"Today I played some games for the first time. So far most units seem to still be a little overpowered or underpowered and should be tweaked a bit more. In general though the gameplay feels a lot quicker and the skill ceiling is a lot higher. The games are more entertaining to play and i felt like there is much more place for multitasking in this game. The thing i liked the most is that protoss isn´t that centered around the sentry anymore.Can´t wait till it gets tweaked and updated and more balanced over time. Awesome indeed, keep rocking!"-Fnatic HarstemBalance Patch 5 is Here!In our "mega post" we explain our rational for the changes we have made, and our concerns with them. You can also track the progress of our development with old patch notes.If you are coming from Heart of the Swarm, here is a comprehensive set of patch notes that details each and every change made from the base game complete with an updated Tech Tree and hats for each worker!Go to the NA server and type in OneGoal in the Arcade or Custom map section. To get games, go to the OneGoal Chat, or PM me and I can set something up.Join us as we work together to solve these and more. We do field tests every week (generally), or just PM any one of the teammembers on TL for a game. dive in headfirst into our Mega Design Post, a 50 page post containing every change we’re trying and why, and also our concerns with that change.We want to improve Starcraft, collect hundreds of replays, and the present our designs to Blizzard. To achieve that, we’re going to need to take the best ideas the community has to offer and hammer them into a unified, functional whole. But sometimes the best ideas come as off-the-wall suggestions that just need some refining. If you have an idea to improve SC2, we’d love to hear it.Now, one major thing: we are not talking about balance. It’s quite different than design, though they are related. Design is the systems and mechanics of players can interact with: what they can do and how that makes them feel. Balance is ensuring players have equal opportunity to win in the competitive environment. Blizzard has the data and experience to do balance better than we ever could, but we can make a better fungal growth for BOTH the Zerg and their enemies.So, have some fun on the Mod! It’s a wild new world out there.Send your favorite (or most concerning) replays to onegoalptr@gmail.com with the word “replay” in the subject line and a description of the replay in the body. Over the next few weeks we’ll be trying to balance the new designs based on the replays sent to us, and combing the community for even better solutions than ours.-Official OneGoal Stream--BlizzardMVP-Doncroft Stream--Deadlycraft's Stream-Thank you for working with us on this One Goal: a better SC2!

Welcome to Design Patch 1! Protoss -Immortal -Base Damage increased to 15 from 14. In Patch 1, the Immortal is going to see some small improvements. It has already seen speed buffs and supply cost reduction.We are also increasing its base damage by 1, allowing it to 3 shot marines. Testing has shown a cool relationship between Immortals and Marines where the Immortals can do tons of damage, but in order to engage, they HAVE to trade with marines. Additionally, +1 Immortals have just enough damage to 4 shot Hellions, allowing them to chew through defensive lines considerably quicker. Sidenote: We are testing a projectile attack internally to see if it makes the Immortal feel more like a core unit. -Sentry -Hallucination Removed and given to Oracle. -Time Warp added from OneGoal’s Oracle Time Warp Statistics: Energy: 125 Range: 6 Duration: 15 Seconds Effect: All ground units in target Area (3 Units) Move and attack 50% slower. Projectiles travel 50% slower in area. -Guardian Shield duration increased to 10 seconds from 6. -Sentry model increased slightly and now is Gold and Blue again. This patch, Sentries now finally have the raw spell casting power to stand along side units like the Templar and Oracle. Time Warp fills in the gap that the invulnerable Force Field left behind, allowing your strong gateway units to hold a line against numerous foes without destroying microability or counterplay. -Stalker -Health reduced to 40 from 50. -Shields reduced to 80 from 100. -Stalker blink cooldown increased from 8 seconds to 10, back to WoL standard. 10 seconds and increased fragility provides a nice level of commitment and opportunity for counterplay. This should also allow well-placed tough units like Marauders to hold the line versus stalkers in straight fights. Thanks to everyone for letting us know how strong the new Stalker was! Colossus -Colossus now have a standard attack again that does 10x2. -Increased range to 9 from 6. -Extended Thermal Lance removed. -New Upgrade: Thermal Surge 200/200/ Effect: Colossi superheat the ground causing it to explode after 1.5 seconds, dealing 15x2 (+10x2 to light) in the area. This patch, the Colossus is being tweaked to be more reliable defensively, and more powerful in harass and direct engagements while still allowing skilled players to mitigate their damage. Oracle -Pulsar Beam removed. -Time Warp removed and given to OneGoal’s Sentry. -New Ability: Hallucination Cost: 