16 August 2026

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.

New — The "Your Faction" Panel

  • At the start of every game, a panel shows every unit you rolled with its rolled upgrade paired directly beneath it, grouped by production facility.
  • Hover any icon for its full description — the exact tooltip you would see on the command card.
  • A FACTION tab on the left edge of the screen opens and closes it anytime.
  • No more squinting at a chat message to remember what you rolled — your whole faction is one glance away.

New — Scout Your Opponent's Rolls

  • Get vision of an enemy building and a row of icons floats above it showing what it can produce or research.
  • Barracks / Factory / Starport show the units they can build. Ghost Academy / Armory / Fusion Core show the upgrades they can research.
  • Icon fog of war — the icons show only while you currently have vision of the building and vanish the moment you lose sight of it, so send a scout and keep watching. Rolls are per-player, so scouting one building reveals that whole facility’s lineup. Scouting matters now.

New — 12-Worker Start

  • Games now open with 12 workers rather than 8. Let us get this done.
  • The Command Center grants 15 supply.

Casters Overhauled

  • +25% energy regeneration when a caster researches its rolled spell. You get more casts of all of your spells, including the newly upgraded spell. I am keeping my eyes on this change. If it overperforms, I will look at other options.
  • With regen doing that job, spell energy costs moved back toward standard: Force Field / Graviton Beam / Auto-Turret 40 to 50, Guardian Shield / Fungal Growth 50 to 75, Neural Parasite 75 to 100, Parasitic Bomb 100 to 125, Abduct 50 to 75, Irradiate 40 to 50.
  • Corsair energy normalized to standard (200 max) so the new regen applies evenly.

Balance — Costs

  • Thor: gas cost reduced to 300/150.
  • War Hound: re-costed to 200/75.
  • Goliath: gas 50 to 75 — covering both air and ground on cheap gas made it too efficient for how flexible it is.
  • Raven, Viper: minerals 100 to 75. Infestor: minerals 100 to 50.

Balance — Build Times (opening pacing)

  • Cheap early units now build a little slower, so how many production buildings you open with matters again — one building used to churn units out fast enough to soak nearly an entire base worth of eco, which flattened the opening. Slower now: Zealot, Marine, Hydralisk, Sentry, Zergling, Vulture, Hellion, Mutalisk.
  • War Hound: build time fixed — it was somehow building slower than a Thor; now appropriately quick for its tier.
  • DuskWing: the eye test was right — it was quietly a strictly-better Banshee (+50% DPS, +25% HP) that built faster on top of it. Cost 200/150 to 250/175 and build time 48 to 65 (now genuinely slower than a stock Banshee). It should be a premium unit you commit to, not one you flood over an army.
  • Immortal & Thor: build times pulled back to standard (they were oddly slow before).
  • Stalker: still builds fast from the Factory (its speed-up is kept, just trimmed slightly).

Balance — Units

  • Hydralisk: no longer starts with Grooved Spines (range 6 to 5). It already out-trades its cost on raw stats; range is now something it can roll instead of getting free.
  • Ultralisk: no longer starts with free Anabolic Synthesis (speed). It was already fast, and a rolled Charge stacked on top made it absurdly fast — now it reverts to standard base speed and Charge is a fun roll instead of a game-breaker.

Removing useless upgrades

  • Stim removed from Zerglings.
  • Twin-Linked Flamethrowers removed from the Hellion pool — a near-invisible dud. A proper "flame wall" upgrade is planned to replace it.

New upgrade cap

  • Cloak is now one-per-faction: only a single unit can roll cloak — Ghost, Wraith and DuskWing share one cap, so you cannot stack multiple cloaked units.

Quality of Life

  • Picked Zerg or Protoss? Your workers now auto-mine at 0:00 like a Terran start — no more hand-ordering them onto minerals. Which race you pick now does not matter at all: just close your eyes and roll the dice.
  • The Queen is now included in Select All Army.

Bug Fixes

  • Disruption Web tooltip now correctly states it stops all ground units and structures under it (yours and the enemy’s) — it is area denial, so cast it where the enemy is and keep your own units clear.
  • One upgrade per unit is now clearer — you can no longer queue the same upgrade a second time. The research locks the moment you start it (it used to only lock on completion, so a redundant re-queue was possible; it never did anything but waste resources).
  • Tooltip corrections: Missile Pods now reads flat 60 damage to air, Yamato 240 (was 260), and D8 Charge 30 damage (+100 vs structures) (was 155) — the numbers now match what the abilities actually do.