Hydra's New Game State
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Primer

This document details the modifications and additions each race has received, as part of Hydra's "New Game State" or NGS. The changes are not yet final.

Key notes:

  • Each race is now able to specialize their army compositions to varying degrees in order to face threats posed by enemy armies, making scouting and map control even more important than in stock melee.
  • Hero play has been revamped, with structures designed to produce and upgrade heroes requiring players to opt into their usage, thus expanding their potential power budget.
  • Additional upgrades for existing units and structures allow the bulk of a player's composition to scale from early game to late game, to help support longer mission runtimes.
  • AI-controlled forces will use every component documented within, further facilitated by map design that features countless expansions, a focus on team play, and several warring factions vying for control in any given mission.

The scale of Hydra, from its battlefields to its techtree changes, has not been seen before in Starcraft custom campaign content, and should prove to be one of the project's most memorable traits going forward.


Global Changes

Changes in red are not yet implemented.

  • General changes
    • Maximum supply is no longer limited.
    • AI players are beholden to resources, making worker harassment viable again.
    • AI players build from humble beginnings, making scouting viable again.
    • Heroes provide a global sight radius of 2 to all players, take 33% reduced ability damage, and no longer fail the owner if they are lost in a campaign context.
    • All tilesets have received pathing optimizations; some previously-unbuildable tiles are now buildable.
    • 1/256 miss chance removed.
    • Random animation delay removed.
    • Workers no longer provide collision to other units while mining or returning resources.
  • Resources
    • Mineral fields deplete similar to vespene geysers, returning 2 minerals per depleted return.
    • Mineral fields and geysers regenerate 2 resources per 3 seconds after 10 seconds of not being mined or occupied, to an upper limit of 1500 minerals or 5000 vespene.
    • Mineral fields regenerate 1 ore per 3 seconds while being mined.
    • Geysers must be vacant (i.e. no gas structure placed on them) in order to regenerate vespene.
  • Detection, energy, and abilities
    • Allied units now show their energy counts, cargo, and researches/upgrades when selected.
    • Detected enemy units now show their energy counts, cargo, and researches/upgrades when selected.
    • All vanilla spells have received significant updates.
    • It is now possible to add single allied, neutral, and hostile units to control groups. These units will not be selected unless you have active vision of them.
  • Height advantage and cover
    • miss chance removed
    • units in cover take 15% less damage from attacks that originate from outside of their cover
    • units on higher ground gain +1 range when attacking units on a lower ground level
  • Power
    • Unpowered or disabled structures no longer provide their tech requirements to the player.
    • Unpowered Protoss structures lose shields at the same rate as standard shield regen.
    • Underpowered Protoss structures operate at reduced efficiency.
    • The following Protoss structures require 2 power:
      • Robotics Facility; Robotics Support Bay; Stargate; Citadel of Adun
    • The following Protoss structures require 3 power:
      • Fleet Beacon; Arbiter Tribunal; Templar Archives
  • Creep
      • Creep spread speed now increases with tech level (recede speed remains unchanged)
      • Creep now correctly spreads to buildable tiles that are directly above unbuildable tiles
      • Creep spread/recede speed now remains consistent across every creep generator

FAQ

Q: ETA on release?
A: 2020, for all three vanilla campaigns, is the most generous timeline I can imagine. It could take longer in all likelihood as I have yet to hunt down art assets/artists and do extensive balance tests with an internal QA squad. Hydra is also the only project of mine where its very existence depends on third party developers, which makes it more difficult to dedicate time for until the plugins are developed.

Q: Will there be melee support?
A: Some tech will likely be campaign-only, but I will be supporting a melee mode. I will be looking to complete at least one of the vanilla campaigns before setting my sights on melee balancing.

Q: Because of the sheer number of changes to the game, isn't this project no longer "really Starcraft"?
A: I've always seen Starcraft as the glass ceiling of RTS: it's the best, but not without its faults. I want to push the game more toward a direction that I enjoy as a player without sacrificing what makes Starcraft great to play. This involves cutting down on active abilities, increasing the risk and reward of positional gameplay, and reducing some of the less exciting APM sinks, like spam-moving your goliaths and dragoons up a ramp. The goal is more fun and a higher skill ceiling, so that even though good players are rewarded and poor players are punished, both can have fun. It is my opinion that the value of my work will be judged by how well I meet that goal.

Q: To what extent are you supplying new voice acting?
A: Many new transmissions from new and vanilla units are present in Hydra. Some characters, such as Zasz and Fenix, have received new voices and dialogue. The vast majority of original transmissions and characters have remained untouched. New units and heroes have new unit responses. The few stock characters that have been revoiced are done so to better support the change in level design and gameplay pacing, and efforts have been made to retain the character of the original voiceovers.

Q: Will you be updating the unreleased maps, such as Biting the Bullet, Operation: Silent Scream, or the vanilla Zerg and Protoss tutorials?
A: I have no plans to revisit these maps. The game assumes a level of competence from the player that negates the need for tutorials, and Operation: Silent Scream is a micro mission. Biting the Bullet has more potential than the others, and with the tutorial cut and the fusion of Wasteland and Backwater Station, refurbishing Bullet would bring us back up to a clean 10 maps. As such it may be considered once the bulk of the maps have entered polishing stages.

Q: Will you be remaking Brood War, Enslavers, Insurrection, Retribution, etc?
A: No. If I still find myself making Starcraft content by the time the three vanilla campaigns are revamped for Hydra, and I want to continue with the new game state documented below, I will likely make original campaigns as opposed to relying on existing content. Many of my smaller projects will also be using some of the tech additions of Hydra, as I feel they lend to a more fun game state than classic Starcraft.

Q: How can I learn more about Hydra?
A: You can track development on my youtube channel and discuss the project on my discord server.


Terran

Observations

Without BW tech we lose Goliath range, Medics, and Valkyries.

Without Goliath range, Terran struggle against Carrier and Guardian compositions when fielding a mech-based army, which mandates a Starport even if only for a few Wraiths. Remedying this is the Paladin, a unit designed to facilitate air dominance from the ground with its high-range, high-cooldown, single-target missile salvo. Its costs are high and the unit itself is slow-moving, making it an expensive and easily-outmaneuvered component. Over-investing in Paladins will see tank counts drop too low, whereas Goliaths remain a well-rounded, affordable, but less-specialized alternative.

The Medic's absence posed an interesting problem to solve, one I took the easy way out in during Rebel Yell's SC:R development by simply offering a passive heal as an upgrade. This solution added no interactivity and served only to facilitate bio play in the laziest way possible due to the remaster's technical limitations. The Shaman offers a much more robust alternative that must be deliberately teched into and upgraded if a player intends to field bio units, though its late game upgrades offer uses for mech compositions as well. This Umojan vehicle must deploy to administer healing, reducing its movement speed significantly and disabling its weapon, thus making it more vulnerable if positioned poorly. In later missions it can be upgraded to better disrupt incoming targets by slowing units that it attacks allowing it to offer utility when out of energy.

During the beta testing in mid-2019, it became apparent that the Shaman, while effective, required too much micromanagement for macro-focused players to benefit fully from the unit's utility. With this in mind, Medics were reinstated with significant changes: they required a Medbay addon to the Barracks, which in turn required an Academy and added an extra 100 gas delay before you could field them. In addition, with Restoration axed from their spells and Optical Flare considerably modified, the support unit's primary purpose was retained without allowing it to outmode or overlap with other units in the Terran arsenal. Its increased supply cost and build time meant that players would have to keep them positioned well if they were meant to get the same mileage as vanilla Medics, but these nerfs to the unit's acquisition is offset by the various upgrades the player now has at their disposal.

Removing Valkyries leaves Terran ill-prepared to face masses of air units without relying on Marine hitscan attacks, and even then they could easily fall prey to empowered Gorgoleths. Rather than attempt to replace the Valkyrie's combat role, I decided to offer upgrades to the Wraith to improve its combat capabilities while cloaked, allowing it to become a more well-rounded skirmisher without conflicting with its intended role as a harassment unit. Players must still invest in bringing their Wraith craft up to snuff before they're able to contend with heavy Scout or Mutalisk presence, but once they've ponied up the cash, they should be able to find success with proper positioning.

The Wyvern, a gunboat designed for zone control, is a Confederate craft that moves slower while firing and has decent survivability, but cannot attack air units. Its weapon fires a scattershot of five laser projectiles and is able to target terrain. Though its primary use is area denial, its kiting is mechanically similar to that of the Carrier, which unlocks its power budget against more mobile armies.


Modified Units

Firebat

  • +5 HP (now 55)
  • Attacks no longer damage allies

Though this pushes Firebats further in the direction of a zergling hard-counter, this change should better-equip them for contending with Zealots and help solidify the unit as a defensive, durable infantry option.

Medic

  • Now requires attached Medbay
  • HP now 70, from 60
  • Build time now 21 seconds, from 18.75
  • Supply cost now 2, from 1
  • Restoration removed
  • Optical Flare:
    • duration now 5 seconds, from infinite
    • energy cost now 100, from 75
    • affected units now fire their weapon wildly at the closest set of targets, regardless of allegiance
    • research now requires Science Facility

With the Shaman surpassing the Medic's healing potential and Restoration being bundled with Defensive Matrix, I wanted to give everyone's favorite first lieutenant a push into a more disruptive direction. Causing chaos by temporarily turning enemy units against their masters should accomplish all that and more. Duration may need to be nerfed.
The other changes are mostly to make the access of the Medic more conditional, with an HP buff to let them soak up extra damage and live to heal another man. The supply nerf in particular has the potential to make them undesirable acquisitions, so keeping an eye on their usage (or lack thereof) is important going forward.

Goliath

  • Now costs 125 minerals and 50 gas (from 100/50)
  • Moves roughly 10% faster
  • Systems functional: pathfinding improved

The resource cost is meant to be commensurate to the increase in their efficacy. With the Goliath's movement speed increased and pathfinding issues resolved, they stand to be one of the strongest ground units in the game, and an extra 25 minerals should partially offset that change.

Wraith

  • Size now small (from large)
  • Apollo Reactor cost now 150 minerals and 150 gas (from 200/200)

With the inclusion of Capacitors, these buffs ensure Wraith players have enough money to spend on all necessary upgrades, though they will still need time to research everything. The size change makes them more vulnerable to ghosts but significantly more durable against other wraiths and capital ships.

Science Vessel

  • Now costs 100 minerals and 200 gas (from 100/225)
  • No longer casts Defensive Matrix or EMP Shockwave
  • Irradiate:
    • now researched by default
    • duration now 8 seconds, down from 37; deals 125 damage over time, down from 250
    • Can be upgraded to cast EMP Shockwave when the effect ends; EMP Shockwave deals 100 damage to shields and energy, down from infinite
  • New ability: Observance
    • Scans target units in a 128px radius, reducing their armor by 1 for 5 seconds. Costs 150 energy.
    • A unit's armor debuff timer refreshes as long as a Vessel is within 160px.
    • For every 5 seconds a Vessel remains within range of an afflicted unit, an additional armor point is reduced, up to a maximum of 5 armor lost.

With Defensive Matrix gobbled up by the Azazel and some significant changes to the offensive spells of the Science Vessel, a reduced gas cost seemed logical to keep it competitive with its defensive alternative.
Observance was designed as a method to cement the Vessel as an offensive support craft. With proper positioning, a single Vessel can turn a dangerous attack force into lambs for the slaughter, though Vessels themselves are sufficiently vulnerable and expensive to gate the power of such a tactic.

Ghost

  • Now requires Academy and Armory
  • Sight range now 10, up from 9
  • Ocular Implants removed
  • Lockdown removed
  • New ability: Lobotomy Mine
    • Launches a mine at the target site, up to 7 weapon range from the Ghost
    • When tripped, the mine locks down all mechanical units within 3 weapon range for 10 seconds
    • Can be upgraded to slow organic units by 50% for 6 seconds
    • Costs 150 minerals and 150 gas; Ghosts carry 2 mines and cannot replenish their stocks

As missions are expected to take between 30 minutes to 1:30 hours with plenty of expansions to boot, gas-heavy units such as the Ghost should be seen more frequently. Making both Ghosts and Nuclear Missiles (see below) less prohibitive to tech into will help more explosive strategies take shape, with the sight range buff increasing nuclear strke ranges from the word go.
The Lockdown replacement is highly experimental, but I think it builds nicely into the under-explored Terran thematic of mines and traps, while replacing a boring point-and-click ability with a more interactive and positional one. The respectable tech costs of Science Facility + Covert Ops + the research itself should prevent the mines from being overpowered, and the gas costs of Ghosts will prevent them from being spammed when compared to Vultures. Ghosts can also use all their energy pool for cloaking, which may open up more interesting strategies in the future.

Battlecruiser

  • Yamato Gun:
    • channel time now 5 seconds, up from ~3
    • range now 384px (sieged tank), up from 320px

In keeping with my changes to promote scouting and positioning, Battlecruisers now need more time to siege enemy defenses, but have greater range. This opens up more counterplay options and punishes panic casts by locking up the ship's weapon systems for about two seconds longer.

Refinery
Ability: Controlled Demolition (issue order again for Emergency Detonation)

  • Controlled Demolition
    • After channeling for 10 seconds, the Refinery explodes in a controlled demolition.
  • Emergency Detonation
    • Halves the explosive time for Controlled Demolition, dealing 100 explosive damage in a small area around the structure and destroying up to 500 vespene from the geyser.

Engineering Bay
Collision size now 92px wide, from 96px

Reducing SCV stuck spots for a lightweight structure.

Comsat Station

  • Now costs 100 minerals and 100 gas (from 50/50)
  • Scanner Sweep:
    • cost now 75 energy, up from 50

Nuclear Silo

  • Now requires Academy and Armory

Comsats are the go-to addon in most campaign contexts, even in missions that involve expanding several times. This nerf requires players to invest in a reactor upgrade if they intend to make extended use of Scanner Sweep, and the price increase should allow for more consideration for the Nuclear Silo, which will remain niche despite being easier to access.

Missile Turret

  • Now costs 100 minerals (from 75)
  • +1 base armor (1 total)

These changes keep Missile Turrets competitive with the new Sentry Turret, without letting players spam them as much unless their economy can properly support it.

Factory, Starport

  • Now require Armory

I've always wanted players to be able to jump straight to Starport tech without worrying about Factories if they had no intention of using mech units in the early- to mid-game. Now they can, though it should be noted that this change adds an extra 100/100 resource cost to the speed at which Terrans tech up, which will take some getting used to.