100 Range: On Caster Effect: As Current Hallucination operates. Hallucinations do half the damage their real counterparts do. -New Ability: Void Siphon Cost: 0 Range: 4 Duration: 10 Seconds Type: Channel Cooldown: 15 Seconds on completion or breaking channel. Effect: Disables target building for duration +5 seconds. During the channel, the Oracle regenerates 2 energy per second. If the Oracle finishes channeling Void Siphon. The Oracle now has a synergistic kit that allows it to harass enemy production and mining and seamlessly transition into army support. Tell us what you think! Terran Marauder -Removed Juggernaut Plating. -Reintroduced Concussive Shells. We tried several ideas to replace Concussive Shell. The issue with all of our solutions was that they were either convoluted, or just as toxic (or even more toxic) than Concussive Shells. Given that Immortals are much stronger than WoL Stalkers, and Hydras aren't as supply intensive, we are ok testing out Concussive Shells. Reaper -Combat Awareness Removed. -Increased cooldown to 60 seconds from 30 seconds. -Reduced Turret HP to 50 from 150. -Nitro Packs now require a factory again. This unit was busted. We goofed. This should bring the unit a bit more in line. Widow Mine -Decreased Supply to 1 from 2 -Decreased Range to 4 from 5. -Widow Mine now gets +1 range from Hi Sec Auto Tracking -Widow mines can no longer attack air. With twice as many Widow Mines on the map, Meching players can have a substantial map presence without crippling their army supply. Diamondback Added Diamondback Cost: 200/125/3 HP: 200 HP Base 1 Armor. Move Speed: 2.75 Attack Ground: 15 (Can fire while moving) Ground Range: 6 Ground Attack Speed: 1.25 Ability: Deploy/Undeploy Cost: 1 Second Diamondback becomes stationary and trades is ground attack for an air attack. Attack Air: 40 (+20 to Armored) Air Range: 9 Air Attack Speed: 2.5 Diamondbacks are a tough and powerful GtG unit that follow the same theme and overall feel of Factory units with its deploy mechanic. Diamondbacks offer higher AA burst than Viking and Thors, but must rely on good terrain and positioning to be effective. Viking -Changed damage to 10+4x2 to light from 10+4x2 armored. -Added Ripwave Missles upgrade at Fusion Core. Cost: 150/150/100 Adds a .4 Aoe to Viking air attacks. With an Anti-Light Viking, we can see Carriers and Battle Cruisers finally come into their full in PvT and TvT late game. Additionally, Mutalisks have a much more pronounced period of viablity in the TvZ mid game. Finally, with the Ripwave AoE upgrade, Vikings can discourage Corruptor Broodlord deathballs. Thor -Immortality now requires an SCV to initiate. We are not done tweaking the Thor to make it an interesting unit. Design Patch 2 will have more changes. Zerg -Hydralisk Health increased to 75 from 70. Hydras are a titch too fragile for their larva cost, making Zerg’s ability to defend against early pushes brittle and unreliable. Increasing their HP by 5 gives them a bit more survivability against Hellions and Marines in low numbers, the point where Zerg is weakest. As for numbers, We recommend an earlier macro hatch on 2 base or as you start your third for the extra larva to power out hydras. Roach -Reduced base burrow move speed to 2.5 from 2.75 -Tunneling Claws now increased move speed to 4 which degrades over 4 seconds. Roaches offered a bit too much stealthed offensive power. So we are tweaking them to reward more clutch micro while allowing for more enemy counterplay when dealing with Roaches. Design Concerns: -Juggernaut plating was replaced by Concussive Shells, but we want to see if we can find something that feels more powerful, and presents. We’ve got some ideas we’re toying with. If you fine folks have any ideas, we are eager.

ZergMutalisk-New ability: Morph to Corruptor (Spire Req)-New ability: Morph to Brood Lord (Greater Spire Req)Corruptor-Corruption Ability removed.-Morph to Broodlord ability removed.-Morph from Mutalisk. Morph time 20 seconds.-Morph cost to 50/50 from 150/100.-HP increased to 250 from 200.-Attack damage changed to 12+4 Armored.-Range reduced to 5-New Ability: Gestate Cocoon (Auto Cast possible) (Hot Key G)Cost: 50 Minerals/15 seconds.Effect: Creates and stores a Volatile Cocoon in the Corruptor.-New Ability:Volatile CocoonCosts: N/ACast: Lay CocoonEffect: Creates a stationary, flying Volatile Cocoon unit under Corruptor (like a changeling)Eggs Unit Template:Volatile CocoonCost: 1 SupplyHP: 200 Armor: 5Ability: Emerge (Hotkey E)Effect: Destroy egg and make 2 Scourge at location. Starts on cooldown. (Autocast on by default)Autocast Trigger Radius: 6ScourgeCost 0/0/035 HP Armor: 0 Movespeed: 3.5Lifespan: 15 Seconds.Attack: Acidic Burst (Applies on death like baneling)Damage: 80 Aoe: .4Range: MeleeThis set of changes is focused on allowing Zerg air to have strong anti-air options that offer a ton of gameplay while lessening the power of the dreaded Zerg remax.Hydralisk-Health increased to 80 from 75.-Attack speed decreased to by 10%.Hydras were doing a bit too much damage and melted a bit too quickly to AoE, this change is aimed at smoothing that out.Infestor-Fungal Growth is now a Projectile. (Bug Fix)-Neural Parasite range increased to 10 from 8.