Changelog /

August 2026

22 releases in August 2026.

v1.2.0

feature

Edit your own comments

site

A comment you wrote can now be reworded, the way a chat message already could. Edit sits next to Delete under your own comments, on a class page, a guide or an entity. The thread marks a reworded comment as edited, so nobody has to wonder whether they misread it.

v1.1.1

improvement

See who reacted

site

Hover a reaction on a chat message and it now names the players behind it, with their portraits. Same on the reactions under a guide's comments. Past the first dozen the card counts the rest.

v1.1.0

Also: The Companion app can send a problem report

v1.0.1

fix

Engineering Skills now lists what the Combat Engineer really unlocks

wiki

The in-game tooltip for Engineering Skills only names the unlocks specific to each class, so the Combat Engineer page repeated that and left the rest out. Level 1 also brings Overhaul and Reconstruct, and level 2 brings Refit. That is the same repair kit an Assault Engineer gets, and Craft at level 4 is the only part of it the Combat Engineer does not have.

The Assault Engineer guide claimed nobody else could Refit, Overhaul or Reconstruct. It has been corrected.

v1.0.0

feature

A page for every trigger group, missions and mechanics alike

wiki

A new Triggers section, read from the map's trigger script rather than written by hand. The script's triggers are grouped into what a player meets as one thing, and each group gets a page with two tabs, framed like a class page: the overview, with the minimap of the regions, points and units its triggers name and, trigger by trigger, what fires it, what it puts on the screen (objectives, messages, pings, the lines over a unit) and what it pays or costs in XP; and the flow, the chain of those triggers on a canvas of its own that pans and zooms like the map. What armed the group and what it waits for link to the group that does it. The units in play are named the way the map's author named them, with a link to the unit they are (Abdul is a civilian by a wrecked truck); the routes a convoy or an escort is driven along are drawn on the map in order, and so is the stretch a thing may appear on. The map pans and zooms, its markers keep their size while the ground grows, and the names are laid out so they can be read: moved aside with a line back to their point where it is crowded, hidden with a count when nothing fits until you zoom in. Point at anything on the map for what it is, with its picture.

Groups are typed by what they do: a mission awards or fails an outcome or sets an objective, a mechanic is run by what a player does (the MULE beside the City Guard is one), an event by the clock, the rest by units and regions. The index is a table under those headings, with a filter and a search, and the site's search box finds a group by its name, an outcome or a trigger. Every trigger is tagged with its role: a start, a loop, a player's action, the end that pays or the timeout that costs.

Mission flow is gone: its chain chart is what every trigger page draws, top to bottom, and its list of triggers scheduled at a fixed game time now opens the Triggers index, each one linking to its group. Old links to Mission flow land on the right trigger page. Map & missions is now just the Map: every named region of the AO, on a minimap that pans and zooms, and for each one the trigger groups whose triggers name it, linked; the outcomes table it had lives on the Triggers index.

Under the hood, trigger events say more (which class was picked, which ability was used, whether the unit was selected), and an outcome raised deep in a helper function is now credited to the triggers that reach it, so more outcomes have their trigger.

feature

Write your own class guides

wiki

The home page has an activity feed under the last games: guides written or edited and comments said anywhere, newest first. The Guides tab of every class page is now the players': anyone can write a guide for the class (the two hand-written ones are gone, their addresses lead here): the game modes and the rank track it is written for (only tracks the class is open to; the skill identifiers on offer follow the track), the order to put skill points in (one per level from level 1, shown as a skill by level grid), then the guide itself as blocks: sections with the site's band headings, cards side by side, text with your own screenshots, tables, and the minimap with your own pins on it, placed on the map's named regions so they stay right when the map changes. A preview shows the whole build while you write. In the text, @ and a few letters finds a skill, ability, item, class, SI or hostile and drops it in as a chip with its icon, its in-game text on hover and a link to its page.

Sign in with Battle.net to write one. Publishing needs a linked profile that has appeared in an uploaded replay; drafts need nothing. Readers vote a build up or down, and report one that is wrong; the class's guides list shows each one with its mark out of ten, the votes behind it, and who wrote it. Every guide can be exported as a JSON document (with a schema and a per-class format for the tools that read them) and imported back into the editor.

Every class page and every entity page has a Comments tab too, for the thing itself.

A bell in the top bar tells you when someone comments on one of your guides or answers one of your comments; the activity page lists those beside the newest comments anywhere on the site. On a thread, the comments that arrived since you were last there are marked new.

