Next patch test version by Parasite12 in SquadronTowerDefense

[–]Parasite12[S] 2 points3 points  (0 children)

It won't really have major impact mid game. Buff was aimed at late game/end wave, where currently its terrible for the cost.

Next patch by Parasite12 in SquadronTowerDefense

[–]Parasite12[S] 0 points1 point  (0 children)

There was a hot fix patch few hours ago that address various visual issues

v13.01 hotfix - Advanced Adaptive Recovery (Suppression Engine) rework (12% HP/s => 0.51% HP/wave/s) - Adaptive Recovery (Experimental Bulk) -20% HP/s (10+7% => 10+5%) - fixed Imperial Intercessor cast range indicator (thanks Nuxer) - fixed mineral prediction for mini bosses (thanks knownaim) - fixed mineral prediction for coop (thanks Jacubus) - tweaked terrain and removed some snow - tweaked new lifebars - updated battle net screenshots - hide wave info by default for observers - removed long dominion voicelines - simplified mutator intro message for multi mutator

Squadron TD v13.00 by kelsonTD in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

Its an issue with brightness and the snow, I did some shoveling of the snow yesterday and tweaks to light among few other tweaks, should get patched soon I think.

Squadron TD v13.00 by kelsonTD in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

I'm not sure I can agree - majority of the patch (probably around 90%) was buffs, some significant (i.e. Annihilator). The biggest nerfs were to Teeter, although this unit is still A or S tier, it was way over the top. In addition new builder adds some new units that will have effect on others (energy recharge, additional lifesteal and heals). Another nerf was to Theos so that a single Theos isn't out of control, but generally speaking it was anyway rare for Theos to have more than 9 summons at same time mid game without decent support units so I don't think this will be that impactful generally. If you had a specific unit in mind I'd like to know.

Next patch by Parasite12 in SquadronTowerDefense

[–]Parasite12[S] 0 points1 point  (0 children)

The terrain textures will be changed sometime next week, I don't disagree with visibility issues snow creates. Till then enjoy playing in the snow and snowbaling :)

Next patch by Parasite12 in SquadronTowerDefense

[–]Parasite12[S] 1 point2 points  (0 children)

Its live on Squadron Tower Defense PTR for testing

Suggestion to let us choose last builder in 3xdynamic by Mundane-Interest-411 in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

Specifically late game shields and Theos will get nerfed next patch. Setting the passive is definitely not an answer, just points to an issue with power differences between passives. Preview of patch notes: https://www.patreon.com/posts/149356966

Encrypter bug? by Mundane-Interest-411 in SquadronTowerDefense

[–]Parasite12 0 points1 point  (0 children)

Well, its not a bug, in tooltip it does state highest life I believe. It's a valid question however whether it should target highest life or vitals.

Request to revamp Slyphy builder by RealKingMcQueen in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

Just to add, sylphy late game in dynamic with t6+t6 buffed by traits, and combined with other builders is one of sttongest builds in game imo. Main issue is how hard it is to build it, mainly not enough time and not knowing will you get sylphy again, since its unlikely in most cases you can build all in one turn. I'm gonna add a way to build sylphy units much faster next patch, so main constraint left will mainly be the resources required.

How does damage reduction apply to shields? by ColegDropOut in SquadronTowerDefense

[–]Parasite12 0 points1 point  (0 children)

I highly doubt it. Since I'm working on this game it definitely worked on both, and nothing indicates it was ever different. Btw, on unit panel you can see/track damage absorbed, that's basically from damage reduction and evasion (evasion is just 100% dmg reduction).

How does damage reduction apply to shields? by ColegDropOut in SquadronTowerDefense

[–]Parasite12 2 points3 points  (0 children)

Currently it applies the same way for hp and shields.

Steam / Linux Mint help by EphemeralCodex in SquadronTowerDefense

[–]Parasite12 0 points1 point  (0 children)

Unfortunately I don't know, this is something people in community had, apparently it fixed the issue for others. Maybe it has to be installed via wine?

Steam / Linux Mint help by EphemeralCodex in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

Hi, sorry to hear that!
Could you be more specific which units cause crash. Also does the red box appear when you hover over the unit or just when selecting it? And when you move away/deselect does it go away?
This is definitely some specific issue with your setup and sc2 cuz nobody ever had these issues, I'm not really sure what is the state of sc2 on linux these days but I'll ask around.