Armory

  • Now requires Barracks
  • Now costs 100 minerals and 100 gas (from 100/50)
  • -100 base HP (650 total)

I want Armories to be easier to snipe and more punishing to lose. I may lower the HP nerf to 50.

Science Facility

  • Now requires Factory OR Starport

Upgrades

  • Infantry weapons, armor now require Armory for level 2, Science Facility for level 3
  • Vehicle weapons, plating and ship weapons, plating now require nothing for level 2, Science Facility for level 3

New Units

Cyprian ID-92 Mercenary Gunship
First appearance: T03, Z04, P04

  • Ground, replaces Firebat, trained from Barracks
  • Stats: 70 HP, 1 armor
  • Cost: 100 minerals, 50 gas, 2 supply, 18 seconds, 2 transport space
  • Weapon: short-range, explosive damage, hitscan
  • Ability: Safety Off (attacks gain small splash radius of 15/25/40; unit moves slower)
  • Safety Off ID-26 unknown_26
    • While active, the Cyprian attacks indiscriminately, moving slower and dealing splash damage to all units near its targets.
  • Safety On ID-26 unknown_26
    • Returns the Cyprian's attacks and movement to normal.

Shaman ID-15 Civilian
First appearance: T02, Z01, P04

  • Ground, trained from Barracks, requires attached Medbay
  • Stats: 90 HP, 1 armor, medium size
  • Cost: 150 minerals, 75 gas, 2 supply, 31.25 seconds, 2 transport space
  • Weapon: mid-range, concussive damage, projectile
  • Ability: Administer Medstims (provides healing to nearby infantry)
  • Administer Medstims ID-43 unknown_43
    • While active, the Shaman cannot attack, moves slower, and heals all nearby allied organics for 6 HP per second. A unit cannot be healed by more than one Shaman at a time.
  • Overcharge (passive)
    • The Shaman's attacks shock the target, slowing them for 5 seconds.

Aspect
First appearance: xP05, xT02, xZ02

  • Hover, replaces Vulture, trained from Factory
  • Stats: 90 HP, 0 armor
  • Cost: 75 minerals, 75 gas, 2 supply, 20 seconds, 2 transport space
  • Weapon: short-range, concussive damage, projectile, ground units only
  • Behavior: able to move slower than normal over unpathable terrain; drains energy while active; if out of energy, cannot move until 10 energy is regenerated
  • Ability: cloaking

Paladin ID-186 Ruins
First appearance: T06, Z04, P05

  • Ground, replaces Goliath, trained from Factory, requires attached Machine Shop
  • Stats: 200 HP, 1 armor, large size
  • Cost: 200 minerals, 150 gas, 4 supply, 36 seconds, 6 transport space
  • Weapon 1: mid-range, explosive damage, projectile, ground units only
  • Weapon 2: long-range, explosive damage, projectile, channel, air units only
  • Behavior: weapon 2 launches 20 missiles; unit cannot move until firing sequence is complete
  • Skyfall (passive)
    • When targeting air units, the Paladin cannot be issued any new orders until all twenty of its missiles have launched.

Wyvern ID-91 Cargo Ship
First appearance: T04, Z04, P05

  • Air, trained from Starport, requires attached Control Tower and Science Facility
  • Stats: 215 HP, 1 armor, large size
  • Cost: 300 minerals, 100 gas, 4 supply, 45 seconds
  • Weapon: mid-range, normal damage, projectile, area attack, ground units only
  • Behavior: can fire on the move, becoming slower
  • Ability: Target Ground (weapon fires at target location until unit is given the Stop order or a new target)
  • Target Ground
    • Orders the Wyvern to fire its weapon at the target site.
  • Reverse Thrust (passive)
    • The Wyvern is capable of firing while moving. While attacking, its movement is slowed.

Savant ID-187 Kyadarin Crystal Formation
First appearance: T07, Z04, P05

  • Ground, replaces Ghost, trained from Barracks, requires Academy and Science Facility w/ Covert Ops
  • Stats: 50 HP, 0 armor, small size
  • Cost: 50 minerals, 100 gas, 2 supply, 31.25 seconds, 1 transport space
  • Weapon: mid-range, explosive damage, projectile, ground and air units
  • Ability 1: Power Siphon (transfers 50 energy from the first target to the second target; costs 0 energy)
  • Ability 2: Energy Decay (debuffs target unit, causing all expended energy to damage the caster; lasts 10 seconds; costs 125 energy)
  • Power Siphon ID-38 unknown_38
    • The Savant siphons up to 50 energy from the target unit. Cannot be cast on the same unit more than once every 5 seconds.
  • Power Transfer ID-39 unknown_39
    • The Savant transfers up to 50 energy to the target unit. Cannot be cast on the same unit more than once every 5 seconds.
  • Energy Decay ID-40 unknown_40
    • The Savant sabotages the target unit, damaging the target for every point of energy spent in the next 10 seconds.

Though this unit's utility is great and generally has more combat effectiveness than the Ghost, it is unable to paint nuke targets or cloak, and its cost is higher compared to the Ghost's 25/75/1.

Apostle

  • Ground, trained from Barracks, requires attached Medbay and Science Facility
  • Stats: 65 HP, 1 armor, small size
  • Cost: 75 minerals, 100 gas, 2 supply, 31.25 seconds, 1 transport space
  • Weapon: none
  • Ability 1: Lazarus Agent (buffs target organic for 5 seconds, reviving the unit with 50% of max health and its default starting energy if it dies before the effect expires; costs 75 energy)
  • Ability 2: Tithe (binds to target caster, gaining energy equal to the amount spent by the target; costs 50 energy)
  • Lazarus Agent
    • The Apostle applies Lazarus to the target organic, causing them to revive after a short delay if they die. Lasts 5 seconds.
  • Tithe
    • The Apostle binds himself to the target caster, gaining all energy spent by the target. Lasts 10 seconds.

The UED's answer to all medical needs: revive them after they die! This highly-experimental unit serves as a gamechanging noncombatant that facilitates bio play without overlapping with the other, more straightforward healers in the Terran arsenal.

Azazel ID-98 Raszagal
First appearance: T06, Z04, P05

  • Air, replaces Science Vessel, trained from Starport, requires attached Control Tower and Engineering Bay
  • Stats: 150 HP, 1 armor, medium size
  • Cost: 150 minerals, 150 gas, 2 supply, 40 seconds
  • Weapon: none
  • Behavior: upon casting a spell, restores 25 energy to nearby spellcasters
  • Ability: Defensive Matrix (applies a 200 HP shield to target unit for 30 seconds and cleanses all current and future debuffs; costs 100 energy)
  • Defensive Matrix ID-6 Defensive Matrix
    • The Azazel fortifies the target unit, cleansing it of all status effects and granting it a 200 HP shield for 30 seconds.
    • 100 energy
  • Sublime Shepherd
    • The Azazel emits cloud cover that provides a +1 armor bonus to all units within 96px of the craft. The armor bonus lasts for 2 seconds after targets stop receiving it. This bonus can stack.
    • 25 energy to toggle on; toggling on activates Reactor Discharge
    • Drains energy equivalent to Wraith cloaking while active.
  • Reactor Discharge (passive)
    • Whenever the Azazel casts a spell, all nearby spellcasters gain 25 energy, regardless of allegiance. Does not benefit the caster.

Vanilla Defensive Matrix stats were 250 shields over 60 seconds. Restoration didn't originally cleanse buffs such as Stasis Field, but will now to ensure consistency, as well as cleansing Stasis Field. Though the Azazel will favor defensive players due to its utility and doesn't require a Science Facility, it should be noted that it does not provide detection.
Sublime Shepherd is designed to cement the Azazel's role as a defensive support craft, contrasting with the Vessel's Observance armor-rend. I thought of slowing the Azazel's movement speed while the ability was active, but I think the radius being limited to 96px is sufficient gating for the ability.

Mercury

  • Ground, trained from Factory, requires attached Machine Shop and Weapons Lab
  • Stats: 150 HP, 2 armor, large size
  • Cost: 150 minerals, 100 gas, 3 supply, 4 transport space
  • Weapon: long-range, explosive damage, hitscan (line damage), ground units only
  • Behavior: structures destroyed by the Mercury's railguns seed a temporary Mineral Field with minerals equivalent to 10% of the structure's max HP
  • Meskalloid Catalyst (passive)
    • When the Mercury destroys a structure, a Mineral Field is created with 10% of the structure's hit points converted to resources. These fields do not regenerate and are not permanent.

Slated for Brood War in part because its style doesn't fit with anything in the game, and in part because we don't have the tech to implement this in vanilla for a variety of reasons. In a world where Hydra no longer includes Brood War content, the Mercury will likely be axed.

Medbay ID-119 Starbase
First appearance: T02, Z01, P04

  • Addon, built from Barracks, requires Academy
  • Stats: 450 HP, 1 armor
  • Cost: 100 minerals, 100 gas, 31.25 seconds
  • Enables and upgrades Medical Droids

Sentry Turret ID-185 Independent Jump Gate
First appearance: T03, Z01, P05

  • Building, replaces Missile Turret, built from SCV, requires Engineering Bay
  • Stats: 150 HP, 1 armor
  • Cost: 100 minerals, 25 gas, 20 seconds
  • Weapon: mid-range, normal damage, hitscan, ground units only

Future Station
First appearance: T04, Z02, P05

  • Addon, built from Engineering Bay or Armory, requires Science Facility
  • Stats: 650 HP, 1 armor
  • Cost: 100 minerals, 100 gas, 31.25 seconds
  • Behavior: Enhances upgrade speeds of connected structures by 15%

Captaincy ID-121 Repair Bay
First appearance: T01, Z01, P05

  • Building, built from SCV, requires Armory
  • Stats: 1250 HP, 1 armor
  • Cost: 150 minerals, 100 gas, 50 seconds
  • Enables, upgrades, and outfits heroes

Weapons Lab

  • Building, built from SCV, requires Armory
  • Stats: 850 HP, 1 armor
  • Cost: 150 minerals, 150 gas, 50 seconds
  • Enables and upgrades specialist vehicles

Quarry ID-220 Mineral Chunk 1
First appearance: T03, Z01, P05

  • Addon, built from Command Center, requires Factory
  • Stats: 650 HP, 1 armor
  • Cost: 200 minerals, 100 gas, 37.5 seconds
  • Behavior: Doubles regeneration rate for resource fields within 320px

Weapons Platform
First appearance: T07

  • Building, built from SCV, requires Science Facility
  • Stats: 500 HP, 2 armor, 4 transport space
  • Cost: 100 minerals, 100 gas, 50 seconds
  • Units loaded into the platform gain +2 armor and can attack
  • Ability: Liftoff (becomes airborne; disallows units from entering or exiting)

A fitting way for Terrans to circumvent unbuildable terrain in their attempts to tank crawl. Siege Tanks can siege and unsiege while aboard.

Ion Cannon ID-127 Ion Cannon
First appearance: T04, Z04, P05

  • Building, built from SCV, requires Science Facility w/ Physics Lab
  • Stats: 1500 HP, 5 armor
  • Cost: 500 minerals, 500 gas, 75 seconds
  • Weapon: near-global-range, explosive damage, projectile, area attack, ground units only (explosion damages air units)
  • Behavior: weapon leaves behind a damage field that increases the attack speed of mechanical units under its effect

Heroes

Terran heroes apply global perks to their armies as leadership bonuses, making them powerful mid-game tools for improving army flexibility. Additionally, they offer transformative abilities, and their combat value is increased with upgrades from the Captaincy.

Heroes can enter the Captaincy to change their form. Additional forms must be produced at the Captaincy before they can be used by the heroes. The forms themselves cost resources and time, but changing between forms is free and nearly instant.

Raynor (Marine) ID-20 Raynor Marine
First appearance: T01, Z04, P04

  • Ground, deployed from Captaincy, requires Academy
  • Stats: 180 HP, 3 armor, small size
  • Cost: 200 minerals, 200 gas, 35 seconds, 1 transport space
  • Weapon: mid-range, normal damage, hitscan, ground and air units
  • Behavior: Shares stimpacks with nearby allied organics (lasts half as long as normal stimpacks, deals 5 damage to affected units)
  • Ability: Sheriff's Special (throws a smoke grenade at the target area that detonates after 1 second, blinding all ground units in its area of effect; lasts 8 seconds)
  • Perk: Stimmed units are no longer affected by movement or attack speed slows
  • Sheriff's Special
    • Raynor throws a smoke canister at the target location that detonates after 1 second, immediately blinding all ground units in its area of effect, causing them to shoot randomly at all nearby targets.
  • Sharing's Caring (passive)
    • When Raynor uses a Stimpack, its effect is shared with nearby allied organics, draining 5 health and lasting half as long as standard Stimpacks.
  • Drug Testing (passive)
    • While Raynor's Marine armor is on the field, allied units under the effect of Stimpacks are immune to movement and attack speed slows.

Raynor (Vulture) ID-19 Raynor Vulture
First appearance: T01, Z04, P04

  • Ground, deployed from Captaincy, requires Factory
  • Stats: 250 HP, 4 armor, medium size
  • Cost: 300 minerals, 150 gas, 35 seconds, 2 transport space
  • Weapon: mid-range, mixed damage, projectile (grenades), area attack, ground units only
  • Behavior: Able to manufacture additional Spider Mines (50 minerals per mine)
  • Ability: Road Rage (charges towards the target ground unit, ignoring collision until it reaches its target and dealing 50 damage to all ground units it comes into contact with, including the eventual target)
  • Perk: Spider Mines deploy faster, and home in on targets
  • Road Rage
    • Raynor revs his Vulture's engine for 2 seconds before charging toward the target area, dealing 50 normal damage to all ground units he passes through. The ability is interrupted if he comes into contact with a large unit, and the damage is increased by 5 for every level of Vehicle Weapons upgraded.
  • Build Spider Mine
    • Manufactures a replacement mine. Raynor moves at half speed during its production.
  • Arachnophobia (passive)
    • While Raynor's Vulture is on the field, allied Spider Mines deploy faster and home in on targets.

Raynor (Wyvern) ID-27 Mengsk
First appearance: T06, Z04, P04

  • Air, deployed from Captaincy, requires Starport w/ attached Control Tower and Science Facility
  • Stats: 350 HP, 4 armor, large size
  • Cost: 400 minerals, 350 gas, 75 seconds
  • Weapon: mid-range, normal damage, projectile, area attack, ground units only
  • Behavior: Gains increased attack speed when moving away from its target
  • Ability: Target Ground
  • Perk: Allied air units gain 10% movement speed when moving away from enemies in a 128 pixel radius.
  • Range Stabilizers (passive)
    • While firing, the Eagle moves faster than standard Wyverns.
  • Evasive Maneuvers (passive)
    • While the Eagle is on the field, allied air units gain a 10% movement speed bonus when moving away from nearby enemies.

