Enslavers Redux 4.00.11 (BETA Testing - Episodes 1 and 2)

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Changelog

Changelog for Enslavers Redux

Enslavers Redux Version 4.00.11 (BETA)

Changes/Bug Fixes


 Global

  • 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.

Terran01

  • Flashbang grenades can now be upgraded at the Black Market Compound in this mission once you have acquired enough palladium and iridium.

Terran02

  • 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.

Terran04a

  • 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)

Terran04b

  • 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)
  • Fixed a bug where Stettman wasn't moving his mouth when his transmission was playing during the prisoner cutscene.

Terran05b

  • 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.

Terran06b

  • 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.

Terran06a/b

  • 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.

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

  • 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

  • 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.

Protoss04a

  • 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

  • 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

  • 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/b

  • 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.

Protoss06a

  • New EMP burst visual effect when periodically activated

Protoss06b

  • 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