dd42QgZ.png
New Game State
back to Hydra

Primer

Some information within this document is out of date!
For up to date information, visit HYDRA's official website.

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 from a very early stage, making scouting and map control even more important than in stock melee, and adding support for many more playstyles.
  • Countless new units and structures supplement the already versatile arsenals of each race, to support additional strategies and allow for longer game times.
  • Unit-specific upgrades and tech have become synonymous with the effected units themselves, to provide a constant understanding of unit strength without denying the expression of power sourced from progressing through your techtree.
  • 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.
Changes in blue will not be implemented until the new engine is ready.

  • General changes
    • Maximum supply is no longer limited.
    • Starting melee workers spawn on the side of their town center closest to minerals.
    • Starting melee workers are now 6, up from 4.
    • Starting melee Larva are now 1, down from 3.
    • Starting melee minerals are now 100, up from 50.
    • Tiered upgrades now cap at 5, up from 3.
    • Concussive damage now deals 100% to small, 75% to medium, and 50% to large, up from 100/50/25.
    • AI players are beholden to resources, making worker harassment viable again.
    • AI players build from humble beginnings, making scouting viable again.
    • All tilesets have received pathing optimizations, and 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.
    • Buildings can be placed over own and allied units, and construction attempts no longer fail if such units walk over the construction site as the worker arrives.
    • All game speeds now run at the same speed as the "Fastest" setting.
    • In-game saving is now disabled, and has been replaced with an autosave on map/game exit.
  • 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, production queue, and abilities/passives when selected.
    • Detected enemy units now show their energy counts, cargo, production queue, and abilities/passives when selected.
    • All vanilla spells have received significant updates. For specifics, see below.
  • Height advantage and cover
    • miss chance removed
    • units on higher ground take 1 less damage from attacks that originate on a lower ground level
    • units on higher ground gain +2 range when attacking units on a lower ground level
  • Creep
    • Allied creep is now buildable for all races
    • 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
  • Addons
    • Addons can now be immediately built by holding down the shift key before pressing the addon's hotkey, bypassing the placement check.
  • Transports
    • All transports, including Bunkers, can now load allied units.
    • Organic units of all races and sizes are able to enter Bunkers
    • Organic ranged units of all races are able to fire from Bunkers
    • Both the transport owner and the unit owner can issue load orders (unit owner by right-clicking on the transport; transport owner by right-clicking on the unit or issuing a load command targeting the unit)
    • Both the transport owner and the unit owner can issue unload orders (unit owner by clicking on the unit's wireframe; transport owner through the same method or by issuing an unload all order)
    • Wireframes of units inside transports are now color-coded if the unit's owner differs from the transport's owner.
  • User Interface
    • Unit selection now caps at 18
    • Building selection now caps at 4
    • An in-game timer now displays hours, minutes, and seconds in the upperleft-hand corner
    • F1 no longer opens the Help menu
    • Additional camera hotkeys have been made available using F1, and F5 through F8
    • Control-clicking a unit now selects the closest units of the same type.
    • Hotkey customization is now available via a new options menu
    • The options menu is now available on the title screen

Terran

Observations

Coming soon.


Modified Units

Marine

  • Range now 5, from 4
  • Stim Packs now researched by default

Firebat

  • Now requires attached Gallery
  • +10 HP (now 60)
  • Attacks no longer damage allied units
  • No longer uses Stim Packs

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

  • 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
    • now requires Medbay to cast

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.
The Medic is still a dedicated tier 1 healer, which feels thematically appropriate given the additional healing options available at greater tiers.

Vulture

  • Spider Mines now researched by default

Siege Tank

  • Armor now 2 while in Tank Mode, from 1

Goliath

  • Now requires attached Machine Shop
  • Moves roughly 10% faster
  • Systems functional: pathfinding improved
  • Anti-air weapon range now 6, from 5; Charon Boosters removed

With the Goliath's movement speed increased and pathfinding issues resolved, they stand to be one of the strongest ground units in the game. An addon requirement should offset that change, though this places them at tier 2, which may require revision. Their air weapon range now matches their ground weapon range, which is a buff from the get-go but a nerf due to the removal of Charon Boosters. This should still be fine, given their improved pathfinding and speed.

Wraith

  • Size now small (from large)
  • Cloaking Field now researched by default

The size change makes Wraiths more vulnerable to Ghosts but significantly more durable against other Wraiths and capital ships, solidifying their role as a fighter.

Dropship

  • No longer requires an attached addon

As part of the swath of techpath changes to the Terrans, Dropships are no longer limited to the Control Tower addon. This allows for a tier 1 transport for Terrans, which should lead to some interesting, if gas-intensive strategies.

Science Vessel

  • Now costs 100 minerals and 200 gas (from 100/225)
  • No longer casts Defensive Matrix or EMP Shockwave
  • Irradiate:
    • now available by default
    • duration now 8 seconds, down from 37; deals 125 damage over time, down from 250
    • Casts EMP Shockwave twice - once when the effect ends/unit dies, and another if the effect lasts longer than 4 seconds
      • EMP Shockwave deals 100 damage to shields and energy, down from infinite
  • New ability: Observance ID-39 unused_39
    • Requires Science Facility
    • Scans target units in a 128px radius, reducing their armor by 1 for 5 seconds. Costs 100 energy, available by default.
    • 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 attached Covert Ops
  • Build time now 25 seconds, down from 31.25
  • Sight range now 10, up from 9; Ocular Implants removed
  • Lockdown removed
  • Personnel Cloaking:
    • Now researched by default
    • Increases Ghost movement speed by 125% while active
  • New ability: Lobotomy Mine ID-1 Lockdown
    • Requires Science Facility
    • Launches a mine at the target site, up to 7 weapon range from the Ghost
    • Lobotomy Mines have identical burrow and seek behaviors as Spider Mines
    • Upon detonation, locks down all mechanical units and slows all organic units by 50%; 3 weapon range, effects last 6 seconds
    • Ghosts carry 2 mines and cannot replenish their stocks
  • Moebius Reactor removed

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 less prohibitive to tech into will help more explosive strategies take shape, with the sight range buff increasing nuclear strike 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 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 their entire energy pool for cloaking, which may open up more interesting strategies in the future, and isn't too ridiculous considering the absence of reactor upgrades.

Valkyrie

  • Now requires attached Munitions Bay
  • Supply cost now 2, from 3

Battlecruiser

  • Now trained at Nanite Assembly
  • Weapon range now 7, from 6
  • Turn radius now 6, from 20
  • Time cost now 75 seconds, from 83.333
  • Now gain +2 armor against attacks while facing their attackers
  • Yamato Gun:
    • damage now 250, from 260
    • channel time now 5 seconds, from ~3
    • range now 12, from 10

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.
Fore Castle (+2 armor when facing attackers) disproportionately neuters small arms fire, which feels thematic for the tier 3 capital ship, despite potential balancing issues. The behavior is notably not as impactful against Protoss due to the high (and often explosive) damage of that race's armada, but it still reduces some damage nonetheless.

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.

While this is certainly one of the more strange changes in the project, a bit more interactivity to gas structures shouldn't hurt anything (besides those nearby when it explodes). The main point of such changes is to help players bail on low or depleted geysers to allow them to regenerate a bit faster.

Comsat Station

  • Now requires Engineering Bay

Alleviating the arduous tech path of mech players that need Comsats, while also setting up the association of Engineering Bays with economic and infrastructural tech (as well as tier 2, more broadly).

Nuclear Silo

  • Mineral cost now 200, from 100
  • Gas cost now 200, from 100
  • Now requires Engineering Bay
  • Silos loaded with a Nuclear Missile detonate their payload when destroyed

Nuclear Missile

  • Mineral cost now 100, from 200
  • Gas cost now 100, from 200
  • Time cost now 30 seconds, from 62.5
  • Supply cost now 0, from 8
  • Now casts Irradiate on all surviving targets

Despite being significantly easier to access, I expect the Nuclear Silo to remain niche due to its reliance on Ghosts, but a man can dream.

Engineering Bay

  • Now costs 200 minerals, 200 gas, 40 seconds (from 125/0/37.5)
  • Collision size now 92px wide, from 96px
  • Now unlocks tier 2
  • No longer researches infantry weapons and armor

Missile Turret

  • Now requires Command Center
  • Now costs 100 minerals, from 75
  • Now has 1 armor, from 0

These changes keep Missile Turrets competitive with other base defenses, without letting players spam them as much unless their economy can properly support it. Their earlier place in the techtree helps Terran players to avoid getting destroyed by air rushes.