Raynor (Battlecruiser) ID-28 Hyperion
First appearance: P08

  • Air, deployed from Captaincy, requires Starport and Science Facility w/ attached Physics Lab
  • Stats: 650 HP, 4 armor, large size
  • Cost: 600 minerals, 450 gas, 90 seconds
  • Weapon: mid-range, normal damage, projectile (laser), ground and air units
  • Ability 1: Yamato Cannon (same as Yamato Gun, but deals area damage)
  • Ability 2: Shields Fore and Aft (converts current energy to shields)
  • Perk: Increases allied flagship movement speed when out of combat for 6 seconds
  • Yamato Cannon
    • The Hyperion charges its Yamato battery for 5 seconds before firing a powerful blast of energy, dealing 250 damage in a wide area.
  • Shields Fore and Aft
    • The Hyperion converts its energy storage to shields. After 10 seconds, any remaining shields are converted back to energy.
  • Making it So (passive)
    • While the Hyperion is on the field, large allied aircraft gain 15% movement speed when out of combat for at least 6 seconds.

Kerrigan (Ghost) ID-16 Kerrigan
First appearance: T02

  • Ground, deployed from Captaincy, requires Academy
  • Stats: 140 HP, 2 armor, small size
  • Cost: 150 minerals, 250 gas, 50 seconds, 1 transport space
  • Weapon: long-range, concussive damage, projectile (laser), ground and air units
  • Behavior: While cloaked, sprints for bonus movement speed, draining energy faster
  • Ability 1: Personnel Cloaking
  • Ability 2: Bullseye (while active, attacks go to max range, dealing damage to all units the projectile comes into contact with; drains 10 energy for every attack; costs 0 energy to toggle)
  • Perk: Increases movement speed of allied cloaked units (does not stack with Swiftly Now)
  • Bullseye
    • Kerrigan charges her shots, causing them to pierce through all units in their path. While active, each attack drains 10 energy.
  • Swiftly Now (passive)
    • Kerrigan gains 50% increased movement speed when cloaked, but drains energy twice as fast while moving.
  • Silent March (passive)
    • While Kerrigan is on the field, allied cloaked units gain 20% increased movement speed.

Kerrigan (Goliath) ID-17 Alan Schezar
First appearance: T02

  • Ground, deployed from Captaincy, requires Factory
  • Stats: 300 HP, 3 armor, large size
  • Cost: 350 minerals, 150 gas, 60 seconds, 2 transport space
  • Weapon 1: mid-range, normal damage, hitscan, ground units only
  • Weapon 2: mid-range, explosive damage, projectile (missiles), air units only
  • Behavior: Allied mechanical units near Kerrigan's targets gain increased movement speed when the target dies
  • Ability: Ire (draws aggro of all enemy units in a 192 pixel radius; costs 75 energy)
  • Perk: Increases weapon range of allied mechanical ground units by 1
  • Ire
    • Kerrigan taunts all nearby enemies, causing them to focus their attacks on her Goliath.
  • Quickening Death (passive)
    • Whenever Kerrigan kills a unit, allied mechanical units near the victim gain 20% increased movement speed for 4 seconds.
  • [perk] (passive)
    • While Kerrigan's Goliath is on the field, allied mechanical ground units gain +1 bonus range.

Kerrigan (Wraith) ID-21 Tom Kazansky
First appearance: T04

  • Air, deployed from Captaincy, requires Starport
  • Stats: 200 HP, 3 armor, small size
  • Cost: 250 minerals, 300 gas, 75 seconds
  • Weapon: mid-range, normal damage, projectile (laser), ground and air units
  • Behavior: While cloaked, attacks stun mechanical targets for 1 second
  • Ability: Cloaking Field
  • Perk: Adds slow HP regeneration for allied cloaked units
  • [behavior] (passive)
    • While cloaked, Kerrigan's attacks stun mechanical targets for 1 second.
  • [perk] (passive)
    • While Kerrigan's Wraith is on the field, allied cloaked units gain slow HP regeneration.

Magistrate (Ghost) ID-100 Stukov
First appearance: T01
Ground, deployed from Captaincy, requires Academy

  • Stats: 160 HP, 2 armor, small size
  • Cost: 300 minerals, 300 gas, 42 seconds, 1 transport space
  • Weapon: mid-range, explosive damage, projectile (missile), ground and air units
  • Behavior: Nearby ranged allies gain +2 attack range when targeting a unit recently damaged by the Magistrate; lasts 10 seconds; can affect at most 4 units at a time
  • Ability 1: Personnel Cloaking
  • Ability 2: Threat Launcher (launches a projectile that deals 20 explosive damage in an area and reduces the armor of all affected units by (1 + infantry weapons upgrade level); costs 75 energy)
  • Perk: Increases sight range of allied organics by 2
  • Underhand
    • The Magistrate fires a grenade at the target, dealing 20 explosive damage and reducing the armor of all damaged units by 1. The armor reduction is increased for every level of Infantry Weapons upgraded.
  • Public Enemy (passive)
    • Nearby ranged allies gain +2 attack range against units the Magistrate has damaged in the last 10 seconds. Up to 4 enemies can be marked at a time.
  • Positive Optics (passive)
    • While the Magistrate is on the field, allied organics gain +2 sight range.

Magistrate (Siege Tank) ID-23 Duke Tank
First appearance: T01
Ground, deployed from Captaincy, requires Factory w/ attached Machine Shop

  • Stats: 300 HP, 4 armor, large size
  • Cost: 400 minerals, 200 gas, 60 seconds, 4 transport space
  • Weapon 1: mid-range, explosive damage, hitscan, tank mode attack, ground units only
  • Weapon 2: long-range, explosive damage, hitscan, siege mode attack, ground units only
  • Behavior: If a unit dies within 5 seconds of being hit by the Magistrate's attacks, an explosion will occur 2 seconds after their death, dealing 40 concussive damage in a 128 pixel radius
  • Ability: Siege Mode
  • Perk: Increases splash radius of sieged tank attacks
  • Shrapnel Cannon (passive)
    • When a unit struck by the Magistrate in the last 5 seconds dies, a secondary shrapnel shell detonates after 2 seconds, dealing 40 concussive damage in a small area.
  • [perk] (passive)
    • While the Magistrate's Siege Tank is on the field, allied Siege Tanks gain increased splash radius when in siege mode.

Magistrate (Science Vessel) ID-22 Magellan
First appearance: T06

  • Air, deployed from Captaincy, requires Starport and Science Facility
  • Stats: 350 HP, 3 armor, large size
  • Cost: 200 minerals, 500 gas (deployment), 82 seconds
  • Weapon: None
  • Behavior: Nullifies effect fields (Dark Swarm, Disruption Web, Ion Cannon attack, Sheriff's Special, etc); gains 50 energy upon nullifying a field
  • Ability 1: Reflector Matrix (applies a special Defensive Matrix to the target, causing all projectiles directed at it to miss for its duration; costs 75 energy)
  • Ability 2: Divergent Radiation (applies a special Irradiate to the target, spreading to nearby units at the end of its effect; casts EMP Shockwave at the end of each effect; costs 75 energy)
  • Perk: Increases cast range of allied spellcasters by +1 when targeting spells on allies
  • Reflector Matrix
    • Applies an advanced matrix to the target, causing all projectiles to miss it for the spell's duration.
  • Half-Life
    • Applies heavy radiation to the target. If the target dies during its effect, the radiation will jump to nearby units, and its duration will be extended.
  • Helping Hands (passive)
    • While the Cartographer is on the field, allied specialists gain +1 ability cast range when targeting allies.

New Upgrades

Apollyoid Adhesive ID-50 unused_50

  • Researched at Academy, requires Science Facility, grants Firebats full damage against structures
  • Cost: 150 minerals, 150 gas, 166 seconds

Firebats could use more love, especially with the Cyprian's utility. Coupled with Stimpack, this upgrade makes Firebats very powerful against static defense and buildings in general.

Escalate: Cyprian ID-62 extended_62

  • Researched at Academy, unlocks Cyprians and precludes Firebats, can be unresearched
  • Cost: 62.5 seconds

Safety Off ID-26 unknown_26

  • Researched at Academy, Cyprian ability
  • Cost: 100 minerals, 100 gas, 50 seconds

Plasteel Servos ID-63 extended_63

  • Researched at Academy, requires Armory, grants Cyprians increased movement speed
  • Cost: 150 mineral, 150 gas, 104 seconds

Conceptually present to keep infantry relevant in the face of the mech-based additions, while working to offer more mobile armies to outmaneuver the slower mech squads. Cyprians receive 50% of the bonus while Safety Off is active.

Escalate: Aspect ID-105 extended_105

  • Researched at Machine Shop, unlocks Aspects and precludes Vultures, can be unresearched
  • Cost: 62.5 seconds

Ion Propulsion ID-106 extended_106

  • Researched at Machine Shop, increases Aspect hover movement speed
  • Cost: 100 minerals, 200 gas, 104 seconds

Cloaking Module

  • Researched at Machine Shop, Aspect ability
  • Cost: 150 minerals, 150 gas, 62.5 seconds

Escalate: Paladin ID-78 extended_78

  • Researched at Machine Shop, unlocks Paladins and precludes Goliaths, can be unresearched
  • Cost: 50 seconds

Structure Armor ID-18 unused_18

  • Researched at Engineering Bay, tier 1 requires Armory, tier 2 requires Science Facility, increases structure armor by 1
  • Cost: 150 minerals, 150 gas, 166 seconds
  • Factor: 75 minerals, 75 gas, 20 seconds

An essential upgrade to improving the impact defenses have in the mid- to late-game, especially with AI using the bulk of their forces in attacks. Also rewards proper base layout that much more, with 'blockade' structures like Supply Depots in front of Bunkers taking more hits before going down.

Odysseus Reactor ID-64 extended_64

  • Researched at Engineering Bay, requires Armory, grants Comsat Stations +50 max energy
  • Cost: 150 minerals, 150 gas, 104 seconds

A tier 2 upgrade that partially undoes the energy cost nerf to Scanner Sweep.

Escalate: Sentry Turret ID-79 extended_79

  • Researched at Engineering Bay, requires Armory, unlocks Sentry Turrets and precludes Missile Turrets, can be unresearched
  • Cost: 50 seconds

Sequester Pods ID-80 extended_80

  • Researched at Engineering Bay, requires Science Facility, grants Missile Turrets +1 range
  • Cost: 200 minerals, 200 gas, 104 seconds

Animus Coolant ID-81 extended_81

  • Researched at Engineering Bay, requires Science Facility, grants Sentry Turrets increased attack speed
  • Cost: 200 minerals, 200 gas, 104 seconds

Overcharge ID-48 unused_48

  • Researched at Medical Bay, requires Science Facility, Shaman passive
  • Cost: 150 minerals, 150 gas, 104 seconds

Asclepius Reactor ID-102 extended_102

  • Researched at Medical Bay, requires Science Facility, grants Shamans +50 max energy
  • Cost: 150 minerals, 150 gas, 104 seconds

Adrenaline Packs ID-103 extended_103

  • Researched at Medical Bay, requires Science Facility, grants +2 armor for 10 seconds to units that are healed to full HP by Medics or Shamans (cannot stack)
  • Cost: 200 minerals, 200 gas, 104 seconds

Capacitors ID-65 extended_65

  • Researched at Control Tower, grants Wraiths increased attack speed while cloaked
  • Cost: 150 minerals, 150 gas, 104 seconds

Reverse Thrust ID-66 extended_66

  • Researched at Control Tower, Wyvern behavior
  • Cost: 200 minerals, 200 gas, 104 seconds

Radiation Shockwave ID-82 extended_82

  • Researched at Science Facility, makes Irradiate cast EMP Shockwave at the end of its effect
  • Cost: 200 minerals, 200 gas, 104 seconds

Escalate: Azazel ID-67 extended_67

  • Researched at Science Facility, unlocks Azazels and precludes Science Vessels, can be unresearched
  • Cost: 62.5 seconds

Innervating Matrices ID-68 extended_68

  • Researched at Science Facility, heals units affected by Defensive Matrix by 5 health per second
  • Cost: 200 minerals, 200 gas, 104 seconds

Achernus Reactor ID-69 extended_69

  • Researched at Science Facility, grants Azazels +50 max energy
  • Cost: 150 minerals, 150 gas, 104 seconds

Umojan Batteries ID-70 extended_70

  • Researched at Physics Lab, increases Yamato Gun damage by 50
  • Cost: 150 minerals, 150 gas, 104 seconds

Further improving the siege potential of Battlecruisers. May be changed to an area of effect blast that deals the same damage.

Fore Castle ID-89 extended_89

  • Researched at Physics Lab, adds +2 armor to Battlecruisers when directly facing the source of damage
  • Cost: 200 minerals, 200 gas, 166 seconds

Improving the durability of the Terran flagship through a unique positional upgrade while rewarding flanking is an interesting idea to explore.

Escalate: Savant ID-71 extended_71

  • Researched at Covert Ops, unlocks Savants and precludes Ghosts, can be unresearched
  • Cost: 62.5 seconds

Power Siphon ID-101 extended_101

  • Researched at Covert Ops, Savant ability
  • Cost: 150 minerals, 150 gas, 50 seconds

May be researched by default.

Energy Decay ID-100 extended_100

  • Researched at Covert Ops, Savant ability
  • Cost: 200 minerals, 200 gas, 50 seconds

Augustgrad's Revenge ID-72 extended_72

  • Researched at Covert Ops, increases Nuclear Missile damage by 250
  • Cost: 200 minerals, 200 gas, 166 seconds

Further incentivizing nuke play.

Sharing's Caring ID-83 extended_83

  • Researched at Captaincy, requires Academy, Raynor Marine behavior
  • Cost: 150 minerals, 150 gas, 104 seconds

A Good Price ID-84 extended_84

  • Researched at Captaincy, requires Science Facility, removes HP cost of Stimpack for Raynor and all units near him regardless of his form
  • Cost: 200 minerals, 200 gas, 166 seconds

Leading the Blind ID-85 extended_85

  • Researched at Captaincy, requires Academy, makes blinded units prioritize allies over enemies when attacking
  • Cost: 150 minerals, 150 gas, 104 seconds

Roadkill ID-86 extended_86

  • Researched at Captaincy, requires Factory, makes Road Rage able to pass through large units
  • Cost: 150 minerals, 150 gas, 104 seconds

Pit Stop ID-87 extended_87

  • Researched at Captaincy, requires Factory, reduces Road Rage channel time to 1 second, increased movement speed during Road Rage
  • Cost: 150 minerals, 150 gas, 104 seconds

Trial by Fire ID-88 extended_88

  • Researched at Captaincy, requires Starport w/ attached Control Tower and Science Facility, causes attacks by the Eagle and nearby Wyverns to set enemies on fire, dealing 5 damage per second for 4 seconds
  • Cost: 150 minerals, 150 gas, 104 seconds

Protoss

Observations

Without BW tech we lose Dark Templar, Dark Archons, and Corsairs.

