Staredit Network > Forums > SC1 Map Showcase > Topic: Desert Strike Night 2025
Desert Strike Night 2025
Sep 20 2019, 7:33 pm
By: MidNighTime
Pages: < 1 2 3
 

Jun 18 2022, 10:20 pm MidNighTime Post #41



Reserved.

Post has been edited 4 time(s), last time on Apr 30 2025, 8:41 pm by MidNighTime.



None.

Jul 25 2022, 9:41 pm MidNighTime Post #42



Hello Everyone,

I'm happy to release v3.5 today. Please review the update notes below:

--------------------------------------------------------------------------------------------
* Desert Strike Night 2022 (Update: v3.5)
--------------------------------------------------------------------------------------------
- All demolished structures now grant 100% refunds with the limitation systems.
- All demolished structures totals are now shown on the leader board cycle.
- All demolished structures due to max limit don't count towards leader board.
- All units on the battlefield are more aggressive and focused on their targets.
- All features information and guidance are now more visually intuitive.
- Debuff "Convert" now only converts enemy units on team side of shakura obelisk.
- Debuff "Vanish" now only Kills enemy units on team side of shakura obelisk.
- Trophies are no longer shown on the leader board cycle and now more revised.
- Improved hyper trigger support for #x1.0 - #x2.9 games. (Game will be very fast)
- Increased the limit conditions for inactive players ban. (Warnings Added)
- Added meticulous neutral recycle for 1vs1, 2vs2, etc. (Removes unused things)
- New classification of "Super" units introduced which are stronger counterparts.

- Added "Cash Limitation System" which limits the maximum active cash balance.
~ The maximum active cash limitation is 21k with overflow auto sent to savings.
~ The overflow is considered $500 cash accumulated over the active limitation.
~ Players can withdraw cash overflow just like savings for anything and specials.
~ Cash overflow from massive refunds will also transfer automatically to savings.
~ Cash will seem stuck but, all your overflow cash is being transferred to savings.
~ Savings withdraw that exceed the active cash limitation is considered overflow.
~ This does not delete any active cash, overflow, savings, shared or refunded cash.

- Added "Special Limitation System" which limits consecutive special activation's.
~ Special activation are now three maximum consecutive down from unlimited.
~ Maximum consecutive refers to three specials at one time per each player.
~ This system works in close parallel with the cash limitation system.
~ Strategic specials with teammates has not been changed as intended.

- Added "Refunds Limitation System" which limits the maximum refunds possible.
~ The maximum ammount of refunds that are allowed by each player is set 50.
~ This limit includes and extends to structures outside of your own base.
~ Refunding structures can also impact your spawn so pick and choose wisely.
~ This system works in close parallel with the other limitation systems.
~ This excludes lift refunds generated from factory w/add-on and sunkens.

- Added "Shakura Obelisk System" which is a mysterious watcher of everything.
~ The obelisk is responsible for the "Shakura Storms" bonuses during the game.
~ The obelisk is located in the center of the battlefield as a known structure.
~ The obelisk has a mind of it's own and does thing's based on what "it" thinks.
~ The obelisk may sometimes message suggestions to specific players randomly.
~ The conditions responsible for the obelisk actions are unknown as intended.
~ The obelisk actions will not unbalance the game and is purely fair to all.
~ The obelisk will prompt a notification to all players if it does something.

