Starcraft: Mass Recall
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StarCraft: Mass Recall
StarCraft: Mass Recall (SCMR) is a project that recreates the classic StarCraft and Brood War gameplay as well as the entire single-player campaigns within the StarCraft II engine. StarCraft: Mass Recall contains 68 maps, 59 from the original StarCraft/Brood War game, 3 that were hidden or deleted on various StarCraft supports, and 6 from the 1998 demo campaign.
You need to have StarCraft II installed in order to play the Mod. StarCraft II is free-to-play, you can download the game client from the StarCraft II Official Game Site.
Also check out:
- our project thread at TeamLiquid forums
- a commentated playthrough by Jayborino (v6.x, hard difficulty)
- a playthrough by professional StarCraft II player Crank (HotS version, hard difficulty)
- story and cutscenes video series / playthrough by Executor Nral (v8)
Do not hesitate to leave feedback or suggestions in the comment section below.
We hope you all enjoy playing StarCraft: Mass Recall!
- The StarCraft: Mass Recall - Team
“Ah, Executor! En Taro Adun! It is good to see you once more upon the field of battle.” – Fenix
FRIENDLY DISCLAIMER: This Mod and all campaign files are free. This means, all who work on Mass Recall are putting their free time into an incredibly comprehensive remaster of all of StarCraft and Brood War, including entirely new custom campaigns such as the Stukov Series and Enslavers Redux. Thus, there should be absolutely no expectations that bug fixes or new features will be released in any sort of timely manner. This is a "we'll get to it when we get to it" situation. Please be aware the modders here have work lives, family lives, and simply do not have the energy to maintain a lively work cycle to keep the Mod 100% up to date. We do promise we will release updates when we feel they are ready to be released. We hope that you understand our position on this.
Latest News
“Receiving incoming transmission…” – Adjutant
December 29th, 2021
The Spanish (EU) localization of StarCraft: Mass Recall (version 8.0.1) is now available!
The first major redesign of our project page is now live!
StarCraft: Mass Recall is done for the foreseeable future. Have fun!
You can find all essential files that are required in order to play StarCraft: Mass Recall, as well as the Bonus campaign Enslavers Redux in the "Downloads" section below!
Note that the Cinematics addon has not changed. If you have the latest Cinematics addon already installed, do not replace it with the file included with StarCraft: Mass Recall v8.0, this is just a "dummy" file in case you're not using the addon.
Trailers
“This is kind of exciting for me.” – Sarah L. Kerrigan
StarCraft: Mass Recall 7.0 Trailer #2
StarCraft: Mass Recall 7.0 Preview Trailer #`1
Downloads
“ACCESSING CONFEDERATE NETWORK >” – Confederate Network
Current Version: 8.0.1
Required files:
Localizations (one of these required):
- SCMR Localization v8.0.0 English
- SCMR Localization v8.0.1 Deutsch
- SCMR Localization v8.0.1 Español (EU)
- SCMR Localization v8.0.0 Español (Latino)
- SCMR Localization v8.0.1 Polski (includes Polish localization of the Stukov Series + Enslavers Redux)
- SCMR Localization v8.0.0 Русская
Optional addons:
SCMR Cinematics Pack (Recommended)
Enslavers Redux Bonus campaign (Recommended)
- SCMR v8.0.1 Extra Campaign - Enslavers Redux - English
- SCMR v8.0.0 Extra Campaign - Enslavers Redux - Русская
- SCMR v8.0.1 Extra Campaign - Enslavers Redux - Spanish
To install the SCMR Cinematics Pack if you've already run the installer without it, replace the "SCMRcinematics" file in your "Mods" folder with the one in the cinematics pack download. Similarly, if you have already downloaded the English Localization Mod but wish to change languages to one of the above supported versions, replace the "SCMRlocal" Mod file in your "Mods" folder with the respective language you wish to use.
If you've played previous versions of StarCraft: Mass Recall, for a clean installation it is recommended you delete any previous StarCraft: Mass Recall-related folders or ZIP-Archives from your StarCraft II installation directory, and delete or rename the SCMR.SC2Bank file in (Documents)/StarCraft II/Banks.
Older versions and localizations
- Chinese Localization v6.2.1:
1st method:
Required files:
Localization (required):
- SCMR Localization v6.2.1 International Subtitles (including Chinese)
Optional addons:
2nd method:
The Chinese Localization v6.2.1 of StarCraft: Mass Recall is also hosted on the Chinese cloud-service by Baidu. There you can also find a comprehensive installation guide in Chinese to properly install this localization. To get to the required files and the installation guide follow this link here.
