File Details
Enslavers Redux 4.02
- R
- May 12, 2018
- 330.44 MB
- 320
File Name
Enslavers_Redux_402.zip
Supported Versions
Changelog for Enslavers Redux
Enslavers Redux Version 4.02
Changes/Bug Fixes
Global
- Fixed extra notes about upgrades being available you already acquired in Episode I from appearing
- Fixed a potential issue that occurred where normal Marines may have a "shield" icon appear when the Commander gets his shield upgrade
- Fixed an issue with some Hatcheries in Episode III that may not generate creep when you have Malignant Creep applied
- Fixed an issue with either the "fire" effect not working or damage/regeneration issues when the Commander moves around if the JetPack is found
- Various other smaller fixes
Campaign Launcher
- Fixed a bug that didn't launch the Epilogue missions correctly
- Fixed an issue in saving the "Use BW Sounds" not applying correctly
Terran02
- Made a few vital doors untargetable from Breach Charges, should you have any left, in order to prevent a story-paradox.
Terran04a
- Fixed a bug that allowed any units other than the Commander to pick up the Jet Pack
Terran05a
- Fixed an issue with Mojo not getting upgrades applied and having two sets of weapons
Terran06a/b
- Added an AI to both the Torrasque and the Mothership in 6a/b respectively that will seek out targets to attack if they somehow get stuck or sidetracked
- Fixed a bug that could have the victory screen music continue when viewing the end cutscene of the campaign
Protoss01
- Fixed some missing upgrades/units being applied to the Commander's base from decisions in Episode I
Protoss02
- Carriers and Arbiters are no longer available here
Protoss05a
- Fixed an issue where Eredas wasn't getting upgrades applied
Zerg01
- Fixed an issue where Zagara wasn't getting upgrades applied
Zerg02
- Fixed a bug that wouldn't let you control the Infested Command Center you get after a decision with the Gray Tiger
Zerg05a
- Prevented an issue to the final cutscene by forcefully disabling the "lift" ability on Hybrids
Zerg06a/b
- Added a preventative measure to forcefully blink/warp Ulrezaj back into the canyon "trench run" to the temple if he gets sidetracked and veers too far from his lane
Epilogue01
- Fixed a bug that didn't apply the Banshee/Hellion units on your decision back in Episode 1
- Added a better metric that will keep the civilians "hidden" in their locations until the area is free from Zerg, in order to help them survive when they appear instantly