Academy

  • Removed

Factory

  • Now requires Command Center
  • Now costs 175 minerals, 50 gas, 50 seconds, from 200/100/50

Machine Shop

  • Now requires Engineering Bay
  • Now costs 100 minerals, 25 gas, 20 seconds, from 50/50/25

Starport

  • Now requires Command Center
  • Now costs 100 minerals, 150 gas, 50 seconds, from 150/100/43.75

Control Tower

  • Now requires Engineering Bay
  • Now costs 50 minerals, 75 gas, 20 seconds, from 50/50/25

Armory

  • HP now 700, from 750
  • Now costs 150 minerals, 150 gas, 45 seconds, from 100/50/50
  • Now exclusively researches upgrades

Science Facility

  • Now requires Engineering Bay
  • Now costs 600 minerals, 600 gas, 70 seconds, from 100/150/37.5
  • Now unlocks tier 3

Covert Ops

  • Now built from Barracks
  • Now requires Engineering Bay
  • Now costs 50 minerals, 75 gas, 20 seconds, from 50/50/25

Physics Labs

  • Now built from Starport
  • Now requires Science Facility
  • Now costs 100 minerals, 50 gas, 20 seconds, from 50/50/25

Production structures

  • Barracks, Factory, and Starport collision sizes now 4x2, down from 4x3

As a result of making Terran army customization more addon-focused, build space became a significant limiting factor. This change addresses that unintentional nerf.

Tiered Upgrades

  • Tier 2 now requires Engineering Bay
  • Tier 3 now requires Science Facility

Allowing players to remain at lower tiers of tech in a gambit to leverage imminent power spikes is a desirable state of play for HYDRA, and this is one change that has opened up a lot of strategy to players.


New Units

Cyprian ID-92 Mercenary Gunship

  • Ground, trained from Barracks, requires attached Gallery
  • Stats: 45 HP, 1 armor, small size, 7 sight range
  • Cost: 75 minerals, 25 gas, 1 supply, 18 seconds, 2 transport space
  • Weapon: mid-range, normal damage, hitscan
  • Ability: Safety Off (attacks gain small splash radius of 15/25/40; unit moves 50% slower)
  • Safety Off ID-26 unknown_26
    • While active, the Cyprian gains splash damage to all targets and moves 50% slower.
  • Safety On ID-26 unknown_26
    • Returns the Cyprian's attacks and movement to normal.

Madcap ID-18 Alan Schezar Turret

  • Ground, trained from Barracks, requires attached Gallery
  • Stats: 80 HP, 1 armor, medium size, 8 sight range
  • Cost: 75 minerals, 50 gas, 2 supply, 25 seconds, 2 transport space
  • Weapon: 6+1 normal damage, 6 range, 1 second cooldown, hitscan, ground and air units
  • Behavior: While stationary, attack speed increases by 10% per attack, up to a maximum bonus of 100%

A versatile infantry unit that offers a bit more depth than being an upgraded Marine.

Shaman ID-15 Civilian

  • Ground, trained from Barracks, requires attached Medbay
  • Stats: 90 HP, 1 armor, medium size, 9 sight range
  • Cost: 100 minerals, 50 gas, 2 supply, 25 seconds, 2 transport space
  • Weapon: 5+1 concussive damage, 4 weapon range, projectile (laser), ground and air units
  • Behavior: Attacks shock targets, slowing them by 33% (cannot stack)
  • Ability 1: Administer Medstims (provides healing to nearby biological units)
  • Ability 2: Nanite Field (provides healing to nearby mechanical units); requires Science Facility
  • Administer Medstims ID-24 (tech)
    • While active, the Shaman moves slower and heals all nearby allied organics for 6 HP per second.
  • Nanite Field ID-38 (tech)
    • While active, the Shaman moves slower and repairs all nearby allied mechs for 4 HP per second.

Savant ID-187 Kyadarin Crystal Formation

  • Ground, replaces Ghost, trained from Barracks, requires attached Covert Ops
  • Stats: 90 HP, 1 armor, small size
  • Cost: 50 minerals, 100 gas, 2 supply, 31.25 seconds, 2 transport space
  • Weapon: normal damage, projectile (hitscan), ground and air units
  • Ability: Power Siphon (transfers 50 energy from all targets within 4 weapon range of the target site to allies within 4 weapon range of the Savant; costs 25 energy)
  • Behavior: Debuffs all targets on-hit, causing any energy expenditure to damage the victim; lasts 5 seconds
  • Power Siphon ID-41 unknown_41
    • The Savant siphons up to 50 energy from all specialists within the target area, transferring it to all allied specialists within 4 range.
  • Entropy Gauntlets
    • Specialists attacked by the Savant will burn for damage equal to all energy they expand. Lasts for 5 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 ID-10 Gui Montag

  • Ground, trained from Barracks, requires attached Medbay
  • Stats: 65 HP, 1 armor, small size
  • Cost: 75 minerals, 150 gas, 2 supply, 37.5 seconds, 1 transport space
  • Weapon: 9+1 concussive damage, 6 weapon range, hitscan, ground and air units
  • Behavior: Attacks against targets that are at least 5 weapon range away debuff them, causing them to heal organic allies of the Apostle within 3 range for 10% of the victim's max health.
  • Ability: Lazarus Agent (buffs nearby organics, reviving them with 50% of max health and default starting energy when they die; costs 75 energy, requires Science Facility)
  • Lazarus Agent
    • The Apostle injects all organics within 4 range with a serum. Should they die, they will revive after 2 seconds with 50% of their maximum life.

Southpaw ID-19 Raynor Vulture

  • Ground, trained from Factory
  • Stats: 95 HP, 1 armor, medium size, 9 sight range
  • Cost: 100 minerals, 25 gas, 2 supply, 25 seconds
  • Weapon: 5+1 explosive damage, 4 range, 0.8 second cooldown, projectile (laser), ground and air units
  • Behavior: Each attack slows the target's movement speed by 5%

An all-purpose mech unit, whose low range makes it less powerful than it may initially seem.

Cyclops ID-55 Kukulza Mutalisk

  • Ground, trained from Factory
  • Stats: 100 HP, 1 armor, medium size, 9 sight range
  • Cost: 100 minerals, 50 gas, 2 supply, 30 seconds, 2 transport space
  • Weapon: 10+1 normal damage, 6 range, 1.5 second cooldown, hitscan, ground and air units
  • Behavior: Units killed by the Cyclops explode, dealing 10+1 normal damage in a 48px radius.

Acting as an answer to swarming compositions (especially air), but at much greater cost than the reliable Goliath.

Madrigal ID-27 Mengsk

  • Ground, trained from Factory, requires attached Salvo Yard
  • Stats: 125 HP, 1 armor, large size, 9 sight range
  • Cost: 125 minerals, 125 gas, 2 supply, 32.5 seconds, 4 transport space
  • Weapon 1: 15+1 explosive damage, 6 range, 1.46 second cooldown, projectile (missile), ground and air units
  • Weapon 2: 20+2 explosive damage, 10 range, 2.33 second cooldown, projectile (missile), ground and air units
  • Behavior 1: Weapon 1 fires one missile per target for all hostile targets within 6 range of the Madrigal
  • Behavior 2: Weapon 2's missiles move slowly, but "impale" targets, dealing 10 explosive damage on impact and exploding after 1 second to deal 20 explosive damage to all targets within 2 range.
  • Behavior 3: Hovers, avoiding mines and traps
  • Ability: Switch between weapons
  • Hovercraft
    • The Madrigal hovers safely above terrain, avoiding mines and traps.
  • Down Tempo ID-36 (tech)
    • Switches the Madrigal's targeting systems, prioritizing crowd control over speed.
  • Up Tempo ID-36 (tech)
    • Switches the Madrigal's targeting systems, prioritizing speed over crowd control.
  • Dirge
    • While the tempo is low, the Madrigal's missiles move slower and impale targets for 10 explosive damage, exploding after 1 second to deal 20 explosive damage to targets within 2 weapon range.

Paladin ID-186 Ruins

  • Ground, trained from Factory, requires attached Salvo Yard
  • Stats: 250 HP, 2 armor, large size, 10 sight range
  • Cost: 250 minerals, 125 gas, 4 supply, 36 seconds, 6 transport space
  • Weapon: long-range, explosive damage, projectile (4), ground and air units
  • Behavior 1: unit cannot attack while moving, but can move before its attack sequence is complete
  • Behavior 2: ignores small terrain obstacles
  • Ability: Skyfall
  • Marksmanship
    • After acquiring a target, the Paladin is capable of moving before its attack sequence is complete.
  • Small Step for Man
    • The Paladin is capable of stepping over small terrain obstacles.
  • Skyfall ID-37 (tech)
    • Grounds the Paladin and launches a salvo of 20 missiles that automatically acquire the closest enemy combatants in the target site. This order cannot be interrupted.