- French Localization v6.2.1:
Required files:
Localization (required):
Optional addons:
- Korean Localization v7.1.0:
Required files:
Localization (required):
For translators:
SCMRlocal changes from v7.3 to v8.0, provided by 628w
Installation
“Uh... how do you work this damn thing?” – Marine
Auto-Installation
(for Windows, if you're using Mac follow the manual installation guide below)
For a fresh auto-install please carefully follow these steps:
1. Download the SCMR installer and the required files (see the "Downloads" section above).
2. Move all downloaded ZIP-Files and unzip the installer to your StarCraft II installation directory. The default path to it is: "C:\Program Files (x86)\StarCraft II\".
3. Run the installer.
4. After SCMR is successfully installed, use the shortcut on your Desktop to run SCMR.
Auto install video guide by DeltronLive
Note that this is for an older version, just make sure you have all the latest required files specified in the "Downloads" section above, otherwise the process is the same.
Manual Installation
If auto-install fails and/or you would like to manually install SCMR, please carefully follow these steps:
1. Download the required file sets (see the "Downloads" section above). For StarCraft: Mass Recall to work properly you need to download the Campaign Maps - that are bundled with the Main Mod (SCMRmod) and a "dummy" Cinematics Mod (SCMRcinematics) - as well as the Assets Mod (SCMRassets) and a Localization Mod (SCMRlocal).
2. Then extract all ZIP-Files to a folder of your choice. The extracted folder should look like graphic [1] below.
3. Now, open your StarCraft II installation directory where the StarCraft II.exe (WIN) or .app (MAC) is located. Per default this is on your primary C: drive under "Program Files (x86)" (WIN) or "Applications" (MAC). The standard paths to the StarCraft II installation directory are shown below.
Windows: "C:\Program Files (x86)\StarCraft II"
Mac OSX: "Macintosh HD/Applications/StarCraft II"
The StarCraft II installation directory should look similar to graphic [2] below. Note that you may need to create the "Maps" folder here if it does not already exist. Then move the folder called "Starcraft Mass Recall" (with lowercase "c") from the extracted folder to the "Maps" folder within your StarCraft II installation directory. The "Maps" folder should now look like graphic [3] below.
4. Next, move the "Mods" folder from the extracted folder into the StarCraft II installation directory (the same place as the "Maps" folder). Your "Mods" folder should now have four Mod files and resemble graphic [4] above.
5. While your newly placed "Starcraft Mass Recall" folder within the "Maps" folder should now look like graphic [5] below.
Other (older) manual installation guides:
- Step-by-step Installation Guide (English)
- Installations-Handbuch (Deutsch)
Alternative ways to play
If the above doesn't work for you, first and foremost make sure that:
- you have all the necessary files in the right directories
- you've set the correct paths for the shortcut
- you're running the latest version of StarCraft II
Alternative way to play without the shortcut:
- locate SC2Switcher.exe in the Support folder (your StarCraft II installation directory)/Support
- locate the SCMR Campaign Launcher file in (your StarCraft II installation directory)/Maps/Starcraft Mass Recall
- drag and drop the SCMR Campaign Launcher file to SC2Switcher.exe
If you wish to play while logged on to Battle.net, you will need to take the following steps:
- Launch StarCraft II using the Battle.net launcher
- Alt-tab to Desktop
- Launch StarCraft: Mass Recall using the created shortcut
Note that you can still save and load any SCMR map, as long as you're logged in.
Bonus Campaign - Enslavers Redux Installation
ZIP Download - https://www.sc2mapster.com/projects/starcraft-mass-recall/files/3246278
This file includes a new 30-mission extra bonus campaign "Enslavers Redux" by OmegaWeaponX! This series contains 4 episodes, with 9 unique maps per Terran, Protoss, and Zerg races, with 3 epilogue maps. Content and story is based on the original Enslavers custom maps in StarCraft and Dark Vengeance maps in Brood War. Features brand new dialog and story, missions, and enhanced heroes with their own level-up mechanics! Learn what happens between the major StarCraft episodes and the events leading up to StarCraft II: Wings of Liberty!
