{"id":57464,"date":"2026-06-02T18:35:59","date_gmt":"2026-06-02T10:35:59","guid":{"rendered":"https:\/\/sgbuzz.com\/?p=57464"},"modified":"2026-06-02T18:35:59","modified_gmt":"2026-06-02T10:35:59","slug":"starcraft-2s-biggest-update-in-years-will-shake-up-everything","status":"publish","type":"post","link":"https:\/\/sgbuzz.com\/?p=57464","title":{"rendered":"StarCraft 2\u2019s Biggest Update In Years Will \u201cShake Up Everything\u201d"},"content":{"rendered":"<p><br \/>\n<br \/><img decoding=\"async\" src=\"https:\/\/www.gamespot.com\/wp-content\/uploads\/2026\/06\/StarCraft-2-Biggest-Update-In-Years.jpg?w=300\" \/><\/p>\n<p class=\"wp-block-paragraph\">StarCraft 2 is getting its biggest meta shift in years, with developer Blizzard announcing a surprise update that will bring some significant changes to the legendary RTS.<\/p>\n<p class=\"wp-block-paragraph\">Updates for StarCraft 2 have been a rarity ever since Blizzard announced the end of new content development back in 2020, though it pledged to continue supporting the game in the form of balance updates. StarCraft 2&#8217;s last content drop was in 2016 in the form of the Nova Covert Ops single-player mission pack. Since 2020, the game&#8217;s only received a handful of mostly smaller balance updates, usually one or two a year.<\/p>\n<p class=\"wp-block-paragraph\">The game&#8217;s latest patch 5.0.16 update, which will first be tested on the game&#8217;s PTR at a still-to-be announced date before hitting live servers, brings some noticeable changes to StarCraft 2&#8217;s economy and races.<\/p>\n<p class=\"wp-block-paragraph\">&#8220;We&#8217;ve tried to make this PTR focus on extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods,&#8221; Blizzard said in the patch notes. &#8220;We&#8217;ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races.&#8221;<\/p>\n<p class=\"wp-block-paragraph\">Those changes include a reduction in the number of starting workers, reworked resource counts from mineral nodes, unit tweaks, and the aforementioned Warpgate changes, all of which will have big impacts on the game&#8217;s esports scene.<\/p>\n<p class=\"wp-block-paragraph\">It might not sound like all that much, but compared to previous balance updates in 2025 and 2024, StarCraft 2&#8217;s first (and possibly only?) patch of 2026 is certainly raising some eyebrows. Reactions from players over on places like the StarCraft 2 subreddit have been largely positive, with some going so far to seriously call it &#8220;essentially a new game&#8221; while others jokingly refer to the update as StarCraft 3. Others are lamenting the fact they&#8217;ll need to relearn their build orders.<\/p>\n<figure class=\"wp-block-embed is-type-rich is-provider-reddit wp-block-embed-reddit\">\n<div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"reddit-embed-bq\" style=\"height:500px\" ><p><a href=\"https:\/\/www.reddit.com\/r\/starcraft\/comments\/1tq9nwm\/starcraft_ii_5016_ptr_patch_notes\/\" target=\"_blank\" rel=\"noopener\">StarCraft II 5.0.16 PTR Patch Notes<\/a><br \/> by<a href=\"https:\/\/www.reddit.com\/user\/Arkentass\/\" target=\"_blank\" rel=\"noopener\">u\/Arkentass<\/a> in<a href=\"https:\/\/www.reddit.com\/r\/starcraft\/\" target=\"_blank\" rel=\"noopener\">starcraft<\/a><\/p><\/blockquote>\n<p><script async src=\"https:\/\/embed.reddit.com\/widgets.js\" charset=\"UTF-8\"><\/script>\n<\/div>\n<\/figure>\n<p class=\"wp-block-paragraph\">Most, however, can hardly seem to believe such major changes are indeed happening, 11 years after Legacy of the Void&#8217;s launch and nearly six years since the game has largely been in maintenance mode. Some players on Reddit called the update &#8220;insane&#8221; and the changes &#8220;wild.