Wendigo ID-20 Raynor Marine

  • Air, trained from Starport
  • Stats: 100 HP, 1 armor, small size, 7 sight range
  • Cost: 150 minerals, 50 gas, 2 supply, 32.5 seconds
  • Weapon: 10+1 normal damage, melee range, 1 second cooldown, hitscan, ground and air units
  • Behavior: Heals for 25% of damage dealt when targeting mechanical units

Wyvern ID-91 Cargo Ship

  • Air, trained from Starport, requires attached Munitions Bay
  • Stats: 215 HP, 1 armor, large size
  • Cost: 200 minerals, 100 gas, 3 supply, 45 seconds
  • Weapon: 20+2 explosive damage, 6 range, projectile, 12/24/40 splash radius, ground units only
  • Behavior: can fire on the move, becoming slower
  • Ability: Land Grab (weapon fires at target location; can be cancelled to return to normal behavior)
  • Land Grab ID-17 Ensnare (tech)
    • Orders the Wyvern to fire its weapon at the target site.
  • Reverse Thrust ID-2 EMP Shockwave (tech, toggle)
    • While active, the Wyvern moves slower and can fire on the move.

Azazel ID-98 Raszagal

  • Air, replaces Science Vessel, trained from Starport, requires attached Control Tower
  • Stats: 150 HP, 1 armor, medium size
  • Cost: 150 minerals, 150 gas, 2 supply, 40 seconds
  • Weapon: none
  • Ability: Defensive Matrix (applies a 200 HP shield to target unit for 30 seconds and cleanses all current status effects; 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.
    • Costs 75 energy
  • Sublime Shepherd ID-40 unused_40
    • 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.
    • Drains energy equivalent to Wraith cloaking while active.

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.

Gorgon ID-23 Edmund Duke Tank

  • Air, trained from Starport, requires attached Munitions Bay
  • Stats: 150 HP, 1 armor, medium size, 9 vision range
  • Cost: 200 minerals, 125 gas, 2 supply, 42.5 seconds
  • Weapon: 15+1 normal damage, 6 range, 2 second cooldown, projectile (laser), ground and air units
  • Behavior: Weapon gains 12/24/36 splash radius when targeting slowed or stunned targets.

This craft moves at the same speed as the Wyvern by default, with its passive allowing it to match the speed of fighters such as the Wraith.

Centaur ID-28 Hyperion

  • Air, trained from Starport, requires attached Physics Lab
  • Stats: 300 HP, 2 armor, large size, 10 vision range
  • Cost: 300 minerals, 200 gas, 5 supply, 60 seconds
  • Weapon 1: 30 explosive damage, hitscan, 2.4 seconds, 7 weapon range
  • Weapon 2: 10x4 explosive damage, projectile (missile), 4 seconds, 4 weapon range
  • Behavior: Fires weapon 2 in addition to weapon 1 when within 4 weapon range of the target

A destroyer-class craft that sits between corvettes and the Battlecruiser. Due to its secondary weapon, the Centaur benefits from riskier maneuvers and has a bit of extra defensive power against swarming hostiles, but lacks the crowd control to deal with more than a few of them and can be overwhelmed.

Pegasus ID-52 Unclean One

  • Air, trained from Starport, requires attached Physics Lab
  • Stats: 400 HP, 2 armor, large size, 10 vision range
  • Cost: 350 minerals, 275 gas, 5 supply, 60 seconds
  • Weapon 1: 2*(10+1) normal damage, 7 range, 2 second cooldown, projectile (laser), ground units only
  • Weapon 2: 4*(6+1) explosive damage, 7 range, 2 second cooldown, 24/36/48 splash radius, projectile (missile), air units only
  • Behavior: Weapon 2 damages both ground and air units within its splash radius

Salamander ID-22 Magellan

  • Air, trained from Nanite Assembly
  • Stats: 225 HP, 2 armor, large size, 9 vision range
  • Cost: 250 minerals, 150 gas, 35 seconds, 4 supply
  • Weapon: 3*(10+1) explosive damage, 7 range, 2 second cooldown, 12/24/36, projectile (missile), ground units only
  • Behavior 1: Projectiles leave behind a field of fire that burns for 20 concussive damage over 5 seconds
  • Behavior 2: First projectile explodes 32px in front of the target, second projectile explodes on the target, third projectile explodes 32px behind the target; Projectile does not follow target, so positions are based on where the target was at the time of firing

Phobos ID-24 Edmund Duke Tank Turret

  • Air, trained from Nanite Assembly, requires attached Particle Accelerator
  • Stats: 1000 HP, 4 armor, large size, 11 vision range
  • Cost: 800 minerals, 600 gas, 12 supply, 80 seconds
  • Weapon 1: 4*(10+1) normal damage, 10 range, 1.5 second cooldown, projectile (laser), ground and air units
  • Weapon 2: 6*(8+1) explosive damage, 6 range, 2 second cooldown, 32/48/64 splash radius, projectile (missile), ground and air units
  • Behavior: Each projectile launched adds 5 energy to the Phobos; once max energy is reached, attack speed is increased by 100% for 5 seconds

The ultimate expression of Terran power. At least in the air.

Penumbra ID-53 Hunter Killer

  • Ground, trained from Nanite Assembly, requires attached Particle Accelerator
  • Stats: 750 HP, 3 armor, large size, 11 vision range
  • Cost: 700 minerals, 500 gas, 10 supply, 80 seconds
  • Weapon: 50+2 explosive damage, 12 range, 2.5 second cooldown, 48/96/128 splash radius, projectile (laser), ground and air units
  • Behavior 1: Projectile deals half damage to any target it passes through
  • Behavior 2: When colliding with hostile units, moves 50% slower and deals 10 normal damage per second to all targets in a 2 range box in front of the Penumbra
  • Behavior 3: Only collides with Penumbras and buildings

The ultimate expression of Terran power. At least on the ground.


New Buildings

Medbay ID-119 Starbase

  • Addon, built from Barracks, requires Engineering Bay
  • Stats: 500 HP, 1 armor, 8 sight range, large size
  • Cost: 75 minerals, 50 gas, 20 seconds
  • Enables Shamans and Apostles

Gallery ID-185 Independent Jump Gate

  • Addon, built from Barracks
  • Stats: 500 HP, 1 armor, 8 sight range, large size
  • Cost: 50 minerals, 20 seconds
  • Enables Firebats and Cyprians

Future Station ID-192 Terran Marker

  • Addon, built from Armory, requires Science Facility
  • Stats: 650 HP, 1 armor, 8 sight range, large size
  • Cost: 100 minerals, 100 gas, 31.25 seconds
  • Behavior: Enhances upgrade speeds of connected structures by 15%

Salvo Yard ID-189 Warp Gate

  • Addon, built from Factory, requires Engineering Bay
  • Stats: 650 HP, 1 armor, 8 sight range, large size
  • Cost: 75 minerals, 50 gas, 20 seconds
  • Enables Madrigals and Paladins

Munitions Bay ID-121 UnusedTerranBldg2

  • Addon, built from Starport, requires Engineering Bay
  • Stats: 650 HP, 1 armor, 8 sight range, large size
  • Cost: 75 minerals, 50 gas, 20 seconds
  • Enables Wyverns and Valkyries

Captaincy

  • Building, built from SCV, requires Engineering Bay
  • Stats: 1500 HP, 1 armor, 10 sight range, large size
  • Cost: 200 minerals, 100 gas, 50 seconds
  • Produces operatives.

Treasury ID-215 Flag

  • Building, built from SCV, requires Engineering Bay
  • Stats: 1000 HP, 1 armor, 8 sight range, large size
  • Cost: 150 minerals, 150 gas, 37.5 seconds
  • Behavior 1: Acts as a resource drop-off point
  • Behavior 2: Adds +2 to the provided supply of all Supply Depots and Command Centers within 320px (10 range)

This structure is also able to build all Command Center addons.

Quarry ID-174 Protoss Temple

  • Addon, built from Command Center or Treasury, requires Science Facility
  • Stats: 650 HP, 1 armor, 8 sight range, large size
  • Cost: 200 minerals, 100 gas, 37.5 seconds
  • Behavior: Doubles regeneration rate for resource fields within 320px

Tactical Platform

  • Building, built from SCV, requires Science Facility
  • Stats: 500 HP, 2 armor, 8 sight range, large size
  • Cost: 100 minerals, 100 gas, 50 seconds
  • Behavior 1: Units loaded into the platform gain +2 armor and can attack
  • Behavior 2: While landed, becomes a ramp in all directions
  • Ability: Liftoff (becomes airborne; disallows units from entering or exiting)

A fitting way for Terrans to circumvent unbuildable or unwalkable terrain in their attempts to tank crawl.