-All Infestor spells have their range reduced by 2 while burrowed.TerranThor-Immortality Protocol Removed.-Thors have a toggle aura: slows all nearby ground units by 30% (including the thor itself and other thors) and forces unburrow/undeployWe aren’t thrilled with this change, but it does allow the Thor to assist both Bio and Mech compositions by strengthening defensive positions and digging out entrenched enemy positions. Additionally, due to the universal nature of this ability, deathballs are not benefited by Thors.Battlecruiser-Removed Behemoth Conduit Ability-Behemoth Reactor now which enables the Warp Drive ability.-New Ability: Warp DriveCost: 75 EnergyEffect: Battlecruisers begin powering their Warp Drives; after 3 seconds it teleports 15 Range in whatever direction it is facing.We were looking for a means of improving the mobility of the Battlecruiser without tampering too much with its identity as a big slow, and powerful unit. Warp Drive lets the Battlecruiser choose when to engage or disengage if the energy has been set aside for it.Diamondback-Supply reduced to 2 from 3.-Cost reduced to 150/75 from 200/100.-Health Reduced to 160 from 200.-Ground Attack reduced to 14 from 15.-Reduced build time to 40 seconds from 45 seconds.-Air attack bonus damage reduced to 10 from 20.-Changed armor type to medium from armored.This set of changes aims to make the Diamondback a bit more modular as a composition piece and allows us to bring its numbers a bit more into line.Hellbat-Hellbat is being adjusted to match the new HotS Hellbat.Raven-Recovery drone heals 100 health rather than 50% health.-Seeker missile now matches HotS Seeker Missile.This change is to bring the Raven into line with Massive units like BCs and Thors.ProtossColossus-Range reduced to 7 from 9.-Colossus now has a different aoe that fires two vertical parallel lines away from it allowing it to hit units as far away as 10 units.We are taking another pass at the Colossus with the hope of making it a consistent and powerful source of damage without relegating it to a deathball only unit. We are changing its aoe to two vertical parallel lines and reducing its starting range to seven. However, due to the geometry of the new AoE, the Colossus has much longer maximum range. Hopefully this will allow the Colossus to better benefit from micro.Tempest-Tempests have a single attack that does 30+20 to Armored. (+3+2 per level)-Decreased attack speed to 4 seconds from 3.-Tempests have a minimum range of 3The armored bonus allows the Tempest to really pressure tanklines and bases, but still allow adequate time for the enemy to respond. Additionally, the Minimum range allows units like vikings with raven support to close the distance and start hammering away at their numbers. Meaning that positioning and support is important.Sentry-Damage Reduced to 8 from 10.Sentries did far too much damage for their cost and role. If necessary, we will adjust their stats again.Dark Templar-Figment Removed-Uraj Talisman added 150/150/80: Increases Speed by 20% and grants immunity to all Slows and Stuns.Figmant was a neat concept, but was more akin to MOBA design than RTS design. A simple and streamlined upgrade is a much better solution.Immortal-Hardened Shield now has a 3 second cooldown after being triggered.-Hardened Shield no longer requires Research.-New Research: Anion Fortification 100/100/100. Reduces Hardened Shield's Cooldown to 1 second.We have seen too many cases where Terran players have lost to masses of 0/0/0 immortals despite upgrade advantages and superior positioning. We can’t and will not remove Hardened Shield because it is a neat ability and communicates the durability and power of the Immortal, so we are changing it to allow for more counterplay and introduce a bit more skill into the unit. By adding a cooldown to Hardened Shields, the Immortal has an incentive to pull back after being struck by a powerful blow in order to maximize the effectiveness of its shield pool. Unlike standard pullback micro, you will want to do this as often as possible, rather than waiting for the unit to get into the red. Even after its new research, Anion Fortification: Focus fire still can mitigate the power of Hardened Shield, however, due to the tiny timing window to attack, the Immortal will function largely the same in a-move scenarios. This change should allow for Protoss to enjoy a strong early offensive presence without being able to steamroll well defended positions.Mothership Core-Fortify now grants detection to affected buildings.-Fortify is now an AoE rather than a bouncing effect.-Envision Removed.-Photon Overcharge reintroduced with new numbers.-Cost: 75 Energy-Grants any Protoss Nexus a 40 damage attack at 11 range for 20 seconds.Fortify currently is limited in its use. It allows for Protoss to survive Baneling busts and gives Toss time to marshal forces versus tank based pushes. We are adding detection to fortified buildings to allow for strong conditional detection to help protoss deal with cloaked threats.With this added utility, we can remove Envision and have space to restore Photon Overcharge. This change allows Protoss to hold pushes that once relied on good Force Fields.

