v0.7.2
Research is no longer one-size-fits-all. Every upgrade used to cost 150/150 and take ~87s; now cost and research time reflect how strong the upgrade is.
- Research — Cheaper / Faster
- Research — More Expensive / Slower
- Everything else
Development
Every balance pass, new upgrade and drafting change, newest first.
Research is no longer one-size-fits-all. Every upgrade used to cost 150/150 and take ~87s; now cost and research time reflect how strong the upgrade is.
Bugfixes and tuning. The Tempest gets more expensive, Marine lifesteal gets much stronger, and the Corsair finally looks like it is firing.
The big one: a "Your Faction" panel so you can actually see the hand you were dealt, live opponent scouting, a 12-worker start, a full caster overhaul, and a pile of cost and build-time tuning.
The first big drop: a new attack-slow upgrade, a smarter drafting system, a handful of unit-defining upgrades, and a pile of balance work.
A new Raptor Charge upgrade, and a major pass over the unit pools: Stalkers move to the Factory and start with Blink, Lurkers move to Factory slot 2, and Barracks slot 1 gets cleaned out.
Stasis leaves the upgrade pool, and the Roach goes back to stock health.
A duplicate-upgrade collision could block research outright.
Upgrade research becomes one-and-done, and duplicate upgrade structures are capped at one each.
The Colossus picks up new roll options, KD8 Charge leaves the Warhound and Siege Tank pools, and healing gets much broader.
Disruption Blast gets much faster, several units are re-costed, and build times come down across the board.