--------------------------------------------------------------------------------------------
* Unit Changes (All stat changes tested. The renaming is new player intuitive)
--------------------------------------------------------------------------------------------
- The [Hero] text on units/structures replaced with intuitive information.
- Terran Marine now has all upgrades auto researched and indicated on the unit.
- Terran Marauder name reverted back to Terran Firebat on unit and structure.
- Terran Warpig now renamed Super Marine on unit and structure.
- Terran Reaper now renamed Kerrigan on unit and structure. (Reference retained)
- Terran Banshee now renamed Kazansky on unit and structure.
- Terran Thor Tanks now renamed Super Tanks on unit and structure.
- Terran Super Tank [SiegeMode] hit points is now set 145. (was 60)
- Terran Super Tank [SiegeMode] armor is now set to 4. (was 0)
- Terran Firebat armor is now set to 4. (was 3)
- Terran Medivac now renamed Medivac on unit and structure.
- Protoss Zealot now has all upgrades auto researched and indicated on the unit.
- Protoss Dragoon now has all upgrades auto researched and indicated on the unit.
- Protoss Carrier now has full capacity auto researched and indicated on the unit.
- Protoss Observer now has all upgrades auto researched and indicated on the unit.
- Protoss Dragoon ground damage has now been reduced to 20. (was 22).
- Protoss Super Dragoon ground damage is now set to 25. (was 18)
- Protoss Stalker name reverted back to Protoss Dragoon on unit and structure.
- Protoss Immortal now renamed Super Templar on unit and structure.
- Protoss Void Ray now renamed Super Scout on unit and structure.
- Protoss Warp Prism unit hit points and shield is now set 125. (was 50)
- Zerg Overseer name reverted back to Zerg Overlord on structure.
- Zerg Overlord now has speed upgrades auto researched. (Not shown on structure)
- Zerg Zergling now has all upgrades auto researched and indicated on the unit.
- Zerg Hydralisk now has all upgrades auto researched and indicated on the unit.
- Zerg Roach now renamed to Super Hydralisk on unit and structure.
- Zerg Broodlord name reverted back to Guardian on unit and structure.
- Zerg Corruptor name reverted back to Devourer on unit and structure.
- Zerg Ultralisk Anabolic Synthesis (speed) upgrade now cost 164 (was 328)
- Zerg Ultralisk Chitinous Planting (armor) upgrade now cost 171 (was 343)
- Zerg Ultralisk Cavern cost is now set to 400. (was 426)
- Zerg Nydus Worm unit hit points is now set 500. (was 444)
- Zerg Nydus Worm unit armor is now set to 5. (was 4)

--------------------------------------------------------------------------------------------
* Bug Fixes (Shows "notable" things fixed from older versions as reference)
--------------------------------------------------------------------------------------------
- Fixed bug where switch toggle collision generated massive bonus for all. (3.3)
- Fixed bug where the shakura storms didn't reward during cash delay. (3.3)
- Fixed bug where Silo Brutalisk can extend its stay longer than intended. (3.3) (Rare)
- Fixed bug where unclaimed savings could get thrown out by the bank lol.. (3.3)
- Fixed bug where Protoss Super Scout was not flying as quickly as Protoss Scout. (2.63)
- Fixed bug where reavers would freeze while having warp prism. (2.63)
- Fixed bug where tanks would gather and remain sieged at temple. (2.63)
- Fixed bug where many tanks would siege gather edge of battlefield. (2.63)
- Fixed bug where mass timings created many bugs including less aggro. (2.63)
- Fixed bug where unit spawning was causing many issues around temple. (2.63)
- Fixed bug where the "WARNING: Unit unplaceable!" can happen often. (2.63)
- Fixed bug where units would not use their skills very often. (2.63)
- Fixed bug where mass marines (by zerg) could suddenly spawn. (2.63) (Rare)
- Fixed bug where Terran Special sends interceptors revealing enemy base. (2.63) (Rare)
- Fixed bug where players can cross the flag boundary early game. (2.63)
- Fixed bug where gas alignment was making it hard to create more. (2.63)
- Fixed bug where terrain glitches exist in some player bases while building. (2.63)
- Fixed bug where Terran mass lifting factory w/add-on would spam refund text. (2.63)
- Fixed bug where making mass workers in base can manipulate map max. (2.63) (Exploit)
- Fixed bug where you could steal your teammates insta-spawn or use it. (2.63) (Exploit)
- Fixed bug where making mass overlords in base can manipulate map max. (2.63) (Exploit)
- Fixed bug where you can fully disable teammate from building anything. (2.63) (Exploit)


** Please note release bugs can happen with anything even with extensive testing **
** The official download link will be available here when everything considered ready **


Post has been edited 5 time(s), last time on Apr 30 2025, 8:41 pm by MidNighTime.



None.

Jan 3 2024, 8:33 am MidNighTime Post #43



Reserved.

Post has been edited 2 time(s), last time on Apr 30 2025, 8:41 pm by MidNighTime.



None.

Jan 17 2024, 3:29 pm lil-Inferno Post #44

Just here for the pie

You've put in a lot of love and hard work.




Jul 22 2024, 5:42 pm MidNighTime Post #45



Reserved.

@lil-Inferno: :)



Post has been edited 4 time(s), last time on May 4 2025, 4:50 am by MidNighTime.



