoth/Warbringer or Kazansky/Magellan will now be present, should they still be alive, in the final cutscene when the Overmind's swarm destroys your base, showcasing their own demise. Their unit death transmissions will no longer fire during this final cutscene.
Terran06b
- Increased intro/outro text box size to account for some display settings not showing fully the text.
- Fixed a bug that prevented the enemy from building/researching certain tech and giving your Omega drop reinforcements their tech. This has been corrected.
- Slightly bug-fixed some behavior with the Mothership, hopefully preventing it from failing to get out of your base to heal itself so it isn't overpowered and going on a rampage while impossible to kill. Behavior should go: Temple is Alive = Every so often Mothership will seek you out and attack. After life <= certain amount, warp back and heal. Cannot be killed easily in this state. Rinse repeat. This cycle breaks if the temple is destroyed. Then the Mothership goes on a suicidal rampage and will begin to use its large base-destruction ability, Planet Cracker. It shouldn't have any further high regeneration, however.
- Warfield's Battlecruiser is now called the Ragnorak. It now has several buffs to improve its effectiveness in battle. It now has a max of 300 energy as well as triple the energy regeneration of a normal Battlecruiser. It's Yamato Cannon will now only cost 100 from 150, as well as fire from even farther away than normal Battlecruisers. It's secondary ability, Missile Pods, has its damage greatly increased, with a base damage of 10 and bonus damage to small type units to 20. A single usage of this ability will deal up to 200 damage to small aerial units (Mutalisks, Scourges, etc) and up to 100 units to all others.
Protoss01
- If B canon was chosen in Episode 1, and the Terrans are saved, resources are left when the Terrans leave.
- There is no longer a pre-built Command Center for the Terrans
Protoss02
- Corsairs will now have Disruption Web and Argus Jewel upgrades researched automatically when Zeratul rejoins the base.
- If Zeratul has not reached Level 3 before approaching a path where he needs to Blink, a notice will appear that specifies Zeratul should train further. Marines will spawn from a nearby cavern for Zeratul to do just that.
- Arbiters are now available to use in this mission once in control of the Protoss base. Carriers, however, are still not.
- Once in control of the Protoss base, a new bonus objective will allow you to re-activate several power structures around the map to gain a new bonus; either powering on all the Khaydarin Monolyths in the map effectively dominating defensively the map as well as gaining the option to build more in future missions, or permanently upgrading your shield batteries with increased range and energy regain rates.
Protoss03
- Fixes an issue where securing the crystal (A Canon path) pushes you to the B canon path
- Fixes a bug where the mission will end in defeat randomly if a scout dies (legacy Mojo trigger)
- You now have access to the entire BW Protoss build, including Level3 upgrades and Arbiters.
- There is a nearby bridge control that when destroyed will activated a retractable bridge from the mercenary Terran base to the Zerg base. While this will automatically send the Zerg to attack the top Terran base for you, it will also eventually allow the Zerg to send more effective ground waves to you.
- Fixes an issue where securing the crystal (A Canon path) pushes you to the B canon path
- Fixes a bug where the mission will end in defeat randomly if a scout dies (legacy Mojo trigger)
Protoss04a
- Added a visual effect for the Dark Dragoon's auto-cast ability
- Fixed Eredas Hardened Shields behavior not working again due to a unit/model update.
- Fixed Eredas Hardened Shields behavior not working again due to a unit/model update.
- Dark Dragoons now have access to the auto cast Barrier ability, becoming briefly immune to damage. They no longer can Blink. Dark Zealots now have access to the auto cast Dark Coil ability, allowing a brief stun to ground enemies.
- New cutscene option choice when you reach the Shuttles to the right of the bottom canyon. One option leads to enemy reinforcements being warped in and the shuttles escaping, but gaining you the option to unlock a nearby bridge to cross the canyon as well as unlocking the ability to build Void Ray's in Protoss05a and Protoss06a. The other option does not warp enemy reinforcements and allows you to use the shuttles as well as gain immediate access to Sentry's. These Sentry's can also be built in 05 and 06a Protoss missions.
- Final crystal at the north east end of the canyon is now protected by an impenetrable barrier. In order to bring the barrier down you must destroy four Xel'naga crystals. This is to prevent a simple archon drop for the final crystal.
Protoss04b
- Added a final "end" wave from all sides and from all remaining zerg on screen to attack your ally base when the timer ends if you haven't destroyed all hive's yet. Surviving this still nets you a victory, however. Keep in mind one of the attack waves from one of the enemy bases will target Schezar himself as the only visible hero you have to keep alive, so hiding your heroes to ride out the attack is not a viable strategy (running like a coward, however, could be, if all else fails!)
- Eredas has been removed as a secondary hero to use in the mission. Instead he has been replaced by Mohandar as a Dark Templar type unit. He has access to Master Shadow Walk, Master Nerazim Cloaking, Void Stasis, and Shadow Fury. While his offense and defense are not as robust as Zeratul's, he can quickly dispatch enemies with Fury and disable them with Stasis. Additionally, with default access to both master levels of blink and cloaking, he is able to stay hidden and restore shielding as needed.
- There is now a new choice cutscene by the ruined Dominion base before you find Schezar. One choice will grant you 2 Sentries for your use, while another will grant you 1 Colossus. Either decision made will be available to be built in 05/06 missions.
- The new mission objective once Schezar is now your ally has changed slightly. You can complete this mission in 1 of two ways, either hold out for 30 minutes against the Zerg and play defense, or destroy all the Zerg production structures to the east of you as per the original objective. This is more so an optional objective of sorts (an achievement even if completed under a certain time) because it really doesn't make plot sense to seek out the Zerg when you're so badly outnumbered. Thus, this is more of a survival mission, but you can also destroy them all if you time your attacks with Schezar as per before, its just not required now if you feel like playing turtle defense instead. However, spawn waves against you are increased, scaled per difficulty, on all sides. While you are under no obligation to keep anything alive but your heroes, be wary of your defenses.
Protoss05a
- Mohandar has been removed as a playable hero to use in this mission. Instead he has been replaced by Urun's Phoenix unit. Strategy wise, nothing changes, as the original unit was also an air to air Corsair unit that could gravity pick units up, such as the Brutalisk. This is mostly a cosmetic/story change. However, Urun's Graviton Beam will now also damage enemies by causing a -20 HP/sec regeneration effect while they are levitating, allowing him to solo a bit. There is still a duration reduction against the Brutalisk as well as Ultralisks, Archons, etc.
- You will be able to use Void Rays in Part 1 of this mission if you acquired their technology back in 04a, or Sentries can be used in Parts1-3, if you acquired them.
Protoss05b
- Fixed all broken "Red Globe" Devouring One units found in temple run with Zeratul
- Fixes a bug that didn't remove a temporary model placeholder for Urun during the opening cutscene when he was giving Mohandar the proto-Void Ray.