Protoss is the least affected by these removals, capable of fielding competitive armies relatively similar to their modern meta builds without any expansion units. Dark Templar were used as cheese or late-game harassment against unprotected expansions; Dark Archons were rarely seen as a way to hand-hold High Templar into landing perfect storms; and Corsairs were the predominant flyer in the PvZ matchup, but weren't seen very frequently elsewhere. This allowed me to have the most flexibility when making changes and additions to the Protoss, as I didn't need to fill as many voids. Instead I simply redesigned some elements of the units I found to be problematic in one way or another, and focused on pushing the techtree, old and new, in the direction of positional, area denial gameplay.

The notable changes to Scarabs force Terran to produce a certain number of tanks before they can comfortably handle a few Reavers, and of course, rewards superior positioning on both sides of the battlefield. When Scarabs take to the skies, however, the engagement morphs significantly, as the slow and lumbering Reaver can suddenly act as a more elegant siege weapon, especially with Shuttle support. The remaining changes are less exciting, but encourage players to both set up and execute strategies more competently, which should make fights even more exciting to play and to watch.

Customizing the new Protoss techtree comes in the form of modifying one's production structures, morphing them to augmented versions that take more time than they do resources. This permanent change bestows some gravity to the choice, but as most Protoss are no stranger to building 20+ Gateways, the permanence will only be significant for the more expensive structures, should you morph your Stargates into Argosies and wonder where your Planet Crackers are. Though not as flexible as Terran escalations and not as personal as Zerg morphs, augmenting Protoss production seems to fit the tech-savvy nature of the race, and to me, feels different for a reason, rather than being change for the sake of change.

The units that exit these augments are equally as unique. The Legionnaire, a Zealot variant, is a weaker combatant in isolation, but fells giants and structures when deployed in droves. Their passive can be upgraded to allow more blades to join the battle, making them capable of melting through single targets, but their lack of Leg Enhancements prevents them from easily moving onto the next victim.

Hierophants replace Dragoons in the Warp Anchor, providing hitscan fire support and demonstrating exceptional kiting abilities. Their increased movement speed over conventional striders allow them to deftly flex back and forth while their attack slows the retreat of enemies, and later on, their attack speed. These units were surprisingly among the most fun to use in testing, but though they offer a lot of potential for disruption and giving chase, they are less sturdy than the standard Dragoon.

Clarions may outmode Reavers, but not through providing better fire support. This utilitarian drone shares shield damage with nearby allies, acting as a lightning rod for focus fire, and encouraging proper positioning from all combatants. Though it is a flyer, its middling movement speed keeps it vulnerable to being caught out when moving to and from battlefields, and its expensive cost makes it appropriately punishing to lose in such situations. All in all, driving more gameplay around shields feels right for the Protoss, which was the main motivation behind the Bulwark, a slow-moving flyer morphed from the Shield Battery. Naturally, it has retained its ability to recharge shields, providing its owner with pushing power in prolonged skirmishes without impinging in the conceptual space of the Terran mech crawl.

The Exemplar and the Starcaller round out the new Protoss units, respectively offering a formidable anti-ground gunship and a flagship capable of unmatched area denial. Fine-tuning the units to be useful without being universal is the biggest concern, but the Exemplar is designed to outgun enemy ground forces, while the Starcaller's Planet Cracker should feel like you're reliving the intro cinematic all over again. Conceptually, the units feel very Protoss, so my work now is making sure they're as much fun to use as they were to conceive.


Modified Units

Dragoon

  • Moves roughly 10% slower
  • Systems functional: pathfinding improved

High Templar

  • Psionic Storm:
    • cast range now 224px, down from 288
  • Hallucination:
    • now researched by default
    • cast range now 224px, down from 288
    • can no longer be cast on enemies
    • hallucinated units no longer take increased damage

With some upgrades improving the persistence of High Templars and the danger posed by hallucinations, these changes shouldn't put the old caster out to pasture.

Dark Templar

  • Moves roughly 20% faster
  • Decloaks while attacking

I want the Dark Templar to fully realize the fantasy of the shadowed assassin, but mobility improvements require nerfs in other areas. Decloaking during the attack animation may not be enough.

Dark Archon

  • Feedback:
    • no longer cast by Dark Archon
  • Maelstrom:
    • Now applies after a 2 second delay
    • Now stuns for 4 seconds, down from ~8
    • When upgraded, slows affected units for 4 seconds after the stun wears off
    • When upgraded, burns up to 50 energy of the affected caster
  • Mind Control:
    • Now costs 25 energy and is researched by default
    • Affected units drain caster energy over time while controlled, commensurate to their supply cost
    • Affected units return to the original owner when the caster runs out of energy or is killed
    • No longer removes shields
    • Slows the caster while draining energy

Converting Mind Control to the de facto ability of the Dark Archon is the biggest change. Keeping the caster vulnerable during its use and turning it from a permanent benefit to a limited window of opportunity balances out the small upfront energy cost and keeps the unit's utility dependent on positioning and precise micro.
Meanwhile, Feedback being rolled into Maelstrom is in keeping of the other caster changes. This ability will most likely have two separate upgrades, but its enhancements may yet be consolidated to a single research.

Reaver

  • Now automatically builds Scarabs
  • Reaver Capacity upgrade removed

Scarab

  • Cost now 0/0, down from 15/0
  • Can now be destroyed in transit; if destroyed, explodes, dealing half damage at its death site
  • Stats: 50 HP, 1 armor, small size
  • Behavior: Gains shields equal to the Reaver that launches it
  • Now gains +1 armor from Reinforced Scarabs (formerly Scarab Damage)

I wanted to unshackle Reavers with upgrades while making them have more counterplay. The shield mechanic encourages EMP usage and Reaver focus and rewards well-positioned Reavers, and the small unit size makes concussive weapons selectively more valuable against the unit than explosive ones.

Scout

  • Supply cost now 2, down from 3
  • Sight range now 9, up from 8
  • Apial Sensors upgrade removed

Scouts are fearsome in numbers, but resources have always been the main limiting factor of their use. Rewarding players who handle their economy well by allowing them to purchase more Scouts per Pylon could potentially be the only buff they need to be seen as legitimate options. I've also removed Apial Sensors and rolled its effect into the unit from the word go.

Corsair

  • Disruption Web
    • Now attaches to the caster, slowing movement speed and draining energy while active.

Something something positional gameplay.

Carrier

  • Cost now 400/250, up from 350/250
  • Now gains 4 Interceptors upon completion

To invest so many resources into a unit only to have it be unable to help at its full strength for so very long seems counterintuitive to me. You'll still need to spend 100 minerals and about 50 seconds to fully-arm the Carrier once Auxiliary Hangars is developed, but at least they'll help out a bit more when the enemies are at their doorstep.

Arbiter

  • +50 shields (200 total)
  • AI-controlled Arbiters no longer refuse to enter combat
  • Stasis Field:
    • no longer makes affected units invulnerable
    • now adds 100 shields to affected units
    • duration now 12 seconds or until 100 shields are lost, down from ~60
  • Cloaking Field:
    • now affects allies
  • Recall:
    • channel time now 3 seconds, up from ~1.5
    • caster cannot receive new orders until cast is complete
    • able to recall allies
  • New weapon: short range, concussive damage, projectile, area of effect, air units only

Increased tankiness on the Arbiter should offset the extra positional requirements of Recall. Though Stasis Field was a silly ability, these changes should improve its utility, especially with more resources in Hydra maps naturally lending to more Arbiters on the field. The unit uses a new weapon to offer an answer to stacked air, as its old weapon was underwhelming, to say the least.

Pylon

  • -100 HP, -100 shields (200/200 total), +1 armor
  • Now grants surrounding structures +1 power

Pylons were already very tanky for their cost and role. When combined with Structure Plating, they became even more formidable. This nerf will keep their survivability at reasonable levels, and ensure that infrastructure upgrades like Power Flux don't get too much of an extra benefit from Pylon stats.
Advanced tech and production structures (i.e. not Gateways) now require more than a single pylon's field in order to operate at full efficiency. With only 1 field, they can be warped in, but train units and develop upgrades at 50% speed. Combined with the global change to tech meaning that unpowered tech structures no longer unlock their respective units or upgrades, these changes should force Protoss players to think more actively about their base layout, and allow more counterplay options to dismantle their enemies' infrastructure.

Assimilator
Ability: Abdication

  • Abdication
    • After channeling for 5 seconds, the Assimilator (and its attached Pennant, if applicable) are warped out, and 50% of their resource costs are refunded.

Shield Battery

  • Now requires 2x2 build space (down from 2x3)
  • -50 HP, -50 shields (150/150 total); able to be used by allies
  • Now costs 100 minerals, 50 gas

Shield Batteries have upgrades that will help to contextualize these nerfs. The build space change is multi-faceted; it is a nerf to the structure as a blockade against melee units and a buff for placing it in tight spaces.

Upgrades

  • Ground weapons, armor now require Citadel of Adun for level 2, Templar Archives for level 3
  • Air weapons, plating now require Stargate for level 2, Fleet Beacon for level 3

New Units

Legionnaire ID-74 Dark Templar Hero
First appearance: T08, Z01, P01

  • Ground, replaces Zealot, warped from Principality
  • Stats: 40 shields, 80 HP, 1 armor, small size
  • Cost: 100 minerals, 1 supply, 25 seconds, 2 transport space
  • Weapon: melee, normal damage, hitscan, ground units only
  • Behavior: weapon increases damage dealt to the target by other Legionnaires
  • Unified Strikes (passive)
    • When striking the same target, Legionnaire attacks increase the damage of one additional Legionnaire by 4. The effect expires after 2 seconds.

Hierophant ID-76 Tassadar/Zeratul
First appearance: T08, Z01, P01

  • Ground, replaces Dragoon, warped from Warp Anchor
  • Stats: 120 shields, 95 HP, 1 armor, large size
  • Cost: 125 minerals, 75 gas, 2 supply, 35 seconds, 4 transport space
  • Weapon: short-range, concussive damage, hitscan, ground and air units
  • Behavior: weapon reduces target unit's movement speed when target is moving away from attacker
  • Signify: Cowardice (passive)
    • Enemies struck by the Hierophant have their movement speed reduced when moving away. The effect expires after 3 seconds.

Augur

  • Ground, morphed from High Templar, requires research at Grand Library
  • Weapon: short-range, normal damage, hitscan, area attack, ground and air units
  • Behavior: shields decay over time

Though only one High Templar is needed to transform into this Archon-esque entity, its costs are high. It requires constant shield regeneration to prevent it from being focused down, but if it's able to remain standing, it will dish out unforgettable amounts of damage.

Clarion ID-81 Warbringer
First appearance: Z05, P04

  • Air, replaces Reaver, warped from Robotics Facility
  • Stats: 80 shields, 40 HP, 1 armor, small size
  • Cost: 100 minerals, 125 gas, 3 supply, 31.25 seconds
  • Weapon: mid-range, explosive damage, projectile, ground and air units
  • Ability: Phase Link (shares half shield damage across other nearby units; drains energy while active)
  • Phase Link ID-33 unknown_33
    • Empowers the shields of nearby allies, causing them to share half of all shield damage taken. This ability can affect a maximum of 5 targets, including the caster.

Following the theme of adding more interactivity with shields and energy, the Clarion's main utility comes from reducing the effectiveness of area of effect damage. The unit itself is fairly nimble but susceptible to focus fire even while the ability is active.

Warp Relay
First appearance: Z09, P06

  • Ground, warped from Robotics Authority
  • Stats: 80 shields, 80 HP, 1 armor, large size, robotic
  • Cost: 150 minerals, 200 gas, 4 supply, 35 seconds, 4 transport space
  • Ability 1: Conduit (bind to the target production structure; costs 50 energy)
  • Ability 2: Aperture (while active, all bound production structures warp in units to the Warp Relay; free to toggle, drains energy and immobilizes caster while active)
  • Ability 3: Recursion (channels for 3 seconds before recalling caster and all nearby allies within 96px to the closest bound structure; costs 100 energy)
  • Conduit ID-35 unknown_35
    • Binds the target production structure to the Warp Relay, allowing it to be affected by Aperture.
  • Aperture ID-36 unknown_36
    • Activates and immobilizes the Warp Relay, enhancing production structures bound with Conduit, increasing their warp speed by 50% and warping completed units directly to the Warp Relay's location. Drains energy while active.
  • Recursion
    • Channels the Warp Relay for 3 seconds before recalling itself and all allies within 3 weapon range to the nearest structure bound by Conduit.

Low survivability makes it scary to bind all your eggs to one basket when pushing out, but with movement speed equivalent to an Archon, the Relay is nimble enough to avoid damage if positioned properly.

Bulwark ID-93 Scantid
First appearance: T08, Z02, P03

  • Air, converted from Shield Battery, requires Robotics Support Bay
  • Stats: 110 shields, 80 HP, 1 armor, large size
  • Cost: 150 minerals, 125 gas, 3 supply, 20 seconds
  • Weapon: none
  • Ability: Shield Recharge

An expensive and vulnerable mobile Shield Battery should let more conservative Protoss keep their armies at full strength, without overlapping with the Terran trait of a slow mech crawl.

Exemplar ID-94 Kakaru
First appearance: T08, Z08, P05

  • Air, replaces Scout, warped from Argosy
  • Stats: 125 shields, 125 HP, 1 armor, large size
  • Cost: 250 minerals, 150 gas, 3 supply, 50 seconds
  • Weapon: mid-range, explosive damage, projectile, ground and air units
  • Ability: at the cost of significantly hampered movement speed, grants massively increased range against ground targets
  • Khaydarin Control
    • Diverts engine power to the Exemplar's weapons systems, massively increasing anti-ground attack range at the cost of movement speed.

A gunboat designed to handle mech armies and buildings from the skies, yet vulnerable to light aircraft.