None.

Nov 25 2024, 10:04 pm RaNer Post #46



Any update?



None.

Mar 20 2025, 5:32 pm MidNighTime Post #47



Reserved.

Post has been edited 2 time(s), last time on May 7 2025, 8:51 pm by MidNighTime.



None.

Apr 30 2025, 8:21 pm MidNighTime Post #48



Reserved.


Post has been edited 2 time(s), last time on May 7 2025, 8:51 pm by MidNighTime.



None.

May 4 2025, 10:39 am GGmano Post #49

Mr.Pete-Tong

looking forward to see and try youre work, hope youre work will be credited,



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

you could be the rat??

The maps I made are tweaked into perfection and maximum strategy added

May 6 2025, 2:57 am ClansAreForGays Post #50



Thought this was about a night of playing desert strike :{




Jun 14 2025, 12:05 am MidNighTime Post #51



Hi Everyone,

Here is the initial release notes Desert Strike Night 2025. I hope you all will enjoy ultimately.
This release focuses on dynamic battles, more action, more strategy's and game play for commanders.

------------------------------------------------------------------------------------------------------
* Desert Strike Night 2025 (Initial Release: 1.0)
------------------------------------------------------------------------------------------------------
- Refunds are no longer shown on the leader board.
- Refunds are now 25 maximum for each player. (was 50)
- The "Enemy Debuffs" now renamed to "Shakura Cards".
- The auto upgrades have been removed and reverted.
- Added new special "Time Freeze" to the market. (Instant)
- Added new hero "DeltaWarden" to the market. (Instant)
- Added more bug fixes to the release notable list.
- There is more added intuitive text along side prompts.
- The "Team Share" has now been renamed to "Cash Share".
- The "Game Info" has been updated for better understanding.
- The "Alliance Info" has been added for better understanding.
- The "InstaSpawns" are longer inherited on player absence.
- The "Trophies System" has been removed. (Sorry to those who enjoyed it!)
- The skill card "Weaken" now also reduces units shield 50%. (previous only hp)
- The skill card "Convert" has been removed. (Sorry to those who enjoyed it!)
- The skill card "Vanish" has been removed. It's now replaced with "Haste" skill.
- The skill card "Haste" has been added. It reduces any gas delay by 35 seconds.
- The "Shakura Storms" has been renamed to "Shakura Winds" and added to new system.
- The "Cash Limitation System" is now 35k maximum active cash balance. (was 21k)
- The "Special Limitation System" is now 5 maximum consecutive activations. (was 3)
- The "Night Defense" now renamed to "Shakura Defense" for map theme.
- The "Night Temple" now renamed to "Shakura Temple" for map theme.
- The "Silo" now renamed to "Shakura Silo" for map theme.
- The "Hybrid Cell" now renamed to "Shakura Cell" for map theme.
- The "Hybrid Destroyer" is now renamed to "Shakura Destroyer" for map theme.
- The "Silo" is now renamed to "Shakura Silo" for map theme.
- The "Silo Brutalisk" is now renamed to "Shakura Brutalisk" for map theme.
- The "Demo Battle" at the start has been slightly improved.

- The "Cash Suspension System" is now set to 60min with 15min grace. (was 90 with 15)
~ The grace refers to 15min before the official suspension time starts. (75 minutes total)
~ This will shorten the overall game by 30-45 minutes however, there is still much time.

- Added the "Shakura Alliance System" which allows permanent hired help from other races.
~ The Shakura Alliance representatives are headquartered in your base.
~ The cost of each alliance is equivalent to the actual build cost.
~ Alliance levels are retained permanently, with a maximum level of 3.
~ Alliances can be mixed, allowing for multiple combinations with your race.
~ Alliances cannot be inherited should any teammate leave the match.
~ Alliances will spawn with your reinforcements if Shakura Silo or Shakura Defense lost.
~ The units do not inherit skills (except DA) unless you or your team share the same race.
~ The players who purchase or level up an alliance will prompt to all players.
~ It's possible to play using only alliances however, this has it's obvious risk.
~ The total cost to max out all alliances is 22.5k. (Tip: Savings/Refunds/Share)