While this custom campaign can be played stand-alone by opening up the unique Enslavers Redux Campaign Launcher and launching missions from there, it is also integrated into Mass Recall via the "Extras" menu. In order to load it properly in for the Mass Recall Launcher to work with this campaign, follow these instructions:
- Download the above ZIP-file containing Enslavers Redux
- Go into your StarCraft II folder -> SCMR Mass Recall -> Extras:
- Within Extras, place your ZIP-file, then uncompress it there. You should have a folder that says 8. Enslavers Redux. It should look like this now:
- You've got Enslavers Redux installed! Now from the SCMR Campaign Launcher go to Extras and click on the Enslavers Redux menu panel. You can launch any mission from here or open the Enslavers Redux Campaign Launcher and launch missions from there!
Please note - This campaign has no unique audio for voices and as such it is required that subtitles are enabled in order to actually read what transmissions are saying :)
Informational Pages
“Come, stand here. You need to see this.” – Gerard DuGalle
- Options
- Terran SCMR Models
- Zerg SCMR Models
- Protoss SCMR Models
- Faction Model List Options
- Cheat Codes
Troubleshooting
“I swear it's always some damn thing.” – Joeyray
Make sure to check out the auto install and manual install video guides also linked above. The end result in these videos is the same, regardless of install method.
Also make sure you're using an up-to-date version of StarCraft II.
Common issues:
- Param/Value/-Error: If lots of texts are like that, you may have a problem with your Mods: Delete SCMRmod and SCMRlocal, and re-download them from the links above. If it is only one or two lines (say, a mission objective), report it in the comments section (in that case, please specify which language you are playing in).
- Dependency cannot be loaded: The Mods are not at the proper place. Check that you have put your Mods (SCMRmod, SCMRassets and SCMRlocal) in the "Mods" folder, as on the pictures above.
- Unable to load map: Your Maps are not at the proper place. Check that you have put the episode files such as "1. Rebel Yell" in a folder "Starcraft Mass Recall", itself to be placed in "Maps", as on the pictures above.
Credits
“Who's in charge here?” – Marine
[ Click here to view full credits ]
Map Design and Scripting
Jones
Telenil
Jimm
Gradius
Ultraling
Kostyarik
Re1deR
herdal8
christdaugherty
OmegaWeaponX85
SCMRmod
based on the StarCraft 2: Brood War Mod by
MavercK
Additional development by
Jones
Jimm
Telenil
Gradius
OmegaWeaponX85
Superfield
christdaugherty
Custom 3D Models and Textures by
GhostNova | Units: Dropship, Stukov (co-author SoulFilcher), SC1 Queen's Nest, SC1 Ghost, SC1 Citadel of Adun, SC1 Battlecruiser, SC1 Siege Tank, SC1 Academy, SC1 Devourer Portraits: Fenix, Duran, Stukov (co-author SoulFilcher), Goliath |
Thrikodias | Units: Tassadar, Observatory, Arbiter Tribunal, Warp Gate, Bengalaas, Kakaru, Psi Emitter, Stasis Cell, SC1 Defiler Mound, SC1 Photon Cannon, SC1 Robotics Facility, Portraits: SC1 Mengsk, Valkyrie, Tassadar, SC1 Adjutant, SC1 Zasz, SC1 Daggoth, SC1 Corsair, SC1 Defiler, Dropship, SC1 High Templar |
GnaReffotsirk | Carrier, Shuttle, Queen, Creep Colony, SC1 Guardian |
Cacho56 | Units: UED marine, SC1 Sunken Colony Portraits: Duke, DuGalle, SC1 Arbiter, SC1 Siege Tank, SC1 Battlecruiser, SC1 Science Vessel, |
SoulFilcher | Units: Ion Cannon, SCV (Retro), Stukov (co-author GhostNova) Portraits: Stukov (co-author GhostNova) Icons: Kerrigan, Tassadar, Devourer, Queen |
Gradius | Units: Cerebrate Portraits: SC1 Overmind |
XibadivS | Control Tower, Machine Shop |
Snowflake Entertainment / Project Revolution | Valkyrie |
buhhy | Dragoon |
KORroy | Portraits: Aldaris |
Hammer107 | ComSat Station, SC1 Barracks, SC1 Engineering Bay, SC1 Missile Turret, SC1 Starport, SC1 Armory, SC1 Bunker, SC1 Factory, SC1 Medic, Raynor (Vulture), SC1 Spore Colony, Tassadar (Gantrithor) |
Kailniris2 | Shield Battery, Psi Disrupter textures |
Delphinium1987 | Psi Disrupter mesh |
MSeverns | Duran, Raszagal units |
DaveSpectre | Jim Raynor portrait |
Skulluse | Sarah Kerrigan portrait |
Kanitala | Terran beacons |
ZeShmoutt | Retextured Hunter Killer, Devouring One |
SyCoAttack | Dark Protoss (Shakuras) doodad retextures |
