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Starbow - Page 68

Forum Index > SC2 General
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VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
January 17 2014 11:49 GMT
#1341
On January 17 2014 19:25 Xiphias wrote:
Show nested quote +
On January 17 2014 18:37 VArsovskiSC wrote:
I have a few questions regarding the Zerg:

1 - Why is the Queen Larva mechanic like that - why isn't it make another extra larva when the timer's done ?
chronoboost-type-ish mechanic really doesn't fit for Zerg TBH.. There used to be the thing called Breed - why didn't you guys just adjust it, and instead you completely changed it to what we see now - that weird Queen chrono ?

2 - Why aren't Queens able to attack by default ? - is it have to do something that you guys afraid of Queen rushes ?, still - would be better than choose Queen energy between defense and macro.. Well - TBH - on a broader level - feels like the "defense or macro" is a bad choice for non-positional based races such as the Zerg.. Kinda rewards sloppy plays IMO.. So - what decided to that conclusion that the decision/solution for the Queen defense to be energy based is the best to begin/work with ?

3 - Don't you feel like Zerg has a lot of survival problems at Hatch tech (even with the Hydras being there), cause of lack of larvae, while in the same time Roaches being too strong for the Protoss after Lair kicks in ?

First and second question is more-general, and the 3rd question is more like ZvP based to what I've seen TBH so far

4 - Is there a link with description of abilities and characteristics and costs/build-time of the units ??


Can't answer all but:

2. In BW PvZ, scouting zerg early on was very important (hydra bust or muta play?). With the queen attacking by default it is very difficult to get that scout off. Now it is a little better, still difficult though (it was also very difficult in BW, especially if Zerg had early speelings). There are probably other reasons as well.

3. Zerg (late) earlygame is tricky. Especialyl vs toss. Same in BW. SimCIty and correct timings / responses is crucial. Roaches just got a small nerf in the latest patch. We'll see how that turn out. (Now it takes a bit more dmg while burrowed than before).

4. Try the Starbow wikia (http://starbow.wikia.com/wiki/Starbow_Wiki). Not everything is there but quite a bit. If there is something missing there PM me.


Wow, that was really fast.. Thanks folks
Another world, another place, another universe, won the race.. :) ;) :P
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
January 17 2014 11:56 GMT
#1342
On January 17 2014 20:23 Dragonei wrote:
Show nested quote +
On January 17 2014 20:19 Zaphod Beeblebrox wrote:
On January 17 2014 20:06 GoldforGolden wrote:
all these features of starbow (or most) will not be implemented because starbow plays too similar to BW.
and as we know, Blizzard isn't interested in making SC2 more BW style.

So my recommendation to the dev is that instead of using this mod to influence blizzard decision, you should focus on making starbow more unique and not just a game that tries to imitate BW economy and units too much.


We used BW as a reference point for balance and design. Trying to make it exactly like BW is a huge mistake due to the changes the SC2 engine has, and we are well aware of that. Instead we aim to use the lessons learned from both BW and SC2 to make this mod as good as possible.
Half a year ago the mod was a mess balance wise - then Kabel decied to redo balance with BW values. The goal was to start from BW and design new things from there instead of starting from SC2 and pulling in things from BW.

The result is a pretty good base balance for the level of play we are seeing right now, but don't be surpriced if future changes will pull the mod further from BW and SC2 than it is currently.


Right now the mod is "balanced". Well, my point is that 1 week or 2 weeks is not enough time to establish a metagame. Lot of people and pros or high masters have to try new things.. Lot of them. You guys need to let the game and meta evolve and then see if you have to change something. But nobody knows anything for the meta by now so i would not touch anything by now. Great Mod hope it outs Hots.


That is our plan as well. The metagame needs to evolve before we go into more specific balance changes and additions. Whatever is changed over the next few weeks will most likely be QoL changes, bugfixes and fixing glaring balance issues - maybe with some experimental unit changes sprinkled in. It is however great to see that all races are capable of holding their own in all matchups in the current pre-metagame (thats a nice word).
I have high hopes that the metagame in a weeks time will be much different from BW, but retain the themes of expansion based strategy.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-01-17 12:14:19
January 17 2014 12:13 GMT
#1343
Why aren't Queens able to attack by default ? - is it have to do something that you guys afraid of Queen rushes ?, still - would be better than choose Queen energy between defense and macro.. Well - TBH - on a broader level - feels like the "defense or macro" is a bad choice for non-positional based races such as the Zerg.. Kinda rewards sloppy plays IMO.. So - what decided to that conclusion that the decision/solution for the Queen defense to be energy based is the best to begin/work with ?


Its partly related to scouting as Xiphias mentioned, but we also want to opportunities for early game harass. If the Sc2 Queen was in the game (with a default) attack it would shut down early Reaper, Vulture (in low numbers) and Zealot harass. Further, it would simply be a big buff relative to BW-balance as Zerg simply would be able to get a lot more drones out early game as they didn't have to invest into army units to defend (they could just rely on Queens which also provides efficient larva regeneration).