&#8221;<\/p>\n<p class=\"wp-block-paragraph\">&#8220;Eight starting workers is crazy,&#8221; user Aspharr wrote on Reddit. &#8220;Will shake up everything.&#8221;<\/p>\n<p class=\"wp-block-paragraph\">There is the possibility some of the proposed changes will be tweaked ahead of the update hitting the game&#8217;s live servers, but it&#8217;s clear Blizzard is looking to spice up StarCraft 2&#8217;s metagame in a major way.<\/p>\n<p class=\"wp-block-paragraph\">Chances of a proper StarCraft 3 are slim, but StarCraft as a franchise might not be mostly dormant for much longer. Recent rumors have pointed towards a StarCraft shooter being announced at this year&#8217;s BlizzCon. You can check out the proposed StarCraft 2 patch 5.0.16 notes in full below.\u00a0<\/p>\n<p class=\"has-l-font-size wp-block-paragraph\">StarCraft 2 Update 5.0.16 PTR Patch Notes<\/p>\n<h2 id=\"h-economy\" class=\"wp-block-heading\">Economy<\/h2>\n<ul class=\"wp-block-list\">\n<li>Starting workers reduced from 12 to 8.<\/li>\n<li>Default Large Mineral patch resource count reduced from 1,800 to 1,600.<\/li>\n<li>Default Small Mineral patch resource count increased from 900 to 1,200.<\/li>\n<li>Total Default Minerals per base increased from 10,800 to 11,200.<\/li>\n<li>Default Vespene Geysers&#8217; resource count increased from 2,250 to 2,500.<\/li>\n<li>Total Default Gas per base increased from 4,500 to 5,000.<\/li>\n<li>Rich Vespene Gas Geyser harvest return value decreased from 8 to 6.<\/li>\n<\/ul>\n<h2 id=\"h-zerg\" class=\"wp-block-heading\">Zerg<\/h2>\n<h4 id=\"h-hatchery-lair-and-hive\" class=\"wp-block-heading\">Hatchery, Lair and Hive<\/h4>\n<ul class=\"wp-block-list\">\n<li>Supplies provided reduced from 6 to 4.<\/li>\n<\/ul>\n<h4 id=\"h-creep\" class=\"wp-block-heading\">Creep<\/h4>\n<ul class=\"wp-block-list\">\n<li>Spread\/Recede rate slowed from 0.45 to 0.55.<\/li>\n<\/ul>\n<h4 id=\"h-spore-crawler\" class=\"wp-block-heading\">Spore Crawler<\/h4>\n<ul class=\"wp-block-list\">\n<li>Damage against Biological increased from 20 (+10 Biological) to 20 (+15 Biological).<\/li>\n<\/ul>\n<h4 id=\"h-carapace-upgrades\" class=\"wp-block-heading\">Carapace Upgrades<\/h4>\n<ul class=\"wp-block-list\">\n<li>Level 1 cost decreased from 150\/150 to 100\/100.<\/li>\n<li>Level 2 cost decreased from 200\/200 to 150\/150.<\/li>\n<li>Level 3 cost decreased from 250\/250 to 200\/200.<\/li>\n<\/ul>\n<h4 id=\"h-infestor\" class=\"wp-block-heading\">Infestor<\/h4>\n<ul class=\"wp-block-list\">\n<li>Microbial Shroud range increased from 9 to 12.<\/li>\n<li>Microbial Shroud can now be cast without requiring an upgrade from the Infestation Pit.<\/li>\n<li>Neural Parasite on builder SCVs will only expire at structure completion.<\/li>\n<li>Now has an auto-attack weapon.<\/li>\n<\/ul>\n<h4 id=\"h-viper\" class=\"wp-block-heading\">Viper<\/h4>\n<ul class=\"wp-block-list\">\n<li>Abduct now considers Sieged Tanks a valid target.