Protoss -Warp Gate no longer requires Twilight to research -Research time increased to 160 from 120. (Cost and effects remain unchanged.) Protoss numbers were lagging behind the other two races in both unit production and flexability. We have reverted Warp Gate back to Cybercore tech but have not reverted its cost or the dynamic between Gate Ways and Warp Gates. This allows for strong, but not sustainable timing attacks. With the new Stalker range upgrade to compete for time in the early game, Players now have a strong choice to support macro, or timing attack based strategies. Immortal -Cost increased to 150/100 from 150/75. -Increased build time to 45 from 40. -Supply increased to 3 from 2. -Speed upgrade removed. -Base speed increased to 2.5 from 2.25 -Immortals can no longer shoot air. -Damage increased to 20+10 to Armored from 15+10 to Armored. -Immortals are now full sized again. The previous iteration of the Immortal succeeded in accomplishing what OneGoal wanted: a strong core army. Unfortunately, the Immortal was the only optimal thing to build (with the occasional exception of chargelots. The Stalker was left by the wayside and the Zealot was marginalized. Further, The Immortal felt like it was 70% Dragoon, 30% Immortal, and while some folks felt it was cool (including us). It just stepped on too many unit's toes and diluted the Identity of the unit. The Immortal is now strong but costly, and not really a hard counter unit (It has a 50% damage bonus to armored rather than the Dragoon's 100% damage bonus to "armored" or the WoL immortal's whooping 150% damage bonus to armored.) Sentry -Time Warp cost reduced to 75 from 125 -Time Warp AoE reduced to 2.5 from 3. -Cast Range increased to 8 from 6. Time Warp at 125 energy was really really powerful, but was hard to manage.t took forever to build up the energy and prevented its use as a powerful defense oriented spell (unlike forcefield which is more offensive in nature). We are trying Time Warp at 75 with a smaller aoe. Stalker -Stalker no longer requires Twilight Council -HP increased 60/80 from 50/80. -Damage changed to 14 from 10+6 to light. -Range decreased to 6 from 7. -Shakuran Accelerator research added to cybercore (+1 range) 100/100/80. After months of testing and tweaking, the Stalker has proven to be pretty lame as a dedicated harass unit. The fragility and anti-light damage made it play such a niche role that you almost never saw it, given that the Immortal was better AA despite the 5 range. So we are testing it out as a more mobile, high range/damage core unit that lacks the raw durability and damage of the Immortal. The Stalker is now cost for cost and supply for supply one of the strongest ranged attackers in the game combining unprecedented mobility, damage and range. It is at last a unit that can support the Zealot. Zealot -Increased shields to 60 from 50. With the Stalker losing net 20 HP (from WoL) to fufill its role and the Immortal becoming as costly and supply intensive as a WoL tank, the Zealot needed more durability to make up the difference. Additionally, 160 Zealots are substantially tougher than their WoL counterparts. It is fantastic to see a group of 4 Zealots go up to a group of 6 hydras and tear them to pieces. The Zealot feels strong again. We had wanted to do this for a very long time, but did not go through with the change for fear of destroying the viability of Bio. However, with the changes to warp gate, and a cheap and easy to produce Widow Mine, 160 Hp seems to be fine. Mothership Core -Increased base move speed to 2 from 1.88 Protoss needed more consistent scouting vs Zerg and Protoss to stabilze the match up, this was a simple and elegant solution. Tempest -Increased attack delay to 4.5 from 4. -Decreased Health to 250/150 from 300/150. Like HotS, Tempests can reach a critical mass where they decimate everything before it retaliate. It was a bit worse in OneGoal due to the substantial bonus vs armor. So we have decreased its attackspeed significantly, allowing spells like PDD and "Lay Volitile Clutch" to swing the battle in the other race's favor. Since they are no longer a capital ship, they shouldn't have the HP of one. Reducing their health allows them to be picked off a bit easier, making positioning more important. Zerg Hydralisk -Removed damage bonus to armor. Hydras were simply dealing too much damage to armored units for their cost and supply. This combined with the economic benefits of having a 1 supply core army unit made Zerg a bit too strong overhall. Making the Hydralisk a little more manageable Roach -Increased damage to 18 from 16. The roach wasn't quite worth its tech and increased model/collission size. We wanted to increase its effectiveness, but didn't want to upset the current unit relationship too much (as increasing HP would have done.) Swam Host -Decreased Morph time to 17 seconds from 34 seconds. Deep Warren -Decreased morph time to 30 seconds from 60 seconds. Swarm Hosts simply came out too late to exersize the ground dominance they need to. You were better off making Hydralisks and support casters. Initial testing