Twilight Archon and more updates

Karune posted another batch of Q&A. This is more interesting since he tells us more about the Twilight Archon abilities, command center and the max unit cap.

1) In the gameplay video the UI is toggled on/off several times. Will that be an option in-game?

Currently, the UI will only toggle off during game cinematics. There are currently no plans to implement this for single-player or multiplayer as it would give some players an advantage over others.

2) Will the Twilight Archon have abilities?

Yes. In the BlizzCon build, the Twilight Archon had the feedback ability. We are still doing much work on this unit, so none of this is final.

3) Can Protoss Units be attacked during the Warp-In process?

Yes. When units are warping in, the unit will increase in hit points until they are at max hit points and at that point youll be able to control the unit.

4) Will there be some old units from StarCraft be included in the Map Editor for StarCraft II?

There will be units included in the Map Editor which will not be in the standard multiplayer skirmish mode. These will include various units from the original StarCraft, such as the Protoss Dragoon.

5) Will different races have different max-squad caps?

Currently all 3 races will have the same maximum population cap at 200.

6) Can the Planetary Fortress lift off?

Once the Command Center has been upgraded to be a Planetary Fortress, it can no longer lift off. Furthermore, the Planetary Fortress cannot be changed back into a normal Command Center with lift off capabilities.

Blizzcon updates

Well, I was browsing the Battle.net forums and cam across a post by Warlord225. He did an awesome job telling us what we should expect from StarCraft2. Here is the post:

So I went to Blizzcon. It was nice. Very nice. After a total of 15 20-minute 2v2 games of Starcraft 2, I’d like to offer as much feedback as possible. Hooray!

GENERAL:

-Buildings are a lot larger on the grid now, and are all square - though varying in size. Also, there is a more clearly visible placement grid, which is nice.

-While the game was in an unfinished state (A lot of units had the placeholder Adjutant/Executor portrait), it’s friggin’ amazing to handle and just plain nice to look at. Pure sex.

-Yellow minerals are just fine; the destructible walls and neutral obervatories and line-of-sight blockers were also a nice subtle strategic touch. They take a while to whittle down without a larger army.

-Pathfinding for units was almost entirely smooth, with a few exceptions. The IK system for Colossus and Reapers is quite nice, and it forces you to observe the terrain a lot more closely.

-Air units do not “stack”. This is just fine by me.

TERRAN:

-Adjusting to the two-addon system is a little tough, but it works.
The Reactor does not offer any sort of discount for training two units simultaneously; If you have one attached, and you train two Marines, it will train them both at the same time rather than one after the other. You also can’t make high-tech units (i.e. siege tanks, BC’s, medics) that require an attached Tech Lab, so it balances out.

-The new siege tank is motherf***ing sexy. I want to adopt one.

-The Cobra (shoot-while-moving railgun-hovertank) was one of the few units that didn’t feel very solid to use. It was relatively weak, and its slow movement speed made its vaunted micro-intensive ability - shooting while moving - less effective. This same problem is worsened by the often-confined spaces it is stuck in, especially in groups. Reducing its size might be a good idea.

-Viking is solid as all hell. Don’t change a thing.

-The Starport can upgrade to a Spaceport, which can train any air unit (I.E. those that would require a Techlab) WHILE flying. It also has an ability to recharge units’ energy, at the cost of its own. This is fine since a LOT more Terran units (Banshee, Ghost, BC, Thor, Nomad, Medic) use energy than Protoss.

-The Predator is the apparent replacement for the Wraith, sans cloaking - its purpose is an air-to-air fighter with an alternate mode that allows it to, purportedly, shoot down incoming fire. However, I never got a chance to effectively use this ability, or the Predator at all. The Viking seemed to be much more effective as it was just as good at anti-air, and also useful as ground attack.

-The Banshee is a nice, solid unit that earns its place as the Wraith’s ariel-cloak-assault replacement. Bombs > lasers.

-The Nomad, the replacement for the science vessel, is… odd in its design. Almost too utilitarian, lacking in the intriguing spherical stylishness of the old Science Vessel. Its initial repair ability sounds good in practice but I never managed to get to use it. The EMP and Defense Matrix are still researchable, at least in the build I played. Nobody really used it as far as I saw.