There is a chat room now, in the sidebar: messages arrive live, you can reword or take back your own, and you see who is typing. Messages and comments take reactions: a small set of faces, one click each. The @ search in every box also finds missions and players; a player named by handle is told, if their account is linked. In the chat and in a comment box, a reference shows as the chip it will be while you write. A chip's hover card carries the thing's picture. The sidebar's Chat entry carries a dot while there are messages you have not seen. A player's chip shows, on hover, their career XP, the classes they play most and who they play with most; an emoji button sits in every writing box. Every guide has a Comments tab: a thread under it, answers under answers, each one voted up or down so the best answer rises. A comment is written in the same box as a guide (markdown, @ to name a skill or an item, pictures), under the player's name and portrait.

feature

Entity pages list their triggers and abilities

wiki

Every entity page now has an "In the script" table: each trigger of the map that spawns, listens to, removes or mentions the unit, with what makes the trigger fire. Names link to the mission flow graph when the trigger is part of it. Units with documented abilities (the MULE's digging protocol, the drones, the NPC heroes) show them as a command card, the same one the class pages use.

improvement

A placed thing and the crate it came in are one entity

wiki

The map builds every deployable twice: the crate you carry and the thing it becomes once placed, a Claymore2 that turns into a Claymore, a packed sentry gun that is set up as the MK44. The site now reads that link from the data and the script and shows one entity per thing: the deployed one, with the crate's item facts on it and a "Carried as" line. The crate ids still resolve, they land on the merged page.

improvement

Weapon damage explained, no more "?"

wiki

Weapon tables on class and entity pages now read the whole effect tree behind a shot. The 55 weapons that showed "?" for damage (the shotgun, carbine and machine pistol, every undead claw, Swann's grenade, the Goliath gun) have their number, and a notes column says what else the shot does: the random roll on top, armor it ignores, bonus against an attribute, splash rings as a share of the damage within a radius, extra hits, and damage on other branches such as an upgrade's rounds. Branches keyed on who fires (the machine gun's rounds per class) are settled per unit, so a Cyborg's gun reads as a Cyborg's gun.

improvement

Search opens on F, and Ctrl+F is the browser's again

site

Pressing F anywhere on the site opens the search. It used to be Ctrl+F, which got in the way every time you wanted the browser's own find on the page in front of you. That key now does what it does everywhere else.

Ctrl+K and / still open the search too. None of the plain keys fire while you are typing in a field, so an F in a filter box is just an F.

data

Base-game units get their names, icons and models

wiki

Units the map borrows from StarCraft II without renaming (the MULE, Rory Swann, the Crazyhorse APT delivery truck, the Overmind, the Civilians, Nova, Stukov) were empty pages. Their names and descriptions now come from Blizzard's own files, 60 more units have an icon, and the MULE, Rory Swann, Ares, the Overmind, the Crazyhorse APT, the sentry guns and the Field Camera have 3D models. Reskinned undead such as Cacumen, Creeper and Darreus get an icon rendered from their own model instead of the Zergling button they inherit in the editor. The M1 Sentry Gun shows all three of its looks, MMG/.50 Cal, flamethrower and poison, with a picker on its 3D card.

Also: The changelog is cut by month

v0.36.1

fix

You stay signed in while you keep playing

site

Signing in lasted exactly 30 days and then ended, however much you had used the site in between. It now renews itself whenever you visit or the companion app checks in, so only a month away actually signs you out.

The "ready to play" button also says something when it can't do what you asked — an expired sign-in, or being in a lobby already — instead of quietly doing nothing.

v0.36.0

feature

Class pages split into tabs — Overview, Gear, Players, and a Guide where one is written

wiki

A class page was one long column that answered everything at once. It is now the same frame a player profile has: Overview for what the class does (its skill trees, its commands, how its weapon handles, what it is issued, its panel), Gear for everything it can carry — issued weapons beside every pickup, then armor, equipment and consumables at full width — and Players for who plays it. The tabs are keyboard-driven the way a profile's are, and each one is its own URL.