-------------------------------------- Shakura Alliance Details --------------------------------------
- Zerg Alliance Level 1: $2.5k (21 Hydralisk)
- Zerg Alliance Level 2: $2.5k (8 Ultralisk + 26 Zerglings)
- Zerg Alliance Level 3: $2.5k (5 Guardians + 5 Devourers)
- Terran Alliance Level 1: $2.5k (20 Reapers)
- Terran Alliance Level 2: $2.5k (18 Firebats + 8 Super Marines)
- Terran Alliance Level 3: $2.5k (5 Kazansky + 5 Vultures)
- Protoss Alliance Level 1: $2.5k (17 Dragoons)
- Protoss Alliance Level 2: $2.5k (10 Super Templars)
- Protoss Alliance Level 3: $2.5k (5 D.Archons + 6 D.Templar)
------------------------------------------------------------------------------------------------------

- Added "Miracles & Disasters System' which are events on Shakura all players will experience.
~ These will happen at specific times and will effect all players.
~ Players cannot prevent a miracle or disaster from happening anytime.
~ All players will see notification when these Miracles or Disasters happen.
~ All Miracles & Disasters will happen every 15 minutes in between each other.
~ The Shakura Obelisk is responsible for these Miracles or Disasters happening.

-------------------------------- Shakura Miracles & Disasters Details --------------------------------
- The Shakura Winds: This will give all players $500 minerals instantly one time. (Miracle)

- The Shakura Kraken: This kraken will devour 15 random units on the field. (Disaster)
~ The kraken likes a balanced meal so it will eat units equally when possible.

- The Shakura Eclipse: This will plunge the battlefield into darkness for 5 minutes. (Disaster & Miracle)
~ This is considered a disaster in game but, it can also be a miracle at the same time.
~ The eclipse temporary prevents darkstack, alliance purchase, market and bank cash transactions.
~ The units on the battlefield will still be fighting in the darkness so command well.

- The Shakura Seismic: This will destroy 8 random buildings for all players in the game. (Disaster)
~ This can't be avoided by lifting buildings with Terran as they will also be destroyed.
~ This can destroy random buildings in ally bases too if any cross building active.
~ The purchased Shakura alliances are not affected by this disaster.
~ The income cash mines are not affected by this disaster and won't be destroyed.
~ This does not count towards the standard refunding on destruction of buildings.
~ If Protoss has any "Unpowered" buildings it will still spawn there units normally.
------------------------------------------------------------------------------------------------------

- Added the "Shakura Market System" which allows purchase of items that may be beneficial.
~ There is no limit to how many times you can purchase from the market.
~ There won't be global notice on purchase of "InstaSpawn" from market.
~ The items in the market can be purchased and used at anytime during the game.
~ The specials in the market are instant and happen immediately after purchase.
~ The market items can't alter anything related to Shakura Miracles & Disasters.

~ Note: The prices are set low for intended purposes related to dynamic strategy.

--------------------------------------- Shakura Market Details ---------------------------------------
- InstaSpawn ($8k): All players start with one free but, now it's possible to buy it.
~ This can be shared with other teammates inherited from sudden absent players.
~ Tip: Why counter specials with specials if you can overwhelm them?

- Time Freeze ($8k): This will freeze all spawns (and buyer) adding 35 seconds to clock. (New Special)
~ The current battlefield units will continue to fight while the time freeze is active.
~ The time freeze can't be altered by the "Haste" skill card.
~ The "InstaSpawn" can bypass the time freeze and spawn your units if you have one.
~ The time freeze can stack and there is no limit to how long it can last.
~ The purchased Shakura Alliances will also be stop from spawning unless InstaSpawn.
~ Tip: How would you value to your time if it were on your side?

