CraftCraft Changelog

March 13, 2013
Version 0.143 Changelog
The changelog can be found on the Arcade info page.
November 3, 2012
Version 0.142 Changelog (November 12, 2012 on NA)
  • Abilities with cooldown now wait until being executed before starting the cooldown instead of when queued.
  • Added a check to Recall script to make sure the teleport isn't started if the target unit doesn't exist.
September 15, 2012
Version 0.141 Changelog
  • Burrowed Roaches now correctly move at the same speed as burrowed Infested Terrans and Pygalisks.
  • Vault guardians now start spawning after 30 seconds instead of 20, so that there is now one less wave per vault.
  • Vault guardians now priorize structures that are close to the closest vault when choosing targets at long range.
  • Slightly increased the number of vault guardians in each wave.
  • The last wave of the first vault now includes one Archon.
  • Fixed Command Center power generation not benefitting from gas cost reduction.
  • Fixed Thor granting worker kills instead of vehicle kills for statistics.
  • The Dark Probe is once again reserved for developers and testers only! For now...
  • Refactored some messy trigger conventions, possibly improving overall performance by a bit.
Version 0.140 Changelog

  Miscellaneous
  • Command Centers now provide 4 power just like Power Generators, but they can't be upgraded with a Reactor.
  • Small structures (Perdition Turrets, Photon Cannons, and Obelisks) can now also be salvaged.
  • For consistency, all small structures now cost 100 vanadium (Photon Cannon and Obelisk down from 150 and 200).
  • When upgrading to an Automated Refinery, a text tag is created to indicate that any vespene gas currently in the Refinery was not lost but refunded.
  Difficulty Balance
  • Powering up the first and the second vault now reduces gas costs by 30% and 60%, up from 25% and 50%.
  • Powering up the second vault now also increases structure shield regeneration rate by 100%.
  • Slightly increased Zergling structure damage.
  • Hatcheries now drop slightly more resources when they die.
  • Decreased Automated Refinery upgrade cost from 200 to 100 vanadium.
  • Increased the maximum number of Spider Mines on Goliaths from 3 to 5 to make dealing with Broodlings less annoying.
  • Decreased Rocket Blitz cooldown by 33%.
  • Increased Thor health by 25%.
September 14, 2012
Version 0.139 Changelog

 Salvage
  • Demolishing large structures now leaves up to 60% of their cost as salvageable debris on the ground for workers to harvest. The amount scales down linearly based on the structure's health so that salvaging can't "save" structures that are about to die.
  • Refineries can no longer be demolished.
Difficulty Balance
  • Increased the rates at which the number of Roaches and Pygalisks increases as the game became unintentionally easier in the previous patch with the additional vespene geyser.
  • Further increased the damage of Roaches and Pygalisks. Slightly increased damage of Infested Terrans.
  • Slightly increased Roach attack range.
  • Further increased Roach and Pygalisk health, and scaled their models up a bit.
  • Slightly increased the rate at which the number of enemy waves increases.
  • Research Labs now require 8 units of power instead of 4, and research is 33% faster.
  • Increased the cooldown of Repair Drones by 50%.
Miscellaneous
  • Fixed a bug that allowed workers to get stuck to building structures by right-clicking on them during construction.
  • Removed the hidden Ancient vehicles as they have become quite meaningless. They might return at some point.
September 13, 2012
Version 0.138 Changelog

 Game Flow
  • There is now a second Refinery in the main base to allow steadier economy from the start.
  • Structures now gain shields when a vault is powered. The amount of gained shields per vault is equal to 25% of their health. This way it's even more important to power the vaults quickly, making the game end faster otherwise instead of delaying the inevitable to a point where everyone's already forgotten about the mistakes that were made in early game.
  • Slightly increased Roach and Pygalisk health to compensate for the increased gas income.
  • Slightly increased damage of Roaches, Pygalisks, Sleepers, and Archons to compensate for the shields.
  • Slightly increased movement speed of all player units and vehicles.
Balance
  • Decreased Queen health by 17%.
  • Increased Psionic Pulse effect radius by 25% and decreased cooldown by 25%.
Miscellaneous
  • Research and Vault rewards are now displayed as a list of icons at the right side of the screen.
  • Empty space around the main base and all vespene geysers is now slightly larger.
  • Enemy units should no longer continue attacking a cloaked unit if they can't find any other targets.
  • Fixed Quarry not showing flames when burning.
September 12, 2012
Version 0.137 Changelog
  • Fixed bugs with vehicles sometimes not getting the correct balance changes when a player leaves the game, and player health not always correctly updating when inside a vehicle when a player leaves the game.
  • There is now a minimap ping when a power grid becomes underpowered. The warning can now occur every 8 seconds instead of every 10 seconds per grid.
  • The tutorial now ends the game in a tie for the player instead of victory so that it shows up correctly in match history.
August 28, 2012
Version 0.136 Changelog (September 6, 2012 on NA)
  • Increased Cloaking Field radius by 25%.
  • Increased Repair Drone repair rate by 20%.
  • Hatchery spore artillery no longer targets cloaked units.
  • Buildings under construction can now be properly selected again. As a side effect, only the constructing player can cancel the construction process.
  • Fixed an issue with death messages when inside a vehicle (was sometimes triggering more than once).
  • The SCV is now automatically added to control group 1 for each player.
  • Slightly increased the rate at which the number of Roaches and Pygalisks increases.

Version 0.135 Changelog

 Zerg Bases
  • Every fifteen minutes, a zerg hatchery now becomes active and starts spawning waves of zerglings along with the usual enemy attack waves. The hatchery remains active until destroyed.
  • Hatcheries now have a defensive Queen that attacks players who approach the Hatchery. The Queen burrows for 10 seconds whenever its health drops below 2/3 or 1/3, during which the Hatchery spawns more Broodlings than usual.
  • Hatcheries now do an artillery attack once every five seconds. The attack can be avoided by moving out of its way.
  • Hatcheries now have a small zerg icon as their minimap indicator.
  • Slightly decreased the number of regular enemy attack waves to account for the added Hatchery attack waves.
Vehicles
  • Slightly decreased Thor damage and attack speed.
  • Thor now starts its attack slightly faster, and turns 50% faster.
  • Increased Thor health by 25%.
  • Slightly increased movement speeds of all vehicles. Goliaths and Ancients are now as fast as SCVs.
  • Thor now slightly slows down when breaking rocks by walking past them.
  • Slightly increased attack speeds of Goliaths, Ancients, and Photon Cannons.
  • Enemies (broodlings or zerglings) that spawn from a building that has been irradiated by a Scienve Vessel now also become irradiated themselves. This way irradiating Hatcheries that won't be destroyed also becomes useful.
  • Science Vessel can no longer use Repair autocast while unmanned as intended. Irradiate no longer grants vision.
  • Decreased the cooldown of Rocket Blitz from 20 to 15 seconds (scales up with multiple players).
Miscellaneous
  • Xel'Naga Vaults now take only 2.5 minutes to power up instead of 3.
  • Slightly increased the number of Xel'Naga Sleepers.
  • Increased the health of Archons and Sleepers, and the movement speed of Sleepers.
  • Increased starting neosteel amount from 600 to 800.
  • Increased Refinery and Forge capacity back to original (by 25% from current).
  • SCV no longer gains mining speed increase from Crystal Tech to further encourage the use of Quarries in endgame.
  • Psionic Pulse now requires vision of the targeted units (should be fine since enemies become visible near buildings).
  • Enemies now grant vision to a small area when they die so that their death animation can be seen.
  • Increased Warp Cargo cooldown from 60 to 90 seconds (scales up with multiple players).
  • Changed the deprecated Researches statistic into Tech Levels Gained.
August 25, 2012
Version 0.134 Changelog
  • All buildings that belong to the same power grid as any selected building by a player are now highlighted for that player.
  • Increased Thor health by 50%.
  • Slightly increased Science Vessel movement speed.
  • Science Vessel can now also mine neosteel rocks (because why not).
  • Slightly increased Spider Mine damage (Broodlings were left on red health too often).
  • Players can now choose red as their color (woohoo)! Originally the minimap had no pings for players, making it easy to confuse the red player as an enemy, but this is no longer the case.