TooMuchTuch | Decals: Alpha, Delta, Nova, Omega Squadron, UED, Kel-Morian Combine |
Frankiealaplaaja | Decals: Mar Sara militia, Sons of Korhal |
Kostyarik | Animations: briefing Start button, score screen |
Re1deR | Briefing transitions, portrait highlight texture |
Jones FixedPlaceholderFixedPlaceholderFixedPlaceholderFixed | Town sign textures FixedPlaceholderFixedPlaceholderFixedPlaceholderFixed |
Additional Artwork
luhkoala | SCMR loading screen, remastered victory screen backgrounds, additional loading screen artwork |
Existor FixedPlaceholderFixedPlaceholderFixedPlaceholderFixed | SCMR logo & banner FixedPlaceholderFixedPlaceholderFixedPlaceholderFixed |
Localization
qimingnan | Chinese version |
Khyinn | French version |
FirefoxGhost | German version |
storycraft | Korean version |
628w | Polish version |
Re1deR | Russian version |
Leader_DS | Spanish (European) version |
bluefenixcursed FixedPlaceholderFixedPlaceholderFixedPlaceholderFixed | Spanish (Latin American) version FixedPlaceholderFixedPlaceholderFixedPlaceholderFixed |
For Brood War-like multiplayer, you can have a look at Starbow.
Old time Brood War players may enjoy the Carbot Animations Brood War series.
Other custom campaigns from various authors can be found at the Custom Campaign Initiative.
This is a completely unofficial, non-profit, fan-made and free-to-play remake and in no way endorsed by or affiliated with Blizzard Entertainment, Inc. and/or Activision Blizzard, Inc.
StarCraft, Brood War, Wings of Liberty, Heart of the Swarm, Legacy of the Void, Battle.net and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.
@Jones313: Go
I have a question: (probably more appropriate to ask Gradius, but I'm afraid that he will not respond) Is the Retro Mod going to be supported in the future? What I mean by that is something like, when 6.2 comes out there will be a few new models, portraits etc. Also, (this is not necessary, but I'd be nice) can you guys please post something like a list or some pictures of the current Retro models so that people know what they looks like. I'm saying this because maybe there are some people who have some good ideas for some of the "incomplete" parts of the retro mod so they can share some ideas and in the end the RM will look better. Please share your thoughts on this idea. Thank you in advance.
@Jones313 ty that worked, but I was happy I beat it the hard way. would never want to do it again that way lol
@jones313: re: missing files it doesnt complete the install without those, doesnt install the launcher / shortcut / etc.. just abandons the install with the error.
So someone by the name of Animally did something real cool and put together a . It's longer than I would have expected.
@wrace
It's being worked on.
@valas
Looks kinda cool to me, actually. I'd have to check with Gradius if that was intended or not.
@Dante
Thanks man. Though I'd dare to say that not hiring us is probably not the most foolish thing Blizzard has ever done. Thanks for helping out with testing.
@Blazethesage
That's odd. One of us could've snuck that repair thing in, but it could just be from Blizzard, from one of the SC2 patches. But hey, glad you like it.
We replaced GnaReffotsirk's old Carrier with his new one, it's pretty incredible.
@wrace
Totally. We're always looking for ways to make the player's life harder. Though I guess we'll need to double check if this is actually working as intended...
@Blaze
That's awkward. These issues have been identified.
Sorry, ever since we implemented Re1der's cinema addon the re-imagined game engine versions of the cinematics have been pretty low on the priority list. Though obviously we'd like them to work, at least.
@arielomba
No, the game shouldn't replace models unless you have the option enabled. Can you give us a screenshot?
@Lyambda
Not at all. These are always helpful.
@darivlad
Yes. It's just to patch the addon.
@valas
Pretty much. Bit of a mixup, I think.
@InsaneMst
Cool, thanks for letting us know. I think I know what happened there.
@Flencho
Don't know if this is useful anymore but until the launcher is updated you could play the first map (Boot Camp) by opening it in the editor and test-running it. After you complete the mission, you should be able to continue from the launcher.