- Urun has been removed as a playable hero to use in this mission. Instead he has been replaced by Mohandar's Void Ray unit. A Void Ray hero serves as a much better defender in this mission against the UED and Kerrigan's Zerg.
- You will be able to use Colossi in this mission if you acquired their technology back in 04b or Sentries can be used if you acquired them. Zeratul's team in the temple will have 1-2 Sentries to use as well if available.
- There are several new transmissions from a "Khyrador AI" as the beacons are brought online to power the warp matrix as well as opening doorways to proceed further to the final beacon. It briefly explains why the colony was abandoned from the colonists getting too close to something and psionic storms scaring them away.
- The final beacon is now protected by 4 Stone Zealot guardians with a powerful attack. They must be defeated before it can be activated to complete the mission.
Protoss06a
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Moved the pickup artifact near the middle of the map in a more easy to move location for Zeratul
- Fixed a bug that if you skipped the opening cutscene too early it would prevent the Protoss bases, including Ulrezaj himself, from actually launching their attack waves against you
- Fixes an issue with ShadowStrike upgrade from 5a, if complete, not carrying over to 6a and same issue for Dark Shadow and/or ShadowFury ability upgrades for 6B.
- New EMP burst visual effect when periodically activated
- Visual skybox is no longer showing just plain stars and space but will show the platform being right above Shakuras. Additional opening scene as well.
- There is additional unique soundtrack music both before and after Ulrezaj begins his assaults against you.
- Fixes an issue with ShadowStrike upgrade from 5a, if complete, not carrying over to 6a and for Dark Shadow and/or ShadowFury for 6B.
Protoss06b
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For Protoss06b, removed the dialog about Schezar being there, leftover from Protoss06a
- Fixed a bug that if you skipped the opening cutscene too early it would prevent the Protoss bases, including Ulrezaj himself, from actually launching their attack waves against you
- Fixes a debilitating bug that causes your unit's shields/energy to deplete when the warp gate activates/timer expires periodically due to a legacy EMP trigger from 06a
- Fixes a slight typo with the Commander saying he sees Schezar's mercs fighting Protoss from A canon if doing B canon's mission
- There are now two ways to end the mission, but is mostly the same. Destroying the four psi power links or focus firing on the warp gate itself (was previously invulnerable). The warp gate itself has a massive amount of health and shields, but for each psi power link you destroy it drains its maximum hp/shields by 20%, making it easier to destroy. So a strategy may be to only destroy 2 out of 4 and finish the job manually, or destroy all 4. Either works, depends on time, how many enemies are present, and how strong your army is.
- Additional enhanced Zerg spawns on all difficulty levels
- Fixes a slight typo with the Commander seeing Schezar's mercs fighting Protoss from A canon if doing B canon's mission.
Zerg01
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Increased difficulty in opening enemy waves on Zerg01 on all difficulty levels
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Added 1 starting hatchery to your base on easy difficulty
Zerg02
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Fixed an exploitative bug which allowed you to gain extra biomass from killing your ally zerg forces
-
Fixed a bug by making it a bit easier to collect biomass pickups when walking to them
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Fixed some SCV animations not working on gateway controls behavior during countdowns
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No upgrade limits on Level 3.
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Changed the Grey Tiger unit model, portrait, and added cluster rockets for aerial attacks
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When you "defeat" the Grey Tiger a small cutscene will ensue between Santiago and Kerrigan. She has a choice, to allow him to leave with a few of his forces or to continue to decimate them and destroy him. Letting him live instantly destroys most of the enemy base and gives you a free Infested Command Center to use here, as well as gives Infestors in Zerg03+ the ability to produce suicide version infested terrans. The alternative will only destroy the Grey Tiger itself, however, the hull of the battlecruiser will remain on the map, and marine-version infested terrans will continuously spawn from it, targeting enemies from it to your goal beacon. Infestors will also produce these types of standard units instead in Zerg03+. If you opt to not take on the Grey Tiger in this mission at all, keep in mind Infestors will never have the ability to spawn any infested terrans.
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Added a random amount of mineral, gas, and biomass pickups around the map based on difficulty
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Added a "secret documents" pickup hidden on the map guarded by some angry underpaid tauren marines. Finding this with Kerrigan will net you some of Stewart's private notes to read on Rosemary Dahl and the events leading up to them arriving at his palace as well as a secret bonus end victory scene with Valerian! If that wasn't enough, these documents also contain key biometric data on Stewart himself which Abathur uses in his infestation process to improve Stewart's health and armor in future missions. Scan the map to find it!
Zerg03
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There is now a new intro cutscene showing Stewart and Zagara onboard a Leviathan Kerrigan provided to them en route to Aiur. This is where their banter takes place instead of on the surface on Aiur.
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Stewart has a new bonus passive upgrade giving him increased health, armor, speed, and regeneration if you collected the secret documents in the prior mission.
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Stewart has a new passive attack on start that if you defeat an enemy two broodlings may be created from its death, useful to be used for his Consume ability.
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You can now control both Stewart and Zagara's base on either side of the map fully. Changed pathways a bit to get around the map easier including a bridge you can activate to get over to Zagara's area easier.
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Zagara now has two new abilities in addition to standard Brood Queen abilties; Birth Zagara Zergling and Birth Zagara Roach. Her zerglings move and attack faster as well as hit harder than normal zerglings as well as hone in on their target periodically. Her roaches attacks are stronger than normal roaches and they will poison their targets briefly, causing a health decay as well as a movement speed loss (no attack speed loss however). Both require a bit higher zergling/roach resources to birth from zagara and take 7-8 seconds to birth per egg. Either ability is locked while an egg is being birthed, preventing a mass-egg creation.
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You cannot "acquire" the renegade zerg any further by grabbing the solarite, this is purely for psi pickups for Kerrigan for next missions. There are also now only 4 psi pickups.
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Increased renegade zerg north of Zagara's base position. Increased anti-air around warp gate.
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Added free expansion west of Stewart's base position.
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Changed behavior on Ulrezaj's primary nova wave attack (aka - insta kill to anything nearby him). Difficulty level now dictates how many units is required for him to launch this. Easy difficulty will require more units around Ulrezaj proximity before he will activate it and Hard difficulty will require less. There is also a countdown timer above Ulrezaj's head now before he activates it starting from 5 with a beep giving your units a healthy warning to vacate the premise...or continue your attack if you think you can win.
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Ulrezaj's max shields/health and regeneration on both are now varied depending on difficulty
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Fixed several bugs regarding Brood Queen's and flying Queen's cost and behaviors.
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Added some new visual behaviors on Warp Gate activating/deactivating per final cutscenes
Zerg04a
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Fixed height issue when walking in non-level terrain
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Added a fail-safe measure to always hide rocks by colossi area if psi-pickup there isn't collected on mission re-load due to reported bug
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Added new cutscene early into mission
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Reduced number of total "psi" khaydarin crystal pickups to 4 in map. 3 of which are before the "locked" gate to proceed. The 3 to be found are within each "passageway" from the center area.