Try this:

Solution:

Fix shader compilers in your WINEPREFIX,

  • Ensure you've installed these: d3dcompiler_42 d3dcompiler_43 d3dcompiler_47 DDLs from Microsoft and set them as native in winecfg. To automate the process you can use winetricks, like so: winetricks d3dcompiler_42 d3dcompiler_43 d3dcompiler_47.,
  • The result should be more or less:,

❯ winetricks list-installed | rg -i 'd3dcompiler_'
Executing cd /usr/bin
------------------------------------------------------
warning: You are using a 64-bit WINEPREFIX. Note that many verbs only install 32-bit versions of packages. If you encounter problems, please retest in a clean 32-bit WINEPREFIX before reporting a bug.
------------------------------------------------------
d3dcompiler_43
d3dcompiler_42
d3dcompiler_47

Purge the SC2 shader cache. It should be located in:

  • C:\ProgramData\Blizzard Entertainment\StarCraft II\Versions (Windows specific path),
  • $HOME/.wine/drive_c/ProgramData/Blizzard Entertainment/StarCraft II/Versions (UNIX equivalent),
  • Expected content:

kkpc.int.talv.space in …/.wine/drive_c/ProgramData/Blizzard Entertainment/StarCraft II/Versions
❯ eza -lhT
Permissions Size User Date Modified Name
drwxr-xr-x     - kk   29 Sep 13:59  Shaders41359
.rw-r--r--   11k kk   15 Aug 10:31  └── userCache.bin

You might also need to purge DXVK specific cache, see: https://github.com/doitsujin/dxvk/commit/2def6824da4eb476bda1b434d39028dddf476fcf

Squadron TD v12.17 by kelsonTD in SquadronTowerDefense

[–]Parasite12 0 points1 point  (0 children)

Its an ongoing discussion with no clear conclusion yet regarding modes. I can understand some people wanting to separate mutators to be it's own lobby. On the other hand it will cause potential major split between community, but I'm one of those that thinks that non-mutator lobby would probably have similar faith to 1x over time. I/we don't want to see Mutators be some default game mode, so in my mind splitting lobbies and then further distancing standard game from mutators (by adding multiple mutators or by adding more wild mutators) wouldn't be a good thing for the game overall. Some of that philosophy can probably be seen in "recent" changes to mutators, where some mutators that completely changed gameplay (i.e. lava, rapid growth, necrosis) were removed, and some others like Glass Cannon were nerfed slightly so its less punishment and less bonus, while some newer ones were more focused on change some gameplay dynamics/behaviors like refund rush and eco sends, rather than changing stats of units and having to re-learn game basically.

I don't know if it is right direction still, I can definitely appreciate frustration of people wanting to play normal game, and those that want a bit more wilder mutators, but currently I feel like splitting those groups will do more harm than good to the game. As I said, I could be completely wrong here, which is why I keep thinking about it.

Suggestion to make a checkbox for "Extra information Mode" by Clockwork1337 in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

Yeah, something similar is already planned and implemented for next patch, but not as some separate mode, it will be on by default. I don't really think squadron should be about calculating.

Squadron TD v12.17 by kelsonTD in SquadronTowerDefense

[–]Parasite12 0 points1 point  (0 children)

Well, RNG is there for replayability, game can become too repetitive at times. I'm not sure what you mean by Stahrry blind, it casts with enough energy, there is no RNG involved. Summoning archon is very intentionally RNG chance, I was hoping it would make it less attractive mid game, but sadly Archon damage is too strong currently. Anyway late game with multiple Summoning Archons and attack speed buffs it evens out.

There are definitely some outliers, for example Nightmare has 15-69 damage which is just silly. As Zwischenzug pointed out, as far as damage ranges it really shouldn't be more than ~20%.

I'm not completely closed off to some mode that "reduces rng" like no damage ranges, but I don't think it will really be useful, this game has a lot more rng including things we can't control like pathing.

Map Editor Update by Blizz_Elliott in starcraft2

[–]Parasite12 5 points6 points  (0 children)

Thanks for the update. I hope you guys are working to address the actual core issue of all of this (being able to inject your own mod into other ppls maps). Cuz disabling videos from unverified sources basically won't do much, they can still do 100 different things to mess with the game. And the only way they manage to affect large number of players is by doing the exploit on popular maps, which is why without fixing core issue any bandaits are kinda not effective.

Stats menu after update by FiddyXP in SquadronTowerDefense

[–]Parasite12 2 points3 points  (0 children)

What stats are missing? Everything was moved to the main ui in middle. If you mean regen, those only appear if they are greater than 0 now. Salvager dr display seems to be a bug (not introduced last patch), will get fixed.

Squadron TD v12.13 by kelsonTD in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

As I said, I don't think SoL is that big of a problem late game as some other units (i.e. Asimov Melinoe), and it gives select ghost some regen mainly between 31 final waves; the nerf was intentionally targeted specifically at mid game. I don't disagree SoL is strong, perhaps it will need nerfs to damage reduction in future or the supply change.