Ion Cannon ID-127 Ion Cannon

  • Building, built from SCV, requires Science Facility
  • Stats: 1500 HP, 5 armor, 10 sight range, large size
  • Cost: 450 minerals, 300 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

Nanite Assembly ID-203 Floor Missile Trap

  • Building, built from SCV, requires Science Facility
  • Stats: 2000 HP, 1 armor, 10 sight range, large size
  • Cost: 350 minerals, 200 gas, 60 seconds
  • Trains Salamanders, Battlecruisers, Penumbra, and Phoboses

Quantum Institute ID-223 Gas Orb 2

  • Building, built from SCV, requires Science Facility
  • Stats: 2000 HP, 2 armor, 11 sight range, large size
  • Cost: 750 minerals, 500 gas, 75 seconds
  • Unlocks tier 4

Particle Accelerator ID-200 Power Generator

  • Addon, built from Nanite Assembly
  • Stats: 750 HP, 1 armor, 9 sight range, large size
  • Cost: 100 minerals, 150 gas, 31.25 seconds
  • Enables Penumbras and Phoboses

Ministry

  • Building, built from SCV, requires Quantum Institute
  • Stats: 1500 HP, 1 armor, 11 sight range, large size
  • Cost: 400 minerals, 600 gas, 60 seconds
  • Enhances economy

Capitol

  • Building, built from SCV, requires Quantum Institute
  • Stats: 4000 HP, 4 armor, 11 sight range, large size
  • Cost: 1500 minerals, 1000 gas, 100 seconds
  • Unlocks tier 5

Operatives

More coming soon.

Operatives are the best and brightest of the Terran militaries. Trained from the Captaincy, these elite soldiers lead the charge, inspiring their comrades on the battlefield. In addition to their supportive capabilities, operatives carry with them the capacity for massive impact when used by highly-skilled players, lending well to playstyles that involve a lot of micromanagement.

Operatives are not yet implemented.


Protoss

Observations

Coming soon.


Modified Units

Dragoon

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

High Templar

  • Now trained at Grand Library
  • Hallucination:
    • Energy cost now 50, down from 100
    • Now researched by default
    • Now applies a status effect to the target, creating a Hallucination every time that target is attacked (only 1 per attacker); status effect expires after 5 seconds
    • Hallucinations no longer take increased damage

With some upgrades improving the persistence of High Templars and the danger posed by hallucinations, the old caster should be able to find value even after dumping most of its energy into storms, and can immediately be used in combat upon exiting the Gateway.

Archon

  • Attacks no longer damage allied units

Dark Templar

  • Now trained at Grand Library
  • Gas cost now 75, from 100
  • Decloaks for 1 second after dealing damage, unless their attack kills the target
  • Now gains 125% movement speed from Leg Enhancements

I want the Dark Templar to fully realize the fantasy of the shadowed assassin, but mobility improvements mandated a nerf in another area.

Dark Archon

  • Feedback:
    • No longer cast by Dark Archon
  • Maelstrom:
    • Now fires a projectile that applies its effects
    • Now stuns for 4 seconds, down from ~8
    • Now slows affected units for 4 seconds after the stun wears off
    • Now burns up to 50 energy of affected casters
  • 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 (or energy of target Dark Archons)
    • Slows the caster while draining energy
    • Can be cancelled to rescind control of all controlled units

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 with the other caster changes - reducing long windows of opportunity into shorter, yet more impactful ones.

Shuttle

  • Now trained at the Nexus
  • Now requires Forge

Reaver

  • Scarabs now treated like a normal weapon
  • Reaver Capacity upgrade removed

Observer

  • Now trained at the Nexus
  • Now requires Forge

Scarab

  • Attack no longer damages allied units
  • Now treated as a normal weapon
  • 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 shield count of the Reaver that launches it

The shield mechanic encourages EMP usage and Reaver focus while rewarding well-positioned Reavers, and the small unit size of the Scarab makes concussive weapons occasionally more valuable against the unit than explosive ones.

Panoptus
Formerly known as the Scout

  • Now costs 250 minerals, from 275
  • Now requires Stellar Icon
  • Now attacks all targets with anti-matter missiles (AA attack)
  • Sight range now 9, up from 8
  • Movement speed now
  • Apial Sensors and Gravitic Thrusters upgrades removed

Having tried reducing the supply cost of the Scout to little success, I have decided to double down on the unit's power, reimagining them as more of a gunboat.

Corsair

  • Now costs 75 gas, from 100
  • Now requires Astral Omen
  • Size now small, from medium
  • Disruption Web
    • Now toggles, attaching to the caster, draining energy while active
    • Now disables the weapons of air units in addition to ground units
    • Now requires Cosmic Altar

Something something positional gameplay. Though the air unit addendum is a significant buff, remember that Corsairs themselves are incredibly fragile.

Carrier

  • Shields now 250, from 150
  • Cost now 400/250, up from 350/250
  • Now gains 8 Interceptors upon completion
  • Capacity upgrade removed
  • Now produced from Argosy

To invest so many resources into a unit only to have it be unable to contribute at its full strength for so very long seems counter-intuitive to me.

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 allied units
  • Recall:
    • channel time now ~3 seconds, up from ~1.5
    • caster cannot receive new orders until cast is complete
    • now able to recall allied units

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.

Nexus

  • Now provides a power field
  • Each Nexus now increases the supply provided by Pylons by 1

Pylon

  • -50 HP, -50 shields (250/250 total), +1 armor
  • Now provide 7 supply

Pylons were already very tanky for their cost and role. This nerf will keep their survivability at reasonable levels.
The supply changes have the potential to snowball, but losing a Nexus now means a lot more than it used to.

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, from 2x3
  • HP and shields now 150/150, from 200/200
  • Now able to be used by allied units
  • Now costs 75 minerals, from 100

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.

Machinist Hall
Formerly known as the Observatory

  • HP and shields now 400/400, from 250/250
  • Now costs 100 minerals, 75 gas, from 50/100

Tiered upgrades

  • Weapons, armor now require any tier 2 tech structure for level 2, and tier 3 tech structure for level 3
  • Tier 2 tech structures are Ancestral Effigy, Citadel of Adun, Machinist Hall, Automaton Register, Stellar Icon, and Astral Omen
  • Tier 3 tech structures are Sanctum of Sorrow, Templar Archives, Synthetic Synod, Strident Stratum, Cosmic Altar, and Celestial Shrine

Similar to the changes for Terran, this should allow for more dedicated mid-tier scaling.


New Units

Legionnaire ID-74 Dark Templar Hero

  • Ground, warped from Gateway, requires Principality
  • Stats: 40 shields, 80 HP, 1 armor, small size
  • Cost: 75 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

  • Ground, warped from Gateway, requires Ancestral Effigy
  • 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 1: weapon reduces target unit's movement speed when target is moving away from attacker
  • Behavior 2: targets hit by 5 Hierophant attacks have their attack speed reduced (effect expires at the same time behavior 1 expires)
  • Signify: Cowardice (passive)
    • Enemies struck by a Hierophant's attacks have their movement speed reduced when moving away from any Hierophant. The effect expires after 3 seconds.

Ecclesiast ID-79 Tassadar

  • Ground, trained from Gateway, requires Citadel of Adun
  • Stats: 60 HP, 80 shields, 1 armor, 9 sight range, small size
  • Costs: 75 minerals, 50 gas, 31.25 seconds, 2 supply, 2 transport space
  • Weapon: 12+1 normal damage, 4 range (128px), 1.75 second cooldown, hitscan, ground and air units
  • Behavior: Astral Blessing
    • Marks targets with each attack
    • Stacks cap at 10 and expire after 2 seconds of not being refreshed
    • If a target with stacks dies, all allies within 64px of the target have their shields healed by 5*stacks

Amaranth ID-75 Zeratul

  • Ground, trained from Grand Library
  • Stats: 120 HP, 60 shields, 1 armor, 9 sight range, small size
  • Costs: 150 minerals, 25 gas, 37.5 seconds, 2 supply, 2 transport space
  • Weapon: 20+2 normal damage, melee range, 1.46 seconds, hitscan, ground units
  • Behavior: Gains shieldsteal based on missing life, to a cap of 75% at 20 HP

Atreus ID-78 Fenix Dragoon

  • Ground, trained from Grand Library
  • Stats: 100 HP, 140 shields, 1 armor, 9 sight range, large size
  • Costs: 200 minerals, 100 gas, 2 supply, 37.5 seconds, 4 transport space
  • Weapon: 24+2 explosive damage, 7 range (224px), 2.2 second cooldown, hitscan, ground and air units
  • Behavior: So long as its shields hold, gains 125% attack speed

Pariah ID-87 Aldaris

  • Ground, warped from Grand Library, requires Sanctum of Sorrow
  • Stats: 350 HP, 500 shields, 3 armor, large size, 9 vision range
  • Cost: 400 minerals, 400 gas, 6 supply, 62.5 seconds
  • Weapon: 2*(20+1) normal damage, melee range, 2 second cooldown, projectile, ground and air units
  • Behavior: Weapon travels to a max range of 4 (128px), cleaving all targets it passes through

Augur ID-102 Dugalle

  • Ground, morphed from High Templar, requires Sanctum of Sorrow
  • Stats: 200 shields, 0 armor, large size
  • Cost: 100 gas, 2 supply, 5 seconds
  • Weapon: 40+2 normal damage, 5 weapon range, 2 second cooldown, hitscan, ground and air units, 10/30/50 splash radius
  • Behavior 1: shields decay at a rate of 2 per second; unit dies immediately upon losing all shields
  • Behavior 2: on death, unit transforms into a projectile and flies towards the nearest enemy, dealing 100 explosive damage in a 50/75/100 splash radius

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.