Starcaller ID-80 Mojo
First appearance: T09, Z09, P07

  • Air, replaces Carrier, warped from Starfield, requires Fleet Beacon
  • Stats: 100 shields, 350 HP, 3 armor, large size
  • Cost: 300 minerals, 300 gas, 6 supply, 87.5 seconds
  • Weapon: long-range, explosive damage, projectile (laser), ground and air units
  • Ability: Planet Cracker (channels for 5 seconds before firing a beam of plasma directly below the caster, dealing 500 normal damage over 10 seconds to ground units in a wide area; costs 200 energy)
  • Planet Cracker ID-37 unknown_37
    • Channels the Starcaller's glassing cannon for 5 seconds before firing, dealing 500 damage over 10 seconds to all nearby ground targets. Immobilizes the craft until the effect subsides.

An aerial siege vessel that can be used to obliterate ground armies and unguarded expansions. The ability leaves the unit exceedingly vulnerable to air units, and they are especially useless against small fighters like Mutalisks and Wraiths.

Principality ID-158 UnusedProtossBldg1
First appearance: T08, Z01, P01

  • Building, converted from Gateway, requires Citadel of Adun
  • Cost: 75 minerals, 50 gas, 20 seconds, 1 power
  • Enables Legionnaires and precludes Hierophants

Warp Anchor ID-161 UnusedProtossBldg2
First appearance: T08, Z01, P01

  • Building, converted from Gateway, requires Robotics Facility
  • Cost: 50 minerals, 75 gas, 20 seconds, 1 power
  • Enables Hierophants and precludes Legionnaires

Reliquary ID-175 Xel'Naga Temple
First appearance: T08, Z02, P01

  • Building, warped from Probe, requires Cybernetics Core
  • Stats: 450 shields, 450 HP, 1 armor, large size
  • Cost: 150 minerals, 100 gas, 37.5 seconds, 2 power
  • Enables, upgrades, and empowers heroes; produces Relics

Grand Library
First appearance: xP04, xT06, xZ07

  • Building, warped from Probe, requires Templar Archives
  • Cost: 200 minerals, 150 gas, 37.5 seconds, 2 power
  • Upgrades specialist warriors

Pennant ID-221 Mineral Chunk 2
First appearance: T07, Z01, P01

  • Building, placed on Mineral Fields and Assimilators by Probes, requires Robotics Facility
  • Stats: 50 shields, 50 HP, 0 armor, medium size
  • Cost: 50 minerals, 25 gas, 20 seconds, 1 power
  • Behavior: doubles regeneration rate for resources

Robotics Authority ID-182 Mining Platform
First appearance: Z05, P04

  • Building, converted from Robotics Facility, requires Robotics Support Bay
  • Cost: 50 minerals, 75 gas, 30 seconds, 2 power
  • Enables Warp Relays and precludes Clarions

Argosy ID-183 Independent Command Center
First appearance: T08, Z08, P05

  • Building, converted from Stargate, requires Robotics Support Bay
  • Cost: 100 minerals, 75 gas, 30 seconds, 2 power
  • Enables Exemplars and precludes Starcallers

Starfield ID-184 Independent Starport
First appearance: T09, Z09, P07

  • Building, converted from Stargate, requires Fleet Beacon
  • Cost: 75 minerals, 100 gas, 30 seconds, 2 power
  • Enables Starcallers and precludes Exemplars

Heroes

Executor (Templar) ID-87 Aldaris
First appearance: Z09, P01

  • Ground, deployed from Reliquary, requires Citadel of Adun
  • Stats:
  • Cost: 100 minerals, 250 gas, 25 seconds, 2 transport space
  • Weapon: short-range, concussive damage, projectile (plasma), ground and air units

Artanis (Zealot) ID-99 Samir Duran
First appearance: Z09, P01

  • Ground, deployed from Reliquary, requires Citadel of Adun
  • Stats:
  • Cost: 250 minerals, 100 gas, 25 seconds, 2 transport space
  • Weapon: melee-range, normal damage, hitscan, ground units only

Artanis (Scout)
First appearance: xP01, xZ10

  • Air, deployed from Reliquary, requires Stargate
  • Stats:
  • Cost: 300 minerals, 250 gas, 25 seconds
  • Weapon: mid-range, explosive damage, projectile (missile), ground and air units

Fenix (Zealot) ID-77 Fenix Zealot
First appearance: P01
Ground, deployed from Reliquary, requires Citadel of Adun
Stats:
Cost: 200 minerals, 150 gas, 25 seconds, 2 transport space
Weapon: melee-range, normal damage, hitscan, ground units only

Fenix (Dragoon) ID-78 Fenix Dragoon
First appearance: P07

  • Ground, deployed from Reliquary, requires Robotics Facility
  • Stats:
  • Cost: 350 minerals, 250 gas, 25 seconds, 4 transport space
  • Weapon: mid-range, explosive damage, projectile (plasma), ground and air units

Tassadar (Templar) ID-79 Tassadar
First appearance: P04
Ground, deployed from Reliquary, requires Citadel of Adun
Stats:
Cost: 100 minerals, 300 gas, 25 seconds, 2 transport space
Weapon: short-range, normal damage, hitscan, ground and air units

Zeratul (Dark Templar) ID-75 Zeratul
First appearance: P05

  • Ground, deployed from Reliquary, requires Templar Archives
  • Stats:
  • Cost: 250 minerals, 250 gas, 25 seconds, 2 transport space
  • Weapon: melee-range, normal damage, hitscan, ground units only
  • Behavior: Permanent cloaking

Relics

more coming soon

Protoss heroes are vanilla at a glance. Their more significant changes are sourced from Relics, produced at the Reliquary. These empowerments change or augment the combat role of a particular hero, with each hero being more suited to a specific 'class', but not forbidden from stepping into that of another.

Relics are purchased at the Reliquary; their availability is dependent on the tech level of the player and what objectives the player has accomplished in previous missions. In melee, all Relics will be available, provided the player has the tech required for them. When any player or AI requests a Relic, it becomes disallowed for all other players on the map.

Relics require time and resources to be produced. Once produced, they can be equipped directly from the hero's command card, as long as the hero is within a power field. There is a limit of four Relics per hero, and equipping a Relic "stuns" the hero for 4 seconds.

Relic Weapons

Tempest

  • Eligible heroes: Executor, Artanis (Zealot), Fenix (Zealot), Zeratul
  • Replaces the hero's weapon with Tempest
  • Requires Citadel of Adun
  • Cost: 200 minerals, 100 gas, 60 seconds
  • Stats: 20 damage, melee-range, normal damage, hitscan, ground units only
  • Behavior: increases own and allied attack speed by 5% for every allied melee attack within 192 pixels, to a maximum of 25%; falls off after 3 seconds
  • Tempest
    • Fall upon your enemies.
    • This Relic boosts the attack speed of the hero and his allies by 5% for every allied melee attack that lands on an enemy combatant. This bonus can stack up to 5 times. Stacks fall off one by one and expire after 3 seconds.

Penance

  • Eligible heroes: Executor, Artanis (Zealot), Fenix (Zealot), Zeratul
  • Replaces the hero's weapon with Penance
  • Acquired in P01 or P02; requires Citadel of Adun
  • Cost: 100 minerals, 150 gas, 60 seconds
  • Stats: 24 damage, melee-range, normal damage, hitscan, ground units only
  • Behavior: when a marked unit dies, it explodes, dealing 20 explosive damage in a small area
  • Penance
    • In this life and the next.
    • This blade marks its victims with Penance with every strike. When a combatant with Penance dies, all marks detonate, dealing 20 explosive damage in a small area. Up to 10 Penance marks can be applied to a single unit, and they expire after 4 seconds.

Blind Judge

  • Eligible heroes: Executor, Artanis (Zealot), Fenix (Zealot), Tassadar (Templar), Zeratul
  • Replaces the hero's weapon with the Blind Judge
  • Acquired in P06; requires Templar Archives
  • Cost: 150 minerals, 250 gas, 60 seconds
  • Stats: 40 damage, melee-range, concussive damage, hitscan, ground units only
  • Behavior: when an organic unit dies to this weapon, they revive under the hero's control with 50% max HP and whatever energy they had before death; the unit expires after 15 seconds
  • Blind Judge
    • Now, you are wrong twice.
    • Organics felled by this blade rise again to serve their murderer for 15 seconds. Upon resurrecting, they have 50% of their maximum health, and 100% of the energy they had before death.

Emperor

  • Eligible heroes: Executor, Aldaris, Artanis (Scout), Fenix (Dragoon), Tassadar (Templar)
  • Replaces the hero's weapon with the Emperor
  • Acquired in P01 or P02; requires Robotics Facility
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Stats: 45 damage, medium-range, explosive damage, projectile (plasma), ground and air units
  • Behavior: when a unit dies to this weapon, increase hero movement and attack speed by 5% for 10 seconds, up to a maximum of 30%
  • Emperor
    • Render unto me.
    • Combatants killed by this weapon empower the hero, granting 5% bonus movement and attack speed. This bonus can stack up to 6 times. Stacks fall off one at a time, after 5 seconds.

Mind Forge

  • Eligible heroes: Executor, Aldaris, Artanis (Zealot), Fenix (Zealot), Tassadar (Templar)
  • Replaces the hero's weapon with the Mind Forge
  • Acquired in P04 or P07; requires Templar Archives
  • Cost: 250 minerals, 250 gas, 60 seconds
  • Stats: 30 damage, short-range, normal damage, hitscan, ground and air units
  • Behavior: +100 max energy; upon striking a unit that is below 50% total HP/shields, that unit becomes Mind Controlled
  • Mind Forge
    • And I shall inherit the meek.
    • When this weapon strikes a combatant below 50% of its total life and shields, the unit becomes Mind Controlled. This Relic also provides +50 max energy.

Boltmaker

  • Eligible heroes: Executor, Artanis (Scout), Fenix (Hierophant), Tassadar (Templar)
  • Replaces the hero's weapon with the Boltmaker
  • Acquired in P05 or P06; requires Citadel of Adun
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Stats: 20 damage, mid-range, normal damage, hitscan, bounces to up to 4 units, ground and air units
  • Behavior: marks affected units with up to 5 Bolts; each Bolt reduces armor by 1; at 5 Bolts the unit is immobilized (can still attack); Bolts expire after 5 seconds
  • Boltmaker
    • Branded. Broken.
    • This weapon's attacks can hit up to 4 targets at once. Enemies struck by the Boltmaker are marked with up to 5 Bolts, which reduce the target's armor by 1 per stack. At 5 Bolts, the target is immobilized. Bolts expire after 5 seconds.

Artificer

  • Eligible heroes: Executor, Artanis (Zealot), Fenix (Zealot), Tassadar (Templar), Zeratul
  • Replaces the hero's weapon with the Artificer
  • Acquired in P06; requires Robotics Support Bay
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Stats: 35 damage, melee range, explosive damage, hitscan, ground units only
  • Behavior: attacks ignore armor and mark targets with Conviction; allied attacks consume the stack and receive a weapon upgrade bonus for as long as the hero endures; Conviction stacks expire from enemies after 3 seconds
  • Artificer
    • The master at work.
    • This weapon's attacks ignore armor, and mark targets with Artifice, which expire after 3 seconds. If an ally kills a marked target, they consume the mark and receive an additional weapon damage upgrade until the hero dies or this Relic is removed.

Sentence

  • Eligible heroes: Executor, Artanis (Zealot), Fenix (Zealot), Tassadar (Templar), Zeratul
  • Replaces the hero's weapon with Sentence
  • Acquired in TBD; requires Citadel of Adun
  • Cost: 200 minerals, 100 gas, 60 seconds
  • Stats: 8*3 damage, short range, normal damage, hitscan, ground and air units
  • Behavior: slows movement speed by 5% with each stack, capping at 6 stacks; stuns fully-slowed units if they are mechanical, or executes them if they are organic
  • Sentence
    • Unanimous.
    • With each attack from Sentence, foes have their movement speed slowed by 5%, capping at 30% and falling off after 4 seconds of not being refreshed. When Sentence strikes a fully-slowed target, mechanical foes are stunned for 2 seconds, while organic foes are executed.

Umber Maw

  • Eligible heroes: Executor, Artanis (Scout), Fenix (Hierophant), Tassadar (Templar)
  • Replaces the hero's weapon with the Umber Maw
  • Acquired in TBD; requires Fleet Beacon
  • Cost: 150 minerals, 150 gas, 60 seconds
  • Stats: 30 damage, medium range, explosive damage, hitscan (line damage), ground and air units
  • Behavior: attacks reduce armor of targets to 0 permanently unless cleansed
  • Ability: when the hero's shields are full, activates to deal 250+10 damage in a 192 pixel radius (ignores armor, applies on-hit effects)
  • Umber Maw
    • A desperate measure.
    • This cannon burns the armor of its non-heroic targets, reducing it to 0. This effect is permanent unless cleansed.
  • Pugatory
    • When its wielder is at maximum shields, the Umber Maw can be charged to incinerate the target area, dealing 250(+10) armor-piercing damage and applying on-hit effects to all targets.

Anthelion

  • Eligible heroes: Executor, Artanis (Zealot), Zeratul
  • Replaces the hero's weapon with Anthelion
  • Acquired in P09; requires Templar Archives
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Weapon 1: 60 damage, melee range, normal damage, hitscan, ground units only
  • Weapon 2: 40 damage, short range, normal damage, projectile, ground and air units only
  • Behavior: switching weapon types grants a stack of False Light, increasing attack speed by 10% and granting 10% life/shieldsteal; killing enemies reduces the weapon switch cooldown by 1 second
  • Ability: activates to switch weapon type; 10 second cooldown
  • Anthelion
    • The unseen threat.
    • In addition to striking targets directly, this harrowing blade is capable of projecting its wielder's psi at a short range. Killing enemies reduces the cooldown of False Light by 1 second.
  • False Light
    • Activates Anthelion, switching weapon modes and granting a stack of False Light. Each stack of False Light increases attack speed by 10% and grants 10% lifesteal and shieldsteal. False Light expires after 8 seconds of not being refreshed.


Relic Armor

Endless Vigil

  • Eligible heroes: Executor, Aldaris, Artanis (Zealot), Fenix (Zealot), Tassadar (Templar)
  • Replaces the hero's armor with the Endless Vigil
  • Requires Citadel of Adun
  • Cost: 200 minerals, 150 gas, 60 seconds
  • Behavior: +5% increased attack speed for every attack, capped at 20%, falls off after 4 seconds of not attacking
  • Endless Vigil
    • Falter not.
    • This armor charges up during combat, increasing the hero's attack speed by 5% for every attack, for a maximum bonus of 20%. The armor loses its charges after 4 seconds of weapon inactivity.

