Enslavers Redux 4.00 (BETA Testing - Episode 1 Only)

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    Enslavers_Redux_400_EP1_BETA.zip
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Changelog

Changelog for Enslavers Redux

Enslavers Redux Version 4.00 (BETA)

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:
  1. Base(Mission 3+) - Neosteel Plating (+2 armor to most buildings).  Available from Terran03 onward by default.
  2. Base(Mission 4+) - Fortified Bunker Frame (+100 health to bunkers, +1 slot).  Available from Terran04 onward by default.
  3. Base(Mission 5+) - Hi-Sec Hellstorm Upgrade (+1 missile turret range.  Additional splash attack to missile turrets).  Available from Terran05 onward by default.
  1. Reinforcement(Mission 1+) - Field Response Theta (Double heal than normal SC1 medics). Must save elite squadron in Terran01.
  2. Reinforcement(Mission 1+) - Shock Division (Stronger Siege Tank). Must save elite squadron in Terran01
  3. Reinforcement(Mission 4a+) - Dragon Knight (Stronger Dragoons). Must save dragoons in Terran04a
  4. Reinforcement(Mission 4b+) - Red Adder (Stronger Diamondbacks). Must save diamondbacks in Terran04b
  1. Commander(Mission 1+) - Combat Shield (+100 health to Commander only).  Available throughout the Terran campaign.
  2. 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.
  3. Commander(Mission 4a+) - Flashbang Grenade Upgrade (+2 stun duration).  Must choose reinforcements to secure outlying Schezar outposts in Terran04a.
  4. Commander(Mission 4b+) - Hellfire Blast Upgrade. (+100 base damage, +100 bonus damage to mechanical/structure units).  Must choose to let prisoners go in Terran04b.
  5. Commander(Mission 4b+) - Flashbang Grenade Upgrade (+2 stun duration).  Must choose reinforcements to secure outlying Schezar outposts in Terran04a.
  6. 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.