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The east passageway crystal has been changed to be protected by a chamber guarded by Colossi, with some being constructed/warped in periodically to attack you until you break open the container.
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The south east passageway crystal has been changed to a maze of deactivated protoss bridges over the vespene lake. Each beacon you find opens a new bridge. Partly through you will need to solo with Kerrigan to use her Leaping Strike ability to return back to the maze. You can also find the last beacon to gain more allies here.
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The south west passageway crystal has increased difficulty of units and structures wraping around a long U shaped passageway, however, there is now an "impossible to target" Khaydarin Monolyth tower at the center of the area with a super long range to target you wherever you are in the area, forcing you to run as fast as possible through the area. Once the crystal is recovered, a bridge now appears as a shortcut to get back.
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The final psi pickup is located north past the locked gate, it is now changed by having "de-activated" photon cannons in a line with energy security beams between some of them. If you attack any photon cannons or step over the beams, all the photon cannons will activate at once and attack. You must be sneaky and move around them, or push through to the deactivation beacon.
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There is a new decision cutscene in the cave north of the locked gate where you can either release a Brutalisk or three Aberrations. The one you release will join you for the mission and will be available to build in the next missions. However, the one you didn't release will fight you.
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Maar will now periodically use his Blink warp ability to target close to Kerrigan in order to close in to her, his primary target. He may also push her away if she tries to get up close to him to use her claws.
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Removed Slayn Tal'darim units appearing here as they would not be on Aiur. All "Tal'darim of Aiur" are comprised only of Zealots, Blood Hunter Dark Templar (uncloaked, but very powerful with a stun), and Colossus with complements of Photon Cannons scattered throughout.
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On the final exit run from the invulnerable Hybrid, a void chamber seen powering a body in a crystal is in fact an early Amon host body. The Dark Voice of Amon through the void is heard (well read...use your imagination) briefly in this area.
Zerg04b
- Fixed an issue with Kerrigan's auto-deep tunnel ability
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Reduced number of total "psi" mineral crystal pickups to 4 in map.
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Enhanced Psi Conduit (name changed from Broadcaster) size, sound, and visual energy distribution effect. When destroyed, nearby untargetable Tal'darim AA towers meant to be attacking your Leviathan nearby will be "destroyed" before your reinforcements land, just for added effect.
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Added many more mineral and vespene bonus resource pickups scattered around the map. Reduced regular resource mines however.
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Updated different faction Tal'darim unit compositions. Blue and Orange are Nyon's standard "expedition" Protoss units seen in Wings of Liberty whereas Red is the more traditional Tal'darim. Protoss Shuttle units have been fully replaced with the more up to date SC2 Warp Prism from this time period forward. Carrier units have been updated to their SC2 versions as well (the last SC1 version was seen in Zerg03 as one of the last legacy "Aiur" types, never to be seen again). Standard Void Rays and Immortals are seen for Blue and Orange now. Shield batteries are now using their Legacy of the Void SC2 versions. For Blue and Orange Havoc type sentry's have been converted to standard Protoss sentry's. Additionally all ascendant High Templar's are removed or converted to standard high templar. Red continues to be comprised of mostly unique Tal'darim type versions. Finally, all Dragoons have been removed entirely from all factions as Nyon/Tal'darim would not use them.
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There is now a decision type cutscene, triggered by first needing Kerrigan to find a xel'naga "key" in the map. Once found, she needs to approach a console with a zerg beacon nearby to activate it. She has a choice to funnel the energy up to the Leviathan for Abathur's use of unnatural evolution: Allow Roaches to be able to evolve into proto-Ravagers (similar to LOTV version, but costs more and no upgrade is available to their long range ability) or allow Hydralisks to evolve into Impalers by evolving your Hydralisk Den into an Impaler Den. (while still allowing them to evolve into Lurkers if the player so wishes, allowing for a deadly combo of the two). The choice, as always, is yours.
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Removed 2 out of 4 of the heavy gun AA long-range turrets near Nyon's position
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Nyon will now warp in Void Rays instead of Phoenix reinforcements. He will consistently warp them periodically every so often while being attacked.
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Nyon's total health is now based on difficulty (1500/2500/3500). Shields remain the same. He is of course still nearly invulnerable (due to his shield regeneration and insta shield restore) until all Psi Conduits are destroyed.
Interlude
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Fixed better cutscene skipping between each (there are 9 total, regardless if you choose short or long length)
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Dahl's Protoss friend with her to start will either be A canon (Vartinil) or B canon (Ladranix). Unit portrait/model will stay the same however being out of the heavy armor even if Ladranix. Dialog changes only a bit if Ladranix survives if you did B canon.
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Enhanced layouts around some cutscenes a bit
Zerg05a
- Fixed a bug with the Infested achievement where it wasn't properly tracking your creep advancement on the map.
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Fixed a bug that gave you control to a lab bot when you rescued your zerg from a pen
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ATTEMPTED to fix a bug that causes the enemy to target the southern bridge and attack it forever. Unknown why this occasionally happens. Will simply remove if this continues
-
Fixed a bug where a Hybrid might accidentally lift Kerrigan in the air during the final cutscene, causing her to miss her ride to escape!
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Improved minimap ping animations noting which Hybrids are awakening and where
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Hybrids now take 30 seconds to awake when notified, giving you some time (albeit a short time) to take them out to make the achievement.
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The south part of the map is now blocked by open gaps. Not even Kerrigan's leap can make it. There is only 1 way across initially - Overlord Drop. Once there, reach the bridge beacon to lower the bridge to allow ground forces through.
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You now will start with Aberrations or a Brutalisk depending on if you gained the bonus in 4a. Aberrations can be morphed from Larva and Brutalisks can be evolved from Ultralisks.
Zerg05b
- Fixed a bug that prevented the Nydus worm from expiring
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You will now start with Impalers or Ravagers depending on if you gained the bonus in 4b. Impalers can be morphed from Hydralisks after you morph a Hydralisk Den into an Impaler Den and Ravagers can be morphed from Roaches.
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There is a marked difficulty change when you begin to infest a Psi Lock, after you gain a Psi Lock and hold it, and when you are ready to infest the final Psi Lock. During Psi Lock infestation, Alarak will bring along a hunting party to stop you as before, but the units he brings varies depending on your difficulty. In addition, nearby enemies in a medium sized area will be drawn to the psi lock to protect it. As you attempt to hold Psi Locks, more enemies will occasionally attempt to attack the area, including Alarak himself. When you are ready to infest the final Psi Lock with holding 3, the largest hunting party with Alarak will be sent (assuming the top Tal'darim base is intact) as adminwell as a large area around the lock will attract enemies nearby to defend it
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Alarak's AI and overall threat level has been slightly increased. He now has 400 health, 300 shields. His primary ability will still be his knockback wave attack, deadly to your lesser zerg. He then has 4 secondary abilities which can be used randomly at any given target which range from his standard single nuke slash to non standard abilities such as a damaging vortex type ability. Upon him receiving too much damage an energy effect is now seen before he is warped back to safety.