The Predator is no longer listed as a class of its own: it is the Assault Engineer's vehicle tab, with its weapons, its abilities, its handling, its gear and the ladder of chassis upgrades. The old address sends you there.

feature

Assault Engineer guide: the Predator, Craft, and the machines you keep running

wiki

The second class guide, on the Assault Engineer's Guide tab. It opens on the Predator — getting in, its guns and every ability with its cost and cooldown, and what happens when it breaks (it never dies; you overhaul it) — then Engineering: repair, refit, overhaul and reconstruct, the armor and battery upgrades, and a table of exactly what Craft does to each thing it can touch, from a scope to the City Guard. Plus the two City Guard add-ons only this class can buy and the Predator's unlock ladder. Numbers read from the map file.

feature

Combat Engineer guide: scraps, the City Guard, the caves — on the map

wiki

The first class guide, on the Combat Engineer's Guide tab. It opens on the minimap with the three heaps of scraps that are on the ground at 0:00 (all 28 cases, from the map file), the City Guard, the five caves a satchel seals and the landing zone — then walks the class's jobs in order: feeding the City Guard and what each add-on costs, sealing the caves and what that stops, keeping the machines running, and holding ground. The numbers are read from the map's script.

feature

Players tab on every class: totals, win rate by mode, top 25 by time, last games

players

Each class's Players tab shows how many players have been recorded on it, how many games, how long it has been in play, the average game length, and how often those games were won — with the same breakdown per mode. Under it, the twenty-five players with the most recorded time on the class, each with their games and their won–lost on it; the last 7 days on the class — games, players, hours, win rate and the week's top five, live; games per week over the last six months; the classes most often seen in the same game as it; and the last games it was seen in, linked to their replay pages. The all-time totals fill in with the next recorded game after this release.

feature

Time on record on every profile, counted per player

players

A profile's infobox now shows how long that player has spent in the games on record — beside "Games played", with the number of recorded games it covers, since the map's own career count runs far ahead of what anyone has uploaded. The players board has the same figure as a sortable "Time on record" column, in place of the three per-track XP columns (Enlisted, Warrant Officer, Commissioned Officer) — those live on each profile, and Career XP already sums them here. On the profile, "Classes played" shows the time on each class beside its game count.

It is each player's *own* time, not the game's: a replay records the moment every player left, so someone who quit at minute two of a ninety-minute game is written down for two minutes. That same rule now feeds the per-class playtime boards and the "played with" lists, which used to credit every player in a game with the whole game — about 7% phantom time across long lobbies, most of it landing on the few who left early.

The map's "Avg game" figure is unchanged and now carries a note about what it actually is: the map only updates it after a loss.

fix

Fixed: the Alligator LK19 spun a robot tiger, and the Predator was bare chrome

wiki

The Alligator's entity and class pages showed a Predator — the base game's robotic tiger — where the combat helicopter should have been. The class flies a Ka-52 Alligator, a coaxial-rotor gunship the map builds out of Banshee, Wraith and Hellion parts; that model is now pulled from the map's own model archive, so the viewer shows the helicopter you actually fly.

The Predator's Black Ops Goliath had a different problem: it loaded, but as polished grey metal, its paint and cyan running lights gone. The exporter had been handed StarCraft's packed specular and normal maps as if they were glow and shine; both models now carry their plain in-game paint the way every other one does.

v0.35.3

fix

Fixed: some class pages listed abilities the map had taken away

wiki

When the map patches a class's ability list, it does so slot by slot — and a slot that gets overwritten or cleared takes its old ability with it. The site was merging those lists by name instead, so it kept abilities the map had in fact removed.

Gone from the pages, because gone from the game: Camouflage and a stray Monomolecular Wire ability card on the Squad Designated Marksman (the Monomolecular Wire skill tree stays — that is the one the map kept); Prone on the Reaper, the Rjx-73, the Sushiman, the Combat Walker and the Alligator; Jump on the Combat Walker and the Alligator.

fix

Fixed: the Assault Engineer's page promised Barricade, Satchel Charge and a Repair Drone

wiki

The Engineering Skills tree is shared by both engineers, and so is its in-game tooltip — which lists the Combat Engineer's unlocks: Arc Cell and Flash at level 2, Barricade at 3, Satchel Charge at 4. The Assault Engineer levels the same tree but never has any of those abilities, so his class page was promising gear he cannot get.

His Engineering Skills card now lists what the levels really open for him, read from the abilities' own requirements: Repair, Disarm, Overhaul and Reconstruct at level 1, Armor Upgrade and Refit at 2, Battery Upgrade at 3, Craft at 4 — with a note on why the in-game text says otherwise.

