Enslavers Redux 5.00 BETA

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Changelog

Changelog for Enslavers Redux

Enslavers Redux Version 5.00 BETA

Changes/Bug Fixes


Global

  • Full integration with the SCMR 7.0 mod including enhanced briefings, classic sounds, classic models, faction models, etc, are supported.  Also allows for some stability among heroes, units, and buildings across all ER maps.  Some individual map issues for heroes may still remain - please report them if encountered.
  • All SCMR options via the SCMR Launcher now carry over to Enslavers Redux such as weather effects, unit sound/model toggles, model toggles, etc.  As such, there are no longer any customization options for Enslavers Redux alone.   You can go between both Launchers as needed and select any map between both Launchers.  The Enslavers Redux launcher, being specific to ER itself, now essentially just contains a place to view achievements, hero progress, and a fun visual on each campaign select screen.
  • The Commander's Level 5 Iridium upgrade now deals +2 bonus damage to Structures from "Large" type units.
  • Dragon Knight merc units now are Immortal type units, from stronger Dragoon type units.
  • Red Adder merc units have a slightly different model variation than regular Diamondbacks and have increased speed than before.
  • Warfield as a marine has KD9 charges removed. Instead, his regular attack has been upgraded. He will deal 25 base damage and an additional 20 damage towards mechanical type units.
  • The Commander no longer gets weapon/armor infantry upgrades when researched.  The only way to increase damage/armor is through Palladium/Iridium collections through the campaign.
  • Re-factored Zeratul's experience level ups a bit.  Zeratul no longer gain damage, armor, or shielding improvements from his experience levels but will now get standard Brood War value upgrades from Protoss Weapons, Armor, and Shielding upgrades from the Forge. Instead, Zeratul will get an improved attack speed increase, health pool increase, and shield regeneration rate increase than before on each experience level. At level 10 experience, all values that are increased are doubled by their normal factor (IE: +3% DPS becomes +6% DPS,+45 Health becomes - +90 Health, etc). This ends up giving a Level 10 Zeratul: + 450 health | +2.0 Health and Shielding regeneration/sec<n/>+ 30% DPS<n/>+ 1.0 movement speed
  • Nerfed slightly Zeratul experience points per unit type killed for a variety of enemies Zeratul might encounter.
  • Zeratul's "Dark Shadow" clone(s) now deal reduced damage from 50% of Zeratul's current attack to 40%.
  • Changed the mechanism for how Zeratul can "purchase" ability upgrades when he attains enough artifacts. Zeratul will instantly get the opportunity to make an ability upgrade selection as he finds artifacts where the total reaches a multiple of 3 (3,6,9,12,etc...).¬† From there, he will be able to upgrade ANY ability learned or not learned based on what his current experience level is.¬† Cloak/Blink/Temporal/Prison abilities still will take 2 upgrades to max out, whereas Armor/Shadow and Blade/Fury will take only 1 upgrade to max out. This change allows players to max out future abilities not learned yet, but upon learning them, will already be at peak level. Or, players can opt to only upgrade abilities currently learned.
  • Updated the way resources are tallied/applied with respect to your HUB display and upgrades applied. Anything you achieve or find in the mission, is carried map to map, based on level totals. On replay, if you found 4 previously, but there's 5 of an item, all 5 will be there, but only if you acquire all 5, will the +1 be added to your total. In addition, should you have lets say 20 of an item at mission start, but the map only would normally have you reach a maximum of 10, you will still get all the upgrades associated with having 20. Your HUD display however will be limited to whatever the max possible total up till that mission is, and any upgrades you "achieve" within the mission by adding more items, will not actually give you anything if you don't surpass your current highest total. Thus, the HUD on replay acts more as a visual marker to what exists within the map than any lasting data, at least as it stands for replays. This is to address accidental "too many items" found on replaying missions.
  • Updated the achievement "swoosh" to be a little more fluid and act a little closer as Battle.Net's does.
  • Changed the way identifying A/B canon carries over. Previously completing any A or B canon specific mission would signify saying you were using that plot. Now, the only way to permanently use A or B canon is to complete the appropriate objective in the third mission of either Terran, Protoss, or Zerg campaigns.¬† Completing individually any A or B canon mission afterwards has no barring on future mission.¬† In order to revert your plot point - replay that third mission and choose the alternate objective (or hack your bank data file!)
  • If Interlude's are enabled in the SCMR Launcher, each mission will display artwork behind the pre-mission story info, instead of just text.
  • Various other smaller in-mission updates.