Version 0.133 Changelog

  Vehicles
  • Added the Science Vessel vehicle:
    • Available at Research Tech level 5.
    • Can't be targeted by the zerg (xel'naga can still attack it).
    • Can fly over rocks. The vehicle can't be exited when there is no free space below it.
    • Can harvest crystals and vespene egg sacks from a short distance, and destroy rocks (not mine them).
    • No attack, but can irradiate groups of enemies and enemy buildings to permanently increase their damage taken.
    • A ranged repair ability (can't target self).
  • Thor now unlocks at Crystal Tech level 7 instead of 9.
  • Removed the Vulture vehicle as it didn't have anything interesting to add to the gameplay.
  • Slightly increased Goliath and Ancient movement speed (they are still slightly slower than SCV).
  • Moved the Spider Mines ability from Vulture to Goliath, and removed the Glimpse of Madness ability from Goliath.
  • Increased Spider Mines cooldown from 45 seconds to 60 seconds (scales up with multiple players).
  • Decreased Spider Mine damage.
  • Slightly increased Rocket Blitz splash damage radius.
  Abilities
  • Greatly increased Psionic Pulse damage, and increased its cooldown from 30 seconds to 60 seconds as enemies don't really even spawn that often. Slightly decreased the radius.
  • Warp Cargo cooldown now scales up with multiple players again as it can be used on shared buildings as well.
  Miscellaneous
  • Reactor is now available at Research Tech level 3 instead of 5.
  • Removed the Twin Ibiks Cannons (Planetary Fortress) upgrade as it was overlapping with Photon Cannons in gameplay.
  • Further increased the time it takes to gain Research Tech levels. Researching is relatively cheap so it is easily possible to have multiple Research Labs in order to gain them faster.
  • The game now also ends to defeat if all buildings are destroyed.
  • Zerg Spawning Pools and Extractors now have a larger creep radius around them so that all three structures around each vault needs to be killed to gain access to the vespene geyser there.
  • Slightly increased creep decay speed to account for the larger creep spread.
  • Zerg Extractors now spawn Broodlings just like Spawning Pools.
  • Increased the frequency of Broodling spawns since Goliaths now have Spider Mines to help dealing with them.
  • Slightly decreased the amount crystals harvested from crystal deposits as Science Vessels can harvest them quickly.
  • Doubled the amount of crystals required for each Crystal Tech level, and doubled the amount of crystals harvested to make less crystals fit into the cargo hold. This is to better balance Science Vessel.
  • Increased zerg structure health so that killing them actually takes a bit of effort.
  • Crystals at maximum Crystal Tech level are now of no further use and are no longer harvested afterwards. This might change again in the future if I can think of some good use for the extra crystals.
August 24, 2012
Version 0.132 Changelog

  Abilities
  • Warp Cargo is now a targeted ability, and in addition to being able to warp the player's own cargo, it can also warp cargo from the targeted Forge, Quarry, or Refinery. The ability can't be used on one target more than once every two seconds to avoid players accidentally targeting the same structure.
  • Increased the cooldown of Warp Cargo from 30 to 60 seconds (scales up with multiple players).
  • Decreased Refinery cargo capacity by 20% to account for the improved Warp Cargo ability.
  • Repair Drones is now an AoE ability that can activate the drones on multiple structures at the same time. This makes it easier to repair buildings that are completely surrounded by enemies and are not easy to see for targeting.
  • Decreased Repair Drone buff duration from 20 seconds to 15 seconds in order to decrease the repaired health amount, as the ability can now repair multiple structures with one use.
  • Decreased Cloaking Field cooldown from 60 seconds to 45 seconds (scales up with multiple players).
  • Psionic Pulse now also does a bit of damage to the affected units.
  Tech
  • Slightly increased the amount of crystals required for each Crystal Tech level and time required for each Research Tech level to further encourage different playstyles.
  • Thor now only requires Crystal Tech level 9 instead of also requiring Research Tech.
  Miscellaneous
  • Attaching and detaching power cables now creates a material text tag displaying the 10 neosteel cost of the cable.
  • Fixed Research Lab not having a power demand bar.
  • Spawning Pools and Hatcheries now drop resources again as they should.
August 23, 2012
Version 0.131 Changelog
  • Fixed Quarry resource bar color.
  • Slightly increased the number of Archons during the second and the third vault.
  • Increased the maximum number of powerable structures from 256 to 400 just to be on the safe side.
  • Updated Arcade screenshots to the latest version.

Version 0.130 Changelog
  • Added the Thor vehicle, available when both Crystal Tech and Research Tech have reached level 9.
    • Devastating splash damage attack that also does splash damage to rocks (around a 3x3 area).
    • Destroys rocks by walking past them (pathfinding still thinks they are there, so it needs to be controlled like any other unit).
    • Balance for Thor might need to be changed as time goes, because the endgame takes a lot of time to test.
  • Changed the color of power usage status bars from cyan to a slightly more blue tone to make it different from construction progress bar.

Version 0.129 Changelog
  • Decreased the height of enemy unit health bars to distinguish them from structure health bars more easily.
  • Slightly decreased the height of all status bars to reduce clutter on the screen.
  • Changed loading screen image type from DDS to TGA, hopefully fixing it from sometimes turning blue.
  • Structures now have status bars that display their power usage (cyan) and power supply (yellow).
Version 0.128 Changelog
  • Xel'Naga Vaults now wait two seconds before reactivating after the vault guardian wave has been killed. This is to prevent turrets that were firing at the guardians from overloading the power grid for a brief moment.
  • The gas flow display title now changes color to red if gas income is less than consumption, to yellow if the income is greater than consumption, and to green if the income is at least 25% greater than consumption.
  • Slightly decreased the rate at which the fraction of Roaches and Pygalisks increases in enemy attack waves to make the game a bit easier.
August 22, 2012
Version 0.127 Changelog
  • Power Generators can no longer be turned off, as there is no practical reason to do so. They never generate excess power anyway, so it makes more sense to turn off the buildings that use the power when needed instead.
  • Updated the "Gas flow" part of the resource UI to also display the rate at which non-automated Refineries are harvesting gas. Improved readability of the gas flow display.

