SCMR v7.3

Details

  • Filename
    SCMR_v7.3.zip
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  • Uploaded
    Jan 9, 2020
  • Size
    228.68 MB
  • Downloads
    10,174
  • MD5
    54e8b4b9619692c35ae88b3b970e1ab5

Changelog

7.3 Changelog:

SCMR Mod

  • Reverted all Blizzard made retro models to use their corresponding static 2D retro/remastered portraits.  This includes the SCV, Drone, Probe, Marine, Hydralisk, Zealot, Battlecruiser, Ultralisk, and Carrier.  All other non-Blizzard made retro portraits/units that are being used are fan made that Blizzard has not created yet.  Once available, they may be reverted to the Blizzard created one
  • Updated Retro Adjutant portrait to a more remastered look (Credit: Omaking)
  • Added new faction model for Scourge for the "Overmind" faction
  • Added new faction model for Dropship for the "UED" faction
  • Fixed an issue with player names appearing incorrectly in various maps due to a mod mismatch issue
  • Fixed an issue with the Defiler "death" sound that may be heard across the map even if you aren't looking at it directly
  • Fixed an issue with the Nerazim Pylon alert image 
  • Various other smaller fixes

SCMR Local English

  • Continued to fix a few more dialogs in various missions with the title "Adjutant" instead of the proper speaker like a Marine or Kerrigan
     
  • Added the sound "AmonFinalTaunt" which is called now from the local mod via the end of ZergX10.  This is primarily to help other language local mods translate this bonus line

Campaign Launcher

  • Fixed an issue where some missions via the Extras section wouldn't load the right map
  • Fixed an issue with Codex information here on a few units

Protoss10

  • Fixed an issue where if you skip the opening cutscene your starting SCV's and probe's are in the wrong location
  • Moved the extra bonus hero appearance of Fenix to Raynor's base, as was originally intended.  This means you have 2 heroes at the Terran base and 2 heroes at the Protoss base.

TerranX05b

  • Fixed an issue where the intro Battlecruisers might accidentally die too early in the initial strike, causing the trigger to send reinforcements down to never fire off.

Stukov02/03

  • Fixed an issue where the map wouldn't load right

Stukov03

  • Replaced the boss "Cardis" with a new powerful weapon, both fixing the lack of firing a weapon prior and giving him something new to attack with
  • Updated most mercenary heroes with unique models, portraits, and voices instead of recycling old ones of existing heroes like the original did.  That said - all stats and abilities are identical to how the original "Mercenaries" was construction, unless you opt in for special abilities in which case your hero and your uber unit gain a new ability to use

Stukov04

  • As per the original, your starting units will now have default weapon/armor upgrades.  However - these are tiered by difficulty.  Easy/Med = Level 3 (as per original).  Hard = Level 2.  Brutal = Level 1.

Enslavers Redux

  • Updated the Commander's, Zeratul's, and Kerrigan's choice of abilities in all post Mission 3 maps where they will only have access to A or B canon abilities.  If cheats are used to activate them all, they are still limited to A or B canon.  For Missions 1-3 and the epilogue missions, if cheats are used to acquire them all, the game will still check to see what plot A or B canon story you took, and if nothing is there (assuming you haven't progressed to the victory of Mission 3) it will default to the A canon abilities.
  • Fixed briefing portrait model load issues for Abathur, Zagara, and Izsha
  • Reworked the Magellan hero.  Removed Nano Repair and Auto Defense Turret.  Instead, retains the 3 standard Science Vessel abilities; Defense Matrix, Irradiate, and EMP.  However, they are all at a dramatically lower energy cost, allowing for greater use in defensive fights or troop disruption.  In addition, Magellan's unique ability is a self-repair that will bring him up to full health overtime, but is disabled while healing.
  • Fixed an issue with ENS_Terran04a when the Commander finds his jetpack upgrade to not function.
  • Fixed an issue that would prevent Yamato Gun applying the upgrade to Battlecruisers when researched in ENS_Terran04b
  • Fixed some various compatibility issues in ENS_Terran05b and ENS_Terran06b that could cause random undesired effects such as incorrect builds, double upgrades, wrong units, etc
  • Fixed a bug where the wrong model/unit for Mojo would be used in ENS_Terran06a.  This caused that unit to not be able to attack 
  • Fixed an issue in ENS_Zerg01 where Zagara's Evolution Chamber upgrades apply twice in some situations
  • Added "Small" biological armor type to Banelings.  This fixes an issue in Brood War type damage attacks to not function properly against Banelings.
  • Fixed an issue in ENS_Protoss06A/B where the north ramps were too close to the edge of the map, which prevented you from going up there
  • Fixed an issue in ENS_Protoss06A/B where Ulrezaj may not be included in future AI attack waves
  • Fixed an issue in ENS_Protoss03 where you wouldn't be able to collect the Khaydarin crystal and completing the "A" canon path
  • Removed the ability to create a Brutalisk from Mind Controlling an Ultralisk via Zeratul (that's not until Episode 3 silly!)
  • Fixed an issue where Zeratul's "Spectral Sight" passive ability would be disabled temporarily when leveling up - due to a dummy "damage" effect assuming he was hit
  • Fixed an issue with Biomass pickups not showing the +20 biomass tag
  • Fixed an issue in ENS_Zerg03 where Stewart and/or Zagara wouldn't be able to pick up bonus Psi or Biomass for Kerrigan's use next mission