We think the current solution provides Zerg with a small defenders advantage that at the same time doesn't shut down early harass completely free (and only for a smalll period)
Pharaph0bia
Profile Joined January 2014
Czech Republic2 Posts
January 17 2014 12:37 GMT
#1344
I feel its way slower than classic SC2 would love to make Starbow metagame faster =)
Kappa
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
January 17 2014 12:41 GMT
#1345
Another thing that is really neat about enrage is the oppotunity cost. You don't nessesarely spam injects, but have to make a choice between map control (Creep tumor), economy (inject), Tech (Nurturing swarm) and safety (enrage/nurturing swarm).
It could be that one of these abilities will end up being the "Call down supply" of the Queen, but hopefully the abilities give distinct enough advantages that it is more a question of balancing numbers.

On another node - Queens might have too many abilities to manage. There are a few ways to change this while keeping the same depth, but we really like the current setup for a number of reasons.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Orek
Profile Joined February 2012
1665 Posts
January 17 2014 12:49 GMT
#1346
On January 17 2014 04:58 Ahli wrote:
Show nested quote +
On January 16 2014 22:15 Orek wrote:
[G] ~8% faster gas mining
I've done a similar research on Starbow mod maps.

[image loading]

[image loading]

Normal SC2: 4 gas mined per trip, 2500 total gas
Starbow Mod: 8 gas mined per trip, 5000 total gas (until it depeletes)
So, theoretically, inefficiency should be the same, but they differ for some reason. As you can see, this gas inefficiency problem is much bigger in starbow mod. Even worse, there is only 1 vespene geyser per base in starbow instead of 2 in normal SC2. Therefore, players can't actively avoid inefficient gas if they spawn at worse locations.

For example, according to my research,
Circuit Breaker
on 1 base:
Top-right spawning location mines 6.7% faster than top-left spawning location.
on 2 bases:
Top-right spawning location mines 5.9% faster than top-left spawning location.

and
on 2 bases:
Both spawning locations on Bloody Ridge mine 13.3% faster than top-left spawning location on Circuit Breaker.

Top-right players' winrate would be higher than top-left players' on Circuit Breaker. A certain build executed on Bloody Ridge may not be possible on Circuit Breaker due to significantly slower gas mining rate. I think something needs to be done about it. Currently, starbow is far worse than normal SC2 in this field.

Thank you for doing this. I've made my own tests now and the result is... well... not acceptable, if you are only mining with 3 workers (as you do in normal sc2). I'm experiencing a maximum difference of 31.25 gas per minute using 3 workers. It's depending on the geyser position.

I tried and it's not just fixable with altering the footprint as it would require the assimilator to be a huge cross shaped structure to saturate everything with 3 workers.

However, 4 workers result in a full saturation:

[image loading]
^ numbers are gas remaining, started with 5k at the 1 minute mark.

So, maybe having a 3-4 worker saturation depending on the angle from your main building is acceptable.
Imagine a straight vertical/horizontal line from the inner side of the geyser towards the Nexus/CC/Hatch.
- If the line clearly crosses the Nexus, you require 3 workers.
- If the line doesn't clearly cross it, you require 4 workers.


This means that symmetrical geyser placements on the maps should yield in the same rate. So, we could see this as superior to sc2 right now, if we accept a 3-4 worker saturation.

To be fair, 4 workers mine any gas efficiently in normal SC2 as well. Anyways, it seems that Circuit Breaker has been updated in the last 24 hours since gas locations are now at more efficient angle. Maybe other maps has been updated as well. I found one side effect(?) on Fighting Spirit

+ Show Spoiler +

[image loading]

[image loading]


Vespene Geysers at top-right and bottom-right locations are further than those at top-left and bottom-left.
I think Starting Locations for CC/Hatchery/Nexus for top-right and bottom-right should be moved down by 1 hex like the image below. Alternatively, vespene geysers should be moved up by 1 hex.
[image loading]
Dingodile
Profile Joined December 2011
4139 Posts
Last Edited: 2014-01-17 12:56:35
January 17 2014 12:54 GMT
#1347
On January 17 2014 21:37 Pharaph0bia wrote:
I feel its way slower than classic SC2 would love to make Starbow metagame faster =)