Immortal Fortress

  • Eligible heroes: Artanis (Scout), Fenix (Dragoon), Tassadar (Carrier)
  • Replaces the hero's shield armor with the Immortal Fortress
  • Acquired in P08; requires Fleet Beacon
  • Cost: 250 minerals, 200 gas, 60 seconds
  • Behavior: reduces all incoming shield damage to a maximum of 10 (bypassed by ignore armor)
  • Immortal Fortress
    • Time fears us.
    • Incoming shield damage is reduced to a maximum of 10. This Relic does not protect against attacks that bypass armor.

Intervention

  • Eligible heroes: Executor, Artanis (Zealot), Fenix (Zealot), Zeratul
  • Replaces the hero's armor with the Intervention
  • Acquired in P02; requires Robotics Support Bay
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: while shields are up, reduces incoming projectile damage by 33% (does not stack with hero spell damage reduction)
  • Ability: while active, detonates the closest enemy projectile within 128 pixels, draining 10 energy per projectile detonated
  • Intervention
    • Suffer not such foes.
    • While the hero's shields endure, they take 33% reduced damage from the enemy's projectiles.
    • While active, nearby enemy projectiles are detonated prematurely, draining 10 energy each.

Predator's Cloak

  • Eligible heroes: Executor, Aldaris, Artanis (Zealot), Fenix (Zealot), Zeratul, Tassadar (Templar)
  • Replaces the hero's armor with the Predator's Cloak
  • Acquired in TBD; requires Templar Archives
  • Cost: 100 minerals, 250 gas, 60 seconds
  • Behavior: resets ability cooldown every 3 kills
  • Ability: instantly teleports up to 192 pixels; costs 50 energy; 10 second cooldown
  • Predator's Cloak
    • None travel as I.
    • This armor may be activated to instantly teleport its wearer. This ability recharges every 10 seconds, and instantly refreshes if its wearer slays three enemies.

Astral Anchor

  • Eligible heroes: all
  • Replaces the hero's armor with the Astral Anchor
  • Acquired in TBD; requires Robotics Support Bay
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Behavior: +100 shields, +1 shield armor
  • Ability: immobilizes the hero and heals all shields in a 224px radius for 150 over 7 seconds; costs 150 energy
  • Astral Anchor
    • Stand fast. Stand forever.
    • This thrumming cuirass grants its wearer 100 shields and 1 shield armor.
    • When activated, the armor immobilizes its wearer and regenerates up to 150 shields over 7 seconds for all nearby combatants and structures.

Thaumaturge

  • Eligible heroes: all
  • Replaces the hero's armor with the Thaumaturge
  • Acquired in TBD; requires Templar Archives
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: after being hit by an offensive ability, the hero's next attack casts it on their target
  • Thaumaturge
    • Stronger with every strike.
    • After being struck by an offensive ability, this armor channels it into the hero's next attack.


Relic Augments

Light of Saalok

  • Eligible heroes: all
  • Equips the Light of Saalok to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Requires Robotics Facility
  • Cost: 150 minerals, 150 gas, 60 seconds
  • Behavior: grants detection; +150 max energy
  • Ability: Shroud of Saalok (cloaks all nearby allies; 25 energy to activate, drains same energy over time as wraith/ghost cloaking)
  • Light of Saalok
    • Sight to the blind.
    • The hero gains 150 max energy and detection of hidden enemies.
  • Shroud of Saalok
    • While active, the Relic shrouds nearby allies, cloaking them. The cloaking field does not affect the caster.

Crest of Adun

  • Eligible heroes: all
  • Equips the Crest of Adun to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in P03; requires Citadel of Adun
  • Cost: 300 minerals, 150 gas, 60 seconds
  • Behavior: revives the hero upon death; this Relic can be rebuilt after it is used
  • Crest of Adun
    • The highest honor.
    • This Relic is shattered when the hero dies, but not before transporting them to the nearest allied Reliquary and restoring their shields, health, and energy.

Blessed Summons

  • Eligible heroes: all
  • Equips the Blessed Summons to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in P07; requires Arbiter Tribunal
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: +150 max energy
  • Ability: Blessed Recall (heals recalled units to full HP and shields)
  • Blessed Summons
    • To our side.
    • This weathered edict grants +150 energy to the hero and allows them to call Blessed Recall.
  • Blessed Recall
    • After 3 seconds of channeling, instantly teleports all allies at the target area to the caster and heals them to full health and shields.

Heartseeker

  • Eligible heroes: all
  • Equips the Heartseeker to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in P05 or P06; requires Templar Archives
  • Cost: 150 minerals, 150 gas, 60 seconds
  • Behavior: attacks ignore armor before their damage is reduced by enemy unit size
  • Heartseeker
    • Their greatest weakness.
    • This reactor focuses its wearer, allowing their attacks to bypass their quarry's armor.

Shade Sigil

  • Eligible heroes: Executor, Aldaris, Artanis (Zealot), Fenix (Zealot), Fenix (Dragoon), Tassadar (Templar), Zeratul
  • Equips the Shade Sigil to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in P04; requires Templar Archives
  • Cost: 100 minerals, 150 gas, 60 seconds
  • Behavior: cloaks the hero for 5 seconds after a kill
  • Shade Sigil
    • They see no evil.
    • When the hero slays an enemy, this Relic cloaks them for 5 seconds or until they attack again.

Binding Crucible

  • Eligible heroes: all
  • Equips the Binding Crucible to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in P03; requires Citadel of Adun
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: while shields are up, returns 50% of all melee damage to the attacker
  • Binding Crucible
    • Greet them in kind.
    • While the hero's shields endure, half of all melee damage is returned to the attacker.

Virtuous Attenuator

  • Eligible heroes: all
  • Equips the Virtuous Attenuator to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in P06; requires Robotics Facility
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Behavior: depending on which is lower, increases either shield or energy regeneration by 33%
  • Virtuous Attenuator
    • From strength to strength.
    • This device provides a 33% increased regeneration rate to shields or to energy, depending on which stat is lower at any given time.

Holy Ember

  • Eligible heroes: all
  • Equips the Holy Ember to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in TBD; requires Templar Archives
  • Cost: 150 minerals, 250 gas, 60 seconds
  • Behavior: attacks deal 20+2 damage (ignores armor, benefits from primary weapon upgrade) over 4 seconds, starting 1 second after the initial attack; if the target is killed by this damage, the hero heals for 10% of the victim's max HP
  • Holy Ember
    • Cleanse the land.
    • This gemstone burns its wielder's targets, dealing 20 damage over 5 seconds. Should an enemy fall victim to the fire, the hero is healed for 10% of that target's maximum life.

Stormpeak

  • Eligible heroes: Executor, Aldaris, Artanis (Zealot), Fenix (Zealot), Fenix (Dragoon), Tassadar (Templar), Zeratul
  • Equips Stormpeak to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in TBD; requires Templar Archives
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Behavior: all psionic storms within 256 pixels of the hero explode at the end of their effect, dealing 50 explosive damage to all affected units
  • Ability: Psionic Storm
  • Stormpeak
    • Unrivaled power.
    • All nearby psionic storms are made volatile by this crystal, exploding violently for 50 damage at the end of their duration.
    • Activate Stormpeak to cast Psionic Storm at the target area.

Siren's Claw

  • Eligible heroes: all
  • Equips the Siren's Claw to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in TBD; requires Templar Archives
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: attacks deal half damage to the target's energy, or double damage if the target is below 25 energy
  • Siren's Claw
    • Deny their birthright.
    • The hero's attacks burn the energy of their target, dealing 50% weapon damage to the target's energy pool. If the target is below 25 energy, attacks instead deal double damage to the target's life.

Spirit Emblem

  • Eligible heroes: all
  • Equips the Spirit Emblem to one of the hero's augment slots, or replaces the oldest augment if both slots are full
  • Acquired in TBD; requires Templar Archives
  • Cost: 100 minerals, 200 gas, 60 seconds
  • Behavior: stores up to 4 phantasms of slain enemies, to be released manually or once the cap has been hit; phantasms deal full damage and restore the hero's shields for 10% of damage dealt
  • Spirit Emblem
    • They walk this world again.
    • This artifact captures up to 4 phantasms of slain enemies, releasing them upon reaching capacity or when its wearer decrees. Phantasms deal full damage to their opponents and restore their summoner's shields for 10% of damage dealt.

New Upgrades

Taldarin's Grace ID-99 extended_99

  • Developed at Cybernetics core, requires Robotics Facility, grants Dragoons and Hierophants +1 shield armor
  • Cost: 150 minerals, 150 gas, 104 seconds

Shield armor as an upgrade is generally underutilized or purchased as an afterthought when Forges are idle and one's economy allows. This upgrade will serve to complement shield armor upgrades for the players that do choose to opt into them, while strengthening ranged striders even without prior investment.

Signify: Malice ID-55 unused_55

  • Developed at Cybernetics Core, requires Robotics Support Bay, adds attack speed slow to Cowardice's effect
  • Cost: 200 minerals 200 gas, 104 seconds

Structure Plating ID-46 unused_46

  • Developed at Forge, tier 1 requires Citadel of Adun, tier 2 requires Templar Archives, increases structure armor by 1
  • Cost: 150 minerals, 150 gas, 166 seconds
  • Factor: 75 minerals, 75 gas, 20 seconds

An essential upgrade to improving the impact defenses have in the mid- to late-game, especially with AI using the bulk of their forces in attacks.

Khaydarin Generator ID-97 extended_97

  • Developed at Forge, requires Citadel of Adun, grants Shield Batteries and Bulwarks +50 energy
  • Cost: 200 minerals, 200 gas, 104 seconds

Power Flux ID-112 extended_112

  • Developed at Forge, grants 15% increased upgrade speed to structures that have double the power required for full efficiency (does not stack).
  • Cost: 200 minerals, 200 gas, 166 seconds

Temporal Batteries ID-96 extended_96

  • Developed at Forge, requires Robotics Facility, grants 25% increased shield regeneration to structures that have more power than required for full efficiency (does not stack)
  • Cost: 150 minerals, 150 gas, 166 seconds

I've wanted a way to reward players for optimal base layouts for some time. This might be the way to make that happen without it being a feast or famine mechanic.

Battle Harmony ID-56 unused_56

  • Developed at Citadel of Adun, allows Legionnaire passive to affect up to 4 Legionnaires, from 2
  • Cost: 200 minerals 200 gas, 104 seconds
  • Increases the max number of Legionnaires affected by Unified Strikes from 2 to 4.

Relocators ID-57 unused_57

  • Developed at Robotics Support Bay, requires Arbiter Tribunal, grants Scarabs air pathing (can still be targeted by ground weapons)
  • Cost: 200 minerals, 200 gas, 166 seconds

Khaydarin Anchor ID-111 extended_111

  • Developed at Robotics Support Bay, grants +50 Warp Relay energy
  • Cost: 150 minerals, 150 gas, 104 seconds

Recursion

  • Developed at Robotics Support Bay, requires Arbiter Tribunal, Warp Relay ability
  • Cost: 150 minerals, 150 gas, 60 seconds

Last Orders ID-95 extended_95

  • Developed at Fleet Beacon; upon taking fatal damage, Scouts regain 50 HP and pilot their ships into the nearest enemy ground unit, dealing up to 50+3 explosive damage in a 96 pixel radius (death speed benefits from Gravitic Thrusters)
  • Cost: 150 minerals, 150 gas, 104 seconds

Gravitic Attenuator ID-104 extended_104

  • Developed at Fleet Beacon; allows Exemplars to attack while moving
  • Cost: 200 minerals, 200 gas, 104 seconds

Khaydarin Eclipse ID-113 extended_113

  • Developed at Fleet Beacon, requires Templar Archives; allows Exemplars to state-change, greatly slowing their movement speed and increasing their range
  • Cost: 200 minerals, 200 gas, 104 seconds

Skyforge ID-109 extended_109

  • Developed at Fleet Beacon, requires Robotics Support Bay; halves the production time of Interceptors
  • Cost: 150 minerals, 150 gas, 104 seconds

Khaydarin Drive ID-59 unused_59

  • Developed at Fleet Beacon, grants +50 Starcaller energy
  • Cost: 200 minerals, 200 gas, 104 seconds

Ephemeral Blades ID-100 extended_100

  • Developed at Templar Archives, causes hallucinated units to deal half damage
  • Cost: 200 minerals, 200 gas, 166 seconds

Ascendancy ID-101 extended_101

  • Developed at Templar archives, grants High Templars +5 energy per unit killed by nearby Psionic Storms or hallucinated units
  • Cost: 200 minerals, 200 gas, 166 seconds

Astral Aegis ID-108 extended_108

  • Developed at Templar Archives, heals allies for 50 shields when Archons die in a 96px radius
  • Cost: 200 minerals, 200 gas, 166 seconds

Final Hour

  • Developed at Grand Library, grants Augurs delayed area of effect damage on death.
  • Cost: 150 minerals, 150 gas, 104 seconds

Zerg

Observations

Without BW tech we lose Ultralisk upgrades, Lurkers, and Devourers.

The Ultralisk upgrades are no great loss conceptually as they only pad stats rather than adding more opportunity for skill expression. What does a good Zerg player do differently with these units than a bad Zerg player? What do the upgrades add to this? Not enough for my liking, so I've devised some replacements, rather than selectively enable BW tech. Ultras have also received +1 base armor to reinforce their role as a tank, and will likely receive an attack speed nerf after some testing.

As a result of Ultralisks being somewhat defanged, the lowly Zergling has received a morph to provide Zerg with a more comprehensive frontline. The Vorvaling has no tech requirement and also benefits from Metabolic Boost, but in a different way than the Zergling; it receives bonus movement speed when moving towards enemy units, rather than having the bonus permanently. The Vorvaling can also withstand more punishment than the Zergling, making it ideal to intercept targets while their frailer cousins finish them off. It has less potential DPS than the Zergling, however, as it does not benefit from Adrenal Glands and attacks slower by default. If the interception mechanic proves too strong, I may experiment with making it a standalone upgrade, rather than bundling it with Metabolic Boost.

The removal of Lurkers poses a stranger problem to solve. Traditionally Lurkers are seen as solutions to Terran bio play, but Medics are out, so Lurkers themselves may not be as important. Against Protoss they are also used to combat large numbers of Zealots for a player that's already teched towards Hydralisk play, so a response is definitely necessary there. The Hydralisk can now morph into a Basilisk, which will serve as a secondary frontline behind Zerglings and Ultralisks while partially answering the need for anti-bio the Zerg now have.