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Fixed an issue with the Psi pickups where ground units, namely Kerrigan, can't pass through the Tal'darim green triangle prison until its destroyed to collect the pickup.
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Removed some non-Tal'darim Protoss units from appearing in this map (Dragoons, Arbiters, Dark Templar type units)
Zerg06a
- Fixed a bug that gave Kerrigan a starting Psi Blast range attack at 40 damage instead of the normal default of 20, allowing her to have an extra starting +20 damage than intended.
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Removed Hybrids from appearing in this mission at all from spawning in the north. Their presence here is unneeded. Instead added a new spawn rate for mercenaries (A canon) or Tal'darim (B canon), so there will be three spawn rates at different times, sometimes overlapping causing incredibly powerful waves depending on difficulty.
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Changed wave points from north and south bases to hit different points leading up to the temple, including going through to the middle section. This causes you to maintain a constant defense and strong micro throughout the mission.
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When timer/Ulrezaj is nearing end, added a final "suicide" wave from both north and south bases including spawn points to strike the temple, aiming to go through the north and south entrances to avoid getting hit by Ulrezaj for maximum difficulty.
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Slightly changed the energy damage aura on each pylon in terms of radius and visual effect, but concept is the same
Zerg06b
- Fixed a bug that gave Kerrigan a starting Psi Blast range attack at 40 damage instead of the normal default of 20, allowing her to have an extra starting +20 damage than intended.
Changelog for Enslavers Redux
Enslavers Redux Version 4.00
Changes/Bug Fixes
Global
- All maps now have achievements to gain tracked from within the Enslavers Redux game menu. These are similar to Starcraft2 achievements, where each map has both a unique “Normal” difficulty feat achievement and a “Hard” difficulty feat achievement to get as well as a level completion achievement when you beat the mission on Easy, Medium, or Hard. Completing the map on Easy gets you the Easy version achievement whereas beating the map on Hard gets you all Easy, Medium, and Hard level achievements at once. For awareness, where applicable, if you fail a feat achievement at any time a notice will display to you. To learn more about achievements and the conditions to get them check out the achievement guide section on SC2Mapster!
- Fixed an issue with several maps failing to load with the new 6.x SCMRmod.
- All briefings now contain the latest SCMR animation versions, including showcasing who is speaking with red around the talking portrait.
- Victory score screen’s (while continuing to use 5.x SCMR non-animation version) now contain a location at the top showcasing each mission’s achievements won, failed, or if you cheated as well as total achievement points won thus far.
- Various increased optimization and improvements to all map design to give maps a more professional and smooth play experience
- Improved difficulty separation differences between Easy/Medium/Hard such as less enemy units but more of your own starting production units and resources on easier difficulties
- You now have the ability to skip all opening/intro mission cutscenes by pressing the escape key. In-game cutscenes however will continue to not be skippable.
- Bonus’ and items that are found with your heroes will carry permanently map to map unless the “Reset Playthrough” option is checked in the campaign launcher’s option menu. In other words, they will no longer reset if you play the map you first won the item on. However - All items, plot decisions, and other bonus’ found will only be saved (in order to be used in future maps) after victory of the map in which you found them, instead of saving immediately on pickup. (Example - If you find a bonus ability in Map01 you get that ability to be used in Map01 but you have to fully win Map01 in order to carry that bonus to Map02+. If you have picked up that ability in Map01 with victory, then replay Map01 briefly for whatever reason, do not pick it up again, and then skip to Map02, the ability will already have been saved as having won it, not needing to re-pick it up again.)
- The planet used as the background for the Terran campaign for missions 1-3,4b is now properly called Halcyon, a fringe colony world part of official Starcraft lore. Halcyon is situated between the Antiga and Tarsonis star systems. Halcyon was colonized by the 2400s as a world of the Terran Confederacy. Right from the start it was opened to corporate development. By the late 25th century, it was something of an agricultural world. Halcyon was absorbed into the Terran Dominion when the Confederacy fell where a number of colonist settlements still existed. Many old confederate industrial equipment remained abandoned where mercenary groups began to flock towards and pillage its resources. Emperor Mengsk thought this would be a perfect opportunity to show the Dominion’s benevolence compared to the Confederacy by “liberating” these colonists from the fear of outlaws.
- The Commander’s hero unit has new voice sounds instead of a standard Marine voice. His weapon attack sound is also boosted to match his rifle’s lore of creating an intimidating roar when fired.
- The Terran campaign now features a new building - Black Market Compound. This structure enables various purchases including special upgrades for the Commander that only he can utilize. It also contains special army-wide upgrades as well as the ability to call down elite reinforcements. The types of upgrades and reinforcements you can get throughout the Terran campaign varies depending on how far you are into the campaign and the decisions you have made. The types of upgrades and reinforcements that may be available for purchase are:
- Base(Mission 3+) - Neosteel Plating (+2 armor to most buildings). Available from Terran03 onward by default.
- Base(Mission 4+) - Fortified Bunker Frame (+100 health to bunkers, +1 slot). Available from Terran04 onward by default.
- Base(Mission 5+) - Hi-Sec Hellstorm Upgrade (+1 missile turret range. Additional splash attack to missile turrets). Available from Terran05 onward by default.
- Reinforcement(Mission 1+) - Field Response Theta (Double heal than normal SC1 medics). Must save elite squadron in Terran01.
- Reinforcement(Mission 1+) - Shock Division (Stronger Siege Tank). Must save elite squadron in Terran01
- Reinforcement(Mission 4a+) - Dragon Knight (Stronger Dragoons). Must save dragoons in Terran04a
- Reinforcement(Mission 4b+) - Red Adder (Stronger Diamondbacks). Must save diamondbacks in Terran04b
- Commander(Mission 1+) - Combat Shield (+100 health to Commander only). Available throughout the Terran campaign.
- Commander(Mission 4a+) - Plasma Grenade Upgrade (+50 base damage, +50 bonus damage to biological/psionic units. Drains 150 health from 50 per use). Must choose reinforcements to help save Protoss in Terran04a. Must have found the Plasma Grenade Upgrade by start of mission.
- Commander(Mission 4a+) - Flashbang Grenade Upgrade (+2 stun duration). Must choose reinforcements to secure outlying Schezar outposts in Terran04a.
- Commander(Mission 4b+) - Hellfire Blast Upgrade. (+100 base damage, +100 bonus damage to mechanical/structure units). Must choose to let prisoners go in Terran04b.
- Commander(Mission 4b+) - Flashbang Grenade Upgrade (+2 stun duration). Must choose reinforcements to secure outlying Schezar outposts in Terran04a.
- Commander(Mission 5+) - Lazarus Protocol (Recover from death once every 360 seconds). Available from Terran05a/b onward by default.