Version 0.126 Changelog
  • Updated Arcade icon and information.
  • Fixed Quarry build model that got broken by patch 1.5.
  • Increased Obelisk disruption field strength for attack and movement speed reduction from 25% to 30%.
August 21, 2012
Version 0.125 Changelog
  • Fixed issues caused by Patch 1.5:
    • Broodlings and Xel'naga units now correctly show while moving through walls.
    • Updated triggers and actors to account for the changes.
  • The "Close" button for the stats UI is now correctly hidden until the stats window is opened.
  • Added Arcade icon and info.
  • The tutorial cinematic can now only be accessed from the Arcade UI.
May 14, 2012
Version 0.124 Changelog
  • Changed the Obelisk's effect to slow down attack and movement speeds of nearby enemies (like Psi Disruptor from campaign) rather than protect nearby structures.
  • Obelisks no longer have equal AI target priority to turrets, but instead are targeted like any other non-aggressive structure. They can now be placed in front of turrets without getting hit all the time.
  • Increased Pygalisk damage and slightly delayed the time at which they start spawning.
  • Roaches now start spawning a bit sooner.
  • Fixed crystal fields to use the High Yield Crystal Field model on High and Ultra shader settings (was using the blue one).
  • Perdition Turrets, Photon Cannons, and Obelisks now have their aggro/protection range visible while they are selected as well as when being placed.
  • Inactive Photon Cannons are now ignored by enemies just like inactive Perdition Turrets.
May 13, 2012
Version 0.123 Changelog
Difficulty Balance
  • On Insane difficulty, players now start with only a Command Center and a Refinery, and resources equal to the resource cost of the structures that aren't there (2x Power Generator, 2x Perdition Turret, 1x Forge).
  • Voting for tutorial is skipped on Insane difficulty.
  • Slightly delayed and decreased the number of attack waves on Brutal and Insane difficulties.
  • Slightly increased the number of enemies per wave on Brutal and Insane difficulties.
Overall Balance
  • Increased Vulture attack speed by 28%, and decreased its damage by 20% (so that it now breaks rocks faster than Goliaths, and does slightly more damage on enemies).
  • Decreased Warp Cargo cooldown by 50% (it became quite useless with 0.118 patch speed upgrades, should probably replace with something else).
  • Decreased Pygalisk health by 12.5% and Archon shields by 25%.
  • Slightly decreased the speed at which the number of Roaches and Pygalisks increases.
  • Decreased Photon Cannon damage by 25% (it still 2-shots Roaches and 3-shots Pygalisks). With this change, Perdition Turrets aren't as useless towards the end-game.
  • Photon Cannons now demand 2 power instead of 1.
  • Increased Photon Cannon time between attacks from 1.7 to 2.0.
  • Increased Photon Cannon vanadium cost from 150 to 200.
  • Perdition Turret gas cost is now also reduced by the vault gas cost rewards (1 gas/s with no vaults, 0.75 gas with 1 vault, 0.5 gas with 2 vaults). This takes Perdition Turret power demand closer to Photon Cannon power demand so that turrets are still a viable option after Photon Cannons become available. The more Photon Cannons there are, the faster the enemies die, making nearby turrets more gas-efficient as they need to be shooting less time. This should make the most efficient combination a few turrets in front and a few Photon Cannons at back, which is how it should be. If they still aren't balanced properly, I'll keep adjusting them until they are. Let me know if you think one is still always better than the other!
Player Count Balance
  • Further increased the amount of resources gained from rocks with less than 4 players.
  • Slightly increased the amount of enemies per wave with more than 1 player.
Misc
  • Removed health regeneration from all enemies (which wasn't much to begin with).
  • Fixed Pygaisks having a requirement on their Burrow ability, causing their AI to get stuck trying to burrow if left with no nearby targets.
May 12, 2012
Version 0.122 Changelog
  • Perdition Turrets now display the amount of gas they use as fuel for their flamethrowers as a floating text tag (-1 per second).

Version 0.121 Changelog
  • Added Pygalisk kills as a statistic.
  • Infested Terran, Roach, and Pygalisk statistics are now displayed as one "Zerg Minions Killed" stat on the display window. They are still kept track of individually.
  • Fixed wording for the "Protectors Killed" statistic.

Version 0.120 Changelog
  • Made most hotkeys Universal so that the shared hotkeys only need to be set for one unit.
  • Made the enemy panel hide units that have their count reduced to zero, and made the icon positions shift towards left as icons disappear from there.
  • Added the Pygalisk enemy (a small Ultralisk) which deals slightly more damage than Roach and has more health.
  • The number of Roaches now increases slightly faster.
  • Decreased Roach health by 11%.
  • Increased Archon shields by 17%.