@JoroA
Tell you what, feel free to send us an updated version.
@scmapblah
Are you able to play? Those files aren't necessary unless you're using the retro mod or cinema addon.
@wrace
Pretty wild!
@JoroA
That's quite the list. Thanks.
@xeNNNNN
Talking animations are included. Which locale are you playing on?
@wayoutwillie
This is fixed in 6.1 I believe. You need to make sure all your files are up to date. Particularly Map Pack 2/2.
@pasildan
Don't know if this is useful anymore but until the launcher is updated you could play the first map (Boot Camp) by opening it in the editor and test-running it. After you complete the mission, you should be able to continue from the launcher.
So, just noticed, although you used Artanis' Legacy of the Void model for the scene at the end of The Insurgent between him, Zeratul, Aldaris and Kerrigan, his model was not updated from the previous generic High Templar that was used in the in-game cutscene version of the cinematic at the end of Episode 4.
2 xeNNNNN:
2) Actors, Command Center, Interface, Worker Status,
Text = UI/HarvesterCountMinerals,
should be (as in original SC2):
<img path="@@UI/ResourceIconNoBackground0" alignment="AbsoluteMiddle" width="20" height="20"/> Workers: <c val="%colorValue%"> %current%/%ideal%</c>
Correction should be made in the appropriate SCMRLocal.
In 5.4.3 counters worked fine (for the nearest mineral fields).
Now I can't check this since my sub-mod is placed between SCMRmod and SCMRLocal.
2 pasildan: SC2 Editor in help. You can either modify SCMRmod and SCMRLocal directly (bad way - you will need to port all modifications again in any new version of these mods) or just add your own sub-mode with the dependence on one of two official mods (for example, you can - as I - just renamed SCMRmod as SCMRmod0 and add your own mod SCMRmod with dependence on SCMRmod0, so you can modify any units / abilities as you wish and also you will see what official team did with original SC2 units / abilities; with some limitations, of course; the maps and launcher will load SCMRLocal, then your sub-mod SCMRmod with some additional fixes, and then original SCMRmod which is renamed as SCMRmod0; may be better to replace SCMRLocal in the same way).
finely beat The Emperor's fall without upgraded ghost and goliaths. but boy was it hard
I noticed something: - Infested Kerrigan has no lip sync in briefings and cutscenes (I have played Brood War campaigns with 6.1) - If using StarCraft 2 voice on some units, some of them DO NOT HAVE SOUND (I think it only happens with Retro Mod on) - Reavers have no death models - Gantrithor death model uses Scout death model - I don't like Retro Mod Guardian and Siege Tank models. As for Siege Tanks, please use the Mercenary models because they are Arclite Tanks
@Blazethesage: Go
huh learn something new everyday :)
Does make me a bit sad though, sure its pointless but it would of been useful, I never knew when i was maxed out urgh, I kept using 2-3 scvs per patch yet i was never sure so I always felt like I over built them. To be clear it would be useful if there was a varient of the map that didnt bunch up the crystals xD THEN it would be helpful. But yeah Authenticity and all that.
As for the animations for terrans, alright, fair enough I just find it a little off putting and would prefer the faking of them to the none at all. I just have bobbling heads right now xD whrere as in the previous versions they at least looked like they were actually saying what the voicelines were now they arent at all. I am talking about the Briefing screen and main character specific.
@TheProgramer: Go
That's not a bug. Thats just how they are. Only hero dragoon has model from lotv.
6.1 (BUG): Dragoon Models still aren't LotV models.
@Xen:
For the first question, I know nothing had talking animations for non-click quotes in early versions. The only reason terrans (and Kerrigan, etc) have any is because they were able to figure out how to use other talking animations to fake it, as far as I can tell. They never implemented "talking" animations for zerg or protoss characters.
As for the second question, the primary reason for that is because it would be inaccurate. That "max" counter basically requires the mineral fields to be nicely lined up and efficiently positioned around your CC/Nexus/Hatchery to be accurate. Starcraft 1 mineral patches, especially in the campaign, didn't do that. They're randomly, haphazardly positioned around, and you basically need to just do the best you can. They probably COULD put that counter there if they tried... but it would be pointless.