-Battlecruisers are operational. Instead of researching the Yamato gun, each battlecruiser can be specialized - for a little bit of time and money - for the classic Yamato or the new anti-ground Plasma Torpedoes barrage. This new ability is good against large ground groups, like Marines or future Zerg swarms. One interesting thing is that the BC’s model changes slightly when it specializes, allowing you to see at a glance which route the enemy has taken. And since it’s individual, you can have both in your force if you have multiple cruisers!

-Reapers rock. In the Blizzcon build, the Reapers trained quickly and cheaply from a “Merc Haven” building - the one with the BAR sign and the dancing hologram. A max of four were available for purchase at any given time, with a decent restock time. Building multiple Havens, however, allowed me to quickly conjure an army with very little effort… so this might be changed somehow. The IK is great and the mines are wonderful when you use them right. Just don’t get to close, and don’t get the idea that Reapers can stand up to other units. They die very quickly.

-Ghosts are great; the new Snipe ability really shines against heavier infantry targets like Zealots. It’ll probably do nicely against the Zerg as well. It costs no energy, but has a decent cooldown. The Drop Pods are cost-effective, only adding 200 gas to the price of the marines, and takes a LOT less time to launch than the Nuke. I used this in conjunction with an M&M’s force to great effect, allowing me to restock my Marine corps on the battlefield with two silos running. Nukes are very nice when you have an AOE target circle to show which buildings will get toasted, and the area is visibly larger now as well. Just don’t get caught.

-Turrets no longer have innate detection; Instead, they gain it when you build a Sensor Array near them, which are also detectors. The upgraded version, the Radar, is very useful but reveals its position to enemies.

-The Command Center upgrades are alright. The Planetary Fortress is good for anti-rush, or expansions, while the comsat version is better if you have a well-protected base. It takes a more conscious effort to upgrade them, however, but this is most likely me getting used to the game.

-Thor is great. They can attack air, surprisingly, and are able to take out a Battlecruiser mano-a-mano. Their barrage ability requires a LOT of energy.

PROTOSS:

-There was a large agreement that Protoss were slightly overpowered in the Blizzcon build. This might’ve been largely due to unfamiliarity with the slew of new Terran units, but the Protoss were generally stronger in most regards.

-Probes got a slight makeover, and I approve. <3

-A new Gateway- built unit called the Stasis Orb made its introduction; its attack reduces the speed and attack-speed of a single target. At first I thought these little hovering buggers were useless, until I had to get some quick defense against air. These guys get the job done for dirt cheap, but they die quickly. Still, they’re more effective than Stalkers when you’re in a real panic.

-Warp In is alright… the jury’s still out.

-Immortals are stronger and heavier than Stalkers as far as attack goes, but they can’t attack air and Stalkers have the ol’ Blink trumpcard. It’s a good deal.

-The only detectors for Protoss, at present, are the Photon cannon and the Observer. The latter is just as it was in the original, save that cloaking looks cooler now.

-DT’s look a lot better when cloaked, and with capes. High Templar look fantastic.

-Psionic Storm had an unusually small AoE which made it difficult to use properly. The new Force Field ability is very nice, however, and needs no research - and it lets you place the force-field “bricks” along the building grid!

-Archons are #@%$!-ass awesome. The shadow could use removing but beyond that it’s great.

-The team-color motifs (psi blades, pylons, even archons) for glow effects are actually rather satisfying.

-Warp Rays were solid - if not potentially juuuuust a smidge overpowered, especially en masse - and were changed to a DT “steel” color motif.

-Tempests were re-skinned to the oldschool Carrier, but they lacked punch. However, there was an autocast option for building Interceptors - the interface for that lacked clarity, however. I wouldn’t expect the Carrier to go unchanged by the next time we see the game in action.

-Multiple motherships, WTF? The Mothership seemed to be re-delegated as a Thor-sized air caster. The Black Hole was removed (IMBA, LULZ) and replaced with a no-cost cloaking field; it requires the Mothership to stand still, and it doesn’t affect air, but it cloaks buildings - a nice tradeoff, imagine cloaked cannons! Time Bomb was in, with a much smaller radius, and the Planet Cracker also had a much smaller AoE. Having multiple motherships did little more than clutter the screen. Also, they could only attack ground units.

-No Reavers, sadly. But the Colossus is loads of fun. I had begun to think they might be slightly overpowered, up until I had to face some Vikings. They popped to air mode and pounded me with missles - anti-AIR missles. The Colossus rock against ground, but they don’t stand a chance against ground that can fly. Their build speed seemed accelerated for the demo, apparently, which allowed them to be built very quickly and in groups of five or six - in retail or the next demo, they’ll probably take longer. IDK.