Version 0.119 Changelog
  • Cleaned up the Hotkeys menu to only show CraftCraft units.
May 11, 2012
Version 0.118 Changelog
New Features
  • Added a vote kick option to games with 3-4 players. If all other players vote to kick a player within 10 seconds from each other, the player will be kicked.
  • Added player portraits on the UI to replace the buttons that open statistics. You can view a player's statistics by clicking on his portrait, and move your camera to that player by clicking on the portrait that you have selected. Clicking on a portrait also shows the Vote Kick and Close buttons.
  • Vulture now has a weapon. It deals splash damage to enemies, but does lower damage than Goliath's autocannons and has slower attack speed. Rocks take only single target damage but break with one hit.
  • Added Photon Cannon, which becomes available once the first Xel'Naga Vault is powered. It has a powerful single target attack, but uses power even when not attacking. It must be kept powered for 30 seconds before it can attack.
  • Added the Obelisk building which becomes available when the second vault is powered. It must be warmed up like Photon Cannons, and provides a damage reduction matrix on nearby structures.
  • Added Archons to 2nd and 3rd vault. Their attack has a short range, making Perdition Turrets inefficient against them (the turrets can still attack, but it's more difficult to get multiple turrets to attack an Archon because of the range).
  • The UI now displays the current vespene gas cost for power, and the current income from Automated Refineries.
  • Increased the initial camera bounds to show everything important on the map.
Balance
  • A vespene geyser now always spawns near each Xel'Naga Vault. This way the vault doesn't need to be abandoned after it's been powered. The geyser is protected by an Extractor to spread creep around it.
  • Decreased Spider Mine damage from 175 to 150.
  • Increased the range at which enemies aggro to vehicles by 1 and made them aggro to Vultures.
  • Improved vespene geyser spawn randomizing so that there are always the same amount of geysers at the same distance from the main base, only in random directions, and they don't spawn right next to each other anymore.
  • Decreased Reactor vanadium cost from 200 to 100.
  • Slightly decreased the damage that Sleepers deal to structures.
  • Quarry now unlocks at Crystal Tech level 3 instead of 4.
  • Twin Ibiks Cannons now unlock at Crystal Tech level 7 instead of 6, and their damage, range, and attack speed have been greatly increased.
  • Increased Ancient structure damage by 25%.
  • Increased Aberration health by 25% and Goliath and Ancient damage against it by 50%.
Game Speed
  • Increased Roach health by 11%.
  • Decreased Roach damage by 14%.
  • Dramatically increased the speed at which enemy waves become stronger.
  • Decreased the time required to power a vault from 5 minutes to 3 minutes.
  • Xel'Naga Vaults now become Suspended while there are vault protectors alive (they stop progressing and using power while suspended).
  • Xel'Naga protector waves now spawn once every 30 seconds during vault progress for a total of 5 waves per vault.
  • Powering up vaults now decreases power gas cost by 25% per vault instead of 15%.
  • Increased Refinery vespene production speed by 11%.
  • Increased structure and vehicle construction speeds by 50% and Goliath construction speed by 100%.
  • Increased Quarry neosteel production speed by 100% and storage capacity by 25%.
  • Decreased Quarry vanadium cost from 400 to 300.
  • Decreased Quarry footprint size from 5x5 to 4x4.
  • Increased Forge production speed by 50% and storage capacity 60%.
  • Increased Refinery storage capacity by 25%.
  • Increased the amount of neosteel gained from mining by 30%.
  • Increased the amount of crystals and gas gained by harvesting crystals and egg sacs by 12%.
  • Increased SCV mining and attack speeds by 20%.
  • Increased SCV cargo capacity by 67%.
  • Removed health regeneration from Xel'Naga Sleepers.
  • Increased Vulture movement speed by 2.6%, SCV movement speed by 7%, and Goliath and Ancient movement speed by 18%.
  • Decreased cooldowns for Cloaking Field, Psionic Pulse, Repair Drones, and Warp cargo by 33%.
  • Recall now unlocks at Research Tech level 7 instead of 8.
  • Increased starting neosteel amount from 500 to 600.
  • Decreased Spawning Pool health by 17% and Hatchery health by 20%.
  • Increased creep decay speed by 100%.
  • Increased Aberration movement speed by 6%.
  • Increased Xel'Naga Sleeper movement speed by 14%.
  • Increased Broodling speed by 13%.
  • Decreased the amount of crystals required to gain Crystal Tech levels.
Miscellaneous
  • Renamed the "Sleepers Killed" statistic to "Protectors Killed" and it now also counts Archon kills.
  • Added a 5 second cooldown to the Demolish ability per player.
  • Moved Exit Vehicle button up in priority over Cancel so that hotkeys can be customized for it.
  • Moved Turn On (power) button to a separate slot next to the Turn Off button so that they both can now have custom hotkeys assigned to them.
  • Moved Attack button on the command card to the place where it is in the standard UI (except for structures).
  • Added Adjutant sounds to vaults being powered and to Research Tech and Crystal Tech levels increasing.
  • The Vault panel on the UI now displays remaining time to power up the vault below the led icon. The value and the icon become transparent while the vault is not being powered (when the protectors spawn and the vault becomes suspended, or if the players turn off its power).
  • Fixed a bug where the player statistics bank files were usually not saved after their victory was recorded when the outro cinematic begins.
  • Slightly increased the amount of empty space in the generated environment.
May 7, 2012
Version 0.117 Changelog
  • Redesigned the research system so that Research Labs now increment Research Tech level, which behaves in the same way as Crystal Tech. Every second Research Tech level grants each player a Research Point, which they can use to unlock one of the researchable abilities for themselves from a Craft Tools submenu on their SCV. This way, players can use multiple Research Labs to speed up each research, each player can choose which abilities to pick, players can have different abilities from each other, and using a Research Lab becomes much easier: Just plug it in the grid and it starts working. It's like a USB device.
  • Added the Research Tech "resource" next to the Crystal Tech display on the UI. Thanks to DiCola for the icon, which he made for another (never-finished) map I was working on over a year ago!
  • Researches now take more total time to finish, but with multiple Research Labs, this can potentially be faster than it used to be.
  • Decreased Research Lab vanadium cost from 400 to 300.
  • Powering up vaults now decreases power generation cost by 15% instead of 10%.
  • Increased the time turrets require power by 1 second so that their power usage doesn't blink when having small pauses in firing (due to rotating, for example).
  • Rearranged SCV and vehicle command card so that it's more consistent with other command cards.
  • Added "Research Points" displaying in the player's own SCV's info panel.
  • Slightly decreased Sleeper movement speed.
  • Slightly increased the curve that defines the number of zerg per attack wave on all difficulties.
  • Slightly increased the zerg attack wave count curve on Brutal and Insane difficulties.
  • Added the Reactor upgrade for Power Generators, which increases their power supply and vespene consumption by 100% (so that a generator with a reactor is equal to two normal generators). It becomes available at Research Tech level 5 and costs 200 vanadium.
  • Fixed a bug that caused off-line Power Generators to use as much fuel as other Power Generators in the grid.
  • Slightly changed the way power info is displayed to get rid of some useless display values.
  • Fixed an error message saying "Not enough paristeel" when trying to attach a cable with not enough neosteel (oddly enough, this bug has gone unnoticed for something like four months).
  • Cooldown on Warp Cargo no longer scales up with multiple players (as cargo capacity already scales with it).
  • Slightly decreased the amount of neosteel gained by mining rocks.

Version 0.116 Changelog
  • Fixed the Xel'Naga Vault power leds on the UI, which were using the glow overlays in wrong order. They were supposed to go from dark blue to reddish orange before turning bright orange, instead of going from dark blue to whiteish glow and then turning to bright orange.

Version 0.115 Changelog
  • When turrets become underpowered (when there's not enough power for them) and the power grid shuts down (goes red), the turrets now stop using power, but remain underpowered themselves for 5 seconds. This way, the power grid can continue working, and the turrets don't use up power which could be in theory prevented by microing them on/off anyway (but would be practically very annoying, which is why I finally came up with this solution).
May 6, 2012
Version 0.114 Changelog
  • Added the Quarry building, which automatically mines neosteel from under the ground (at the cost of power).
  • Removed MULE.
  • Powering up a Xel'Naga Vault no longer increases zerg strength, as it's the exact opposite of what it should be doing. Powering them up still increases the number of Xel'Naga Sleepers, however.
  • By powering up the first and the second vault, each time the players gain a permanent 10% decreased vespene cost for power.
  • Decreased the number of Roaches early in the game, but made it increase faster to compensate for the rewards the players gain by powering up the vaults. This way if the players don't make progress fast enough, they'll lose faster instead of the game taking forever, and powering up the vaults adds better pacing to the game flow.
  • Turrets and Command Centers now only require power while they are attacking (previously they also required it for a few seconds afterwards, which was to prevent some issues which no longer exist). This way the power vespene cost decrease from the vaults will affect Command Centers more than Perdition Turrets (and later on, turrets that will use only power... Hmmmmm what could it be.)
  • Command Center now requires 8 instead of 4 units of power when attacking with Twin Ibiks Cannons (power is cheaper due to the previous note).
  • Increased Twin Ibiks Cannons attack speed by 7%.
  • Increased Command Center health by 17%.
  • Decreased the number of Spawning Pools near Xel'Naga Vaults from 3 to 2.
  • Hatcheries now spawn in empty Xel'Naga Vault spawn points and Xel'Naga Vaults remove two closest Vespene Geyser spawn points around them, making enemy structures clump up less.
  • Status bars are now always enabled for all players regardless of their status bar UI setting.
  • Increased Vulture movement speed from 3.5 to 3.7.
  • Goliath no longer requires Crystal Tech levels.
  • Increased Xel'Naga Sleeper health from 600 to 1000, and their damage by 7%, and decreased the number of them.
  • Vault power panel no longer shows during the outro cinematic.
May 5, 2012
Version 0.113 Changelog
  • Removed randomization from zerg strength.
  • Added enemy strength display on the UI with timers showing exactly when the next wave of enemies is going to spawn, and how many enemies are in it.
  • Slowed down Forge vanadium production to 50%. Forges were working too fast, making multiple of them rather useless. Not going to compensate much as difficulty can easily be increased by a bit.
  • Increased the starting vespene amount from 200 to 300.
  • Fixed Automated Refineries from unintentionally showing a resource bar.
  • Zerg numbers now grow based on the total amount of power supplied to the vaults rather than on the number of vaults powered. Same goes for increasing the number of Sleepers.
  • Added a new UI element to display vault powering progress. Once again, special thanks to DiCola for the awesome art!
  • The old objective display UI is no longer used for anything.
  • Decreased Roach life from 250 to 225.

Version 0.112 Changelog
  • Fixed a bug that was causing stats not to update in real time.