And yes, if the ghosts and Goliaths from the Battlecruiser version of Emperor's Fall are supposed to have the air-range upgrade and Lockdown, those upgrades came free on that map specifically to counter the early Battlecruiser assault. If they don't have those upgrades, that's a problem that needs fixed.
is there some way to modify sc: mass recall code? would appreciate some help, thanks.
version 6.1.1
Can't play or can't start Rebel Yell without CinematicMod..
in The Iron Fist mission 5b The Emperor's Fall are the ghost and goliaths supposed to be upgraded?you can't lockdown now.
Hey guys,
First off loving the legacy update so far but I have 1-2 questions, one about a bug (maybe, I really dont know if is a bug but it seems like it) the other is just well I guess a personal preference?
1) The portraits dont seem to have any mouth animations, is that something to do with the version of the mod file (to be clear for 6.0-6.1) or is it just a bug. I did a manual install as well. is there any reason for this?
2) You know the worker counter above the nexus, hatch, Comand Center in Starcraft 2 where it says ex: 10/24? Is there anyway to get that for the mod? right now it doesnt show the max total needed for each expo including the main, just how many workers are actually mining. I know it was likely changed or something for authenticity sake of the originals, but I actually rather liked it. I know its a bit of a noob thing, but is there any way for me to do this? I just want to be able to play without overloading my mineral line with SCVs :P Come to think of it that was one of the best features SC2 added I think.
thanks in advance :) great work btw
Actually, the terran enemies in the Quest for Uraj mission were stated to be from the Dominion in the post-game score screen, where the factions are labelled.
Also, adding to the bugs, I tried in "The Hunt for Tassadar" to use Hallucinate on Raynor, and it used the energy without doing anything. I also encountered the "Black screen, no victory screen" error (no retro mod) on the level "Return to Char" in the protoss campaign.
About cheats - I just leave this here:
(hm, just using usual - and sometimes unusual - bonuses from 3 original campaigns of SC2 + total tactical auto-cast for the most of abilities (hm, 21st century); also I like heroes with their cool set of abilities as in SC2, - something like Kerrigan in HotS. Not their usual lack of abilities as in original SC1, when it was needed to conceal heroes by the strong defense. For example, from Queens.)
Also as example of correct visibility of all possible (in glossary) and already taked (in units profiles) updates (like as in campaigns of SC2).
BTW: in SC1 also was the cheat "the gathering" (yeah, unlimited Broodlings for Queens), but I do not see it in SCMR; one year ago I created the code for it and for some other missing (in 5.4.3) cheats from original SC1. In 6.0 these missed cheats was also added, excepting this one. Below its code (for the version 5.4.3; in 6.0 there is SCMRLocal, so there are some small changes in the code of cheats).
----------------------------------------------------------------
Trigger "Infinite Mana" (Enabled by default)
----------------------------------------------------------------
Events
Game - Player 1 types a chat message containing "the gathering", matching Exactly
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Infinite Mana Give is on) == True
Then
UI - Display "cheat disabled" for (All players) to Directive area
Trigger - Turn Infinite Mana Give Off
Else
UI - Display "cheat enabled" for (All players) to Directive area
Trigger - Turn Infinite Mana Give On
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluding Missile, Death, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Set (Picked unit) Energy (Percent) to 100.0
General - Wait 4.0 Real Time seconds
UI - Clear Directive Messages for (All players)
----------------------------------------------------------------
Trigger "Infinite Mana Give" (Disabled by default)
----------------------------------------------------------------
Events
Unit - Any Unit Energy changes
Conditions
(Owner of (Triggering unit)) == 1
(Triggering unit property change) < 0
Actions
Unit - Set (Triggering unit) Energy (Percent) to 100.0
----------------------------------------------------------------
Alright, my bug report list for 6.1, using retro mod and with the custom UED units option, with all possible units using starcraft 1 voice. Cheats were used during this playtrough.
General Bugs:
- The cinematics after you win on the final cutscene in "The Fall" and the final in "Iron Fist" are very quiet on one side of the headphones.
- Artanis' portrait is bugged, whenever it shows up during cutscenes and during in game, however it is fine in mission briefs and in game (when he is a scout). (Except on Omega when you defeat him it is not bugged).
- Artanis hotkey icon is dated, it uses his WoL icon instead of LoTV.
- When selecting your army with left mouse you cannot select Tassadar, you need to ad him with aither F2 for entire army or by pressing wichever hero hotkey he is in.
- Illusions from High templar count at the end in the survival rate.
- The shield batteries are still the same from 6.0 in terms of function - restoring photon canons shields and right click does not restore shields when auto cast is disabled.
- Drones do not have any attack animations or effects.