shows Swarm Host timings are now possible, we will see if this is too much or too little. Terran Diamondback -Increased base damage to 35 from 30. -Reduced bonus to armored to 10 from 15. Diamondbacks are absurdly strong versus Armored air units like Tempests, Carriers and Battle Cruisers, and they are intended to be. However, they are a little bit lacking versus Mutalisks, making Terran mech vulnerable to the (now core) Zerg flier. To preserve the viability of Mech in TvZ, we are increasing its base damage while keeping its anti-armor total the same, allowing them to kill mutalisks in 1 fewer shots, this in conjunction with Turrets should allow Terrans to survive Mutalisk attacks provided they have solid scouting. Banshee Supply reduced to 2 from 3. Speed increased to 3 from 2.75. With the advent of Hellbats and Emergency Thrusters on the Medivac, the Banshee is simply an inferior investment. We are looking to allow it to easily kite non-stimmed marines and out run non-blink Stalkers as well as making it cost less supply, making it a powerful surgical strike unit in the mid to late game. If you have the money for it, the Banshee can become an expensive, but potent backbone to an air based army. Hellbat -Hellbats are no longer biological. -Decreased Health to 120 from 135. HotS shows how toxic Hellbat drops are and how strong a counter Hellbats are to Zerglings and Zealots, and well, anything that gets close to them. This is particularly nasty with the inclusion of medium armor, meaning that they get bonus damage to a wider number of targets. Basically, Hellbats were stepping the strengths of bio drops by providing both sustainability and durability along with high damage to everything. To remedy this, Hellbats have less health and can't be healed by medivacs. This allows Hellbat drops to deal a ton of damage, but fast reaction time with a handful of units can snipe these units. We were worried about this change making mech comps weaker. but with 1 supply Widow Mines and 2 supply Tanks, mech is still plenty viable.

This patch is significant. In the 5 months that we have worked on this project, no patch has been as difficult or as rich an experience as this. Literally thousands of man hours have gone into the production of this mod and Patch 3 really makes it show. Before we focus on the big changes. I want to give a shoutout to Blizzard for Heart of the Swarm, specifically the design tools they have given us with their visual and editor updates. They really make the game sing. We are grateful.Patch 3 continues what Patch 2 started, a refining of the creative process. In our excitement to introduce more gameplay and counterplay, we have generated a good many ideas. Some were toxic, others were unworkable, and others still were solid in principle, but poorly suited to the streamlined and elegant gameplay that identifies Starcraft. We have been reading Mark Rosewater's articles on MTG design and watching design vlogs like Extra Credits. It is striking to know how much there is to learn about making games, and how easy it is to make mistakes. As a result, we are able to hold ourselves to higher standards of design and be more comfortable doing it. This means that we are also comfortable holding Blizzard to these standards; for the first time, we will be cutting a unit to make SC2 a cleaner, more elegant game. Every cut will be explained in full, we don't do this stuff lightly.Patch 3 is shifting unit diversity more towards the early game. Protoss units have more combat units available out of the gate(way) and have had their classic units buffed in smaller numbers. We are continuing this trend with Zerg. Now, Zerg has five combat capable units (including the Queen) before Lair, and a new macro mechanic that encourages their use. We are hoping this will encourage more aggressive play where Zerg use timing attacks and pressure to cover for their economic expansion. We also have been focusing on making factory play more aggressive, to encourage the proactive use of the Siege Tank.SC2 units lack the pop and “badass” factor that SC1 units are famed for. It seems strange given SC2's vastly improved visuals, particle effects, and physics. HotS's “new” physics are fantastic for communicating the power of attacks, but what of the units themselves? Since day 1 of the WoL beta, people took issue with how washed out and weak different units sounded when they attacked or came under attack. The Zealot is the most notable example. In the setting, Zealots are conditioned warriors who train for decades, if not centuries to become fanatical warriors who can ignore pain from grievous wounds, they are by definition fearless. “We cannot hold!” Just doesn't seem to reflect the unit's character regardless of the foe attacking them. In the words of the Zealot “Fear is for the enemy.”We are changing about half of the unit's “We are under attack” quotes to match this philosophy. If a unit is willing to fight a doomed fight, their sounds should reflect that hardboiled nature.In future patches, we will be making attack and death sounds stronger and more easily differentiated from one another to enhance the player and spectator experience.Colossus-Reverted Attack AoE.