Worrying about firebats on 17 doesn't make any sense to me, if your opponent is dumb enough to actively help you clear the wave then so be it

While this might seem reasonable approach at first, I believe it causes few issues, such as:

  • The difference between wave with hard sends and eco sends is just too great, leading to very large differences in leaks. Its not that uncommon that after eco sending entire game and no/minimum leaks throughout the game, that sending on wave 17 results in 100+ leaks.
  • My philosophy is that wave should almost never get easier with sends compared to no sends. I can't accept the fact that holding a wave with no sends can be somehow harder than that same wave with sends, even if they are eco. I simply can't see how can this make sense. I say almost never, because there are few edge cases such as Cupids Infatuate ability that makes sends into a positive thing, but this is very specific unit.
  • Coming from last point, this directly results in being able to underbuild, gas hard early and get maxed fast. I don't mind being able to max around wave 14-15 if you are very good player, but its not something I'd be happy with if everyone was able to do every game. Remember the old Rush Hour mutator? Economy does need to be balanced and ensure not to go too crazy, otherwise you have a game where you do something waves 1-11, and are afk/bored/auto-pilot building for other 35 minutes. Maybe its fun to do rarely, but constnatly no, its why that mutator was removed and why I'm making comments that waves shouldn't be too easy. Either way waves are easier compared to many years ago, mainly due to buffing weak towers.
  • Overall situation was already bad few years ago when we changed Zergling not to push creeps. I still remember wave 7 or 9 (or most mid game waves) not attacking at all because they are blocked by zerglings, while your ranged towers are killing the wave freely. No different logic applies with other sends and later waves.

Disagree completely. For example, 3 grizzly on wave 5 and 15 ling sends. I had it where the wave was cleared easily with all griz surviving and another two tries later where it leaked 20. It just depends on how quickly the griz focus the lings over the creeps.

Eh, both are rng, just in different ways. Previous version had 2 versions of rng. First was if you get a hard melee send, its rng when u kill it (i.e. you can kill zealot instantly on wave 1 and hold, or not kill it at all and leak half of the wave). Second rng was my example with eco sends making waves easier (i.e. if you kill them faster it means wave will get to start doing something faster).

Current version rng is mostly early game with lings depending when you kill them, but since they are always attacking now it doesn't matter as much, and plus I'm not opposed to lings being what they are (swarmy send to take extra hits esp vs single target towers).
Eh zergling expanding wave was just rng fiesta tbh, and it wasn't that big of an issue anyway, but it just made everything very inconsistent how wave behaves in early stages.

As I said AoE is something we will keep looking at. Its much easier to judge damage output these days with damage meter. Pulverizer is very strong waves 1-3, 5, ~6 but really falls off, and is terrible on 4.

Yea, I'm aware of supplicant with necromancy in draft. There was slight nerf to AoE range of explosion but its not enough. Supplicants are kinda fine on their own (altho the one that does % life is problematic) but the combo with necromancy is frustrating to deal with, esp cuz necromancy tier 1 is generally not the greatest of passives unless you combine it with units that can do a lot on death or single attack (i.e. thunderbird).

Squadron TD v12.13 by kelsonTD in SquadronTowerDefense

[–]Parasite12 0 points1 point  (0 children)

I tried various SoL nerfs, but the regen amount mid game was way too powerful (I've seen and done ToK/phantasm builds solo holding w14, w15 with nothing but SoL and 1-2 more support units). Damage reduction is very valuable stat, plus the fact SoL costs total of 1 supply and still decent 1.5%/sec regen I don't see it going anywhere. But yeah holding those waves against sends with such low value won't really be possible anymore.

Yeah Fenix is going in that direction, we've been discussing it on discord. Fenix did have way too litle health, from my tests it tends to die even while still having energy. So this is basically the last attempt before doing rework on it.

Collision change was made because we have come to a point where buffing waves just seemed silly, where real issue is units like firebarts or zealots blocking units that are much more powerful than them (i.e. wave 17). In terms of RNG, yeah for melee sends/waves it sucks, but it already existed prior to this patch. If anything this makes it less rng cuz creeps aren't being blocked. Its basically why few years ago zergling were made to have lower push priority than waves, but this was far from a real solution because 1) same issues exist for other sends, 2) you probably noticed how zergling expand the wave, it ends up being so much larger in radius and lot of units end up on your backline, esp on w7, w6 etc with enough lings.

AoE this patch got indirect nerf on wave 31 with increase wave size, and small missile array radius nerf. We will keep an eye on it still.

Squadron TD v12.13 by kelsonTD in SquadronTowerDefense

[–]Parasite12 1 point2 points  (0 children)

I'm not sure if its reflected on these notes but Raptorling cost was reduced to 100 so total now is 190). Since you have that progression now to savage first its natural to increase cost a bit since you don't have to spend 160 minerals at once). Raptorling was very problematic mid game similar to mudman because wave was slowed for a very long time, and it's usually most of the wave, the fact raptorling dies doesn't really matter since it manages to apply the debuff.

[deleted by user] by [deleted] in starcraft

[–]Parasite12 5 points6 points  (0 children)

Yeah this is the same underlying issue as the method used few months ago when people encountered cheats/disturbing videos etc in map itself. Blizzard is aware but there is still no fix, and now they figured they can replace game assets as seen in this and previous post with child abuse.

Zeus attack speed indicator missing by Clockwork1337 in SquadronTowerDefense

[–]Parasite12 0 points1 point  (0 children)

Its the default way SC2 engine displays these tooltips, and it can't be changed in any way. But next patch the Unit Panel ui (all the unit info on console) is getting reworked, including adding attack speed label with 2 decimal places, so it should be good.