- The Commander, in addition to finding additional abilities throughout the Terran campaign, can now pickup Palladium and Iridium items on each map whose total amount found at the end of each mission carry over to the next. Acquiring a certain amount of Palladium will increase the Commander’s defensive capabilities and acquiring a certain amount of Iridium will increase the Commander’s offensive capabilities. There is a total of 30 Palladium and Iridium to be found throughout the Terran campaign. When +5 is found this will increase his overall stats and unique abilities. The amount of palladium and iridium varies between map to map. The amount to be found in each map is displayed including the total amount thus far found. Be sure to explore every map corner to ensure you don’t miss any!
- The Commander’s starting attack speed has been reduced from .55 to .70. The Commander’s starting armor has been also reduced from 2 to 1.
- The Commander’s starting ability - “Ultrasonic Pulse” has been changed to “Flashbang Grenade”. The cooldown has been increased to 15 seconds but the stun duration has been increased to 5 seconds with a greater area of effect. In addition, the ability will also disable enemy detector’s while they are stunned.
- The Commander’s ability - “Toss Grenade” has been changed to “Plasma Grenade”. It’s starting base damage remains 100 but organics and psionic units will be dealt an additional 25 damage. Once found, the grenade can be used indefinitely, but has a cooldown between uses. In addition, each use will drain health away from the Commander so use wisely with medics. The Plasma Grenade pickup can be found in almost every map. Once found, they will no longer appear as a pickup as the ability will become permanent for the Commander.
- The Commander’s ability - “Experimental Plasma Gun” has been changed to “Hellfire Blast”. Contains a base damage of 200 per shot and will deal an additional 100 damage towards mechanical units and structures. Max of 5 charges can be held at once, with a starting charge of 3 once found/starting map. However, every so often the commander will be granted a +1 reload charge automatically. The Hellfire Gun pickup may be found in more than one map if missed the first time. Once found, they will no longer appear as a pickup as the ability will become permanent for the Commander.
- The Commander’s ability - “Stim Infusion” is now found in Terran05b (originally called Ultra Stim) and has been swapped with Chronorift, now found in 5a. Stim infusion stem works better with enemies found in the B canon version of the Terran campaign and fits better with lore. It also synergies better with Ocular Visor due to increased attack and movement speeds.
- The Commander’s ability - “Chrono Rift Device” is now found in Terran05a and has been swapped with his stim upgrade, now found in 5b. Chronorift can be cast indefinitely but has a 60 second cool down between uses. Chronorift works better with enemies found in the A canon version of the Terran campaign and fits better with lore. This can synergies better with Jet Pack Module due to the ability to quickly disable enemies.
- New Commander Passive Ability - “Jet Pack Module”. This passive ability is found only in Terran04a. This allows the Commander to jump up and down cliffs as well as significantly improve movement speed. Many useful items from this point on may be found in otherwise unreachable places without a dropship handy.
- New Commander Passive Ability - “Oculus Visor”. This ability is only found in Terran04b. This allows the Commander to gain a +2 sight and weapon range as well as becoming a detector for cloaked or burrowed units. This allows the Commander to plan strategically his next attacks.
- Tom Kazansky’s wraith model has been changed slightly compared to other standard wraiths for better unit distinction.
- Mojo’s Scout has a new ability - Afterburner. Activating it will provide him a 100% movement speed bonus for 20 seconds.
- Mojo’s scout model has been changed slightly than other standard scouts for better unit distinction.
- Fixed a bug that caused Kazinsky’s starting passive defensive ability “Displacement Field” to not function.
- Kazansky’s starting +100 energy buff “Tomahawk Power Cells” from Terran03 now properly carries to 4B and 6B missions
- Diamondbacks now have bonus damage towards heavy units instead of medium units (because Starcraft 1 has no medium type units!)
Terran01
- Added a few additional mineral cache pickups to be found
- There is a new expansion potential near the gas station, near the enemy Zerg and Terran bases.
- Some map pathing changed slightly to allow other pickups to be found.
Terran02
- Commander now has access to a temporary ability on this mission only - Breach Charges. You will start with 3 charges. Each charge allows you to open a locked door. Some doors are locked, others aren’t. You may find additional charges throughout the map.
- A new door has been added which leads to a short cutscene prompting a decision from you, the Commander. Your decision will be reflected in future missions
Terran03
- There is a new smaller expansion potential north of Garfield’s base once established.
Terran04a
- There are additional pickups to be found once the jet pack is located
- Shortly within this mission there is a small cutscene leading a new decision from you, the Commander. Your decision will be reflected in future missions.
Terran04b
Enslavers Redux Version 4.00
Global
- All maps now have achievements to gain tracked from within the Enslavers Redux game menu. These are similar to Starcraft2 achievements, where each map has both a unique “Normal” difficulty feat achievement and a “Hard” difficulty feat achievement to get as well as a level completion achievement when you beat the mission on Easy, Medium, or Hard. Completing the map on Easy gets you the Easy version achievement whereas beating the map on Hard gets you all Easy, Medium, and Hard level achievements at once. For awareness, where applicable, if you fail a feat achievement at any time a notice will display to you. To learn more about achievements and the conditions to get them check out the achievement guide section on SC2Mapster!
- Fixed an issue with several maps failing to load with the new 6.x SCMRmod.
- All briefings now contain the latest SCMR animation versions, including showcasing who is speaking with red around the talking portrait.
- Victory score screen’s (while continuing to use 5.x SCMR non-animation version) now contain a location at the top showcasing each mission’s achievements won, failed, or if you cheated as well as total achievement points won thus far.
- Various increased optimization and improvements to all map design to give maps a more professional and smooth play experience
- Improved difficulty separation differences between Easy/Medium/Hard such as less enemy units but more of your own starting production units and resources on easier difficulties
- You now have the ability to skip all opening/intro mission cutscenes by pressing the escape key. In-game cutscenes however will continue to not be skippable.
- Bonus’ and items that are found with your heroes will carry permanently map to map unless the “Reset Playthrough” option is checked in the campaign launcher’s option menu. In other words, they will no longer reset if you play the map you first won the item on. However - All items, plot decisions, and other bonus’ found will only be saved (in order to be used in future maps) after victory of the map in which you found them, instead of saving immediately on pickup. (Example - If you find a bonus ability in Map01 you get that ability to be used in Map01 but you have to fully win Map01 in order to carry that bonus to Map02+. If you have picked up that ability in Map01 with victory, then replay Map01 briefly for whatever reason, do not pick it up again, and then skip to Map02, the ability will already have been saved as having won it, not needing to re-pick it up again.)
- The planet used as the background for the Terran campaign for missions 1-3,4b is now properly called Halcyon, a fringe colony world part of official Starcraft lore. Halcyon is situated between the Antiga and Tarsonis star systems. Halcyon was colonized by the 2400s as a world of the Terran Confederacy. Right from the start it was opened to corporate development. By the late 25th century, it was something of an agricultural world. Halcyon was absorbed into the Terran Dominion when the Confederacy fell where a number of colonist settlements still existed. Many old confederate industrial equipment remained abandoned where mercenary groups began to flock towards and pillage its resources. Emperor Mengsk thought this would be a perfect opportunity to show the Dominion’s benevolence compared to the Confederacy by “liberating” these colonists from the fear of outlaws.