With Devourers out of the picture, all air becomes much scarier, even in ZvZ matchups. Hydralisks deal reduced damage to Mutalisks and get vastly outmaneuvered by Guardians in most cases, so the presence of a Spire remains a question of when, rather than if. Gorgoleths replace Devourers as a secondary Mutalisk morph, but require a different Spire mutation than Guardians, so teching into them will often result in Gorgoleths precluding Guardians, at least for the mid-game. These units serve more as anti-bio, anti-caster snipers, but must enter melee to contribute in air skirmishes. Exact numbers for their survivability will require a lot of testing.

The last new unit comes to help Zerg respond to the long-range artillery of the Terran and Protoss. An Ultralisk morph, the Kasan Screamer is a mid-range ground control unit whose weapon leaves a damage field at its impact site. Once upgraded, this damage field increases the movement speed of Zerg units that pass through it, requiring the player to take some damage to take full advantage of the Screamer's utility. Exact numbers are pending testing.

Rounding things out, we have the Chasmal Colony, a Creep Colony morph that offers support options to Zerg players. By default its sole function is to use its limited energy reserves to improve the innate passive healing of nearby Zerg units, but once upgraded it can use that energy to provide increased attack speed for nearby defensive structures.


Modified Units

Overlord

  • Pneumatized Carapace removed; movement speed now tied to tech level

Though Overlord speed being tethered to your tech level is generally a good idea, a better alternative was suggested, and I went with that. See below for more details.

Queen

  • Parasite:
    • duration now 1 minute, down from infinite
    • cost now 50 energy, down from 75
    • now prevents healing or repairing of affected units for its duration
  • Ensnare:
    • duration now 10 seconds, down from ~25
    • now affects all units equally
    • no longer cast by Queen
  • Spawn Broodling:
    • now deals 100 normal damage (ignores armor), down from infinite
    • now spawns 4 broodlings if the target is killed by the spell
    • now costs 125 energy, down from 150

Broodling

  • Weapon upgrade bonus now +2, up from +1
  • When Ensnare is researched, Broodlings apply the effect on attack, and "cast" it on death
  • Systems functional: pathfinding improved

As Restoration is not available to all races, reducing Parasite's energy cost and giving it a timer seems like a logical step to encourage Queen play without making it an OP scouting tool. Preventing healing is situationally useful but should reward proper target selection in cases where you're parasiting a retreating force.
Broodlings were always useful in TvP and occasionally in ZvZ but would prove disastrous to expensive mechs like the Paladin, and I wanted to have the ability and its spawn be less about picking off specific targets and more about causing chaos.

Ultralisk

  • +1 base armor (2 total)

Consolation prize for the Ultralisk losing its Chitinous Plating and Anabolic Synthesis upgrades.

Defiler

  • Consume:
    • now returns energy equivalent to the health of the target
    • excess energy heals the Defiler
    • can be cast on allies, can no longer be cast on heroes
  • Plague:
    • duration now 10 seconds, down from ~75
    • max damage now 100, down from 300
    • now damages shields first on shielded units
    • requires Defilers to channel for 1 second before casting
  • Dark Swarm:
    • now absorbs up to 500 damage in its radius before dissipating
    • duration now 25 seconds, down from ~38

Similar changes to Irradiate are being tried here, with Plague becoming a fast-acting anti-army solution and finding less impact on higher health targets such as buildings. The channel time, as small as it is, means you have to stick your neck out a bit more to use the ability.
The Dark Swarm change feels right in theory, but in practice may destabilize late game combat in the TvZ matchup. A lot of testing will be needed to verify its practicality.

Infested Terran

  • Deals 350 damage, down from 500.
  • Death March (passive)
    • Gains increased movement speed based on missing life, up to a cap of 50%
  • When Ensnare is researched, Infested Terrans "cast" it on attack/death

Some love to a seldom-used unit, while cutting down on its damage due to it being more commonplace in the campaigns of Hydra.

Extractor
Ability 1: Regression
Ability 2: Infest Geyser

  • Regression
    • After 5 seconds, the Extractor mutates back into a Drone.
  • Infest Geyser
    • After 15 seconds, the Extractor infests its geyser.

Lair

  • Collective Integration (passive)
    • Lairs generate larva at 25% increased speed compared to Hatcheries.
    • Creep spread speed has increased by 25%.
    • Creep can now spread over walkable unbuildable tiles, but cannot be built upon. (Transparency 33%)
    • Overlord movement speed has increased.

Hive

  • Collective Integration (passive)
    • Hives generate larva at 50% increased speed compared to Hatcheries.
    • Creep spread speed has increased by 50%.
    • Creep that has spread over walkable unbuildable tiles can now be built upon. (Transparency 66%)
    • Overlord movement speed has increased further.

These changes provide players incentives to spend money morphing more than one Hive for both tech security and the bonus larva speed. Players would still be limited by resources, so the usefulness of the quicker larva is entirely dependent on how well players manage their economy. The Overlord speed boost at Hive tech will be another reason to fear late-game Zerg and reinforces the hivemind thematic.

Spore Colony

  • -50 base HP (350 total)

With the potential DPS increase of late-game Chasmal Colonies and the Spore Colony's general effectiveness in the early game, this nerf should allow Capacitor Wraiths and the like to be scarier.

Nydus Canal

  • Now costs 100 minerals, 100 gas; able to be used by allies
  • Now requires Lair

Along with a host of other changes, the cost adjustments and earlier availability of the Nydus Canal should allow it to be a valid option for Zergs hunting for more map control without being so cheap that it is without risk. As noted below, I may allow players to place Nydus exits off creep once they own a Hive.

Spire

  • +100 base HP (700 total)

Guardian Roost
Formerly known as Greater Spire

  • +100 base HP (1100 total)
  • Greater Mutation
    • Guardian Roosts progress evolutions 15% faster than Spires.

An incentive to mutate multiple spires into their second tier helps to offset the extreme resource costs associated with their production. A bit of extra padding should help Zerg players protect their investments should they come under fire.


New Units

Vorvaling ID-128 Uraj (egg: ID-216 YoungChrysalis)
First appearance: T01, Z01, P01

  • Ground, morphed from Zergling
  • Stats: 60 HP, 1 armor, small size
  • Cost: 25 minerals, 50 gas, 1 supply, 10 seconds
  • Weapon: melee, normal damage, hitscan, ground units only
  • Behavior: moves faster when moving towards enemy units
  • Adrenaline Surge (passive)
    • Vorvalings gain increased movement speed when moving towards enemies.

Basilisk ID-129 Khalis (egg: ID-97 Lurker Egg) (special: ID-180 CaveIn)
First appearance: T02, Z01, P01

  • Ground, morphed from Hydralisk, requires Basilisk Den
  • Stats: 85 HP, 1 armor, medium size
  • Cost: 50 minerals, 75 gas, 1 supply, 18 seconds
  • Weapon: long-range, concussive damage, projectile, ground units only
  • Behavior: while burrowed, generates creep in a small radius
  • Biogenesis (passive)
    • While burrowed, Basilisks generate creep in a small radius.

Iroleth ID-222 Gas Orb 1
First appearance: T03, Z01, P01

  • Air, morphed from Overlord, requires Spire
  • Stats: 350 HP, 2 armor, large size, +8 supply, 8 transport space
  • Cost: 100 minerals, 100 gas, 12.5 seconds
  • Behavior: doubles regeneration rate for resource fields within 224px

The Iroleth does not benefit from movement speed upgrades afforded to the Overlord by Collective Integration.

Gorgoleth ID-62 Devourer (egg: ID-179 Cave)
First appearance: T06, Z06, P10

  • Air, morphed from Mutalisk, requires Gorgoleth Burrow
  • Stats: 120 HP, 1 armor, medium size
  • Cost: 75 minerals, 75 gas, 2 supply, 25 seconds
  • Weapon 1: melee, normal damage, hitscan, air units only
  • Weapon 2: long-range, concussive damage, projectile, ground units only, drains 10 energy per attack
  • Behavior: does not regenerate energy
  • Ability: Essence Drain (steals up to 50 energy from target unit; costs 10 energy)
  • Augmented Venom (passive)
    • If the Gorgoleth has at least 10 energy, it can strike at ground targets from a vast distance.
  • Essence Drain
    • The Gorgoleth saps up to 50 energy from the target.

Kasan Screamer ID-96 Ursadon (egg: ID-102 DuGalle)
First appearance: T06, Z07, P10

  • Ground, morphed from Ultralisk
  • Stats: 300 HP, 2 armor, large size
  • Cost: 150 minerals, 150 gas, 4 supply, 25 seconds
  • Weapon: mid-range, explosive damage, projectile, ground and air units
  • Behavior: attacks leave a small field behind for 5 seconds, dealing up to 30 damage.
  • Caustic Discharge (passive)
    • The Screamer's attacks leave behind a pool of acid that deals 30 damage over 5 seconds to all ground units in its vicinity.

Infested Geyser
First appearance: T05, Z02, P02

  • Building, morphed from Extractor, requires Queen's Nest
  • Stats: 250 HP, 1 armor, large size
  • Cost: 100 minerals, 100 gas, 15 seconds
  • Behavior: permanently cloaked, mimicking the appearance of a typical geyser and allows for slow resource regeneration even when occupied
  • Ability: consumes hostile workers and spawns 2 broodlings for each worker killed
  • Mimicry
    • The Infested Geyser is hidden from conventional sight and can be built upon like a normal geyser. The geyser below regenerates 1 gas per 3 seconds even when occupied by a proper structure. The Infested Geyser is destroyed if a completed gas structure on top of it is destroyed.
  • Occupational Hazards
    • While active, hostile workers are killed upon entry to the infested mine and converted into two Broodlings that spawn outside the structure.

Looking forward to seeing this in Fraud Night.

Chasmal Colony ID-201 Overmind Cocoon
First appearance: T05, Z02, P02

  • Building, morphed from Creep Colony, requires Mutation Pit
  • Stats: 400 HP, 1 armor, large size
  • Cost: 25 minerals, 50 gas, 20 seconds
  • Behavior: Connects to a nearby colony or unit (depending on mode) once per 2 seconds
  • Ability 1: Adaptive Barrier (overheals units by up to 10% of their max hp; drains energy while active)
  • Ability 2: Adrenal Secretion (increases attack speed for nearby colonies; drains energy while active)
  • Arterial Generation
    • Based on their currently-active mode, Chasmal Colonies connect to one nearby colony or combatant every 2 seconds.
  • Adaptive Barrier
    • While active, Zerg combatants connected to the Chasmal Colony gain 200% regeneration, and can gain 10% additional max HP. This bonus HP is not permanent.
  • Adrenal Secretion
    • While active, Sunken and Spore Colonies connected to the Chasmal Colony gain 150% attack speed. This bonus does not stack.

Mutation Pit ID-145 UnusedZergBldg1
First appearance: T04, Z01, P01

  • Building, morphed from Evolution Chamber, requires Lair
  • Stats: 1000 HP, 1 armor, large size
  • Cost: 75 minerals, 100 gas, 31.5 seconds
  • Produces and upgrades heroes and Aberrants
  • Mutate to Mutation Pit.
    • Produces and evolves heroes and Aberrants.
  • Greater Mutation
    • Mutation Pits progress evolutions 15% faster than Evolution Chambers.

Basilisk Den ID-153 UnusedZergBldg2
First appearance: T02, Z01, P01

  • Building, morphed from Hydralisk Den, requires Lair
  • Stats: 1150 HP, 1 armor, large size
  • Cost: 150 minerals, 100 gas, 32.5 seconds
  • Enables and upgrades Basilisks
  • Mutate to Basilisk Den
    • Allows Hydralisks to mutate into Basilisks.

Lurker Den
First appearance: xP03, xT03, xZ01

  • Building, morphed from Hydralisk Den, requires Lair
  • Stats: 1150 HP, 1 armor, large size
  • Cost: 100 minerals, 150 gas, 32.5 seconds
  • Enables and upgrades Lurkers
  • Mutate to Lurker Den
    • Allows Hydralisks to mutate into Lurkers.

I never fully understood why Lurker Aspect existed as a research when the rule of upgrading structures to enable mutations was already present with the Greater Spire. Since I've embraced it for the other additions to the Zerg, it only makes sense to do the same with Lurkers.

Gorgoleth Apiary ID-148 Zerg Overmind

  • First appearance: T06, Z06, P10
  • Building, morphed from Spire, requires Hive
  • Enables and upgrades Gorgoleths
  • Mutate to Gorgoleth Apiary
    • Allows Mutalisks to mutate into Gorgoleths.
  • Greater Mutation
    • Gorgoleth Burrows progress evolutions 15% faster than Spires.

Devourer Haunt
First appearance: TBD

  • Building, morphed from Spire, requires Hive
  • Stats: 1350 HP, 1 armor, large size
  • Cost: 200 minerals, 100 gas, 32.5 seconds
  • Enables and upgrades Devourers
  • Mutate to Devourer Haunt
    • Allows Mutalisks to mutate into Devourers.
  • Greater Mutation
    • Devourer Haunts progress evolutions 15% faster than Spires.

Nydus Artery ID-181 Cantina

  • First appearance: T06, Z06, P03
  • Building, morphed from Nydus Canal, requires Hive, must be morphed on a placed exit
  • Cost: 100 minerals, 100 gas, 25 seconds
  • Increases hit points and armor, spreads creep
  • Mutate to Nydus Artery
    • Advanced form of the Nydus Canal with 150 bonus health, 1 bonus armor, and the capability to spread creep.

Chrysalis ID-150 Mature Chrysalis

  • First appearance: Z01, P02
  • Building, morphed from Drone, requires Hive
  • Cost: 125 minerals, 125 gas, 35 seconds
  • Behavior: enhances energy regeneration for all allies within 192px
  • Aberrant Generation
    • Allied casters within 6 weapon range gain 150% energy regeneration.

