The [[Episode I|Psionic Storm]] Special Edition (v1.04SE3) requires //StarCraft// or //Brood War// v1.04 or later.
=== What's New in v1.04SE3? ===
*Various minor balance fixes and reorganized file structure. Campaign now uses the same unit and portrait pack that [[Episode II]] does.
=== What's New in v1.04SE? ===
*Turmalis, Khorun, Nurohk, and Charlie Mox now have new "altered" portraits (color and orientation changes) distinguishable from their normal unit/hero counterparts.
*All unit responses, in-game dialogue sounds, and briefing sounds have been restored from the original raw samples, reprocessed, and enhanced to Episode II quality standards. Clarity has been improved, noise has been dramatically reduced, and other touches have been added as well (e.g., "true" Arbiter background sounds for Turmalis and a beefier ambient Firebat sound for Mox).
*All unit costs and statistics have been altered to reflect //StarCraft// and //Brood War// v1.04 balance changes. In keeping with some of these changes, mission difficulty has been lowered correspondingly.
*All special //Brood War// units and upgrades have been disabled. The campaign now plays identically in both //StarCraft// and //Brood War//.
*Zerglings in certain early missions no longer have the Adrenal Glands upgrade. Its increased effectiveness in v1.04 was making early Zergling swarms too powerful.
*Special units and buildings now have specific proper names (e.g., "Protoss Temple" has been changed to "Temple of Jepok," "Terran Civilians" are now "Terran Scientists," and so on).
=== What's New in v1.03? ===
*Various internal balance and consistency changes here, as well as minor bug fixes. (Of particular note, for those interested, are the alterations made to several resource replenishment triggers for the computer forces in later missions. No more hopelessly endless battles.) No release of Psionic Storm v1.03 was made. All v1.03 changes were integrated into the Psionic Storm Special Edition (v1.04SE).
=== What's New in v1.02? ===
*All briefing voices have now been enhanced with a subtle amount of reverb. The results sound more professional, and are meant to bring Episode I in line with what's to come in Episode II, soundwise.
*All speech delivered by Charlie Mox has now been edited to remove the beginning and ending transmission bursts. This brings his sound closer to Blizzard's Terran characters, and is also intended to standardize Antioch sounds between Episode I and II.
*Khorun and Nurohk's unit responses have been updated with four new files (three for Khorun, one for Nurohk) that are clearer and easier to understand. Again, efforts are being made here to bring things up to par with Episode II standards.
*The Firebat portrait has been updated to include the animation from an .SMK file that Blizzard's code apparently does not use very much, specifically one of the talking animations. As a result, Charlie Mox is now able to speak without looking like he's been wired watching TV all night. It's a subtle improvement, but definitely noteworthy. ;-)
*Mission 4, Tin in the Ashes, has been modified so that the player has more resources to draw upon after reaching the Terran base. 500 minerals have been added to each mineral patch at the base, and awarded starting resources have been increased by 400 minerals, from 400/800 to 800/800. This should make the mission a little easier to complete.
*Mission 6, Siege at Midnight, has been updated so that the player now has 2000 minerals and 1000 gas to start, instead of 1800/800. This should give players a better chance to keep everything up and in one piece.
*Mission 7, The Auriga Gambit, has been updated with a few minor building and unit changes for the opposing Zerg forces.
=== What's New in v1.01? ===
*Mission 6, Siege at Midnight, has been updated to restrict the movement of the Terran Science Facility which the player must safeguard. The Science Facility is now a neutral building, and therefore cannot be lifted off. This was causing problems with location triggers and victory conditions. You can still repair the building and must still, of course, protect it to win. Enemies will still try to attack it, so be on your toes.
*Mission 4, Tin in the Ashes, has been modified cosmetically so that the Science Facility matches the one in Mission 6. Unlike Mission 6, however, it is ''not'' neutral, so the player can still use its capabilities and build Science Vessels without having to build a new Facility. Nothing much here, just a few changes for consistency's sake.
*All Protoss buildings now display Turmalis as the advisor (provided that you move the portrait folder into the main //StarCraft// folder, as per the setup instructions).
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