Vassal ID-89 Artanis

  • Air, warped from Robotics Facility
  • Stats: 30 shields, 30 HP, 0 armor, small size, 7 sight range
  • Cost: 50 minerals, 25 gas, 1 supply, 20 seconds
  • Weapon: 5+1 normal damage, 2 range, hitscan, 2 second cooldown, ground and air units

Offering immediate combat capabilities to the Robotics tech branch, and building into the branch's identity of autonomous swarms. The spammable nature of this unit works wonders with the Simulacrum's passive and the Clarion's ability.

Simulacrum ID-89 Rhynadon

  • Ground, warped from Robotics Facility
  • Stats: 60 shields, 45 HP, 1 armor, medium size, 8 sight range
  • Cost: 100 minerals, 25 gas, 2 supply, 25 seconds
  • Weapon: 6+1 explosive damage, 5 range, hitscan, 1.5 second cooldown, ground and air units
  • Behavior: For every robotic unit that dies within 5 range, permanently gains 15% increased movement and attack speed, capping at a 100% bonus

The most expensive swarmer ever conceived, while also being one of the cheapest Protoss units in the game!

Manifold ID-16 Sarah Kerrigan

  • Ground, warped from Robotics Facility
  • Stats: 80 shields, 60 HP, 1 armor, 8 sight range, medium size
  • Cost: 100 minerals, 25 gas, 2 supply, 30 seconds
  • Weapon: 10+1 normal damage, 3 range, 1.6 seconds, hitscan, ground and air units

Idol ID-99 Samir Duran

  • Ground, warped from Robotics Facility, requires Automaton Register
  • Stats: 80 HP, 80 shields, 1 armor, 8 sight range, medium size
  • Cost: 100 minerals, 50 gas, 2 supply, 31.25 seconds, 2 transport space
  • Weapon: 12+1 concussive damage, 6 range, 1.46 second cooldown, 12/24/36 splash radius, projectile, ground and air units

Golem ID-100 Alexei Stukov

  • Ground, warped from Robotics Facility, requires Machinist Hall
  • Stats: 150 HP, 100 shields, 2 armor, 8 sight range, large size
  • Cost: 200 minerals, 50 gas, 3 supply, 37.5 seconds, 4 transport space
  • Weapon: 22+2 normal damage, melee range, 2 second cooldown, hitscan, ground units only
  • Behavior: Gains 150% movement speed based on missing shields

Clarion ID-81 Warbringer

  • Air, warped from Robotics Authority
  • Stats: 60 shields, 40 HP, 1 armor, small size
  • Cost: 75 minerals, 125 gas, 2 supply, 31.25 seconds
  • Weapon: 8+1 concussive damage, 4 range, hitscan, 2 second cooldown
  • Behavior: Gains increased movement speed and acceleration based on shields
  • Ability: Phase Link (shares half shield damage across other nearby units)
  • Phase Link ID-33 unknown_33
    • Empowers the shields of allies within 4 range, causing them to share half of all shield damage taken. Clarions cannot attack while in this mode.

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.

Barghest ID-104 Infested Duran

  • Air, warped from Robotics Authority, requires Strident Stratum
  • Stats: 40 HP, 60 shields, 1 armor, 7 sight range, small size
  • Cost: 75 minerals, 25 gas, 1 supply, 30 seconds
  • Weapon: 2*(4+1) normal damage, 1.5 range, 1.46 second cooldown, projectile (laser), ground and air units
  • Behavior 1: Upon death, grants +0.5 weapon range to all robotics within 5 range, up to a cap of +5 weapon range
  • Behavior 2: Permanently cloaked (identical revealing mechanic to Dark Templar, without silent kill possibilities)

Architect ID-17 Alan Schezar

  • Ground, warped from Robotics Authority, requires Synthetic Synod
  • Stats: 250 HP, 150 shields, 2 armor, 10 sight range, large size
  • Cost: 350 minerals, 200 gas, 6 supply, 50 seconds, 4 transport space
  • Weapon: 50+2 explosive damage, 1.8 second cooldown, 6 range, projectile (missile), 16/24/32 splash radius, ground and air units
  • Behavior: if additional hostiles are within 3 range of the Architect's target, its missiles split when within 3 range and strike each hostile; damage is reduced according to the number of splits

Warp Relay

  • Ground, warped from Robotics Facility
  • 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
    • Binds the target production structure to the Warp Relay, allowing it to be affected by Aperture.
  • Aperture
    • Activates and immobilizes the Warp Relay, enhancing production structures bound with Conduit, increasing their production 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

  • Air, converted from Shield Battery, requires Synthetic Synod
  • 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.

Aurora ID-80 Mojo Scout

  • Air, warped from Stargate
  • Stats: 60 shields, 80 HP, 0 armor, 8 sight range, small size
  • Cost: 125 minerals, 50 gas, 1 supply, 31.25 seconds
  • Weapon: mid-range, concussive damage, hitscan, ground and air units
  • Behavior: Crashes into nearby hostiles on death

A proper fighter for the Protoss.

Exemplar ID-94 Kakaru

  • Air, warped from Stargate, requires Celestial Shrine
  • Stats: 175 shields, 125 HP, 2 armor, large size, large size
  • Cost: 300 minerals, 150 gas, 3 supply, 50 seconds, 9 sight range
  • Weapon: 20+2 explosive damage, 6 weapon range, projectile (laser/blast), ground units
  • Ability: At the cost of significantly hampered movement speed, grants +6 range; requires Fleet Beacon
  • Khaydarin Eclipse
    • Diverts engine power to the Exemplar's weapons systems, doubling its attack range and halving its movement speed.

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

Gladius ID-25 Edmund Duke Siege Mode

  • Air, warped from Stargate, requires Argosy
  • Stats: 125 HP, 100 shields, 1 armor, 9 sight range, large size
  • Cost: 250 minerals, 150 gas, 3 supply, 45 seconds
  • Weapon: 10+1 concussive damage, 5 range, 2.46 second cooldown, projectile, ground and air units
  • Behavior: Weapon bounces infinitely to the nearest target within 2 weapon range; can't bounce to the same target twice

A well-rounded corvette that provides an answer to swarming compositions.

Magister ID-26 Edmund Duke Siege Turret

  • Air, warped from Argosy
  • Stats: 200 HP, 100 shields, 2 armor, 9 sight range, large size
  • Cost: 275 minerals, 150 gas, 3 supply, 50 seconds
  • Weapon: 15+1 explosive damage, 6 range, 1.5 second cooldown, hitscan, ground and air units
  • Behavior: Marks targets with a stack that allows allies to attack from +2 range

A frontline battle platform best suited for facilitating sieges.

Empyrean ID-82 Gantrithor

  • Air, warped from Stargate, requires Cosmic Altar
  • Stats: 150 shields, 250 HP, 2 armor, large size, 10 sight range
  • Cost: 350 minerals, 175 gas, 60 seconds
  • Weapon: (6*4)+1 normal damage, 8 range, 2.2 second cooldown, 8/16/32 splash radius, projectile (missiles), ground and air units
  • Behavior 1: Missiles fly and follow target, but can be intercepted by hostile air units
  • Behavior 2: Missiles gain 200% increased missile speed over 2 seconds after launching

A destroyer-class ship with a positionally-oriented weapon. Another approach to their missiles could be increased splash radius the farther it travels, rather than speed.

Star Sovereign ID-21 Tom Kazansky

  • Air, warped from Stargate, requires Arbiter Tribunal and Fleet Beacon
  • Stats: 300 shields, 500 HP, 4 armor, large size
  • Cost: 500 minerals, 350 gas, 10 supply, 120 seconds
  • Weapon 1: (30+1)x2 explosive damage, 8 weapon range, 1.33 second cooldown, projectile (laser), ground and air units
  • Weapon 2: (12+1)x6 explosive damage, 5 weapon range, 1.53 second cooldown, projectile (missile), ground and air units, 10/25/50 splash radius
  • Behavior: Fires weapon 2 in a cone-shaped pattern originating from the bow of the ship when any enemy unit is within range; missiles detonate upon coming into contact with an enemy
  • 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)
  • Planet Cracker ID-37 unknown_37
    • Channels the Star Sovereign's glassing cannon for 5 seconds before firing, dealing 2500 damage over 15 seconds to all nearby ground targets. Immobilizes the craft until the effect subsides.

An exceptionally-slow capital ship that can be used to obliterate ground armies and unguarded bases. The ability leaves the unit exceedingly vulnerable to air units, and they are significantly less effective against swarms of small fighters like Mutalisks and Wraiths.


