SC2P.com, a StarCraft fansite, has published screenshots from the Taiwanese press build of
StarCraft II.
The Mothership's Vortex ability and an unidentified unit
Protoss Colossi and Archons
A snapshot of the new LAN multiplayer interface
Protoss Zealot (eyes seem difficult to locate)
Zerg base in early development
A Queen's Nest in the Taiwan buildBlizzard is using staggered global press releases to test different
StarCraft II builds.
StarCraft: Legacy refers to the four different builds as: Korean, Irvine, China, and Taiwan. Some examples have been the changing role of the Roach (GtA, ground ranged, melee) as well as the disappearance of the Medic under a week prior to the Zerg announcement. This can sometimes be frustrating for fans.
Visit
SC2P.com for more screenshots from the Taiwan build.
Karune has released Q&A 33.
Over the past week since the Zerg announcement, we've had many requests for an EPIC battle screenshot, thus I'm happy to present our 'Psi Onslaught' to the community for this latest ScreenCraft batch.
This edition of ScreenCraft showcases a staged PvZ conflict while the Question & Answer portion addresses various changes in roles for units.
Chat with Devs: After the Zerg release, I have been asking Dustin what types of changes are being made to the other factions during this process, and one of the most interesting ones that have been added has to do with the Terran Ghost. In order for the Terrans to counter the various new casters that have been introduced to all sides in StarCraft II, the Ghost can now detect units with energy in a 30 yard radius. This passive ability works similarly to the Sensor Tower, revealing their location even within the fog of war. This ability could also no doubt open up some interesting assassination type single player missions as well with the Ghost.
ScreenCraft: Psi Onslaught
[url]http://www.starcraft2.com/screenshot.xml?s=76[/url]
As requested by the community, the Protoss have brought their heavy hitters in this psi onslaught upon a developing Zerg base. In retaliation, the Zerg counter with a ravaging pack of Ultralisks and Zerglings upon the advancing Templar army. While the epic battle begins, the Protoss player cleverly sneaks a group of Stalkers to raid the Zergs economy as well.
The High Templar continues to "fly" while the radius of Psi Storm is underwhelming.
What upgrade type (assuming these are returning) is the Viking using? Vehicle or ship? (Or perhaps infantry?) (TheWarCenter.com)
The Viking is built from the Starport again and will use ship armor rather than vehicle armor.
What will Zerglings be able to do against new Jackal? ([url]www.starcraftcz.com)
Attacking Jackals efficiently with Zerglings will take a bit of micromanagement, making sure that Zerglings are spread out or attacking from different directions. The Jackals hit points have also been reduced from 125 to 75 with a slight increase to their speed. This will make them more vulnerable to Zerglings if you can get them close to surround the Jackals.
Through a reduction in its hit points and an increase in its speed, the Jackal has become increasingly similar to the Vulture in feel and handling.
If a unit is being produced at a Protoss building while it becomes unpowered, does it continue production or pause until re-powered? (Battle.net) Blazur
If a Protoss building becomes unpowered, all production including research at that building will pause until re-powered.
In lieu of the Nydus Worm, will the Zerg Overlord maintain its "Ventral Sacs" upgrade? Will the Ultralisk have any sort of unit carrying capacity? (starcraft.org)
Currently, the Overlord's original Ventral Sacs ability has been taken out. With the introduction of the Nydus Worm, the Zerg will have more than enough mobility to keep their enemies on their toes. On that note, the Ultralisk will not be able to carry units.
To what degree will StarCraft II allow for remapping - limited remapping a la Warcraft III, or complete remapping of key bindings?
- Excalibur_Z (teamliquid.net)
We are planning to support key-mapping for StarCraft II. The extent of the ability for remapping keys is still to be determined. Even in current experimentations, we have found that there are often many issues with conflicting key bindings as there are very few open unmapped keys to be swapped in and out.
Customizable keyboard settings are generally considered "standard" for current RTS games.
These two releases highlight the dynamic nature of StarCraft II's development. Superficial - and even some core - features are in a state of flux as the team reacts to testing, feedback, and revelations. Considering the seemingly public nature of Blizzard currently, community feedback is having impact.
Sources:
SC2P.com
Karune's StarCraft II Q&A Batch 33
StarCraft II Q&A Batch Archive - Batch 33