Heroes

Infested Kerrigan ID-51 Infested Kerrigan
First appearance: Z04

  • Ground, deployed from Mutation Pit, requires Queen's Nest
  • Stats: 250 HP, 2 armor, small size
  • Cost: 400 minerals, 350 gas, 75 seconds, 1 transport space
  • Weapon: melee-range, normal damage, hitscan, ground units only
  • Behavior: Gains energy equivalent to 50% of damage dealt
  • Ability 1: Personnel Cloaking
  • Ability 2: Endless Reach (pulls a ground unit to the caster, dealing a minimum of 20 and a maximum of 100 normal damage to the target, increasing based on how far the unit travels; costs 100 energy; 192 pixel cast range)

Infested Duran ID-104 Infested Duran

  • Ground, deployed from Mutation Pit, requires Queen's Nest
  • Stats: 150 HP, 1 armor, small size
  • Cost: 400 minerals, 350 gas, 90 seconds, 1 transport space
  • Weapon: mid-range, concussive damage, hitscan, ground and air units
  • Behavior 1: The most recent ability with an energy cost used near Duran becomes available to use
  • Behavior 2: Spellcasters that die near Duran grant him up to 50 of their energy
  • Behavior 3: Whenever Duran casts an ability, allied organics gain a 5% movement speed increase, stacking up to 10 times; each stack times out after 7 seconds
  • Ability: Psionic Mirror (ability from Behavior 1)

Aberrants

more coming soon

With the number of conventional heroes being considerably lower for Zerg than the other races, I devised an additional system that builds on the racial themes of the Zerg - a collectivist hivemind that sacrifices individual significance for the benefit of the swarm. Though the Queen of Blades and her eventual second in command are uniquely powerful, these additions to the techtree are meant to augment their base unit in combat, and offer most of their utility in the form of army enhancements.

Aberrants are cheap to produce, with their upkeep sourced from powerful individual upgrades that provide buffs or debuffs in the form of auras and on-hit effects. These personal evolutions come in the form of mutation classes and persist with the Aberrant until death, regardless of what form the creature takes. It boasts the unique capability to morph between all available units, scaling with your techtree and morphing faster once you achieve Lair and Hive levels. Its stats will see improvements over the standard strains, and increase with every mutation and morph, with the costs of such actions acting as a natural power gate.

Mutations

  • Cost: 100 minerals, 100 gas, 20 seconds
  • Factor: 50 minerals, 50 gas, 5 seconds
  • Level 1 requires Lair, level 2 requires Hive
  • Mutation and morph speeds increase by 33% at Lair tech and 66% at Hive tech
  • Mutate: Haste
  • Accelerates the Aberrant's agility, granting it the following generic bonuses per level:
    • 10% increased movement and attack speeds
    • 15% increased acceleration (air/hover only)
  • Mutate: Might
  • Accelerates the Aberrant's strength, granting it the following generic bonuses per level:
    • 15% increased base weapon damage
    • 20% increased HP
    • +1 armor
  • Mutate: Swarm
  • Accelerates the Aberrant's control, granting nearby allies the following generic bonuses per level:
    • 10% increased damage to targets attacked by the Aberrant in the last 4 seconds
    • 25% of Haste and Might benefits


Nathrokor ID-54 Devouring One

  • Aberrant Zergling strain, requires Spawning Pool
  • Stats: 75 HP, 1 armor, small size, 2 supply, 1 transport space
  • Weapon: 7+2 damage, melee range, normal damage, hitscan, ground units only
  • Deploy cost: 100 minerals, 25 gas, 15 seconds
  • Morph cost: 50 minerals, 5 seconds
  • Aura range: 192 pixels
  • Mutate Haste:
    • L1 grants the Nathrokor Adrenaline Surge (increased movement speed towards enemies)
    • L2 grants the Nathrokor Essence Conversion (50% increased HP regeneration after killing an enemy)
  • Mutate Might:
    • L1 grants the Nathrokor Hollowing Claws (attacks reduce armor by 0.5 per attack; expires 5 seconds after not being refreshed)
    • L2 grants the Nathrokor Ensnaring Strike (attacks slow targets by 50%)
  • Mutate Swarm:
    • L1 grants the Nathrokor Mirror Mutation (on death, doubles the movement and attack speeds of nearby Zerglings and Vorvalings)
    • L2 grants Adrenaline Surge to nearby allies


Konvimoth ID-53 Hunter Killer

  • Aberrant Hydralisk strain, requires Hydralisk Den
  • Stats: 150 HP, 2 armor, medium size, 3 supply, 2 transport space
  • Weapon: 20+2 damage, mid-range, explosive damage, hitscan, ground and air units
  • Behavior: slain enemies generate creep for 30 seconds in a 128px radius
  • Deploy cost: 200 minerals, 100 gas, 25 seconds
  • Morph cost: 100 minerals, 50 gas, 12 seconds
  • Aura range: 224 pixels
  • Mutate Haste:
    • L1 grants the Konvimoth Feral Instinct (increased movement speed for 2 seconds after receiving damage)
    • L2 grants the Konvimoth Reflexive Maxilla (attacks while moving at 66% of standard attack speed)
  • Mutate Might:
    • L1 grants the Konvimoth Grooved Spines (+2 increased attack range)
    • L2 grants the Konvimoth Toxic Spines (attacks deal 10+1 concussive damage over 4 seconds; can stack)
  • Mutate Swarm:
    • L1 grants nearby allies Adrenal Secretion (increased attack speed while on creep)
    • L2 grants nearby allies Feral Instinct


Akistrigon ID-55 Kukulza Mutalisk

  • Aberrant Mutalisk strain, requires Spire
  • Stats: 200 HP, 1 armor, large size, 3 supply
  • Weapon: 14+2 damage, mid-range, normal damage, bouncing projectile, ground and air units
  • Behavior: 150% health regeneration, increasing to 250% health regeneration after 5 seconds of not receiving damage
  • Deploy cost: 200 minerals, 150 gas, 30 seconds
  • Morph cost: 100 minerals, 50 gas, 15 seconds
  • Aura range: 256 pixels
  • Mutate Haste:
    • L1 grants the Akistrigon Rapid Digestion (150% movement speed while attack is on cooldown)
    • L2 grants the Akistrigon Larval Mitosis (fires two projectiles instead of one)
  • Mutate Might:
    • L1 grants the Akistrigon Projectile Transience (adds an extra bounce)
    • L2 grants the Akistrigon Acid Sublimation (final bounce creates an acid cloud that lasts 5 seconds and deals 5+1 concussive damage per second)
  • Mutate Swarm:
    • L1 grants Primordial Cleansing to nearby allies (Akistrigon behavior)
    • L2 grants Projectile Transience to nearby ranged allies


Bastethir ID-49 Matriarch

  • Aberrant Queen strain, requires Queen Nest
  • Stats: 220 HP, 2 armor, large size, 4 supply
  • Weapon: 10+2 damage, mid-range, concussive damage, projectile, ground and air units
  • Ability: Broodspawn
  • Deploy cost: 250 minerals, 150 gas, 36 seconds
  • Morph cost: 125 minerals, 75 gas, 18 seconds
  • Aura range: 320 pixels
  • Broodspawn
    • Launches parasitic organisms at the target, spawning 3 Broodlings, or 6 if the target is killed.
  • Mutate Haste:
    • L1 grants the Bastethir Gamete Meiosis (increased energy regeneration and attack speed)
    • L2 enhances Broodspawn; all spawned units gain 25% increased movement and attack speed
  • Mutate Might:
    • L1 enhances Broodspawn; spawns an Infested Terran 2 seconds after spawning Broodlings
    • L2 grants the Bastethir Fertile Prey (enemies killed within 4 seconds of being attacked by the Bastethir suffer from Broodspawn)
  • Mutate Swarm:
    • L1 grants nearby allies Adaptive Barrier (25% increased HP regen, can overheal by 10% max HP)
    • L2 grants nearby allies +1 weapon and armor upgrades


Osteroth ID-48 Torrasque

  • Aberrant Ultralisk strain, requires Ultralisk Cavern
  • Stats: 600 HP, 4 armor, large size, 10 supply, 4 transport space
  • Weapon: 30+6 damage, melee-range, normal damage, hitscan, ground units
  • Behavior: reflects ranged strikes when within 32px of the source, returning 50% of the damage
  • Deploy cost: 400 minerals, 300 gas, 60 seconds
  • Morph cost: 200 minerals, 150 gas, 30 seconds
  • Aura range: 288 pixels
  • Mutate Haste:
    • L1 grants the Osteroth Indomitable Musculature (immunity to all slows)
    • L2 grants the Osteroth Endless Rampage (for every kill, gain 5% increased attack speed for 10 seconds)
  • Mutate Might:
    • L1 grants the Osteroth Saber Siphon (50% lifesteal)
    • L2 grants the Osteroth Kathyk Blades (area of effect damage in a 32px arc in front of the Osteroth)
  • Mutate Swarm:
    • L1 grants Indomitable Musculature to nearby allies
    • L2 grants Saber Siphon to nearby melee allies


Maktisthuk ID-52 Unclean One

  • Aberrant Defiler strain, requires Defiler Mound
  • Stats: 180 HP, 2 armor, medium size, 4 supply, 2 transport space
  • Weapon: 20+4 damage, mid-range, concussive damage, beam, ground and air units
  • Ability: Raging Swarm
  • Deploy cost: 150 minerals, 300 gas, 48 seconds
  • Morph cost: 75 minerals, 150 gas, 24 seconds
  • Aura range: 320 pixels
  • Raging Swarm
    • Spawns a mobile Dark Swarm at the target area that grants 50% increased attack speed to units beneath it.
  • Mutate Haste:
    • L1 grants the Maktisthuk Aggressor Synapse (300% energy regeneration while attacking)
    • L2 grants the Maktisthuk Symbiote Swarm (grants hover status)
  • Mutate Might:
    • L1 grants the Maktisthuk Plasma Reflux (a secondary beam is fired after each attack, dealing half damage; must attack a unique target)
    • L2 grants the Maktisthuk Metastasis (units killed cast plague on death)
  • Mutate Swarm:
    • L1 grants +2 damage upgrades to units beneath Raging Swarm
    • L2 grants Symbiote Swarm to nearby allies

New Upgrades

Adrenal Surge ID-110 extended_110

  • Evolved at Spawning Pool, requires Evolution Chamber, Vorvaling behavior
  • Cost: 150 minerals, 150 gas, 104 seconds

The Vorvaling behavior was once granted by evolving Metabolic Boost, but I felt the value of such an upgrade warranted its own costs.

Structure Carapace ID-45 unused_45

  • Evolved at Evolution Chamber, tier 1 requires Lair, tier 2 requires Hive, increases structure armor by 1
  • Cost: 150 minerals, 150 gas, 166 seconds
  • Factor: 75 minerals, 75 gas, 20 seconds

An essential upgrade to improving the impact defenses have in the mid- to late-game, especially with AI using the bulk of their forces in attacks. Also rewards proper base layout that much more, with 'blockade' structures like Evolution Chambers in front of colonies taking more hits before going down.

Synaptic Growth ID-94 extended_94

  • Evolved at Evolution Chamber, +50 Chasmal Colony energy
  • Cost: 200 minerals, 200 gas, 104 seconds

Resource costs are heavily TBD, as I suspect the Chasmal Colony's usage to be niche and may seek to encourage their usage through reduced costs to this upgrade.

Tendril Amitosis ID-73 extended_73

  • Evolved at Evolution Chamber, requires Queen's Nest, adds a secondary weapon to Sunken Colonies. Second attack deals half damage and cannot hit the primary attack's target.
  • Cost: 200 minerals, 200 gas, 166 seconds

With the sheer number of units being fielded in Hydra missions, and with Lurkers out of the picture, this upgrade allows Zerg defenses to remain competitive.
Another option for this upgrade would be to mutate each Sunken Colony to a 'Greater' Sunken Colony, which would naturally disable the weapon of the structure until the mutation was complete.

Nydal Transfusion ID-74 extended_74

  • Evolved at Evolution Chamber, requires Hive, enables Nydus Canal exits to be placed off creep.
  • Cost: 150 minerals, 150 gas, 166 seconds

General improvement to Nyduses that, in conjunction with them now requiring the Lair instead of the Hive, should result in more usage globally. May be researched by default when the player achieves Hive tech.

Caustic Fission - ID-98 extended_98

  • Evolved at Basilisk Den, grants Basilisk projectiles the ability to bounce to an additional target if the projectile travels at least 160px.
  • Cost: 200 minerals, 200 gas, 104 seconds

A positional upgrade that grants even further power to Basilisks when dealing with groups of biological enemies, though it can be neutralized by closing the distance. For reference, the Basilisk's range is 224px, or 288px while on creep with Corrosive Dispersion researched.

Corrosive Dispersion - ID-93 extended_93

  • Evolved at Basilisk Den, requires Lair, grants Basilisks +2 range while on creep.
  • Cost: 150 minerals, 150 gas, 104 seconds

Further defining the Basilisk's role as an artillery unit, and tying that benefit in loosely with its creep generation ability.

Tectonic Claws - ID-90 extended_90

  • Evolved at Lurker Den, requires Hive, grants Lurkers 50% faster burrow times.
  • Cost: 150 minerals, 150 gas, 104 seconds

After seeing the lethality of Lurkers improve significantly in Nemesis Omega, this upgrade became a no-brainer.

Vital Encephalon ID-75 extended_75

  • Evolved at Gorgoleth Burrow, grants Gorgoleths +25 max energy from Essence Drain.
  • Cost: 150 minerals, 150 gas, 104 seconds

An upgrade that should help Gorgoleths to further neutralize enemy spellcasters, including other Gorgoleths in ZvZ.

Ravening Mandible ID-76 extended_76

  • Evolved at Gorgoleth Burrow, grants Gorgoleths increased attack speed to both weapons.
  • Cost: 150 minerals, 150 gas, 166 seconds

This is designed to improve the Gorgoleth's contribution in prolonged skirmishes, especially in melee against air.

Metastasis ID-77 extended_77

  • Evolved at Defiler Mound, causes units killed while Plagued to "cast" the spell on death in a 64 pixel radius
  • Cost: 300 minerals, 300 gas, 166 seconds

An upgrade with immense potential for damage, and further contextualizes the nerfs to casting the ability in the first place.

Saber Siphon ID-91 extended_91

  • Evolved at Ultralisk Cavern, grants Ultralisks lifesteal
  • Cost: 200 minerals, 200 gas, 166 seconds
  • Saber Siphon (passive)
    • The Ultralisk gains life equal to 50% of all damage dealt.

Without Anabolic Synthesis, Ultralisks will take increased punishment from ranged attacks. This should offset that and reward players for proper micro, both with and against these units.

Indomitable Musculature ID-92 extended_92

  • Evolved at Ultralisk Cavern, grants Ultralisks immunity to slows
  • Cost: 150 minerals, 150 gas, 104 seconds
  • Indomitable Musculature (passive)
    • The Ultralisk is immune to slow effects.

With the Terrans receiving a slow as a mid-game upgrade to their Medical Droids and Queens likely seeing additional use due to the increased number of units on the field, having slow-immune Ultralisks could come in handy. A niche adaptation, but one that should help Ultralisks stick to their targets better. This may become something that slows the duration or efficacy of a slow, rather than rendering them entirely obsolete.