- DeltaWarden: ($6k) A very strong hero who can help kill mighty spawns. (New Hero)
- Hero Stats: Type:Sniper, Hp:175, Damage:333, Armor:20, Title: Mind, Body & Soul.
~ This hero immediately spawns on battlefield after market purchase.
~ This hero is smart and halts (unless angered) before the enemy Nightd or Temple.
~ This hero will rack up kill streaks but, like all it will die too.
~ This hero has no limit and multiple can be on the battlefield.
~ This hero can be stolen by specials or zerg hero's on battlefield.
~ Tip: It can be your best friend or your worst enemy in time.
------------------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------------------
* Terran Stat Changes "All your @%^# are belong to us"
------------------------------------------------------------------------------------------------------
- Terran Medic "Restoration" energy cost is now set to 70. (was 35)
- Terran Marine hit points is now set to 55. (was 50)
- Terran Scanner Sweep enabled. (2 minute cool down. 1 scan rate per add-on)
- Terran Scanner will not be at full energy during new build.
- Terran Ghost no longer have Personnel Cloaking but improved attack.
- Terran Thor hero ability to remove Dark Swarm has been improved. (2x)
- Terran Thor hero ability to remove Interceptors has been improved. (2x)
- Terran Thor hero ability to remove Disruptive Web has been improved. (2x)
- Terran Thor hero ability to heal units range has been increased.
- Terran Thor hit points is now set to 500. (was 300)
- Terran Thor ground base damage is now set to 28. (was 25)
- Terran Thor aerial base damage is now set to 76. (was 60)
- Terran Thor armor is now set to 10. (was 9)
- Terran Kerrigan (Reaper) hit points is now set to 80. (was 100)
- Terran Kerrigan (Reaper) damage is now set to 12. (was 14)
- Terran Medivac hit points is now set to 350. (was 250)
- Terran Medivac armor is now set to 5. (was 4)
- Terran Medivac can now heal "DeltaWarden" hero.
- Terran Medivac can now drop "Mines". (Attackable when triggered)
- Terran Valkyrie hit points is now set to 225. (was 180)
- Terran Goliath hit points is now set to 95. (was 115)
- Terran Goliath aerial base damage is now set 28 (was 38)
- Terran Tank (Basic Mode) hit points is now set to 135. (was 150)
- Terran Super Tank (Basic Mode) hit points is now set to 145. (was 160)
- Terran Tank (Siege Mode) ground base damage is now set to 80. (was 85)
- Terran Science Vessel hit points is now set to 195 (was 225)
- Terran Science Vessel is now set to 5. (was 6)
- Terran Battlecruiser cost is now set to 785. (was 900)
- Terran Battlecruiser hit points is now set to 275. (was 250)
- Terran mines now has added title "Caution". (hehe)

------------------------------------------------------------------------------------------------------
* Protoss Stat Changes "The future is ours"
------------------------------------------------------------------------------------------------------
- Protoss Reaver shield is now set to 50. (was 75)
- Protoss Reaver scarab damage is now set to 50. (was 70)
- Protoss Reaver scarab damage (upgrade) is now set to 25. (was 30)
- Protoss Archon hit points is now set to 60. (was 30)
- Protoss High Templar can no longer use hallucination.
- Protoss High Templar can now use "Psionic Storm" more. (3x)
- Protoss Psionic Storm cost for develop is now set to 275. (was 300)
- Protoss Khaydarin Amulet cost for develop is now set to 295 (was 320)
- Protoss Khaydarin Core cost for develop is now set to 300 (was 350)
- Protoss Dark Archon can no longer use feedback.
- Protoss Interceptor hit points is now set to 25 (was 15)
- Protoss Interceptor armor is now set to 3 (was 2)
- Protoss Dark Templar armor is now set to 5. (was 4)
- Protoss Dark Templar ground damage is now set to 45. (was 39)
- Protoss Dark Templar now has added title "Assassin".
- Protoss Zealot hit points is now set to 95. (was 115)
- Protoss Corsair hit points is now set to 125. (was 100)
- Protoss Corsair aerial damage is now set to 8 (was 7)
- Protoss Corsair "Web" can't be casted behind the Shakura Temple.
- Protoss Carrier cost is now set to 800. (was 850)

------------------------------------------------------------------------------------------------------
* Zerg Stat Changes. "Feel the wraith of the swarm"
------------------------------------------------------------------------------------------------------
- Zerg Nydus Worm hero now spawns 3 hydralisk's.
- Zerg Nydus Worm hero no longer spawns baneling's
- Zerg Nydus Worm armor is now set to 8. (was 5)
- Zerg Infested Kerrigan hit points is now set to 185. (was 170)
- Zerg Ultralisk armor is now set to 5. (was 4)
- Zerg Ultralisk armor (upgraded) is now set to 7. (was 6)
- Zerg Ultralisk Cavern cost is now set to 375. (was 426
- Zerg Ultralisk now has added title "Brute".
- Zerg Defiler "Dark Swarm" can't be casted behind Shakura Temple.
- Zerg Defiler can now use "Plague" more. (3x)
- Zerg Defiler now has added title "Plague Master".
- Zerg Defiler hit points is now set to 125. (was 100)
- Zerg Defiler armor is now set to 3. (was 2)
- Zerg Queen can now use "Ensnare" more. (2x)
- Zerg Super Hydralisk hit points is now set to 85 (was 50)
- Zerg Super Hydralisk armor is now set to 3 (was 2)
- Zerg Super Hydralisk ground damage is now set to 12 (was 15)
- Zerg Zergling armor is now set to 4. (was 3)
- Zerg Overlord hit points is now set to 195 (was 225)
- Zerg Overlord armor is now set to 5. (was 4)
- Zerg Zerg Devourer hit points is now set to 275. (was 250)