- The Commander’s hero unit has new voice sounds instead of a standard Marine voice. His weapon attack sound is also boosted to match his rifle’s lore of creating an intimidating roar when fired.
- The Terran campaign now features a new building - Black Market Compound. This structure enables various purchases including special upgrades for the Commander that only he can utilize. It also contains special army-wide upgrades as well as the ability to call down elite reinforcements. The types of upgrades and reinforcements you can get throughout the Terran campaign varies depending on how far you are into the campaign and the decisions you have made. The types of upgrades and reinforcements that may be available for purchase are:
- Base(Mission 3+) - Neosteel Plating (+2 armor to most buildings). Available from Terran03 onward by default.
- Base(Mission 4+) - Fortified Bunker Frame (+100 health to bunkers, +1 slot). Available from Terran04 onward by default.
- Base(Mission 5+) - Hi-Sec Hellstorm Upgrade (+1 missile turret range. Additional splash attack to missile turrets). Available from Terran05 onward by default.
- Reinforcement(Mission 1+) - Field Response Theta (Double heal than normal SC1 medics). Must save elite squadron in Terran01.
- Reinforcement(Mission 1+) - Shock Division (Stronger Siege Tank). Must save elite squadron in Terran01
- Reinforcement(Mission 4a+) - Dragon Knight (Stronger Dragoons). Must save dragoons in Terran04a
- Reinforcement(Mission 4b+) - Red Adder (Stronger Diamondbacks). Must save diamondbacks in Terran04b
- Commander(Mission 1+) - Combat Shield (+100 health to Commander only). Available throughout the Terran campaign.
- Commander(Mission 4a+) - Plasma Grenade Upgrade (+50 base damage, +50 bonus damage to biological/psionic units. Drains 150 health from 50 per use). Must choose reinforcements to help save Protoss in Terran04a. Must have found the Plasma Grenade Upgrade by start of mission.
- Commander(Mission 4a+) - Flashbang Grenade Upgrade (+2 stun duration). Must choose reinforcements to secure outlying Schezar outposts in Terran04a.
- Commander(Mission 4b+) - Hellfire Blast Upgrade. (+100 base damage, +100 bonus damage to mechanical/structure units). Must choose to let prisoners go in Terran04b.
- Commander(Mission 4b+) - Flashbang Grenade Upgrade (+2 stun duration). Must choose reinforcements to secure outlying Schezar outposts in Terran04a.
- Commander(Mission 5+) - Lazarus Protocol (Recover from death once every 360 seconds). Available from Terran05a/b onward by default.
- The Commander, in addition to finding additional abilities throughout the Terran campaign, can now pickup Palladium and Iridium items on each map whose total amount found at the end of each mission carry over to the next. Acquiring a certain amount of Palladium will increase the Commander’s defensive capabilities and acquiring a certain amount of Iridium will increase the Commander’s offensive capabilities. There is a total of 30 Palladium and Iridium to be found throughout the Terran campaign. When +5 is found this will increase his overall stats and unique abilities. The amount of palladium and iridium varies between map to map. The amount to be found in each map is displayed including the total amount thus far found. Be sure to explore every map corner to ensure you don’t miss any!
- The Commander’s starting attack speed has been reduced from .55 to .70. The Commander’s starting armor has been also reduced from 2 to 1.
- The Commander’s starting ability - “Ultrasonic Pulse” has been changed to “Flashbang Grenade”. The cooldown has been increased to 15 seconds but the stun duration has been increased to 5 seconds with a greater area of effect. In addition, the ability will also disable enemy detector’s while they are stunned.
- The Commander’s ability - “Toss Grenade” has been changed to “Plasma Grenade”. It’s starting base damage remains 100 but organics and psionic units will be dealt an additional 25 damage. Once found, the grenade can be used indefinitely, but has a cooldown between uses. In addition, each use will drain health away from the Commander so use wisely with medics. The Plasma Grenade pickup can be found in almost every map. Once found, they will no longer appear as a pickup as the ability will become permanent for the Commander.
- The Commander’s ability - “Experimental Plasma Gun” has been changed to “Hellfire Blast”. Contains a base damage of 200 per shot and will deal an additional 100 damage towards mechanical units and structures. Max of 5 charges can be held at once, with a starting charge of 3 once found/starting map. However, every so often the commander will be granted a +1 reload charge automatically. The Hellfire Gun pickup may be found in more than one map if missed the first time. Once found, they will no longer appear as a pickup as the ability will become permanent for the Commander.
- The Commander’s ability - “Stim Infusion” is now found in Terran05b (originally called Ultra Stim) and has been swapped with Chronorift, now found in 5a. Stim infusion stem works better with enemies found in the B canon version of the Terran campaign and fits better with lore. It also synergies better with Ocular Visor due to increased attack and movement speeds.
- The Commander’s ability - “Chrono Rift Device” is now found in Terran05a and has been swapped with his stim upgrade, now found in 5b. Chronorift can be cast indefinitely but has a 60 second cool down between uses. Chronorift works better with enemies found in the A canon version of the Terran campaign and fits better with lore. This can synergies better with Jet Pack Module due to the ability to quickly disable enemies.
- New Commander Passive Ability - “Jet Pack Module”. This passive ability is found only in Terran04a. This allows the Commander to jump up and down cliffs as well as significantly improve movement speed. Many useful items from this point on may be found in otherwise unreachable places without a dropship handy.
- New Commander Passive Ability - “Oculus Visor”. This ability is only found in Terran04b. This allows the Commander to gain a +2 sight and weapon range as well as becoming a detector for cloaked or burrowed units. This allows the Commander to plan strategically his next attacks.
- Tom Kazansky’s wraith model has been changed slightly compared to other standard wraiths for better unit distinction.
- Mojo’s Scout has a new ability - Afterburner. Activating it will provide him a 100% movement speed bonus for 20 seconds.
- Mojo’s scout model has been changed slightly than other standard scouts for better unit distinction.
- Fixed a bug that caused Kazinsky’s starting passive defensive ability “Displacement Field” to not function.
- Kazansky’s starting +100 energy buff “Tomahawk Power Cells” from Terran03 now properly carries to 4B and 6B missions
- Diamondbacks now have bonus damage towards heavy units instead of medium units (because Starcraft 1 has no medium type units!)
Terran01
- Added a few additional mineral cache pickups to be found
- There is a new expansion potential near the gas station, near the enemy Zerg and Terran bases.
- Some map pathing changed slightly to allow other pickups to be found.
Terran02
- Commander now has access to a temporary ability on this mission only - Breach Charges. You will start with 3 charges. Each charge allows you to open a locked door. Some doors are locked, others aren’t. You may find additional charges throughout the map.