The Repair Drone is gone from his ability list too: its button needs Security level 2, a tree only the Combat Engineer can level, so on the Assault Engineer it could never light up. The same check now applies to every class — an ability whose only gate is a tree the class cannot level is not listed.

v0.35.2

Also: Fixed: broken portraits in the ready and presence lists

v0.35.1

fix

Fixed: broken-image icon instead of a player portrait

players

Some Battle.net portraits never load — Blizzard's profile service hands out addresses for portrait art it has not actually published, so the picture is missing at the source and no amount of refreshing brings it back.

Those players showed the browser's broken-image icon on their profile, in the "played with" lists, on the class leaderboards and in the page header. They now show the same anonymous portrait as a player who has not linked an account, and will pick their real portrait back up if Blizzard ever publishes the art.

v0.35.0

improvement

Replays from before a lost save are kept for good

replays

Your replay is your bank backup, but the old rule only kept your most recent one — so if you changed computer or lost your save, the last recording of the progression you lost was eventually deleted, while the fresh-bank games that replaced it were kept.

Now, whenever a profile's career XP is recorded going backwards, the replay holding the bank from just before is kept permanently. Every such point is kept, not just the most recent, so a profile wiped more than once keeps a replay from before each one.

This only protects losses from here on — replays already deleted cannot come back.

v0.34.1

Also: Share cards are cached like the rest of the artwork

v0.34.0

improvement

Banned accounts no longer sit on the boards

players

The map keeps its own ban list, and wipes the experience of the accounts on it every time they play. Those accounts had still been ranking against everyone else here — one of them at the top of the career board with more than three times the experience of the player below it.

They are now left off the leaderboards, the clan tables, the per-class playtime boards, the weekly gains and the "played with" lists. Nothing is hidden: they still appear in the games they actually played, searching still finds them, and their profile still loads — under a red banner naming the ban and saying what the map takes off them for it.

improvement

Pages with a lot of class art load much faster

site

The class and item icons were shipping at full colour depth for artwork that never needed it — around 30 KB each, for pictures drawn at the size of a line of text. A profile's replay tab pulls twenty-six of them, so nearly all of that page was pictures.

They are now a quarter of the size, along with the camo swatches and the map, and they look the same. Your browser is also told it may keep them, which it previously was not — so moving between pages no longer re-checks every icon before it can finish drawing.

v0.33.4

Also: Long backfills no longer pause for a quarter of an hour

v0.33.3

fix

Fixed: games thrown away when the site was busy

replays

A replay that arrived while the site was busy processing others could be answered with "Not a readable StarCraft II replay" — even though the file was perfectly fine and the only thing wrong was that the server had run out of time to read it.

That answer is final. The Companion took it at its word, wrote the game off as rejected and never offered it again, so a busy few minutes could quietly cost you real games. It showed up worst on a first run, where hundreds of past replays are uploaded back to back.

The site now says it is busy instead of blaming the file, and the Companion retries those uploads on its own a couple of minutes later. It also runs on twice the processing power, so it is far less likely to fall behind in the first place.

Games already written off this way are picked up again by the next Companion update — you do not need to do anything, and none of your replay files were changed.

v0.33.2

Also: Fixed: the menu button lines up with the menu on tablet widths

v0.33.1

fix

Fixed: the menu no longer opens itself on every page load

site

If you keep the sidebar collapsed, loading a page used to open it and then slide it shut again in front of you. The site now knows which way you left it before it draws anything, so a collapsed menu simply stays collapsed.

Also: Fixed: spacing around the headings on a player profile

v0.33.0

feature

Browser notifications when a lobby forms or someone is ready

site

UAR can now notify you the way the companion app does — when a lobby opens, or when someone raises their "ready to play" flag — except it works from any browser, with the site closed. Turn it on per browser under Account; each one gets its own toggles, so your phone can buzz while your desktop stays quiet.

- You are never notified about your own flag, or about a lobby you are already in. - There is a Send a test notification button, so you can check the phone in your pocket actually buzzes before trusting it to. - A flag running out is not a notification. Only someone dropping it early is. - On iPhone and iPad, add UAR to the Home Screen first — Apple only delivers notifications to installed web apps, never to a Safari tab.

improvement

A steadier sidebar, and bigger class portraits in it

site

Opening and closing the sidebar used to shuffle everything in it — the icons changed size, slid sideways and the rows shifted under them. Now only the panel's width moves: the icons stay exactly where they are and the labels slide away behind them.

The icons also line up with the menu button above them, and class portraits are larger square tiles that fill their row, with a ring around the class you are looking at.