-Decreased movespeed to 1.88-Increased damage to 20X2.-Increased attackspeed to 2.5 from 3.High Templar-Storm now does 100 damage over 6 seconds instead of 80 over 4.To clarify:-Increased total damage to 100 from 80.-Reduced damage over time to 15 from 20.-Increased duration to 6 seconds from 4.Oracle-Removed Void Siphon.-Removed Hallucination.-Added Revelation from HotS.-Added basic attack:Name Pulsar BeamDamage 10 (+5 vs light) +1/+1. Ground Only.Range: 4-New Passive. Structures attacked by Pulsar Beam cannot build, research, use abilities, or attack.Mothership-Isolation Pulse cast delay reduced to .75 seconds from 2.5 seconds.Mothership Core-Upgrade time to Mothership reduced to 60 seconds from 100.Sentry-Removed Force Field.-New Spell: Ion Aegis.Cost: 50 Energy.Area: 1.5Duration: 5 Seconds.Effect: Restores 15 Shields a Second to all units in area for duration.Battlecruiser-Warp renamed to Jump-New animation and sound added to Jump.-Increased damage by 25%-Decreased attackspeed by 25%Bunker-This structure has been removed.-This structure has been reintroduced.-Build time remains unchanged.Diamondback-This unit has been removed.Ghost-The Delay of EMP has been removed.Raven-Recovery Drone removed.-Auto Turret reintroduced.-Damage increased to 12 from 8.-Attack speed reduced to 1.5 from .8.-Auto-Turret now displaces enemy units when deployed.Reaper-Auto Turret Removed.-Changed to HotS version.-Reintroduced D-8 charge anti structure attack. Unlocked after first Factory is built.-Anti-Structure attack reduced to 15 damage from 30.Siege Tank-Siege Tech is no longer required. Siege Tech Removed.-Siege Mode Range reduced to 9 from 13.-New Upgrade: Maelstrom Rounds 100/100/80.Effect: Increases Siege Mode Range to 13 from 9.Thor-This unit has been removed.Thor is not heaWarhound-Redesigned and added to fulfill Mech's AA needs.Cost: 150/75/2160 HP ArmoredBase 1 ArmorMovespeed: 2.75Ground Attack: 20 Range: 5 Attack Speed 2Air Attack: 30+10 vs Armor. Range 9. Attack Speed 2.5-”This old Dog still bites” for under attack barkViking-Viking now fires several smaller missles to communicate anti-light role. It still has 2 attacks.-Riptide Upgrade now has a visual component.-”Blood and Glory!” is now under attack quote.Widow Mine-Damage increased to 130 from 120. (Splash unaffected)-Unstable Payload now targets air again.-Supply increased to 2 from 1.-Increased range to 5 from 4.-Drilling Claws removed.-New Upgrade, Aranae Manufacturing upgraded at Factory Tech Lab.Cost: 100/100/80.Effect: Reduces rearm time to 25 seconds from 40 seconds.Lairs and Hives have a higher larva limit than hatcheries.Lairs can hold up to 5 Larva.Hives can hold up to 7.Corruptor-This unit has been removed.Hydralisk-Hydralisks now gain a new model (like speedlings) that communicate their ability to shoot air units after Grooved Spines has been upgraded.Mutalisk-Tissue Regneration only works after the Mutalisk has been unharmed for 10 seconds-Increased HP regeneration to 2 from 1 per secondsQueen-Transfuse now Heals 200 HP over 4 seconds instead of 150 instantly.Roach-Roach Warren now requires Spawning Pool instead of Lair.-Health increased to 160 from 145.-Damage changed to 12 (+4 to Armored.) from 18.-Supply increased to 3 from 2.-Movespeed reduced to 2.25 from 3.-Burrowed Movespeed reduced to 1.88 from 2.5.-Roaches no longer require an upgrade to move while burrowed after Burrow has been researched.-Tunneling Claws has been removed.-Glial Reconstitution has been reintroduced and increases all movespeed to 2.5 from 1.88. Requires Lair.-Organic Carapace grants +20 Health and increased regeneration while burrowed instead of armor.Swarm Host-Produces Creep (area 5) while burrowed-Locust attack speed increased while on Creep.Venalisk-New flying AA Unit-Cost 150/50/1 (Total) (Requires Spire)-Hatches in batches of 2.-HP: 85 Armor: 1 Medium-Movespeed: 3-Air Attack: 10. Range 5 Attackspeed 1.-Passive: Caustic Saliva-Wasp Attacks apply Caustic Saliva Debuff. Units with the debuff take 2 additional points of damage from attacks.-Can Burrow.Archon-Replaced “Dispersing!” under attack quote with ”Break on Through!”Carrier-Replaced “We are Imperiled!” Under Attack quote with “Release the Interceptors!”Dark Templar-”I cannot maintain” Under Attack quote replaced with “By the Shadows of Shakuras!”High Templar-”We cannot hold!” Under Attack quote changed to “Reenforce this Position!”Phoenix-”They've Broken Through! Under Attack Quote replaced with ”Our Fury Shall be Unleashed!”-Phoenix will occasionally say “They've Broken Through” when killed.Tempest-Removed “Hull Integrity Failing!” as a under attack bark.Zealot-Replaced “We Cannot Hold” Help Quote with “Our Enemies Must Be Eradicated!”Battlecruiser-Take no prisoners!Marine-Replaced “We could use some help here!” with “I came here to kick ass and chew bubble gum!”Reaper-“We're Screwed!” Replaced with “This Ain't Good!” for under attack bark.Viking-"Can't hold em alone!" under attack bark replaced with ”Blood and Glory!" for under attack quote.Warhound-”This old Dog still bites” is now this units under attack quote