Version 0.111 Changelog
  • Powering up a Xel'Naga Vault now increases zerg strength by 10 minutes worth of time, and killing a Hatchery decreases it by 3 minutes worth of time.
  • Increased Hatchery health from 4000 to 5000.
  • Decreased the number of Hatcheries from 10 to 9.
  • The number of Broodlings from Hatcheries and Spawning Pools now grows more over time.
  • Xel'Naga vaults now require only 15 power instead of 20.
  • The second and the third vault now spawn more Sleepers.
  • Xel'Naga Sleepers now spawn slightly closer to the vault they're defending.
  • Refineries and Forges now have increased capacity (400 and 250) with less players.
  • Decreased the research time of Tier 2 researches by a minute and Tier 3 by two minutes.
  • Decreased the duration of Ancient's Rapid Cloaking to 2 from 3 seconds and increased its cooldown by 25%.
  • Slightly increased the fraction of Roaches in enemy attack waves.
  • Added "Average Team Size" as a statistic.

Version 0.110 Changelog
  •  Decreased map size from 256x256 to 240x240 in the hopes of helping with the dropping issue. There is a lot of wasted space at the edges of the map so this shouldn't drastically affect gameplay. Let me know if the dropping issue still occurs, or if this fix helped!
  • All cooldown abilities now have 25%-33% shorter cooldowns with one player, and slightly longer cooldowns with four players (scaled for 1-4 players).
  • The growth in the number of enemy attack waves, enemies, and the fraction of Roaches in each wave now decelerate over time significantly faster than before.
  • Increased Roach damage to structures by 17% to compensate for the change.
  • Increased the starting amount of neosteel from 400 to 500.
  • Decreased Perdition Turret damage by 12.5% (to compensate for the decrease in enemy strength).
  • Perdition Turrets no longer deal damage behind themselves when firing.
  • Decreased Aberration structure damage by 7%.
  • Goliaths and Ancients now attack rocks by right-clicking (previously only with Attack command).
  • Slightly decreased the amount of neosteel mined from rocks.
  • Decreased Goliath and Ancient attack speeds by 4%, and movement speeds by 5% (to shift their balance a bit closer to Vulture, to slow down the speed at which they clear rocks, and to compensate for the new enemy strength increase rate).
  • Increased Twin Ibiks Cannons damage from 80 to 85. They felt a bit too weak considering they only unlock at level 6.
  • The turret range indicator now displays how far enemies will aggro to the turret rather than how far the turret can attack.
May 4, 2012
Version 0.109 Changelog
  • Increased Vulture movement speed from 3.4 to 3.5 so that it's now 25% faster than SCV and 52% faster than Goliath.
  • Reduced the amount of clutter on the UI:
    • Removed objectives to build Refinery and Research Lab.
    • Removed text transmissions.
  • Crystal Tech level up messages now display what they unlock in the message itself.
  • Added a red warning alert whenever a power grid becomes underpowered (with a 10 second cooldown per grid). You can cycle these (and other) alerts with spacebar like the alerts in regular SC2 games.
  • Structure power up/down sounds are now played on the unit as a 3D sound rather than a 2D sound to the user who used the ability.
  • Structures play a power down sound when they become underpowered.
  • Automated Refineries now display a text tag of incoming vespene above them.

Version 0.108 Changelog
  • Added "Researches" as a statistic.

Version 0.107 Changelog
  • Stats had to be reset because of a technical problem that prevents me from properly adding more of them, which was my intention. I'm not sure if this will be the last stat reset, so be warned.

Version 0.106 Changelog
  • Player statistics are now kept and saved between maps.
  • Added a pulsating ping showing the location of each player on the minimap.
  • The Ancient now has the Rapid Cloaking ability, which has a short cooldown, but only cloaks the unit for three seconds.
  • Fixed a bug that caused players to respawn to the corner of the map when there was no Command Centers available and other players were still alive.
  • When the last player leaves, the game no longer displays the "adjusted balance" message to him.
May 3, 2012
Version 0.105 Changelog
  • Fixed trigger errors from occurring when a player left the game before voting was over.
  • Increased the range at which enemies (other than Aberrations) will aggro to turrets.
  • Fixed a strangely unnoticed bug that caused all structure production times to be 20%-25% longer than they display in tooltips. Turns out I forgot to increment structure production time during the production tick when the structure was producing. Don't ask.
    • Adjusted research times to take the fix into account: 420 seconds for Tier 1, 600 seconds for Tier 2, and 900 seconds for Tier 3 (Tier 1 and Tier 3 are now about a minute faster).
    • Forges now produce faster than before (once every 0.5 seconds instead of once every 0.75), which should be fine. This means that producing vanadium now costs 33% less gas, and is 33% faster (1 vanadium in 0.5 seconds at the cost of 0.4 gas for power).
    • Xel'Naga Vaults were actually taking up five minutes to finish instead of the four that was intended (which was even longer before that), but the five minutes seem fine for them, so I'm keeping it.
  • Further increased the delay between xel'naga vault protector waves on all difficulties.
May 2, 2012
Version 0.104 Changelog
  • Slightly optimized AI performance. AI execution is now evenly distributed on script engine frames so that it computes AI in small parts every 0.0625 seconds rather than all at once every 0.25 seconds.
  • Decreased the number of enemies per wave and increased the fraction of roaches in each wave even more. Large numbers of units are causing issues with pathfinding taking too much processing time, slowing down the game and occasionally dropping some players.
May 1, 2012
Version 0.103 Changelog
  • Slightly increased the amount of neosteel gained from rocks with multiple players.
  • Decreased MULE vanadium cost from 300 to 200.
  • SCV cargo bar is now correctly emptied when resurrecting after dying.
  • Slightly decreased the number of units in enemy waves on Brutal and Insane difficulties, and slightly increased the fraction of roaches instead (to have less units on the map at the same time).
  • Slightly increased the delay between vault protection spawn waves on all difficulties.

Version 0.102 Changelog
  • Increased movement speed of Goliaths and Ancients by 5%.
  • Further increased the time between Aberration spawns with small numbers of players.
  • Increased the time between enemy attack waves on Hard difficulty.

Version 0.101 Changelog
  • Optimized the world tile update loop to decrease CPU time required to run the map. It might help with the dropping issue for some players.
  • Goliath now unlocks at Crystal Tech level 2, MULE at level 4, and Twin Ibiks Cannons at level 6 (instead of 3, 7, and 5).
  • Decreased MULE mining speed from 0.7 to 0.8 seconds between attacks (SCV has 0.5 but requires two hits).
  • Increased MULE vanadium cost from 200 to 300.
  • Decreased MULE movement speed from 2.8 to 2.6 so that it's now slightly slower than SCV.
  • Removed the personal objectives, which were quite useless as of the tutorial, and were making annoying noise when completed.

Version 0.100 Changelog
  • Decreased Vulture movement speed from 3.6 to 3.4.
  • Increased Vulture vanadium cost from 100 to 200.
  • Increased the frequency at which enemy waves spawn at the beginning of the game.

Version 0.99 Changelog
  • It now takes four minutes to power up each xel'naga vault instead of five.
  • Turns out the xel'naga aren't too happy with someome abusing their sacred vaults...
  • Xel'Naga Vaults now have the Modify Power Line and Turn On/Off abilities.
  • Decreased the range of the Modify Power Line ability from 8 to 6 (longer cables are rarely useful and can be used to create crazy cable jungles around the base).
  • Enemies no longer spawn on players when wandering far away from the base. This wasn't a very obvious mechanic and isn't really needed either.
  • Increased the distance between vault and vespene geyser spawn locations to avoid having too many spawning pools next to each other.
  • Slightly decreased the range at which zerg structures spawn broodlings.
  • Decreased the Ancient's attack range from 4 to 3, and increased its attack speed by 12%. Increased damage against Aberrations to compete with Goliaths.
  • Fixed enemy AI not targeting nearby Ancients properly.
  • Lots of tweaks to all difficulty levels.
  • Fixed Twin Ibiks Cannons turning their turret around while the Command Center was offline (by disabling its attack command).