- A new door has been added which leads to a short cutscene prompting a decision from you, the Commander. Your decision will be reflected in future missions
Terran03
- There is a new smaller expansion potential north of Garfield’s base once established.
Terran04a
- There are additional pickups to be found once the jet pack is located
- Shortly within this mission there is a small cutscene leading a new decision from you, the Commander. Your decision will be reflected in future missions.
Terran04b
- There is a small cutscene within this mission leading a new decision from you, the Commander. Your decision will be reflected in future missions.
Terran05b
- Warp Gate model has been updated
- There are various additional Protoss forces scattered around the map
- Some pathing has been changed around the map, leading to different locations in order to battle and explore
- Units warped in via your forces attacking the gate now have a short warp build animation and timer before creation. Units warped in via the warp gate’s timer are still created instantly to seek your forces out.
- There is a new free mineral expansion for your south-west base. Use it to your advantage.
- The shield generators within protoss bases have been slightly moved into better positions to allow an early potential aerial strike, if so desired.
Terran06a/b
- The Overmind’s Zerg Swarm will arrive and begin destroy all Terrans (and Protoss if B canon) once you begin to invade Schezar’s temple base, regardless if the timer dips below 15 minutes or not.
Enslavers Redux Version 3.02
Changes/Bug Fixes
Global
- Zerg Campaign will now display English text/subtitles on all languages by default
Terran01
- You can now skip the opening Intro cutscene by pressing the ESC key.
- Enhanced opening mission cutscene
- Fixed bug with Marine’s not being able to use stimpacks
- Added two repair SCV’s on Easy (1 on Med) to help repair bunkers and tanks to ease up on difficulty for bonus objective.
Terran02
- Zerglings released under one door opening will no longer force target Gui, but will attack anything near in their path
Terran05a
- Fixed a bug that would allow you to continue the mission should Fenix be killed.
Protoss01
- Fixed a bug that would cause the AI of the rescued Terran’s (if A canon was completed in the Terran campaign) to continue after you gain control of them.
Protoss03
- Fixed a bug that would take you to Protoss04b after securing the crystals. It will now take you to Protoss04a.
Protoss05a
- Fixed a bug where Eredas’ Hardened Shield’s buff was not working
Protoss05b
- There are now more anti-air defenders at each Obelisk
Protoss06b
- You can no longer control Ulrezaj with Zeratul’s mind control ability
Zerg01
- Enemy’s Nydus Worm final defense will now spawn more initial zerglings at creation but have a longer delay in spawning more overtime only when your units are nearby the worm.
- Various other bug fixes
Zerg03
- Changed Ulrezaj’s Health/Shield regeneration based on difficulty, making it easier to defeat him on lower difficulties. He will still restore health/shields periodically if attacked by non-player forces and there are no player forces in the area to prevent auto-victory from computer. A health effect will be seen on Ulrezaj when this occurs.
- Various other bug fixes
Zerg04a
- During the last encounter with the enemy Protoss, there will no longer be infinite enemy forces to fight through.
Enslavers Redux Version 3.01
Global
- Spine Crawler hotkey set to C and the Creep Colony is now set to P
- Brood Queen hotkey is set to B instead of the original SC1's Queen's hotkey which is still Q
- Kerrigan's Evolution Level 1 ability "Leaping Strike" hotkey now properly works
- The infestor's neural parasite ability will no longer time out once used unless the infestor is killed, interrupted, or the unit moves out of range. This range has been doubled from the original value as well.
Terran01/02
- Re-fixed a bug, this time on when Mengsk talks, where an erroneous WOL Adjutant text is displayed that could loop endlessly
Zerg01
- Fixed a bug that would never let you achieve victory when the Cerebrate is defeated
Zerg03
- You are now able to neural parasite Ultralisks
- Ulrezaj has improved shield and life regeneration.
- Ulrezaj will now instantly restore all life and shields if he is attacked by a computer unit and you do not have a sufficient amount of your own units near him (this is to prevent the computer from accidentally completing canon "A" victory for you)
Zerg04b
- Fixed an issue where you could not build an Infestation Pit for lack of a Hive (and conversely unable to build a Hive for lack of an Infestation Pit). It now properly only requires a Lair present.
Zerg06b
- Fixed an issue where the computer AI would spawn mercenary Terran units off map instead of Tal'darim Protoss units.
- Fixed an issue with Zagara where she could spawn infinite units with no cost to her. Zerglings, Roaches, and Hydralisks now cost resources to spawn from her but are birthed at a fraction of the time than they would be at a Hatchery.
Enslavers Redux Version 3.00
Global
- Zerg maps 01,02,03,04a,04b,Interlude,05a,05b,06a,06b are now available to play individually or from the campaign launcher.
- The Terran Commander hero from Episodes 1 and 2 has a new backstory! He is now officially the magistrate from Starcraft Episode 1 - Rebel Yell. Helping Raynor escape from Mengsk when the Confederacy fell and the Dominion arose, the commander and Raynor had a difference of opinion when he received a psionic distress call from Kerrigan on Char. Believing it to be a trap, the commander left to find his own path. Unfortunately he was captured soon after by the Dominion. Mengsk recognized his talents from his days in the Son's of Korhal, and gave him an opportunity to serve him...or be executed.
- Updated more dialog pertaining to new story in enslavers redux and LOTV lore
- Various bug fixes
Enslavers Redux Version 2.04
Global
- Fixed an issue with a few maps where non standard SCMR stats and/or abilities would be present in units
- Updated some minor dialog pertaining to Xel'Naga with respect to lore updates from LOTV
Enslavers Redux Version 2.03
Global
- Fixed an issue that occurred with LOTV's patch whereby dialog transmissions were cutting many units portraits in and out. (Note this may exist for a few "talking" portraits sporadically)
- All non-cinematic (playing in-game) dialog transmissions will now retain their text on screen for up to 20 seconds before fading out instead of instantly disappearing on transmission end/portrait hide. This is to address complaints where some transmissions cut out too quickly and were hard to read while playing in-game. (Any cinematic out of game dialog transmission that are still cutting out too quickly, please bug report that on the project thread)
- Fixed a corrupt map issue that may occur on Terran 05b, Terran06a, and Terran06b.
Enslavers Redux Version 2.02
Terran04b - The Pursuit
- Fixed name typo on Kazansky/Magellan death notice
Terran06a/06b - The Final Blow
- Bug fixes to final cutscene
Protoss02 - Hung Jury
- Added Fleet Beacon as available structure to build, allowing upgrades to Scouts and Corsair's
- Now properly allows Air Weapon/Armor upgrades from Cybernetics Core up to Level2
- Bug fixed a slight issue with Eredas' Immortal movement lateral acceleration
Protoss03 - Nemesis
- Added some additional resources to your starting location
- Players on Medium/Easy will have additional starting minerals and gas
- Fixed a bug where two of the three possible locations a Schezar dropship escapes to doesn't result in a defeat after harvesting a Khaydarin crystal
Protoss04a - Desperate Measures
- Disabled Spawn Broodlings on this map to be used against you on Medium/Easy difficulty. They may continue to use this against you, however, on Hard difficulty.