- The hero dragoons aka the starcraft 2 dragoons have no attack animations.
- The Hydralysk on top of the lurker cacoon is back.
- You can upgrade protoss air armor upgrade level 2 and 3 without the need for Fleet Beacon.
- Duke is very low in unit priority in the control group when he is a siege tank.
- Tassadar is very low in unit priority in the control group.
- When you have a terran secondary race the workers need to disable and re-enable auto repair in order for them to function.
- Any secondary rase you have does not show red dots on a building over building. (For example you use two SCV's to build two barracks and you place one worker to build a Barrack and the other one while positioning/hovering the second barrack it will not count any building or colision it will always show green)
Voice, Sounds, Portraits - bugs/inconsistencies:
Some "annoyed" lines are messed up in order and i cannot remember all the SC1 lines, so the lines should be checked (especialy the zerg), i will list those wich i know for sure below.
- Goliaths are with starcraft 2 voice when moving, but have starcraft 1 voice when selecting, however on the first loomings mission The cerberus goliaths have only starcraft 2 voice.
- Corsairs are with starcraft 2 voice and sounds.
- Cerberus firebats have no voice and everytime you select them or perform an action like moving/attacking their portrait resets.
- Firebats do not have their annoyed lines.
- Carriers do not have their annoyed lines and when attacked use their sc2 line "we are in perril".
- The defiler is with his starcraft 2 voice.
- When the arbiter is attacked he uses his SC2 line.
- The dark templar do not have their annoyed lines and do not have a line when are attacked. They also do not have their warp in sound "adun toridas" (or something like that).
- The devourer has no voice.
- When you have Duke with army selected he does not move his lips
- Duke should not say his "angry line" about the Korhal outfits should be removed in Loomings
- The devouring one zergling and the torrasque zerg heros has the sc2 voice.
- When Zerathul is attacked he uses his sc2 line. Maybe use the line "we will do what we must" would be a good replacement?
- The ghosts' annoyed lines are out of order
- When Duke is attacked he says the starcraft 2 siege tank line "I'm in deep!" Maybe you can change it to his "angry line" "Yall need some good o'l fashioned discipline"?
- When Duke is on siege mode he does not have his "annnoyed lines" and during the transformation from siege mode to tank mode (and vise versa) his portrait changes to the sc2 battlecruiser.
- Scientists from loomings'instalation mission and civilians from the jacobs instalation have no voice.
- When an SCV can build something he uses his starcraft 2 line (i can't build here) and not his sc1 (i cant build there something's in the way)
- When a firebat is attacked he says his starcraft 2 line: i will burn you alive.
- (Not sure if it is intended) Cerberus Goliaths's anti air missiles do not use their SC1 sound.
- Science Vessels do not move their lips when selecting/moving them, however they do not have their annoyed lines but during that time they move their lips. They also do not have a line when are attacked.
- Battlecruisers have the same problem as the Sciance Vessels.
- Dragoon annoyed lines are on incorrect order and when attacked he uses his sc2 line "engaging foe".
- Lurkers use the sc2 voice.
- There is no line when zealots are attacked and it seems fitting for them to use their sc1 line "doom for all who threaten the homeworld"
- Siege tanks on tank mode do not have their "annoyed lines" when you click them alot. The "angry lines" on siege mode are not on the correct order.
- Medics do not have their annoyed lines and when they are attacked they do not have a line.
- Wraiths do not have their annoyed lines and when attacked they use their sc2 line "Wow they're all over me"
- When Artanis is attacked he uses his SC2 WoL voice " stand with me"
- When Raynor finishes his annoyed lines he does not go back to his standart lines and instead he starts his annoyed lines all over if you continue clicking.
- When Duke talks on cutscenes his portait flashes if he talks too much (probably to reset his talking animation).
- Some of Kerrigan's annoyed lines are in the wrong order.
- Tassadar's annoyed quotes are in incorrect order and if he is attacked he uses high templar from sc2 line "reinforce our position".
- The protoss shuttles have no voice and whenever you select/move them their portraits reset.
- When the siege tank is attacked he uses his starcraft 2 lines "im in deep".
- Scouts do not have annoyed lines and do not have a line when they are under attack.
- Duran has his lis lines, however after he says something he continues to move his lips for about 3-4 seconds and cannot say anything else untill he stops.
- In brood war kerrigan does not say celebrate when you select her, and even her annoyed responses they removed the word celebrite.