------------------------------------------------------------------------------------------------------
* Request Blueprint (Considered but, not guaranteed to be added in later releases)
------------------------------------------------------------------------------------------------------
- Increased Maximum Income: This will allow players to exceed the standard 6 gas limit with high cost.
- Specials Max Cap: This would hard cap specials. Currently unlimited (with consecutive cap) not in 2.63.
- Battlefield Control: This will allow players to briefly control units on the battlefield.
- Visual BattleField Stats: Possible, I just haven't focused on adding. I might add some.
- Unit Upgrades: I may only add armor as it passively updates offense overall on scale.
- Hall of Fame: This can be added but, I will think about it considering the community.
- Korean version: This is possible but, it's one of my least priority's for this project.
- Classic Mode: This would remove most features except Shakura Miracles & Disasters.
- Chaos Mode: I won't spoil this but, the laughs and fun to be had are guaranteed.
- And more.. but, I'm not spoiling anything anytime soon if i still work on this project.
------------------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------------------
* Bug Fixes (Shows "notable" fixes from older versions as release reference)
------------------------------------------------------------------------------------------------------
- Fixed bug where weaken would not apply to enemy unit shields. (3.5)
- Fixed bug where switch toggle collision generated massive bonus for all. (3.3)
- Fixed bug where Silo Brutalisk can extend its stay longer than intended. (3.3) (Rare)
- Fixed bug where unclaimed savings could get thrown out by the bank lol. (3.3)
- Fixed bug where players can obtain the zerg infestor hero without being zerg. (2.63)
- Fixed bug where Protoss Super Scout was not flying as quickly as Protoss Scout. (2.63)
- Fixed bug where Terran ghost while cloaked would not attack correctly. (2.63)
- Fixed bug where reavers would freeze while having warp prism. (2.63)
- Fixed bug where tanks would gather and remain sieged at temple. (2.63)
- Fixed bug where many tanks would siege gather edge of battlefield. (2.63)
- Fixed bug where mass timings created many bugs including less attack. (2.63)
- Fixed bug where unit spawning was causing many issues around temple. (2.63)
- Fixed bug where the "WARNING: Unit unplaceable!" can happen often. (2.63)
- Fixed bug where units would not use their skills very often. (2.63)
- Fixed bug where mass marines could spawn in tvp via timed boom etc. (2.63) (Rare)
- Fixed bug where Terran Special sends interceptors revealing enemy base. (2.63) (Rare)
- Fixed bug where players can cross the flag boundary early game. (2.63)
- Fixed bug where gas alignment was making it hard to create more. (2.63)
- Fixed bug where certain spawn alignment issues created disadvantages. (2.63)
- Fixed bug where terrain glitches exist in some player bases while building. (2.63)
- Fixed bug where Terran mass lifting factory w/add-on would spam refund text. (2.63)
- Fixed bug where making mass workers in base can manipulate map max. (2.63) (Exploit)
- Fixed bug where you could steal your teammates insta-spawn or use it. (2.63) (Exploit)
- Fixed bug where making mass overlords in base can manipulate map max. (2.63) (Exploit)
- Fixed bug where you can fully disable teammate from building anything. (2.63) (Exploit)
- Fixed bug where selecting a mode can offset the cash slightly. (2.63)
- Fixed bug where feedback created an issue with the shuttle. (2.63)
- Fixed bug where silo/nightd can retain combat demo damage. (2.63)
------------------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------------------
* Please understand and consider the following:
------------------------------------------------------------------------------------------------------
- All extensive testing can still yield unintended bugs that happen with anything released.
- All race changes have been multi unit balance tested beyond map capacity. (800+ vs 800+)
- All release notes are subject to change based on specific observation of game play.
------------------------------------------------------------------------------------------------------




None.

