Enslavers Redux 4.00.19 (BETA Testing, Episodes 1-3)

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Changelog

Changelog for Enslavers Redux

Enslavers Redux Version 4.00.19 (BETA)

Changes/Bug Fixes


Global

  • 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.
  • All Zerg maps have achievements to unlock
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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),
  • 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.
  • 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.  
     

Map Launcher

  • 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

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.

Terran06b

  • 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.

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!)

Protoss06a/b

  • Moved the pickup artifact near the middle of the map in a more easy to move location for Zeratul
  • For Protoss06b, removed the dialog about Schezar being there, leftover from Protoss06a

Zerg01

  • Increased difficulty in opening enemy waves on Zerg01 on all difficulty levels
  • Added 1 starting hatchery to your base on easy difficulty

Zerg02

  • Fixed some SCV animations not working on gateway controls behavior during countdowns
  • No upgrade limits on Level 3.
  • Changed the Grey Tiger unit model, portrait, and added cluster rockets for aerial attacks
  • 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.
  • Added a random amount of mineral, gas, and biomass pickups around the map based on difficulty
  • 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

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.   
  • Increased renegade zerg north of Zagara's base position.  Increased anti-air around warp gate.
  • Added free expansion west of Stewart's base position.
  • 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.
  • Ulrezaj's max shields/health and regeneration on both are now varied depending on difficulty
  • Fixed several bugs regarding Brood Queen's and flying Queen's cost and behaviors.
  • Added some new visual behaviors on Warp Gate activating/deactivating per final cutscenes

Zerg04a

  • Added new cutscene early into mission
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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. 
  • 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

  • Reduced number of total "psi" mineral crystal pickups to 4 in map.
  • 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.
  • Added many more mineral and vespene bonus resource pickups scattered around the map.  Reduced regular resource mines however.
  • 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.
  • 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.
  • Removed 2 out of 4 of the heavy gun AA long-range turrets near Nyon's position
  • Nyon will now warp in Void Rays instead of Phoenix reinforcements.  He will consistently warp them periodically every so often while being attacked.
  • 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

  • Fixed better cutscene skipping between each (there are 9 total, regardless if you choose short or long length)
  • 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.
  • Enhanced layouts around some cutscenes a bit

Zerg05a

  • Improved minimap ping animations noting which Hybrids are awakening and where
  • 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.
  • 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.  
  • 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

  • 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.  
  • 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
  • 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.
  • 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.
  • Removed some non-Tal'darim Protoss units from appearing in this map (Dragoons, Arbiters, Dark Templar type units)

Zerg06a/b

  • 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.  
  • 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.
  • 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.
  • Slightly changed the energy damage aura on each pylon in terms of radius and visual effect, but concept is the same