- Fixed a possible bug that could occur where a Torrasque gets stuck when it comes into the area
- You can now mind control enemy Hunter Killers and Devouring Ones you may happen to find along the way
Protoss04b - Turnabout
- Fixed an issue if you mind controlled a patrolling Science Vessel to keep it
Enslavers Redux Version 2.01
Global
- Enemy Terran Battlecruiser Yamato canon is toned down in aggressiveness, will mostly defensive fire on certain enemy units that attack it.
- The Commander's Ultra Stimpack ability has a new hotkey to avoid interactions with another ability, should be 'Y'
- Zeratul's Domination ability cooldown increased to 20 seconds. Retains dominated unit indefinitely still until unit is killed or released
- Zeratul's Void Crush ability damage/stun effects increased to 6 seconds from 3. Damage per second remains at 10
Protoss01 - Return to Aiur
- Fixed an issue that didn't give you full control of the Terran forces if you did A canon in Episode 1 when rescued.
- Fixed an issue that froze the game when you rescued Terrans if you did B canon in Episode 1
Protoss02 - Hung Jury
- Fixed an issue where Mind Control didn't work with a Dark Archon
Protoss03 - Nemesis
- Fixed an issue where Mind Control didn't work with a Dark Archon
- Fixed a small bug where the enemy continues to attempt to retrieve a Khaydarin crystal after Victory
Protoss04b - Turnabout
- Removed a testing model of Ulrezaj's Dark Archon from the map that would appear as controllable
Enslavers Redux Version 2.00
Global
- Protoss maps 01,02,03,04a,04b,05a,05b,06a,06b are now available to play individually or from the campaign launcher.
Terran01 - Schezar's Scavengers
- Added more resource pickups
- Fixed incorrect resource amount on resource pickups.
Terran03 - Playing with Fire
- Fixed incorrect resource amount on resource pickups.
Terran04a - The Rescue
- Khaydarin Plating upgrade for Commander has been improved to +2 armor, +200 maximum health (up from +1 armor, +100 health). However, there are now more defenders guarding the upgrade.
Terran04b - The Pursuit
- There is now a new bonus objective to destroy the transport truck. If you do so, it will drop a powerful new upgrade to be picked up for the Commander - The Fusion Reactor.
Terran05a - Defenders of Aiur
- There is now a new bonus objective/upgrade for the Commander. There are scattered mineral crystals around the area. If you pick up enough of them, Fenix will assist in making the Commander new ability - The Ultra Stimpack. Be sure to grab this highly useful final ability for the Commander.
Terran05b - Assault on Aiur
- There is now a new pickup item found in one of the Protoss bases, should you choose to take them down. This item will grant the Commander his final ability - The Chronorift. Be sure to pickup this useful final ability.
Enslavers Redux Version 1.05
Mission 5a - Defenders of Aiur
- Fixed a particularly debilitating bug that would make this map extra hard to defend the Nexus points
- Waves against Nexus' are now properly scalable between difficulty settings
- Fixed a bug that disabled psi storm and scarab buildings for ally Protoss base
Enslavers Redux Version 1.04
Global
- Commander now has group priority in all missions
- New Ulrezaj unit model
- Fixed mission objective spacing
- Various bug fixes
Mission 1 - Schezar's Scavengers
- Fixed grenade text for proper grenades given to Commander
- Slightly modified cutscenes
- Siege tank waves cut by 1-2 on hard
Mission 2 - Into the Darkness
- Door check lock bug fix
- Camera on Gui final scene moved to improve sight if he moves out of position
Mission 3 - Playing with Fire
- Lowered Warfield attack waves when he arrives to prevent him from accidentally destroying the Cerebrate on Easy mode
- Lowered Nydus worms health to 150/200/250 from 200/300/400.
- Improved Warfield AI base
- Cleaner final cutscenes
Mission 4a - The Rescue
- Reduced wave difficulty a bit
- You now start with 1 ghost unit in addition to 1 high templar unit.
- You now receive small additional controllable reinforcements for each base you take over
Mission 4b - The Pursuit
- Added 3 more wraiths to your starting force
- Improved AI
- Yamato shouldn't target your hero units here
Mission 5a - Defenders of Aiur
- Bug Fixes
Mission 5b - Assault of Aiur
- Reduced the difficulty in AI attack waves all around
- Added some defenders near each expansion
Mission 6a - The Final Blow
- Added custom Ulrezaj Dark Templar model
- Improved AI
- You now share enemy vision with Overmind's Zerg Swarm when they arrive
- Fixed nuclear launches against you from not working
- Schezar force now has access to Diamondbacks as well as the special small upgrades Omega Squadron had in Terran03 (and as seen in Terran05b/Terran06b)
- Changed Torrasque spawn behavior. Now grows in HP, HP regeneration, and model size each spawn indefinitely until you defeat the Cerebrate. This is to address the complaint this "boss" was too easy compared to 6b.
- Other Bug fixes
Mission 6b - The Final Blow
- Changed gameplay mechanics here. Omega Squadron is no longer a controllable force as they were in 5b. Instead, your base is entirely Alpha Squadron but you have control of a communications sensor tower that belongs to Omega. As long as this tower is not destroyed, you have the ability to call down reinforcements via the "stronger" versions from Omega Squadron, periodically.
- Fixed a bug with the Mothership that failed to warp back after it seeks you out a second time.
- Mothership now warps back earlier than before after doing some hull damage to it. It releases it's primary planet cracker ability a bit sooner, however, once the temple is destroyed. Finally, the Mothership movement speed has been reduced a bit.
- Overall Mothership AI improvements.
- Improved AI
- You now share enemy vision with Overmind's Zerg Swarm when they arrive
- Overmind will send special waves against the Protoss if their bases are still alive
- When Mothership temple is destroyed, Protoss will refrain from attacking you for a period of time
- Fixed nuclear launches against you from not working
- Fixed Warfield unit from not showing correct weapon icons. Increased air to ground damage by +2 damage
- Other Bug fixes
- Added custom Ulrezaj Dark Templar model
Enslavers Redux Version 1.03
Assault on Aiur 5b
- Fixed issue that brought you to wrong map after victory
The Final Blow 6a/6b
- Fixed issue that could display a Mission Failed message during the final cutscene
Enslavers Redux Version 1.02
Assault on Aiur 5b
- Fixed issue that can prematurely end game if random unit is killed
Enslavers Redux Version 1.01
Global
- Added English language text to all language data to fix "param" tags from showing
The Final Blow 6a
- Fixed Cerebrate boss ping location
- Ruined temple unit properly shows
- Added additional Zerg Hatcheries when Swarm arrives
- Mojo now properly has energy to cast Psionic Storm
- Added full upgrades by default to Protoss hero units
The Final Blow 6b
- Added additional Zerg Hatcheries when Swarm arrives
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