Jun 14 2025, 9:56 pm GGmano Post #52

Mr.Pete-Tong

Hi midnight,

these changes sound pretty well, i like that you removed trophies cause i too tried having a trophy system in Desert strike map many years ago which i found bad for gameplay at that time.

the timefreeze must i say is good idea, very much alike what i have in my dsc, i prolong timer, adds time to clock instead of pause which outputs same result tho. i too really like this feature has alot of strategy in it, and surely why i added that feature long ago. the refund if you payback 100% is really nice too, many players like it in my dsc, some wants it to be picked off as a gamemode which im not gonna but just a hint a player request on my dsc, ive told players if they agree to not use refund thats an agreement players can agree inbetween them if they would like, as its shown on leaderboard it cannot be cheaten with if agreed not to use.

the idea of miracles and disasters good too, i tho think you should add these as quicks that can be bhought, do use against enemys within a low cost tho my opponion, like adding darkness to enemy bases for 5 seconds to cost around 200 or so, which would make it part of game and be used as strategy, using it 100 times would still be alot of minerals to waste, remember to balance the cost of such to be relative good to use while still taking some power of other strategy, and 5 seconds of darkness is not alot, killing random buildings enemy base could aswell be a quick, like chikanes against enemy yet random power, if you overal find the mediate cost of all buildings to be like 600 than add like 10% to that cost to use the quirk so that so kill one random enemy building cost like 660 mienrals and if youre lucky it kills a building with higher cost if unlucky it kills building lower cost, if youre behind you can try youre luck to make comeback, if unlucky you have lost anyway, if lucky you can maybe win, using it alot will eventually always be bad since it cost more than the mediate price of all buildings prices.

i think the cost to buy instant spawn and timefrezze way too costly, i loocked some of the quirks to each level of income that way you can balance and refleckt where the quirks are usefull and balanced to use at an effordable price, for excample adding instant spawn at low income wouldnt be usefull, but healing units for 5 seconds at 1 income level could be strategic, as a comeback feautere at a low cost, if you push and killing enemy units why heal even its at a low cost like 200 minerals, but if beeing pushed it could be usefull to make comeback, at level 2 income you could make spawn hero and option at low cost also for doin comebacks, etc at level 3 could be wipe out all units on field, ally and enemy units, to restart if enemy gassed too fast to level4 such quirks could be kinda cool, always have in mind that this is tug of wars, making stuff that adds gameplay for goin one and the other way on the robe battle is good, locking the quirks or powerups for each level of gas is good, so its a choice to use at that part of game and try to make it so that higher level income quirks doesnt counter lower income quicks, spawning hero at level2 would be rather bad if wiped out from enemy at level3 so prolly make it opposite that can only wipe out a hero spawned at level3 if youre at level 2 etc.

anyway good ideas you did here i think, i like that you added, less game time.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

you could be the rat??

The maps I made are tweaked into perfection and maximum strategy added

Options
Pages: < 1 2 3
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:14 am]
Oh_Man -- zomg that waterfall is the best thing i've ever seen
[05:13 am]
Moose -- dumbducky
dumbducky shouted: Huge breakthrough: I fixed the RAID failure to automount and my stupid router applied the correct IP
put ddwrt or openwrt on router. Or maybe don't I have no idea if it will make your use case easier
[04:58 am]
Moose -- O cool, someone else fixed it while I was dead or w/e
[2025-7-13. : 4:32 am]
dumbducky -- Huge breakthrough: I fixed the RAID failure to automount and my stupid router applied the correct IP
[2025-7-12. : 5:13 pm]
Ultraviolet -- :wob:
[2025-7-10. : 7:43 pm]
dumbducky -- >is retarded
[2025-7-10. : 7:43 pm]
dumbducky -- >is called Linksys Smart Wifi
[2025-7-10. : 12:15 am]
O)FaRTy1billion[MM] -- every time i want mosfets i can never find any, just boring bjts smh
[2025-7-10. : 12:15 am]
O)FaRTy1billion[MM] -- i want free mosfets
[2025-7-09. : 8:31 pm]
dumbducky -- Really cool for my router to ignore my static DHCP reservations
Please log in to shout.


Members Online: City