Version 0.98 Changelog
  • Fixed a bug that caused mountable vehicles to not gain new health values when adjusting balance whenever a player quit the game while another player was inside a vehicle (if that makes any sense).
April 30, 2012
Version 0.97 Changelog
  • The tutorial now also shows how power cables are connected.

Version 0.96 Changelog
  • Dead players now respawn at the structure that has the fewest enemies around it near the closest Command Center from the death point.
  • Extended the tutorial and added inline resource icons at every mention of a resource.
  • Added a mention to join the CraftCraft chat channel to the loading screen.

Version 0.95 Changelog
  • Added an info message announcing vehicle deaths.
  • Goliath can now also attack burrowed units (as was intended).
  • Increased the difficulty voting time from 10 to 16 seconds.

Version 0.94 Changelog
  • Slightly decreased Twin Ibiks Cannons damage (to 80), attack range (to 3 from 4), splash damage radius, and attack speed. Let's give the mobs a small chance to hit it. Not sure if even this nerf will be enough...
  • Increased Command Center build time from 45 to 60 seconds.
  • Decreased Refinery gas income rate by 10%.
  • Slightly increased the number of enemies per wave on Brutal and Insane difficulties.

Version 0.93 Changelog
  • Increased the research times of Tier 1 and Tier 2 researches by 1 minute, and decreased the time for Tier 3 researches by 2 minutes.
  • Decreased the number of Ancient vehicles from 5 to 4 per game.
  • Twin Ibiks Cannons (Planetary Fortress) now require power to attack just like turrets do.
  • Decreased Command Center health from 1500 to 1200.
  • Increased Twin Ibiks Cannons damage from 75 to 85.
  • Decreased Twin Ibiks Cannons upgrade cost from 400 vanadium to 300.
  • Increased Ancient movement speed. They now move as fast as Goliaths.
  • SCVs can now repair Ancients before "rescuing" them by entering the vehicle.
  • Decreased the time it takes to repair Goliaths from 10 seconds to 8, and Ancients from 15 seconds to 8 (slightly longer with multiple players).
  • Further decreased the amount of neosteel mined from rocks with multiple players.
  • The fraction of Roaches in enemy groups now increases faster over time, even more so on Brutal and Insane difficulties.
  • Slightly decreased the time between all enemy attack waves on all difficulties.
April 29, 2012
Version 0.92 Changelog
  • Increased the damage of the Ancient (xel'naga) vehicle, and increased its structure damage even more. Also slightly increased attack speed.
  • Players can now attack burrowed enemies with all vehicles (as long as they are visible).

Version 0.91 Changelog
  • Drastically decreased the amount of metal gained from rocks with 3-4 players, and slightly increased with 1 player.
  • Further decreased the amount of crystals gained from crystal deposits with multiple players.
  • Fixed xel'naga vehicles doing too much damage on structures and aberrations.
  • Minor tweaks to Brutal and Insane difficulties.

Version 0.90 Changelog
  • Improved collision checking when exiting vehicles to get stuck less often.
  • Minor tweaks to difficulties.

Version 0.89 Changelog
  • Adjusted zerg building positions so that there's a better chance of not too many spawning pools being close together.
  • Decreased broodling movement speed and added a little delay before they "wake up" after spawning.

Version 0.88 Changelog
  • Fixed broodlings being unintentionally replaced by roaches.

Version 0.87 Changelog
  • Zerg buildings now spawn broodlings instead of normal enemies. Broodlings move quickly, but they have timed life.
  • Fixed a bug that restored full shields when entering and exiting xel'naga vehicles.
  • Improved asset preloading and map initialization to get rid of the unnecessary freeze spikes.
  • Rearranged the voting screens so that chat doesn't hide the buttons.

Version 0.86 Changelog
  • Tweaked xel'naga vehicle balance.
  • Removed the ping from enemy defensive spawn waves. It turned out quite annoying. Needs something else to show that standing on creep causes enemies to spawn from structures...

Version 0.85 Changelog
  • Fixed a bug where SCVs were queueing a repair order on mountable vehicles that had taken damage, causing the order queue to interrupt after the SCV entered the vehicle.
  • Added hidden xel'naga vehicles around the map. Can you find one?
  • Computer players that were added in the lobby are now ignored.
  • Added a brand new loading screen. Thanks to DiCola again!
  • Small tweaks to difficulty.

Version 0.84 Changelog
  • The distance between different zerg structures is now less random so that Hatcheries and Spawning Pools aren't created too close to each other, which made them sometimes very difficult to attack.
  • Vehicles that finish construction far from players should no longer explore fog of war around them.
  • The Difficulty text now disappears when the outro cutscene begins.

Version 0.83 Changelog
  • Increased the amount of crystals from crystal deposits with small numbers of players.
  • Decreased the amount of crystals required to reach level 3 with small numbers of players and increased the amount of crystals required for reaching higher levels overall.
  • One crystal turn-in can now level up multiple times (previously it just left the extra resources in the pool so that additional turn-ins were required to cause the level up to trigger).
Older
Version 0.82 Changelog
  • Some more difficulty tweaking.

Version 0.81 Changelog
  • Psionic Pulse can now be targeted even on enemies that are only visible on radar.
  • Tweaked the Brutal and Insane difficulties so that they increase the percentage of Roaches more instead of increases the total number of units by a lot (can't have too many units on the map at the same time).
  • The percentage of Roaches now grows slightly faster over time on Hard difficulty.

Version 0.80 Changelog
  • Fixed a bug where the "Insufficient vespene gas" voice warning would play whenever a player turned in any type of resource and vespene was at zero.
  • Further increased Brutal and Insane difficulties. I want Insane to actually be insane.
  • Adjusted the layout of the voting screens at the start of the map, and added the CraftCraft logo on them.

Version 0.79 Changelog
  • Added an awesome preview image with the new CraftCraft logo. Thanks, DiCola!
  • Units now exit vehicles to the closest available direction where they don't get stuck between the vehicle and a wall.
  • Added a short red ping on minimap whenever a Hatchery or a Spawning Pool spawns enemies to make it a bit clearer that they are spawning from the structure.
  • Minor changes to map description.

Version 0.78 Changelog
  • Fixed a bug that occurred in patch 0.77 that caused Vespene Geysers not to show up on the minimap on map start.

Version 0.77 Changelog
  • Made Brutal and Insane difficulties slightly harder.
  • Added a message saying that balance was adjusted when a player leaves during the game.
  • Difficulty can now be voted when the game begins instead of selecting it in the lobby.

Version 0.76 Changelog
  • Made the Insane difficulty harder than it was (it wasn't insane enough).
  • Increased the cost of the Automated Refinery upgrade from 100 to 200 vanadium (it was way too cheap).
  • Minor tweaks to description and loading screen.