Also: Lobby and game chips update with less load on the database

v0.32.1

fix

Swiping between profile tabs works over the tables too

players

On a phone you can swipe left and right across a profile to move between its tabs. Any table on the page used to swallow that — the mode and teammate boards on the overview stopped it dead, and the replay history took every sideways drag whether it had columns left to show or not.

Tables now keep only the drags they can use. A wide one still scrolls sideways under your thumb; run it to its last column and the next pull that way turns the page instead. A table narrow enough to fit gets out of the way entirely.

v0.32.0

Also: Prestige stands out in the activity feed · The upload button is gone from the top bar on phones and tablets · A profile's tabs stay clear of the scrollbar · The top bar sits square with the menu on phones

v0.31.0

feature

Upload your replays from the browser, without installing anything

replays

Not everyone wants to run a downloaded program, and you no longer have to. On the replays page you can point this site straight at your StarCraft II replay folder and it uploads the Undead Assault Reborn games it finds — no install, no account beyond the one you already have.

Everything else in that folder is ignored, and that is decided on your machine: each file is opened locally and only sent if it is a UAR game. Your ladder matches and other arcade games are never uploaded, and the site never learns where the folder is — only that you allowed it to read one. You can take that back at any time in your browser's site settings.

Syncing again later is quick: files it has already dealt with are remembered, so a second run only looks at what is new.

Two things worth knowing. It needs Chrome, Edge or another Chromium browser on desktop — Firefox and Safari have no way to hand a folder to a web page. And it only runs while the page is open, so if you want your replays to go up while you play, without thinking about it, the companion app is still the one that does that.

feature

The Assault Engineer's Predator has its own page

wiki

The Predator was only ever a line in the entity list, even though it is a whole second unit: its own life and energy, two weapon modes, and nine abilities the Assault Engineer never has in hand. It now has a class page like any other — Predator — and the two link to each other, so you can read the Mecha Skills tree on one side and what it actually unlocks on the other.

The page also carries the six Predator Pilot unlocks and, at last, the Twin Autocannons MK II: that weapon is Predator-only, and because the Predator was not a class, the site had been listing it as usable by nobody. Every other vehicle item the walker can take — scopes, shield generators, the recon drone module — now shows up there too.

You can turn the walker around on its page too — the Black Ops Goliath it is built from is now one of the 3D models.

improvement

Replay files are released once everyone has a newer game

replays

A replay file is your bank backup: if you lose your UAR progression, you download your most recent game and recover it from there. Once every player in an older game has a newer replay of their own, that file has stopped being anyone's backup — so it is now released, automatically, instead of being kept forever.

Nothing about the game is lost. It keeps its page, its players, its mode, its result and its place in your history — only the downloadable file goes, and those rows are marked "not stored" on the replay list.

fix

Every class page has its MOS code, role and description back

wiki

Nine classes — the Assault Engineer, Combat Engineer, Combat Medic, Phoenix Medic, Flamethrower, Sniper, Prototype, Cyborg and the APC — were showing no description at all, and several more had no MOS code or role. The site was looking up the wrong text: in the game data those blurbs are filed under the MOS code, not the unit name.

Every class now reads its description from the hero-selection screen, the same words you see when you pick it. The MOS/Role banner and the rank requirements that used to be repeated inside the description are gone from it — they were already on the page, right next to the rank icons.

v0.30.0

feature

See what each game earned you

players

The new Activity tab on a profile lists the games that gave something — a medal, a camouflage, a decal, a Skill Identifier, a piece of vehicle gear, a new rank, or a prestige — with the game it came from and when it was played.

Two things worth knowing about how it reads the record:

- The map writes your save file at the start of a game, so what a game gave you only shows up in the next one. The newest game on a profile never lists anything until another replay is uploaded. - If you played games that were never uploaded, a reward cannot be pinned to a single one. Those are marked "somewhere in N games" with a hollow marker, and the missing run is drawn on the timeline rather than quietly closed up.

improvement

Profiles are split into tabs

players

A player profile was one very long page. It is now four: Overview for ranks and what they play, Activity for what they have earned, Collection for medals, camouflages, decals, Skill Identifiers and vehicle gear, and Replays for every game they appear in.

The replay table finally gets the room it wanted — it fills the window and scrolls on its own, instead of being squeezed into a box at the bottom of the page. Each tab also loads only its own data, so opening a profile is quicker than it was.

Press A and E to move between the tabs, or the number keys to jump straight to one.