New Buildings

Crucible ID-201 Overmind Cocoon

  • Building, warped from Probe, requires Forge
  • Stats: 450 HP, 450 shields, 1 armor, 10 sight range, large size
  • Cost: 150 minerals, 250 gas, 32.5 seconds
  • Behavior: Improves efficiency of all allied structures within 256px (8 range) by 15%

Adding even more significance to base layouts for Protoss! This exceptionally-large structure promises to result in faster upgrades and even more Legionnaires per minute.

Pennant ID-221 Mineral Chunk 2

  • Building, warped from Probe, requires Forge
  • Stats: 50 shields, 50 HP, 0 armor, medium size
  • Cost: 50 minerals, 25 gas, 20 seconds
  • Behavior: doubles regeneration rate for all resource fields within 5 range
  • Note: Will eventually be placed directly on resource fields

Reliquary

  • Building, warped from Probe, requires Forge
  • Stats: 600 shields, 600 HP, 1 armor, large size
  • Cost: 150 minerals, 100 gas, 37.5 seconds
  • Trains champions; procures Relics

Principality ID-175 Xel'Naga Temple

  • Building, warped from Probe, requires Gateway
  • Stats: 450 HP, 450 shields, 1 armor, 10 sight range, large size
  • Cost: 150 minerals, 50 gas, 32.5 seconds
  • Enables Legionnaires

Ancestral Effigy ID-161 UnusedProtossBldg2

  • Building, warped from Probe, requires Cybernetics Core
  • Stats: 600 HP, 600 shields, 2 armor, 10 vision range, large size
  • Cost: 150 minerals, 150 gas, 37.5 seconds
  • Enables Hierophants

Grand Library ID-226 Gas Tank 1

  • Building, warped from Probe, requires Citadel of Adun or Ancestral Effigy
  • Stats: 900 shields, 900 HP, 2 armor, 10 sight range, large size
  • Cost: 250 minerals, 200 gas, 50 seconds
  • Trains Ecclesiasts, High Templars, and Dark Templars

Sanctum of Sorrow

  • Building, warped from Probe, requires Templar Archives
  • Stats: 800 HP, 800 shields, 2 armor, 10 sight range, large size
  • Cost: 300 minerals, 250 gas, 50 seconds
  • Enables Terminuses, Archons, Dark Archons, and Augurs

Automaton Register ID-158 UnusedProtossBldg1

  • Building, warped from Probe, requires Robotics Facility
  • Stats: 450 HP, 450 shields, 1 armor, 9 vision range, large size
  • Cost: 125 minerals, 75 gas, 37.5 seconds
  • Enables Simulacrums

Strident Stratum ID-182 Mining Platform

  • Building, warped from Probe, requires Machinist Hall
  • Stats: 450 HP, 450 shields, 1 armor, 10 vision range, large size
  • Cost: 100 minerals, 150 gas, 37.5 seconds
  • Enables Clarions

Robotics Authority ID-190 Psi Disruptor

  • Building, warped from Probe, requires Automaton Register or Machinist Hall
  • Stats: 650 HP, 650 shields, 2 armor, 10 vision range, large size
  • Cost: 250 minerals, 150 gas, 60 seconds
  • Produces advanced robotics units

Argosy ID-168 Stasis Cell

  • Building, warped from Probe, requires Astral Omen or Stellar Icon
  • Stats: 850 HP, 850 shields, 1 armor, 10 sight range, large size
  • Cost: 200 minerals, 250 gas, 60 seconds
  • Trains Magisters, Empyreans, Carriers, Arbiters, Architects, and Star Sovereigns

Stellar Icon ID-183 Independent Command Center

  • Building, warped from Probe, requires Stargate
  • Stats: 600 HP, 600 shields, 1 armor, 10 vision range, large size
  • Cost: 200 minerals, 100 gas, 37.5 seconds
  • Enables Panoptuses

Astral Omen ID-184 Independent Starport

  • Building, warped from Probe, requires Stargate
  • Stats: 650 HP, 650 shields, 1 armor, 10 vision range, large size
  • Cost: 125 minerals, 150 gas, 37.5 seconds
  • Enables Corsairs

Celestial Shrine ID-211 Left Wall Flame Trap

  • Building, warped from Probe, requires Stargate
  • Stats: 600 HP, 600 shields, 2 armor, 10 vision range, large size
  • Cost: 250 minerals, 125 gas, 37.5 seconds
  • Enables Exemplars

Cosmic Altar ID-213 Right Wall Flame Trap

  • Building, warped from Probe, requires Stargate
  • Stats: 750 HP, 750 shields, 2 armor, 10 vision range, large size
  • Cost: 200 minerals, 250 gas, 37.5 seconds
  • Enables Empyreans

Architect's Hall

  • Building, warped from Probe, requires Sanctum of Sorrow
  • Stats: 650 HP, 650 shields, 1 armor, 9 sight range, large size
  • Cost: 400 minerals, 400 gas, 50 seconds
  • Enables and upgrades Architects

Prostration Stage

  • Building, warped from Probe, requires Sanctum of Sorrow
  • Stats: 700 HP, 700 shields, 1 armor, 9 sight range, large size
  • Cost: 300 minerals, 600 gas, 50 seconds
  • Enables and upgrades Pariahs

Monument of Sin

  • Building, warped from Probe, requires Sanctum of Sorrow
  • Stats: 1750 HP, 1750 shields, 2 armor, 11 sight range, large size
  • Cost: 1250 minerals, 1500 gas, 75 seconds
  • Unlocks tier 5

Champions

More coming soon.

Much like the Terran operatives, champions are stalwart legends in the making. They are distinguished from conventional combatants with unique behaviors and the ability to equip relics for a vast array of powerful modifiers. Champions can provide micro-focused players with a high-risk, high-reward solution to their enemies, but retain a capacity to support their allies depending on the relics in play.

Champions will be implemented in the new engine.


Relics

more coming soon

Protoss champions are able to receive significant changes by equipping Relics once they are produced at the Reliquary. These empowerments can either change or augment the combat role of a particular champion, with each type of champion being more suited to a specific role, but not forbidden from stepping into that of another.

Relics plans are acquired via Reliquaries, and cost time to procure, but not resources. Relics can be equipped directly from a champion's command card at a cost, as long as the champion is within a power field. There is a limit of four Relics per champion - one weapon, one armor, and two augments - and equipping a Relic "stuns" the champion for 1 second.

Relics will be implemented in the new engine.


Zerg

Observations

Coming soon.


Modified Units

Zergling

  • Moves at 125% movement speed by default
  • Now gains up to 133% attack speed based on Adrenal stacks, which increase with each attack, to a cap of 5. Stacks fall off after 2 seconds of not being refreshed.
  • Metabolic Boost and Adrenal Glands removed

Overlord

  • Pneumatized Carapace removed
  • Now gains increased movement speed and acceleration based on Overlord Iris level

Though Overlord speed being tethered to your tech level is (broadly-speaking) a good idea, a less fire-and-forget alternative was suggested, and I went with that.

Mutalisk

  • Second bounce now deals (base damage + upgrade) / 6, up from (base damage + upgrade) / 9

An incidental and very minor buff to Mutalisks, originally made to support now-removed Mutalisk upgrades that will eventually apply to future units instead.

Queen

  • Parasite:
    • Now applies effect to all units within 96px of target (can target terrain)
    • Now after arming for 2 seconds, causes affected units to spawn 2 Broodlings per supply cost on death
  • Ensnaring Brood: formerly Ensnare
    • Duration now 10 seconds, down from ~25
    • Now affects all units equally, regardless of upgrades
    • No longer cast by Queen
  • Broodspawn: formerly Spawn Broodling
    • Now available by default
    • Now spawns 3 Broodlings, increasing to 5 when cast on creep
    • Now deals 0 damage, down from infinite
    • Now costs 75 energy, down from 150
    • Can now be cast on all units, and on terrain
    • Now grants Queens +5 energy per Broodling spawned by any ability
  • Infestation:
    • Queen no longer disappears during channel time
    • Can now target any non-Zerg production structure
    • Infested production structures spread creep and spawn Larva
    • Infested town centers still act as a resource drop-off point
    • All infested Terran structures can train Infested Terrans
    • All infested Protoss structures can train Infested Templar

Broodling

  • Now lasts 30 seconds, down from 75
  • Weapon upgrade bonus now +2, up from +1
  • When upgraded, Broodlings apply Ensnare 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 about more than picking off targets. Adding chaos to battles seem to be natural for Queens, anyway.
Though the Infestation changes border on feature creep, I believe this implementation is a reasonable compromise between allowing a single-case gimmick to remain in the game state and implementing a brand new infested race.