Version 0.70 Changelog (First Public Release)
  • Goliaths now become available when Crystal Tech reaches level 3 and have Rocket Blitz already available.
  • Decreased the cost of Goliaths from 500 to 300 vanadium.
  • Decreased the cost of MULEs from 400 to 200 vanadium.
  • Decreased the cost of Vultures from 300 to 100 vanadium.
  • Further decreased Twin Ibiks Cannons damage from 85 to 75.
  • Decreased the amount of crystals dropped from Hatcheries.
  • Increased the health of Hatcheries from 3000 to 4000.
  • Increased Goliath health from 200 to 250 (which is decreased with multiple players).
  • Increased MULE health from 200 to 250 (which is decreased with multiple players).
  • Increased Vulture health from 150 to 200 (which is decreased with multiple players).
  • Increased Psionic Pulse cooldown back from 45 to 60 seconds.

Version 0.61 — 0.68 Changelog
  • Removed blue crystals and combined Production and Weapon Systems into one attribute called Technology. Crystal levels no longer increase gas and vanadium income, because gas income increases towards the end anyway by gaining more Refineries, and vanadium income can be increased by building more Forges.
  • Construction is now automated and no longer maintains the SCV. Increased all construction times.
  • Created an intro tutorial cinematic that teaches new players the basics. The tutorial can be skipped if all players vote to skip it at the beginning of the map.
  • Fixed a bug where power cables were not always removed when using Demolish on multiple structures at the same time.
  • Decreased Twin Ibiks Cannons damage from 100 to 85 so that they no longer one-shot Infested Terrans (who have 100 health).
  • Increased Twin Ibiks Cannons upgrade cost to 400 vanadium from 300.
  • Made Hatcheries spawn an Aberration when they die instead of making the next zerg wave bigger.
  • Made zerg structure defense wave unit count increase less over time and made the waves spawn more frequently.
  • Increased Aberration health from 1000 to 1200.
  • Increased Hatchery health from 2500 to 3000.
  • Made Hatcheries drop a bit more gas and crystals than before.
  • Moved Automated Refinery research from Tier 4 to Tier 3 (on the same level with Recall), and increased the research time of all researches. This way Automated Refinery can be acquired at the same time as usual, but it takes longer to get all of the six researches.
  • Decreased Recall cooldown from 120 seconds to 90 seconds (which scales up with multiple players).
  • Decreased Psionic Pulse cooldown from 60 seconds to 45 seconds (which scales up with multiple players).
  • Removed the Increase Storage Capacity upgrade from Forges, as it isn't an actually meaningful feature.
  • Decreased Research Lab power consumption from 6 to 4 as researches were consuming too much gas.
  • Added difficulty levels: Hard, Brutal, and Insane, which affect the number and frequency of enemy spawns.

Version 0.60 Changelog
  • Removed the Overcharged Capacitors and Spartan Design researches.
  • Goliaths now have the Glimpse of Madness ability enabled from the start, but its attack and movement speed increments have been decreased.
  • Researches now require a number of previous researches completed intead of requiring one research of the previous tier.
  • Replaced Salvage ability with Demolish, which gives no resource refund. The Demolish first opens a submenu, which has Confirm button that needs to be activated before the structure is demolished.
  • Added a warning sound and a special text message when the players run out of gas. Having no gas is a dangerous situation, because bases become completely undefended as turrets go offline.

Version 0.59 Changelog
  • Placed a Power Generator, a Forge, and two Perdition Turrets on the map, allowing to game get going faster and working as an example for new players.
  • Removed Protoss Relics, and made Xel'Naga vaults unlocked from the beginning of the map. Players still need to reclaim more Vespene Geysers before they have enough gas to power the vaults up, and build Goliaths to destroy the spawning pools around the vaults. At least now they know where the vaults are, and can start powering them up as soon as possible without requiring the extra step of randomly finding the relics.
  • Removed Power Relay, which has turned out to be completely useless because it also needs to be defended from enemies just like other buildings, and provides nothing useful in itself.

Version 0.58 Changelog
  • Removed ammo from Goliaths. There usually was enough ammo available anyway, and it was only annoying when there wasn't. Armory needs a redesign, or a replacement feature, and will be removed from the game until that.
  • Removed vanadium cost from Spider Mines and Twin Ibiks Cannons (Planetary Fortress). Small costs like these have no real effect on balance, and are very annoying in the rare case that you run completely out of vanadium.
  • Changed Automated Refinery and Recall to Tier 4 researches rather than being gained from Xel'Naga vaults. Powering the vaults no longer grants any rewards, as the last two vaults will most likely get powered about the same time.
  • Added a second Refinery to the base and moved the nearby vespene geysers a bit further.
  • Replaced all but the closest Vespene Geyser with zerg Extractors which need to be destroyed before the geyser can be tapped.
  • Increased resource cost of structures, and made mining provide more resources. This change makes it so that there's a better reason of keeping more than one Forge, while retaining the speed at which they produce and their storage limit, which are in good balance with Refinery speed and limit.
  • All things that cost both vanadium and neosteel now cost only vanadium, and their vanadium cost has been increased.
  • Slightly increased SCV cargo capacity.
  • Drastically increased SCV mining speed (2 hits to kill a rock instead of 3), and decreased the amount of resources gained by mining a rock. This should help moving through the map faster, and make the game a bit shorter because it's way too long now (about 1.5 - 2 hours to finish)
  • SCV now has a small chance to mine rocks with a single hit.
  • Hatcheries and Extractors are now visible on the minimap (as soon as the minimap extends to include them). Removed wandering larva as their purpose wasn't very obvious and following them not very practical.
  • Dead SCVs are now revived instead of a new SCV spawned, so that control groups and hero icons are preserved.

Version 0.57 Changelog
  • Removed the ability to craft equipment. It was a useless step for getting the abilities after researching them. Instead, the SCV now immediately gains the abilities when a research finishes.
  • Removed the craftable mining speed upgrades and researches for SCVs, and instead Production levels increase mining speed by 5% per level. Slightly increased the mining speed SCVs start with.
  • Goliaths now gain 5% attack speed per Weapon Systems level. The Goliath upgrade no longer provides attack speed, and needs to be redesigned to be more interesting.
  • Added a Detonate ability for Spider Mines so that they can be removed to free space for construction.
  • Added the Glimpse of Madness ability for Goliaths, which increases attack speed by 50% and movement speed by 25% for 10 seconds. It becomes available with the Spartan Design upgrade, which first needs to be researched.
  • Added the Overcharged Capacitors research, which upgrades all structures with a chance on being hit to send a powerful electric surge towards the attacker. Currently, the surge has a 5% chance on hit, and a hidden 15 second cooldown. One surge is enough to kill an Infested Terran or a Roach, but not an Aberration.
  • Assigned researches into tiers, so that at least one research from the previous tier must be researched before the next tier upgrades become available. There are two researches in each tier.
  • Changed Repair Drones ability to have three charges instead of just one, made its heal slower, and decreased the time it takes to regenerate a charge. This makes the Repair Drones more different from Psionic Pulse in its use, as it can no longer be used as an emergency tool so well.
  • Added the Cloaking Field ability, which becomes available after completing the corresponding Tier 3 research. The ability cloaks all units and structures in a target area for 15 seconds.

