Starbow - Page 346
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Xiphias
Norway2222 Posts
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Chronopolis
Canada1484 Posts
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Xiphias
Norway2222 Posts
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Xiphias
Norway2222 Posts
Patch
Some notes about this Spawn Broodling on SC1 Queen is 150 energy and has a guaranteed kill. Spawn locust is only 200 damage and although the locusts are better than the broodlings, we still felt it was a tad too pricey. We discovered that the invisible units that generated to make our pathing system had a lot of abilities and behaviors added to them from their default state. This has all been stripped and might help improve performance. The pathing itself should not be affected in any way. The lurker bugs led us down this path of investigation. Huge thanks to decemberscalm for his help in fixing these bugs. | ||
StarscreamG1
Portugal1652 Posts
Best regards, you are amazing! | ||
Xiphias
Norway2222 Posts
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Xiphias
Norway2222 Posts
Let me preface this with how the Arcade works. Starbow consists of a main mod file with the underlying changes and a bunch of maps to play on, made by several community members. Whenever someone makes a Starbow map, they have to set the Starbow mod file as the dependency. Back in 2014 or so, Kabel stepped away from Starbow, but he was the publisher of the mod file. So, whenever the design team wanted to patch the game, they would have to send the updated mod file to Kabel and he would have to publish it. This raised the question, what if Kabel just goes offline? What will happen then with Starbow? So for a long time, we wanted to upload our own mod file and try to encourage new maps to go on the new mod file, but it's a bit messy. It's basically just me left of the design team (and I don't do much either), but I've finally downloaded every single playable Starbow map, changed the dependency to a new mod file and re-uploaded many of them. I have not re-uploaded all as we are very few players atm. I'll upload more maps by demand. Kabel has removed all the maps he's published and so has many other map-makers so that there should be only one version on Starbow up at the moment. There are some old maps still floating around, and even though Kabel has removed the old main mod file, they still somehow seem to work. If you want to be sure you are playing on a map with the newest mod file, then look for maps where the map name is before "- Starbow" and not after.. Also "published by Xiphias" should do it. If the following mapmakers see this post, then please remove your old Starbow maps:
I also fixed a graphical bug for the creep tumor. If I can find some players, I might play more and it might lead to more changes in the future. At least it will be easier to make changes in the future. EDIT: I tried to fix the issue where nothing shows up if you play vs AI by removing the custom AI triggers, but it did not fix it | ||
Xiphias
Norway2222 Posts
Starbow seeks to preserve all that is good strategically in the original Starcraft but try to give each match-up some new options. As well as giving the players the benefit of a modern RTS engine with smart-mining, unlimited unit and building selection and smart-casting of spells. Starbow is in a pretty good place at this point in this regard after a ton of prevoius work of getting it to feel as much as BW as possible. In addition, Starbow seeks to give each match-up a new option in tech without messing up current BW builds too much. This is where reality falls a bit short of the goal. We also sometimes just don't know, due to lack of testing. I'd like to present each match-up and note down potential new strategies in Starbow that would not work in the original Starcraft. ZvT: Nothing much here. One might argue that this was such a fleshed out match-up in BW already since terran can go either bio or mech, and zerg can go either muta or lurker openings. There are eruptors to deal with a mass fleet of late-game science vessels as smart-casting makes science vessel groups spiral faster out of control in Starbow than they did in Starcraft. ZvP: Not too much here either, but again, almost all tech options that existed in BW could be used here as well. There is the additional harass opportune for protoss with sentinels as they often already go Stargate builds. Again, Eruptors to help vs too big clumps of corsairs. TvP: Here there are indeed more options in Starbow. Bio in TvP was almost non-existent, and tries to be more viable in Starbow. This needs more testing though. Also, Stargate openers are more viable compared to robo in Starbow as the sentinel can act as a detector before observers are out and can also harass instead of reavers. ZvZ: This match-up is perhaps the most different from BW, and not without reason. BW ZvZ almost completely removes macro as a skill set and is extremely focused on micro and build orders. The small splash attack of queens as well as the Eruptors ability to chase off small groups of mutas opens up the hydra/lurker tech path as more viable in Starbow compared to Starcraft. I feel ZvZ starbow atm is in a good place and quite an enjoyable match-up. PvP: This one is a bit more similar to BW compared to ZvZ, but the sentinel makes Stargate openers a tad more viable than they were in BW. However, it's hard to compete against the punch of a reaver in PvP. Would like to see more testing here. TvT: Does bio work here? That is the question. If so, we have a whole new tech path available in this match-up compared with BW. Needs more testing, but should be more viable than BW bio in TvT. This is stuff that has been on my mind, just wanted to share them. Whenever I think about potential changes in Starbow, I think about reaching the goal of making each match-up has at least two interesting tech paths. | ||
Solstice245
United States145 Posts
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Xiphias
Norway2222 Posts
On March 18 2019 02:11 Solstice245 wrote: I went ahead and took my thing down. GL Thanks! Check EU too please. Saw Blacktop still up there. | ||
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Norway2222 Posts
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Ilyab
United Kingdom5 Posts
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Xiphias
Norway2222 Posts
On March 21 2019 09:27 Ilyab wrote: I've tried playing and all I get is a blank map with no units Like I said some posts ago, if you play vs AI nothing loads. We're working on a fix, but the AI in general in Starbow is really bad since it don't understand most of the new units etc. | ||
Xiphias
Norway2222 Posts
- You can now play vs AI again without breaking the game! - Some bug fixes to the warp in models of sentinels and scouts on the Stargate. | ||
Xiphias
Norway2222 Posts
Bug fixes
Balance/design changes
I think the only changes that needs some comment is Glare and the PDF changes. If you go sentinel opening in PvP and your opponent goes for dt you're just dead. So I wanted to add some weaker form of detection for the sentinel. Might make it even weaker if the sentinel opening in PvP proves too strong compared to robo. The PDF on ghost is just insanely strong. It even hit buildings. Just trying to calm it down a bit. Open for further changes in any direction based on testing. | ||
Xiphias
Norway2222 Posts
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