Ultralisk

  • Base armor now 2, from 1
  • Now moves roughly 15% slower

Consolation prize for the Ultralisk losing its Chitinous Plating and Anabolic Synthesis upgrades. The movement speed nerf is slight and a direct result of Saber Siphon's impact, but also results in slightly more fluid pathfinding for the unit.

Defiler

  • Consume:
    • Now researched by default
    • Now returns energy equivalent to the health of the target
    • Excess returns now heal the Defiler
    • Can now be cast on allies
  • Plague:
    • Now requires Othstoleth Berth
    • Duration now 10 seconds, down from ~75
    • Max damage now 100, down from 300
    • Now damages shields first on shielded units
    • Now casts a second time if a plagued unit dies
  • Dark Swarm:
    • now absorbs up to 1000 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 and capital ships.
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.
I considered making Eggs no longer Consumable, but I think it adds something to the defender's advantage, so it stays for now.

Guardian

  • Damage now 10, from 20
  • Projectiles now gain +5 damage for every 2 range traveled

Devourer

  • Base armor now 1, from 2
  • Mineral cost now 100, from 150
  • Time cost now 15 seconds, from 25
  • Attacks no longer spread Corrosive Spores to nearby targets
  • Attack cooldown now 3 seconds, from 6.66
  • Now requires Devourer Haunt, from Guardian Roost

Given the earlier techtree position of Devourers, it seemed fitting to bring their stats and costs more in line with a tier 2 unit.

Infested Terran

  • Base armor now 1, from 0
  • Mineral cost now 75, down from 100
  • Gas cost now 25, down from 50
  • Time cost now 20 seconds, down from 25
  • Deals 400 damage, down from 500
  • Now gains +10 damage per level of Melee Attacks
  • Death March (passive)
    • Gains increased movement speed based on missing life, up to a cap of 50%
  • When upgraded, Infested Terrans "cast" Ensnare 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. Given the new cap of damage upgrades, it's possible to get +50 damage, bringing it almost back up to vanilla stats.

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

  • Now requires Overlord Iris
  • Mineral cost now 100, down from 150
  • Now provides 3 supply, up from 1
  • Collective Integration (passive)
    • Lairs generate larva at 25% increased speed compared to Hatcheries.
    • Creep spread speed has increased by 25%.
    • Overlord movement speed has increased by 300%.

Hive

  • Mineral cost now 150, down from 200
  • Time cost now 80, down from 100
  • Now provides 5 supply, up from 1
  • Now requires Iroleth Quay
  • Collective Integration (passive)
    • Hives generate larva at 50% increased speed compared to Hatcheries.
    • Creep spread speed has increased by 50%.
    • Overlord movement speed has increased by 500%.

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, but with plans to add tier 4 and 5 structures for all races, the method by which Overlords gain increased movement speed will need to be reworked.

Sunken Colony

  • Now requires nothing

Spore Colony

  • Now requires nothing
  • HP now 350, from 400

With the Spore Colony's general effectiveness in the early game, this nerf should allow early air to remain relevant.

Hydralisk Den

  • Now requires nothing

Evolution Chamber

  • Now requires nothing
  • Now also researches air upgrades
  • Now costs 125 minerals, 50 gas, from 75/0

Nydus Canal

  • Now requires Iroleth Quay
  • Now costs 100 minerals, 50 gas, from 150/0
  • Now able to be used by allies and non-Zerg units

Along with a host of other changes, the cost adjustments 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.

Queen's Nest

  • Now requires Overlord Iris
  • Now costs 150 gas, up from 100
  • Now costs 32.5 seconds, down from 37.5
  • No longer unlocks Hive

Spire

  • Now requires nothing
  • Now costs 150 minerals, 100 gas, from 200/150
  • Now located in Basic Mutations
  • HP now 700, from 600

Guardian Roost formerly Greater Spire

  • Now requires Iroleth Quay
  • HP now 1100, from 1000
  • 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.

Ultralisk Cavern

  • Now requires Iroleth Quay

Defiler Mound

  • Now requires Iroleth Quay

Burrow

  • Now researched by default
  • No longer blocks building sites (units are forcibly unburrowed if built upon and are killed if landed on)

Facilitating burrow usage should open up more opportunities for interesting plays and micro movements. This change is also a roundabout way to provide magic boxing support now that Overlords automatically gain speed via techtree progression.


New Units

Vorvaling ID-128 Uraj (egg: ID-216 YoungChrysalis)

  • Ground, morphed from Zergling, requires Vorval Pond
  • Stats: 60 HP, 1 armor, small size
  • Cost: 25 minerals, 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-198 Terran Flag Beacon) (creeper: ID-180 CaveIn)

  • Ground, morphed from Hydralisk, requires Basilisk Den
  • Stats: 85 HP, 1 armor, medium size
  • Cost: 50 minerals, 25 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.

Nathrokor ID-54 Devouring One (egg: ID-217 Psi Emitter)

  • Air, morphed from Zergling, requires Nathrok Lake
  • Stats: 60 HP, 1 armor, small size, 8 sight range
  • Cost: 25 minerals, 25 gas, 1 supply, 12.5 seconds
  • Weapon: 5+1 normal damage, melee range, 1.25 second cooldown, hitscan (area damage, cone), ground and air units
  • Behavior: Upon killing a target, increases movement speed and acceleration of all allied organics within 3 range by 50% for 5 seconds.

Kalkaleth ID-51 Infested Kerrigan (egg: ID-29 Norad II)

  • Air, morphed from Nathrokor, requires Kalkath Bloom
  • Stats: 120 HP, 1 armor, medium size, 9 sight range
  • Cost: 50 minerals, 25 gas, 2 supply, 18.75 seconds
  • Weapon: 4+1 normal damage, 7 range, 0.33 second cooldown, projectile, 16/24/32px splash radius, ground and air units
  • Behavior: Weapon deals damage to all targets it passes through on the way to the main target

Iroleth ID-222 Gas Orb 1 (egg: ID-193 Protoss Marker)

  • Air, morphed from Overlord, requires Iroleth Quay
  • Stats: 350 HP, 2 armor, 10 sight range, large size, +8 supply, 12 transport space
  • Cost: 50 minerals, 75 gas, 18 seconds
  • Behavior 1: inherits detection and transport capacity from Overlord
  • Behavior 2: doubles regeneration rate for resource fields within 224px (7 weapon range)

Gorgoleth ID-56 Kukulza Guardian (egg: ID-179 Cave)

  • Air, morphed from Mutalisk, requires Gorgoleth Apiary
  • Stats: 190 HP, 2 armor, medium size
  • Cost: 50 minerals, 25 gas, 2 supply, 20 seconds
  • Weapon 1: melee, concussive damage, hitscan, ground and air units
  • Behavior 1: Steals energy equal to damage dealt when attacking specialists
  • Behavior 2: Consumes 10 energy to deal area damage with each attack
  • Probing Incisors (passive)
    • Gorgoleths steal energy equal to damage dealt when attacking specialists. As long as Gorgoleths have sufficient energy, their attacks deal area damage and cost 10 energy per attack.

Alkajelisk ID-48 Torrasque (egg: ID-218 Data Disc)

  • Air, morphed from Ultralisk, requires Alkaj Chasm
  • Stats: 350 HP, 2 armor, large size, 10 vision range
  • Cost: 75 minerals, 125 gas, 6 supply, 30 seconds
  • Weapon: 6*(6+1) normal damage, 8 range, 2.33 second cooldown, projectile (missile), ground and air units
  • Behavior: Slain units create a spore that slowly seeks out the nearest enemy target, dealing 15+1 normal damage in a 48px area of effect. If no target is found within 5 seconds, the spore detonates. Units killed by this spore spawn an additional spore.

Keskathalor ID-96 Ursadon (egg: ID-199 Protoss Flag Beacon)

  • Ground, morphed from Ultralisk, requires Keskath Grotto
  • Stats: 300 HP, 3 armor, large size, 9 vision range
  • Cost: 100 minerals, 100 gas, 6 supply, 25 seconds, 4 transport space
  • Weapon: 2*(20+1) explosive damage, 10 range, 2 second cooldown, projectile (missile), ground units only
  • Behavior: attacks leave a small field behind for 5 seconds, dealing up to 30 damage.
  • Caustic Discharge (passive)
    • The Keskathalor's attacks create a pool of acid that deals 30 normal damage over 5 seconds to all ground targets. Organics that move through the acid gain 150% movement speed.

Affectionately nicknamed the Kasan Screamer.

