Bug: SC2 Starting Resources break mission
What happened?
I'm reporting this on behalf of a friend who isn't a programmer/doesn't have a github, and my knowledge of SC2 is limited at best.
By the time they had gotten to the Devil's Playground mission, their starting minerals were so high (10,000 minerals, vs the requirement of 8,000 to complete IIRC?) that the mission instantly completed upon loading in, preventing all checks from being done for that mission and preventing completion of the mission from registering, thus blocking the remaining missions below it.
Per a message (https://discord.com/channels/731205301247803413/980554570075873300/1447785399329226853), this might happen for another mission as well?
What were the expected results?
The mission should be able to be checked and completed as normal.
Again, apologies as I know very little about SC2, but potential options from an outside perspective would be to delay the mineral gathering check, or increase the amount of minerals needed to max(8000, starting_minerals + 1), or decrease the starting minerals when launching that mission to min(7999, starting_minerals).
Software
While playing
This issue has occurred and been reported before; the workaround is to use /option minerals_per_item <some lower number> in the client to reduce the amount of starting resources.
We'd like to have a more long-term way to avoid this in future, but the core functionality isn't really able to support that. For longer mission orders the minerals per item should be lower and for shorter ones it should be higher, but it leads to issues like this if high values are used on long mission orders. Using random on the field also becomes a footgun as a result.
Hmm, maybe this command and workaround should be added to the documentation for SC2 then?
It is. https://archipelago.gg/games/Starcraft%202/info/en
/option [option_name] [option_value]Sets an option normally controlled by your yaml after generation. Run without arguments to list all options. Run without option_value to check the current value of the option Options pertain to automatic cutscene skipping, Kerrigan presence, Spear of Adun presence, starting resource amounts, controlling AI allies, etc.
Though it's perhaps a little unclear. It could also be good to add a tip. I think capping starting resources for that mission is another route forward.
A cap would be a good idea. However, if that route were to be taken, I think it should be a configurable/toggleable option in the yaml/client. Sometimes I do like just instawinning DP or being able to rush Cutthroat (the other mission that would be heavily affected) with Mira's forces, like if I'm in go mode and just trying to finish.
Considering that wrangling the current options UX situation is looking to be one of the big refactors of next cycle, I doubt there's any appetite for a new option that only affects a single mission. There was discussion in the dev channel of instead just implementing a win button similar to In Utter Darkness or Last Stand, which would solve both this issue and some prior reports of unexpectedly winning after beating the base and going to kill the brutalisk.