Map specific bugs:
- On Loomings if you click skip tutorial it will show unable to open map
- On the final Loomings map after you win you can see only continue or quit and if you click continue for a brief second you will see the victory button but the map will reload again and start over.
- On the mission Eye of the storm if you skip the cutscene all units are in wrong position.
- Not an actuall bug but the terrans on the quest for the ulraj have the dominion symbol, but it was never mentioned who these terrans worked for.
- If Tassadar uses his halucinate on marines they have missing textures and look almost invisible.
- On the mission in rebel yell where you have to defend your base for 30 minutes if you skip the cutscene the worker location will be different.
- On the mission Norad II a sunken colony above The broken ship is glowing bright orange.
- On the very first mission on the Iron fist, after you find duran he does not reveal the area he is supposed to.
- On the second mission in the Iron fist campaign, when the medic is supposed to restore the siege tanks, the siege tanks seem to fall in random locations everytime and most of the time the medic cannot reach the second tank.
- On the second mission in the iron fist, the marine models are the standart, even tho the UED custom models is checked, however the portraits are the correct ones. (only on this mission).
- On the second mission in the iron fist, the battlecruiser have no death animations.
- On "Ruins of Tarsonis" once you kill all the hives and bring Duran to the beacon nothing happens. (The mission cannot be completed).
- On the mission "Reign of Fire" the ending cutscene in the same mission a marine corpse slides down whilst standing up.... just like before but with different marine corpse!
- On the mission "True colors" if you try to skip the cutscene the game bugs, the zerg music starts but the cutscene continues and when the marines walk out of the camera it just stays there and you can't play (basically if you try to skip you are stuck forever in the cutscene)
- On the mission higher ground if you skip the cutscene the scouts will be in a very different position.
- On the mission The Trump Card the the two marines near kerrigan start running northwest toward the map and the enemy marines from east come down from the ramp and run past karrigan toward north west as well. (it could be due to skipping the first cutscene).
- On the mission where you get the valkyries for the first time you cannot skip the first cutscene.
- During the loading screen for the first hidden mission there is no name for the mission nor description, it is just the picture of the planet, and if you skip the first cutscene the buildings have not landed.
- On the first hidden mission after Tassadar joins you the carrier warp in effects remain on that spot.
- On return to char when you complete the mission by killing the overmind, you get a black screen. (have not tested other way)
- On the mission the hunt for Tassadar when you find him, during the cutscene clossup to him the angle is too low now since he is now floating.
- On the mission "Drawing of the Web" when you control Duran with an army (in the same control group) he does sounds similar to auto turret attacks (instead of "you got it" or "i'll take care of it etc etc")
- On the mission "Drawing of the Web" in the final cutscene where zealots are protecting the female they run past the zerglings and just hold their position in a line while the zerg start killing them (they only fight back but only those that are in melee range), also the female protoss i think is Raszagal and if so than you did not use the custom model you used for "the reckoning" mission.
- On "To slay the beast" The final cutscene the secondary (protoss) supply remains during the cutscene.
- On "Dark Origin" if you skip the first cutscene the whole screen remains black.
- On Omega after you win there is no score screen just a black screen.
My thoughts on the update:
- I am very glad that you can now skip almost all starting cutscenes without glitching something1 cutscenes and it will be fine. (Only 2 maps are gamebreaking if you skip).
- The score screens look very well polished.
- Many of the custom units feel weird in terms of selection hitbox zealots and shield batteries are the perfect examples of that, their hitbox is alot smaller and the zealots and shield batteries you need to click exactly their textures in order to be selected. To explain the difference between i will use the example of the dragoon. The sc2 dragoon can be selected from the center up until the tip of their legs and can be selected by clicking between the legs aswell, while the MR dragoon you need to click exactly the center.
- So the custom model i was amazed was the Tassadar, it had great effects, great textures great portrait and animations - simply fantastic 10/10. I also liked the the Science vessel and High Templar portraits. The marines and firebats were pretty cool. However the custom models and portraits for the archons were... not very good and were completley unnecessary - the animations and effects were w/e. The guardian is even worse, since the hots version was pretty spot on, but for some reason it was changed to a very underwhelming version with a really strange attack animations. But the worst of all was the zerg cerebrates... it looked VERY bad.
- Changing the eye color of Zerathul, although its true to the original it doesn't make sense lorewise, and much like the new gettysburg, it would be best to give an option for original fans and lore fans to choose.