Infested Templar ID-51 Infested Kerrigan

  • Ground, trained from infested Protoss structures
  • Stats: 80 HP, 40 shields, 1 armor, small size
  • Cost: 50 minerals, 100 gas, 2 supply, 30 seconds
  • Weapon: close-range, normal damage, projectile, ground and air units
  • Behavior: gains an additional 0.5 weapon range for every spellcast
  • Ability: deals 30 normal damage in a 128px radius and leaves behind a field that deals 10 concussive damage per second in a 128px radius
  • Swarming Omen
    • Blasts the target site with bioplasma, dealing 30 normal area damage on impact and leaving behind a pool that deals 10 concussive damage per second. These pools persist as long as an Infested Templar is within 6 weapon range of them.
  • Endless Reach
    • Infested Templar gain 0.5 weapon range for every cast of Swarming Omen.
  • Ensnaring Brood
    • Combatants hit by Swarming Omen's projectile are Ensnared.

Othstoleth ID-57 Yggdrasil (egg: ID-95 Ragnasaur)

  • Air, morphed from Iroleth, requires Othstoleth Berth
  • Stats: 525 HP, 3 armor, 10 sight range, large size, +8 supply, 16 transport space
  • Cost: 75 minerals, 100 gas, 21 seconds
  • Behavior 1: inherits behavior from Iroleth
  • Behavior 2: grants 150% increased morph speed to all eggs within 224px (7 weapon range)

Alaszileth

  • Air, morphed from Othstoleth, requires Alaszileth Stalk
  • Stats: 700 HP, 4 armor, 10 sight range, large size, +8 supply, 20 transport space
  • Cost: 100 minerals, 150 gas, 24 seconds
  • Behavior 1: inherits behaviors from Othstoleth
  • Behavior 2: TBD

Kethrostilisk

  • Ground, morphed from Larva, requires Kethrost Keep
  • Stats: 1000 HP, 3 armor, 10 sight range, large size, 20 transport space
  • Cost: 400 minerals, 300 gas, 10 supply, 75 seconds
  • Weapon: 30+2 explosive damage, 20 range, 5 second cooldown, ground units only (splash damages air units)
  • Behavior 1: Gains up to 50% increased damage based on projectile's distance traveled.
  • Behavior 2: Launches one of its cargo with its attacks. Gains splash radius equal to the launched unit's collision size, and gains damage equal to 50% of the launched unit's health. The launched unit takes equal damage to the damage of the attack.

Malkothalor

  • Ground, morphed from Larva, requires Malkoth Burrow
  • Stats: 500 HP, 4 armor, 8 sight range, large size
  • Cost: 300 minerals, 150 gas, 8 supply, 50 seconds
  • Weapon: 40+2 normal damage, melee range, 1.46 second cooldown, ground units only
  • Behavior 1: Able to mutate additional body segments
  • Behavior 2: Moves through cliffs and can burrow/unburrow to change height levels
  • Ability: Attaches to target Malkoth Segment

Affectionally nicknamed the World Eater.

Malkoth Segment

  • Ground, morphed from Malkothalor
  • Stats: 500 HP, 4 armor, 8 sight range, large size
  • Cost: 200 minerals, 100 gas, 10 seconds
  • Behavior 1: Able to be built upon by Drones
  • Behavior 2: Able to mutate additional body segments
  • Ability: Detaches from its parent Malkoth Segment or Malkothalor

New Buildings

Vorval Pond ID-204 Floor Hatch

  • Building, morphed from Spawning Pool
  • Stats: 1000 HP, 1 armor, large size, 9 sight range
  • Cost: 100 minerals, 50 gas, 25 seconds
  • Enables Vorvalings

Overlord Iris ID-224 Gas Sac 1

  • Building, morphed from Drone
  • Stats: 825 HP, 2 armor, large size, 9 sight range
  • Cost: 150 minerals, 100 gas, 42.5 seconds
  • Enhances Overlords and unlocks Lair

Infested Geyser

  • Building, morphed from Extractor, requires Overlord Iris
  • Stats: 250 HP, 1 armor, large size
  • Cost: 150 minerals, 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 silently killed upon entry to the infested mine. When the Geyser is destroyed or this ability is activated, two Broodlings spawn for every worker killed.

Looking forward to seeing this in Fraud Night.

Nathrok Lake ID-210 Left Wall Missile Trap

  • Building, morphed from Spawning Pool, requires Overlord Iris
  • Stats: 1100 HP, 2 armor, large size, 9 sight range
  • Cost: 75 minerals, 125 gas, 42.5 seconds
  • Enables Nathrokors

Kalkath Bloom ID-147 Zerg Overmind (With Shell)

  • Building, morphed from Nathrok Lake
  • Stats: 1400 HP, 2 armor, large size, 9 sight range
  • Cost: 125 minerals, 125 gas, 42.5 seconds
  • Enables Kalkaleths

Chasmal Colony ID-201 Overmind Cocoon

  • Building, morphed from Creep Colony, requires Overlord Iris
  • 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 can connect to up to 5 nearby Colonies or 10 nearby combatants.
  • 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

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

Basilisk Den ID-153 UnusedZergBldg2

  • Building, morphed from Hydralisk Den, requires Overlord Iris
  • Stats: 1150 HP, 1 armor, large size
  • Cost: 125 minerals, 100 gas, 42.5 seconds
  • Enables and upgrades Basilisks
  • Mutate to Basilisk Den
    • Allows Hydralisks to mutate into Basilisks.

Lurker Den ID-191 Zerg Marker

  • Building, morphed from Hydralisk Den, requires Overlord Iris
  • Stats: 1150 HP, 1 armor, large size
  • Cost: 150 minerals, 200 gas, 42.5 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

  • Building, morphed from Spire, requires Overlord Iris
  • Stats: 1100 HP, 1 armor, large size, 10 sight range
  • Cost: 150 minerals, 100 gas, 42.5 seconds
  • Enables and upgrades Gorgoleths
  • Mutate to Gorgoleth Apiary
    • Allows Mutalisks to mutate into Gorgoleths.
  • Greater Mutation
    • Gorgoleth Apiaries progress evolutions 15% faster than Spires.

Devourer Haunt ID-197 Zerg Flag Beacon

  • Building, morphed from Spire, requires Overlord Iris
  • Stats: 1200 HP, 1 armor, large size
  • Cost: 200 minerals, 50 gas, 42.5 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.

Iroleth Quay ID-152 Daggoth

  • Building, morphed from Overlord Iris
  • Stats: 950 HP, 1 armor, large size
  • Cost: 350 minerals, 350 gas, 75 seconds
  • Unlocks Iroleths and Hive tech

By removing the Queen's Nest as a must-buy for every game, I can improve the attractiveness of Queens in different ways without making Hive tech too easy to acquire. This will still make Iroleths incidental, but as they're an economic unit rather than a combatant or specialist, I don't expect that this will destabilize any matchups.

Chrysalis ID-150 Mature Chrysalis

  • Building, morphed from Drone, requires Iroleth Quay
  • Cost: 75 minerals, 75 gas, 30 seconds
  • Behavior: enhances energy regeneration for all allies within 192px
  • Ability: hatches into an Aberrant
  • Aberrant Evolution
    • Upon activation, the Chrysalis hatches into an Aberrant.
  • Harmonius Generation
    • Grants 150% energy regeneration to all specialists within 6 weapon range.

Othstoleth Berth ID-181 Cantina

  • Building, mutated from Iroleth Quay
  • Stats: 1350 HP, 2 armor, 11 sight range
  • Cost: 650 minerals, 650 gas, 37.5 seconds
  • Unlocks Othstoleths and Sire tech

Sire ID-227 Gas Tank 2

  • Building, mutated from Hive, requires Othstoleth Berth
  • Stats: 3000 HP, 1 armor, 11 sight range, large size
  • Cost: 200 minerals, 200 gas, 85 seconds
  • Unlocks tier 4

Alkaj Chasm ID-212 Right Wall Missile Trap

  • Building, mutated from Ultralisk Cavern, requires Othstoleth Berth
  • Stats: 1300 HP, 2 armor, 10 sight range, large size
  • Cost: 125 minerals, 200 gas, 42.5 seconds
  • Unlocks Alkajelisks

Keskath Grotto ID-219 Khaydarin Crystal

  • Building, mutated from Ultralisk Cavern, requires Othstoleth Berth
  • Stats: 1150 HP, 2 armor, 9 sight range, large size
  • Cost: 150 minerals, 100 gas, 37.5 seconds
  • Unlocks Keskathalors

Nydus Artery

  • Building, mutated from Nydus Canal, requires Othstoleth Berth
  • 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 ability to spread creep.

Alaszileth Stalk

  • Building, mutated from Othstoleth Berth
  • Stats: 1350 HP, 2 armor, 11 sight range
  • Cost: 650 minerals, 650 gas, 37.5 seconds
  • Unlocks Alaszileths and Brood tech

Brood

  • Building, mutated from Sire, requires Alaszileth Stalk
  • Stats: 3500 HP, 1 armor, 11 sight range
  • Cost: 250 minerals, 250 gas, 90 seconds
  • Unlocks tier 5

Aberrants

This system builds on the racial themes of the Zerg - a collectivist hivemind that sacrifices individual significance for the benefit of the swarm. 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.

Aberrants are not yet implemented.