Dark Shrine-Cost changed to 100/200 from 150/150.-New Upgrade: Uraj Amulet (see Dark Templar)Cybernetics Core-Upgrade modified: Warp Gate-100/100/160-Enables Gateways to change into Warp Gates (5 second transformation)-Warp Gates warp units in anywhere with Pylon power, but cooldown is 10 seconds longer than their original Gateway build timeForge-Ground Armor and Ground Weapons research times increased to 180 seconds, 210 seconds, and 240 seconds respectively.Zealot-Shields increased to 60 from 50.-Build time is now 35 seconds.-Warp Gate cooldown is 45 seconds.Immortal-Immortal is now built from the Gateway. It requires a Cybernetics Core.-Cost reduced to 150/100/3 from 250/100/4.-Build Time is 40 seconds with the Warp Gate upgrade.-Warp Gate cooldown is 50 seconds.-Speed is increased to 2.5 from 2.25.-Damage reduced 15 (+10 vs Armored) from 20 (+30 vs Armor).-Weapons scale at +1 (+1 vs Armored) down from (2+3 vs Armor.)-New upgrade: Anion Fortification at Twilight Council.-100/100/100Effect: Grants the Immortal +20 ShieldsStalker-Shields/Health decreased to 80/60 from 80/80.-Stalker damage changed to 14 from 10+4 vs Armored.-Armor changed to Medium from Armored.-Build time is now 38 seconds.-Warp Gate cooldown is 48 seconds.- Blink research time has been lowered to 140 seconds.-New upgrade: Shakuran Accelerator at Cybernetics Core.-100/100/80, increases Stalker range by 1.Mothership Core-Movement speed increased to 2 from 1.88-Mothership Core now has a “soft cap” of one per Nexus-Increased Energy cost of Photon Overcharge to 125 from 100.-Photon Overcharge duration reduced to 30 seconds from 60 seconds.-Increased Photon Overcharge damage to 30 from 20.-Time Warp removed.-New Spell: FortifyCost: 50 Energy.Area: 5Duration: 20 Seconds.Effect: Targeted structures gain Hardened Shields and DetectionDark Templar-New upgrade: Uraj Amulet-150/150/80, Dark Templar move 20% faster and become immune to slows, stuns, and mind control.High Templar-Build time is 40 seconds-Warp Gate cooldown is 50 seconds-Storm now does 100 damage over 6 seconds instead of 80 over 4To clarify:-Increased total damage to 100 from 80-Reduced damage over time to 15 from 20-Increased duration to 6 seconds from 4Sentry-Now built from the Robotics Facility-Cost increased to 100/100/2 from 50/100/2-Shields/HP increased to 80/80 from 40/40-Damage increased to 8 from 6-Hallucination Removed-Force Field Removed-Guardian Shield costs increased to 100 energy from 75-Decreased duration to 10 seconds from 15-Guardian Shield now prevents targeted slows, mind-control, and pulls.-New Spell: Ion AegisCost: 50 EnergyArea: 1.5Duration: 5 SecondsEffect: Restores 15 Shields a Second to all units in area for duration.-New ability: Time WarpCost: 75 EnergyRange: 9Duration: 15 secondsArea of Effect: 3-All ground units in target area move and attack 50% slower. Projectile speed decreased by 50% in this areaColossus-Speed reduced to 1.88 from 2.25.-Damage increased to 20x2 from 15x2.-Attack Speed reduced to 2 from 1.6Carrier-Increased armor to 3 from 2.-Graviton Catapult no longer requires research.-Damaged interceptors returning to the carrier heal instantly-New Upgrade: Matrix Assembly-Researched at the Fleet Beacon-Reduces Interceptor build time from 8 seconds to 4.-150 minerals, 150 gas, 80 secondsMothership-Total cost reduced to 200/200 from 400/400-Shields/Health decreased to 200/200-Supply reduced to 4 from 8-Speed increased to 2.25-Scale reduced to .8 of the original model-Acceleration increased to be the standard of all air units-This unit is no longer unique. Instead, it has a soft limit of one per nexus-Time Warp removed-Cloaking Field removed-New Spell: Envision as implemented by Oracle-Mass Recall now is centered on the Mothership’s location instead of a Nexus-Mass Recall's energy cost increased to 150 energy-New Spell: Isolation PulseCost: 100 energyRange: 9Duration: 15 second durationArea: 2.5Effect: After a .75 second delay, all units in the target area can no longer attack, be attacked, target, be targeted, or use abilities that cost energy. They can still move and use movement based abilitiesOracle-Removed Envision.-Removed Pulsar Beam (ability).-Added attack: Pulsar Beam-10 (+5 vs light) to ground. Range 4, weapon speed 1 (decreased from .86)New Passive: Pulsar DisruptionEffect: Structures damaged by the Oracle cannot build, research, use abilities, or attack-New Spell: Twilight ShroudCost: 100 EnergyRange: 7AoE: -Target 2.5Duration: 30 SecondsEffect: Cloak all friendly units so long as they are in the radiusPhoenix-Shields increased to 80 from 60-Aeon Pulse Crystal upgrade now increases Graviton Beam range to 6Tempest-HP reduced to 200/110 from 300/150.-Tempest is no longer Massive.-Tempest model reduced by 30%-Tempests no longer require fleet beacon.-Kinetic Overload now does 30 (+20 vs Armored) damage to ground and air targets instead of 30 (+50 vs Massive)-Resonance Coil attack removed.-Attack speed reduced to 4 from 3-Tempests have a minimum range of 3Void Ray-This unit has been removed from the game.