I want(ed) slower in sc2, then we have a more/better exciting metagame. Another point is 200/200, from that moment it begins the worst and boring time to watch.
Looks like Starbow has the same 200/200 problem, but not so big like in sc2. I didnt enjoy so much at 200/200 in IdrA vs TT1 games. Every fight with lesser supply were wonderful to watch.
Grubby | ToD | Moon | Lyn | Sky
saltis
Profile Joined September 2012
159 Posts
January 17 2014 12:58 GMT
#1348
Any chance the creep will get speed or enemy slow features ? Right now creep is almost valuables especially with Terran cheap scans and Toss traditional obs play. I guess slow creep mostly would affect ZvZ by giving defender advantage by prevent ing zerglings run by and encouraging more macro orientated play.
Joner
Profile Joined June 2011
51 Posts
January 17 2014 12:58 GMT
#1349
I just wanna say the TvP match up looks so great. Just love what you have done with protoss and how they now function as a *normal* race without stupid things like sentry and colossus. Very entertaining!
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2014-01-17 13:12:32
January 17 2014 13:02 GMT
#1350
On January 17 2014 21:49 Orek wrote:
Vespene Geysers at top-right and bottom-right locations are further than those at top-left and bottom-left.
I think Starting Locations for CC/Hatchery/Nexus for top-right and bottom-right should be moved down by 1 hex like the image below. Alternatively, vespene geysers should be moved up by 1 hex.
[image loading]


allready fixed and will be uploaded later today

Edit: it is uploaded now
SDMF
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2014-01-17 13:43:35
January 17 2014 13:35 GMT
#1351
--- Nuked ---
Lorch
Profile Joined June 2011
Germany3692 Posts
January 17 2014 14:17 GMT
#1352
On January 17 2014 08:48 SCST wrote:
Show nested quote +
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .


Starbow has literally seen more changes in its development cycle than regular sc2 from wol beta to current version.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 17 2014 14:26 GMT
#1353
On January 17 2014 23:17 Lorch wrote:
Show nested quote +
On January 17 2014 08:48 SCST wrote:
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .


Starbow has literally seen more changes in its development cycle than regular sc2 from wol beta to current version.

You were not in Beta, lot changes back then. Ah speed rays and 1 supply roaches.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
January 17 2014 14:32 GMT
#1354
On January 17 2014 23:26 Plansix wrote:
Show nested quote +
On January 17 2014 23:17 Lorch wrote:
On January 17 2014 08:48 SCST wrote:
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .


Starbow has literally seen more changes in its development cycle than regular sc2 from wol beta to current version.

You were not in Beta, lot changes back then. Ah speed rays and 1 supply roaches.
1 supply roaches were my favorite. And the early reapers.
Daralii
Profile Joined March 2010
United States16991 Posts
January 17 2014 14:36 GMT
#1355
On January 17 2014 23:26 Plansix wrote:
Show nested quote +
On January 17 2014 23:17 Lorch wrote:
On January 17 2014 08:48 SCST wrote:
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .


Starbow has literally seen more changes in its development cycle than regular sc2 from wol beta to current version.

You were not in Beta, lot changes back then. Ah speed rays and 1 supply roaches.

1 supply roaches with 2 armor. x_x

Blizzard tends to try and keep things relatively static once beta ends.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 17 2014 14:37 GMT
#1356
On January 17 2014 23:32 decemberscalm wrote:
Show nested quote +
On January 17 2014 23:26 Plansix wrote:
On January 17 2014 23:17 Lorch wrote:
On January 17 2014 08:48 SCST wrote:
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .


Starbow has literally seen more changes in its development cycle than regular sc2 from wol beta to current version.

You were not in Beta, lot changes back then. Ah speed rays and 1 supply roaches.
1 supply roaches were my favorite. And the early reapers.

40 second warpgate(pre chrono boost) and blink and charge in the cybercore.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
January 17 2014 14:38 GMT
#1357
On January 17 2014 23:32 decemberscalm wrote:
Show nested quote +
On January 17 2014 23:26 Plansix wrote:
On January 17 2014 23:17 Lorch wrote:
On January 17 2014 08:48 SCST wrote:
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .


Starbow has literally seen more changes in its development cycle than regular sc2 from wol beta to current version.

You were not in Beta, lot changes back then. Ah speed rays and 1 supply roaches.
1 supply roaches were my favorite. And the early reapers.


siege tanks killing 20 units in a shot was also pretty hilarious
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-01-17 14:44:35
January 17 2014 14:43 GMT
#1358
On January 17 2014 23:36 Daralii wrote:
Show nested quote +
On January 17 2014 23:26 Plansix wrote:
On January 17 2014 23:17 Lorch wrote:
On January 17 2014 08:48 SCST wrote:
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .


Starbow has literally seen more changes in its development cycle than regular sc2 from wol beta to current version.

You were not in Beta, lot changes back then. Ah speed rays and 1 supply roaches.

1 supply roaches with 2 armor. x_x

Blizzard tends to try and keep things relatively static once beta ends.

I do prefer the dota method of having competitive versions, experimental versions and seasons, where after every season the experimental version becomes the competitive version. Blizzard on the other hand has the clumsy expansion system and realistically never made the changes to sc2 that were needed early on, instead they waited three years before the expansion at which point it already was very late in the development cycle.

(although starbow probably needs to decide on some game-changing aspects within the next few weeks, just to get it out of the way of development)
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 17 2014 14:57 GMT
#1359
--- Nuked ---
how
Profile Blog Joined January 2011
United States538 Posts
January 17 2014 15:22 GMT
#1360
is there a place for starbow vods?
http://twitter.com/howsc
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