-The Phoenix were used sparingly, especially with their ability - seeing as how it requires the Phoenix to stand still, AND one has to individually pick the area to use the overload in, it made it hard to pull off a triple-threat laser storm like in the demo. As far as basic attack goes, however, the performed solidly.

-Phase Prisms work just fine as shuttles, and I never really had cause to use them for pylon backup. With Warp-In’s limitations (one Warp Gate per unit cooldown) it’s hard to warp in an ENTIRE ARMY without really building for it, but if you get three or four you can field re-enforcements as you like.
More can be found in this thread

More Protoss information before Blizzcon

Karune posted this on the battle.net forums.

 Hope everyone is excited for BlizzCon just around the corner (August 3-4). There will be loads of StarCraft II information, so if your not going to be at the event, make sure to check out the websites!

The BlizzCon website is at: http://www.blizzcon.com

Hope you enjoy this batch of questions elaborating a bit more on the Protoss faction. With BlizzCon in 2 days, we really didn’t want to spoil your appetite for all the StarCraft II info there, yet we wanted to get your taste buds ready! Our next batch we’ll give you even more info on the ‘Warp-In’ system, along with some Terran info!

Again, give devs and me a w00t! if you are enjoying these Q&As!

–Karune Briefing–
—StarCraft II Q&A Batch 8—

1) Will there be upkeep in StarCraft II?

No, there will not be.

2) What will be the highest number of upgrades for the shields, armor or weapons?

Currently, the highest number of upgrades per weapon/armor/shield type will be 3, which is the same as the original StarCraft. The values of each upgrade will be determined through much balance testing.

3) Will the StarCraft II Editor be easy or hard to use?

Blizzard game editors have always been aimed at empowering the community to create a huge variety of fun game modes and maps. This editor will be no different.

The editor for StarCraft II will be very easy to use for new players to create their own custom maps and games. Furthermore, this editor will have many more scripting options available to players, to allow for even more player creativity in their maps beyond that seen in prior RTS titles such as Warcraft III.

4) Will the Zealot charge ability cause more damage on the initial attack than on all other attacks?

No, the Zealot charge will close the distance between the Zealot and its target, which will be a significant advantage in many situations, compared to a Zealot without the upgrade, but will not actually give it more attack power or an initial stronger attack.

5) When selecting the Phase Prisms I noticed they have a 3rd, yellow meter below their shields and health. Is this meant to represent mana or storage capacity (warp-in capacity)?

This bar represents the Phase Prisms storage capacity, as it also serves as an aerial transport unit.

Starcraft2 Preview and Terran Units

starcraft223.jpg

1up.com got a sneak preview of StarCraft2. They were only limited to playing Protoss vs. Protoss but hey what more can we ask for at this point in time? Ok I will stop typing, click here for the full story.

More StarCraft2 Questions from the Fans

Karune is at it again, answering questions posed by us (the fans). One of the questions asked in this session was about the number of maximum players. We all want to see an increase the number of maximum players but Blizzard is still exploring. :) Check it out:

Will you be increasing the max players beyond 8?

We are exploring this possibility, though currently it is defaulted to 8 max players.

If you have multiple casters selected when you cast a spell, will they all cast it or only one? (ex. will 8 ghosts all use lockdown on a unit or only one?)

Currently, unit abilities are set as smart casting, meaning when you have a group of casters selected, each time you wish to cast a spell, you will either have to click the icon or press the hot key and follow it with a click on the designated place on the map for it to cast. This will obviously prevent locking down a single unit with more than one ghost, though we are also still exploring possibilities to have different methods of casting for casters in which players would want to have multiple casts executed in a single command.

Will building placement still be grid based?

Building placement will be grid based.

What races will be playable at BlizzCon?

This will be revealed at BlizzCon! See ya there!

Why do marines have shields now?

The shields seen on marines in screenshots and videos are an upgrade that can be purchased through research, increasing the marines’ overall hit points.

Are Photon and Phase Cannons 2 different buildings?

The Phase Cannon is the new version of the StarCraft Photon Cannon. There will not be a Photon Cannon in StarCraft II.

Will carriers (Tempest) produce more than one drone type?

Not at this time.