This will be going live very soon. In addition to a number of bug fixes (many of which was mentioned here on the thread), here's what you can be expecting in the near future: Protoss Phoenix - Damage reset from 10 to 5+5. The extra base damage really didn't add much except the faster killing of overlords. We've reverted the change to simply stay more in line with the base game. Sentry - Time Warp now affects time scale, slowing non-attack actions and regeneration in the radius. Being a physics major and obsessed with time, I thought adding more consistency would be nice, along with adding significant utility to the spell (lots of SCVs repairing that bunker? Now they go 50% slower). It really is a bubble of warped time. Except for the ultralisk. It assimilated the honey-badger strain and doesn't give a shit. Void Ray - The Void Ray has been removed. We worked with several iterations on the void ray, and nothing really fits with both the unit and the Nerazim identity behind it. Dark templar capital ships simply don't feel like dark templar units. It's original iteration in WoL and HotS placed it as an anti-armored hitter, but it was very a-move-y and didn't take a lot of control (except for the anti-armor micro button). Our initial solution was to give it a large damage field to primarily help protoss thirds (this was present in the protoss trailer), but it was clunky and was overshadowed by the more effective Fortify. So we changed it to be a high damage protoss capital ship with a hunter-seeker-esque attack. Unfortunately, it was too hard to get off shots, too little reward when you did, and was still very a-move-y. All roles that are necessary in a composition are already taken by other units in the stargate: anti-light phoenixes; anti-armored tempests; strong, steadily damaging carriers; harassing and manipulative oracle; and the powerful battlefield manipulating mothership. The Void Ray will be leaving the game until we can find it a proper role with an appropriate feel. Terran Widow Mine - Widow Mine health decreased from 75 to 60. To further distinguish the mine and the siege tank, mines are now incredibly vulnerable to splash: if you don't control them carefully, they will die very quickly. This simply makes more micro important with mine-heavy strategies, as well as making it more imperative to snipe off detectors should they encroach too heavily on your position. Viking - Ripwave Missiles removed. With the removal of the venelisk, and the change of viking from armored damage to light, this upgrade simply makes the viking broken against the two units it counters effectively without it: mutalisks and phoenixes. In the case of the mutalisk, there is plenty in the Terran arsenal between mines, ravens, marines, and vikings to deal with them if you position your defenses properly. Zerg Hydralisk - Accelerating biomass attack speed buff increased from 10% to 20%. - Hydralisk attack period increased from 1.05 to 1.2. In both internal testing and matches that we've observed, we've noticed that Hydralisk DPS is incredibly high. Combined with their high health, other races (protoss in particular) had trouble dealing with larger numbers of these units without splash (and even with splash, an army was likely to come out of a battle with severe losses). We've lowered their attack speed, taking their DPS from 9.5 to 8.3 (comparatively, marines have a DPS of 5.81 pre-stim). To compensate for this in the early game (defending) and late game (attacking), players with good creep spread will be able to take to the offensive and gaining a higher bonus attack speed on creep (bringing the total DPS to 10.4). This should be offset by the presence of splash by enemy races at this time. Swarm Host - Locust health decreased from 65 to 50. Swarm Hosts with two locusts are good... but with 3 locusts, they can be a serious problem. A lot of splash attacks simply couldn't deal with them before they got into range, and single-target units had trouble clearing even small numbers before dying. This should make locusts significantly easier to kill, giving protoss and terran players more time to move in and kill swarm hosts after a wave of locusts passes. Corruptor - Plague cast range increased from 4 to 6. While we're still looking into other alternatives for this spell, we've decided to increase its range to have a better chance of actually seeing it used in games. The spell is actually quite good against larger targets and buildings, and its drawbacks are the same as corrupt: without other units around to deal damage (or take it), it won't win large numbers of corruptors any fights. Roach - Roach damage increased from 14+4 to 16+4. As a T2 unit, Roaches simply weren't doing quite enough damage. As burrowed pack-hunter units, they should be able to pop out and kill one or two units before burrowing (or dying). This should make them more viable both as harassment options and as immediate combat units.