Version 0.55 Changelog
  • Decreased salvage refund from 75% to 50%.
  • Renamed Base Defense to Weapon Systems, as it now grants some upgrades for other weapons than just Perdition Turrets as well.
  • Added the Twin Ibiks Cannons (Planetary Fortress) upgrade for Command Center. It becomes available once Weapon Systems reach level 6. The upgrade costs a lot of vanadium, and the cannons consume vanadium on each shot, which do heavy splash damage.
  • There are now three Spawning Pools surrounding each Xel'Naga vault.
  • Added the Rocket Barrage ability for Goliaths, which launches several rockets in a straight line, clearing the path in front of the Goliath. The ability becomes available when Weapon Systems reach level 4.
  • Added the Reactor upgrade for Power generators, which increases their power generation and fuel consumption by 60%. The benefit is that no extra space is required for the extra power, making the base easier to defend. The upgrade becomes available once Production reaches level 4.
  • Made production and weapon passive ability icons for buildings more consistent with each other. Added Vespene Production icon for Refinery, Flamethrowers icon for Perdition Turret, Autocannons icon for Goliath, and Twin Ibiks Cannons icon for Command Center. Repositioned the icons for Forge and Armory. The icon tooltips describe what resources the building/unit uses or produces, and how much they benefit from Production or Weapon Systems levels.
  • Added Roach enemy with a melee attack. They're a bit tougher than infested terrans, and hit a little harder. Their numbers slowly increase over time as a fraction of spawned enemies per each wave.
  • Attempted to fix bugs where enemies would sometimes get stuck under rocks when too close to their target, or get stuck standing still until their target would change by something getting closer to them.
  • Powering the second vault now grants the Recall ability for SCVs, which can teleport the caster to the targeted base structure.
  • Changed the way entering vehicles works. The worker unit is now morphed to a vehicle unit, which then gets its stats from the vehicle that was entered, and the entered vehicle unit is hidden. This way the vehicle preserves control groups and order queue properly.
  • Replaced the Cruiser vehicle with Vulture which has Spider Mines, but no other weapons.
  • Added the MULE vehicle, which is superior to SCV in mining, but moves slower. MULE becomes available once Production reaches level 6, and therefore is not available early in the game, making SCV mining upgrades still valuable.

Version 0.53 Changelog
  • Enemy wave count increment speed was too slow, increased it by a lot.
  • Increased the aggro range to turrets from 4 to 5.
  • Decreased the amount of crystals required for each level of Production and Base Defense.
  • Increased Goliath movement and attack speeds (which were way too low).
  • AI now priorizes any units (not just workers) within a radius of 2 over everything else, so that empty vehicles can't be used as walls to block them.
  • Fixed more issues with copying the order queue when entering a vehicle, hopefully the rest of them this time.
  • Removed the movement speed upgrade from Goliaths and made them move as fast without it.
  • Goliaths no longer start with ammo when built. It seemed against the purpose of the Armory.
  • Decreased the cost of Armory and increased the cost of Goliath.
  • Increased the speed at which Armory produces ammo by 100% (it was way too slow).
  • Added the stronger Aberration enemy. Only one of them spawns at a time and on long intervals.
  • Added some Adjutant voice warnings on enemy spawn events.
  • When a Hatchery dies, it leaves behind a few eggs which can be harvested to gain some vespene gas.
  • Xel'Naga vaults now become available one by one when the players have found 5/10/15 protoss relics.
  • Powering a Xel'Naga vault grants the players with powerful technology. The first one enables Automated Refinery upgrade, and the other two something later on.
  • Added hero icons for SCVs and vehicles so players can find themselves more easily. Town camera also works (backspace by default).
  • Decreased the vanadium cost of ammunition by 50%.
  • Added a short intro to make players aware of the main objective.
  • Removed the NPC portrait from guide transmissions as it doesn't play any important role in the map (like it was originally supposed to).
  • Made Hatcheries spawn a protoss relic under them when they die.

Version 0.52 Changelog
  • Interact and Repair are now both smart cast abilities instead of just Interact. When right-clicking on a damaged building that can be interacted with, the SCV is issued an Interact order, and a queued Repair order. If the building is not damaged, the Repair order is not queued. Both abilities can still be used independently from the command card.
  • Removed the Increased Storage Capacity upgrade from Armory. Forge still has it.
  • Added a lowered supply depot model to Forge when it has the Increased Storage Capacity upgrade.
  • SCV's cooldown abilities can now be activated while inside a vehicle.
  • Changed the sizes of Armory and Power Generator from 4x4 squares to 3x3. Forge and Research Lab are still 4x4.
  • SCVs now auto-acquire enemy targets.
  • Renamed paristeel to neosteel and changed its icon. Paristeel and vanadium icons had a too similar color, and neosteel sounds somehow better than paristeel.
  • Paristeel and vanadium resource icons now have the same green border as vespene gas does.
  • Made the number of enemies that spawn while mining away from the base increase over time, and decrease while at base.
  • Destroying a Hatchery resets the strengths and durations of the wandering enemy spawns for players who were near the Hatchery.

Version 0.50 Changelog
  • Tiles can now be mined diagonally.
  • Added the fast-moving Cruiser vehicle.
  • Removed Siege Tank, since it was so boring.
  • Psionic Pulse now has infinite range, just like Repair Drones.
  • Increased the number of enemies that spawn early in the map to compensate for the Psionic Pulse ability and the increase in SCV damage.
  • Psionic Pulse now requires at least one target so that it can't be accidentally used, wasting resources.
  • Added a 3 second cooldown to enemy burrow AI so that they won't unburrow and instantly burrow again if a player stepped quickly in and out of their unburrow range.
  • Increased the value of vanadium by 100% to make its amounts equal to paristeel: To produce 1 vanadium it now costs 1 paristeel instead of 2, and all vanadium costs (except for equipment) have been doubled. Forge storage capacity is also doubled to compensate for this.
  • Unburrowed enemies near player units or structures are now visible instead of just shown on the radar.
  • Increased the visual size of rock models to fill the gaps between them, making the minable soil seem more solid.

Version 0.49 Changelog
  • Removed the Microfiltering upgrade from Refineries since upgrading something that can be depleted seemed wrong.
  • Added the Microfiltering upgrade to Power Generators, which decreases their fuel consumption by 25%.
  • Made Vespene Geysers have infinite gas (which nullifies the original reason for the two changes above, but Microfiltering is still better this way). This is required to actually keep vespene income rate increasing over time and keep the players progressing while the number of enemies constantly increases. 
  • Changed the tutorial objectives at the beginning of the map:
    • Instead of requiring to craft a Laser Welder in order to build structures, players now need to collect some paristeel and vespene, after which they're granted the ability to build structures for the rest of the game.
    • Added personal objectives which guide the players into the basic mechanics of the game: Mine some resources, Gather resources from a building, Return cargo to Command Center, Build a structure, Craft equipment, Attach a power cable
  • Added the Halt Research ability for Research Lab, which pauses research without losing progress, i.e the research can be continued where it was left at.
  • Fixed some issues with copying the order queue when entering/exiting a vehicle.
  • Added three Xel'Naga Vaults that randomly spawn at the edges of the map, and multiple protoss relics of which 10 need to be found in order to gain access to the vaults. Each vault needs to be connected to a power grid and be supplied with power for five minutes to complete the final objective. This is still most likely horribly unbalanced, but that's what playtests are for!
  • Completely reworked the minerals resource, which was functionally too similar to paristeel:
    • Changed the name to "crystals" (as a placeholder until someone comes up with a better one).
    • Their model and icon now look like (yellow) high yield minerals from standard SC2.
    • This resource is no longer used for paristeel production or any other common purposes, but instead it's used as charges for various activated abilities to make it completely different from the other three resources.
    • Mining crystals is completely optional, but you will want to mine them anyway because the abilities will be so awesome!
    • Decreased the amount of mineral fields in the map to make finding them feel more special.
  • Added the Psionic Pulse ability for SCVs, which stuns enemies in the target area. Duration is currently set to 5 seconds and cooldown to 90 seconds (scales up based on number of players)