Fans noticed in your art video that the Colossus ground unit was under fire from missile turrets. Is this due to the Colossus’s exceptionally high attack profile (tall stature) or a ground-to-ground attack feature/option for the turrets?

Because of the Colossus’s height, it will be susceptible to Anti Air defenses like the Terran Missile Turrets, as well as both ground and air attacks. It is possible for the Colossus to be hit by ground and air attacks at the same time.

Will there be critters units and can they attack?

There will be critters, but they wont attack. If they did they would be creeps.

Will holding the Alt button show unit/building hit points overhead as they did in Warcraft 3?

Yes, when holding the Alt button, all health bars of buildings and units on the screen will be displayed. This is an excellent way to quickly assess which units are healthy and which units are damaged.

Will the look of the siege tank be changed for the final version?

In response to much fan feedback, the siege tank has indeed been redesigned, with a much more powerful look to it. This visually redesigned siege tank will be shown at BlizzCon 2007.

Will there be a ctrl-a key stroke to select all your units on screen?

Not at this moment, but the hot keys have not been finalized yet for StarCraft II.

Will we get to hear the return of some of the original melodic themes from SC1 (like the Terran themes), or will the music for StarCraft II be completely new?

There will mostly be new epic theme songs with similarities to the original faction music. Music is still definitely in the works, thus we will not rule out a reprise of one of the original songs.

Will the High Templar still be able to create hallucinations?

In the current version of StarCraft II, the Hallucination ability will be back, but not as a High Templar ability, but rather a Star Relic ability.

When will you release a StarCraft II Fan Site kit?

The Fan Site Kit will be released around BlizzCon.

Blizzard answers your questions

To get things started, I will post Blizzard’s answers regarding StarCraft2!

The answers given below reflect StarCraft IIs game mechanics at this early stage of development. These mechanics are subject to change with further testing and balancing.

Will players be able to select multiple buildings simultaneously?

We are directing much attention to polishing and improving the user interface. On that note, players will definitely be able to select and build from multiple buildings at the same time. You cannot drag-select buildings, but you can shift-click on them and add them to a control-group for ease of unit production.

Will workers auto-gather resources if the rally point is set to a mineral node or a geyser?

Of course.

Will we be able to select more than 12 units at the same time?

Currently, unit selection is unlimited, but this may change with further development and testing.

On a given map, will there be one Mothership per map or one Mothership unit per Protoss player allowed?

We are still testing out many possible circumstances in order to make skirmishes more fun and challenging. At this time, each Protoss player will be able to have only one Mothership at a given time, but as mentioned, everything is still subject to change.

What is the role of heroes in StarCraft II? Will they be the same as in StarCraft?

StarCraft II campaign heroes will fulfill roles similar to what appeared in the original StarCraft single player experience, but they will have even more unique abilities from standard units, and will be more innovatively integrated into the story campaign. Heroes will not be buildable in multiplayer.

What is the max unit count population for each faction?

Unit population count for each faction will be very similar to the original StarCraft.

Will there be an in-game option to change hotkeys around?

Currently it is planned to have this feature, though much testing has yet to be done on it. We are looking into several innovative ways to make the UI customizable to players, to allow flexibility in their style of game play.

Is Karunes Battle.net Forum Avatar a Protoss High Templar?

Yes it is.


Will the Robotics Facility have a similar upgrade to the Warp Gate allowing it to warp units in?

There are no plans for this at the moment. Currently Warping technology is limited to the Warp Gate. Of course, we are still testing and balancing this, and nothing is set in stone.Are the yellow minerals shown in the trailers harvestable?

Yes, they will be a harvestable high yield resource, meaning each harvest rotation will result in greater mineral quantities than the standard blue minerals. This gives players more strategic choices when trying to evaluate where they wish to expand. Expand to the high yield but risk easier discovery? Or expand to a safer area but earn fewer resources?

Will resource sharing be allowed between allies?

Yes, it is our plan to have this in the game, though there is still much testing and balancing revolving around this ability.

Will allied chat be enabled by default for pre-set teams?

Yes.

Is the Zealot charge ability an upgrade as well?

Yes, this ability is upgraded through the Protoss War Shrine.

What types of future community updates will there be?

Starcraft2.com will be updated with regular unit and building profiles. Furthermore, there are several projects in the works planned for the Blizzards RTS Community as a whole, which we will share at a later time.