<\/li>\n<\/ul>\n<h4 id=\"h-overlord\" class=\"wp-block-heading\">Overlord<\/h4>\n<ul class=\"wp-block-list\">\n<li>Speed without Pneumatized Carapace decreased from 0.9 to 0.7.<\/li>\n<li>Can now issue &#8216;Load Nearby Units&#8217; commands.<\/li>\n<\/ul>\n<h4 id=\"h-overseer\" class=\"wp-block-heading\">Overseer<\/h4>\n<ul class=\"wp-block-list\">\n<li>Changelings automatically inherit the current order queue of the casting Overseer.<\/li>\n<li>Changelings\u2019 deaths are contagious to other nearby Changelings.<\/li>\n<\/ul>\n<h4 id=\"h-mutalisk\" class=\"wp-block-heading\">Mutalisk<\/h4>\n<ul class=\"wp-block-list\">\n<li>Mutalisk Glaives now prioritize targets.<\/li>\n<li>Arc slop increased to 180.<\/li>\n<\/ul>\n<h2 id=\"h-terran\" class=\"wp-block-heading\">Terran<\/h2>\n<h4 id=\"h-command-center\" class=\"wp-block-heading\">Command Center<\/h4>\n<ul class=\"wp-block-list\">\n<li>Supplies provided reduced from 15 to 13.<\/li>\n<\/ul>\n<h4 id=\"h-ghost\" class=\"wp-block-heading\">Ghost<\/h4>\n<ul class=\"wp-block-list\">\n<li>Supply increased from 2 to 3.<\/li>\n<li>Health reduced from 125 to 100.<\/li>\n<li>Attack damage changed from 10 + 10 vs Light to 20.<\/li>\n<li>Attack range increased from 6 to 7.<\/li>\n<li>Steady Targeting:\n<ul class=\"wp-block-list\">\n<li>Damage increased from 130 + 40 vs Psionic to 170.<\/li>\n<li>Energy cost increased from 50 to 75.<\/li>\n<li>No longer cancels upon taking damage.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4 id=\"h-medivac\" class=\"wp-block-heading\">Medivac<\/h4>\n<ul class=\"wp-block-list\">\n<li>Can now issue &#8216;Load Nearby Units&#8217; commands.<\/li>\n<li>Subgroup Priority:\n<ul class=\"wp-block-list\">\n<li>Priority order updated from (Raven, Ghost, Battlecruiser, Marine, Marauder, SiegeTank) to (Ghost, Marine+Marauder, Raven, Battlecruiser, Siegetank).<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"h-protoss\" class=\"wp-block-heading\">Protoss<\/h2>\n<h4 id=\"h-nexus\" class=\"wp-block-heading\">Nexus<\/h4>\n<ul class=\"wp-block-list\">\n<li>Supplies provided reduced from 15 to 13.<\/li>\n<\/ul>\n<h4 id=\"h-warpgate\" class=\"wp-block-heading\">Warpgate<\/h4>\n<ul class=\"wp-block-list\">\n<li>Warpgate Research moved to the Gateway from the Cybernetics Core.<\/li>\n<li>Warpgate Research speeds up Gateway unit production time by 35%.<\/li>\n<li>&#8216;Transform to Warpgate&#8217; cost increased from 0\/(0) to 50\/(50).<\/li>\n<li>Warp-in Time is no longer determined by &#8216;slow power fields&#8217;.<\/li>\n<li>Warp-in Time decreased to 3s (from 3.6s and 11.4s).<\/li>\n<li>Warpgate Cooldown Values:\n<ul class=\"wp-block-list\">\n<li>Zealot: from 20 to 22.<\/li>\n<li>Adept: from 20 to 22.<\/li>\n<li>Stalker: from 23 to 22.<\/li>\n<li>Sentry: from 23 to 22.<\/li>\n<li>High Templar: from 32 to 35.<\/li>\n<li>Dark Templar: from 32 to 35.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4 id=\"h-gateway\" class=\"wp-block-heading\">Gateway<\/h4>\n<ul class=\"wp-block-list\">\n<li>Pre-Warpgate Production Time Values:\n<ul class=\"wp-block-list\">\n<li>Zealot: from 27 to 28.<\/li>\n<li>Adept: from 30 to 28.<\/li>\n<li>Stalker: from 27 to 28.<\/li>\n<li>Sentry: from 23 to 24.<\/li>\n<li>High Templar: from 32 to 40.<\/li>\n<li>Dark Templar: from 32 to 40.<\/li>\n<\/ul>\n<\/li>\n<li>Post-Warpgate Production Time Values:\n<ul class=\"wp-block-list\">\n<li>Zealot: 18.<\/li>\n<li>Adept: 18.<\/li>\n<li>Stalker: 18.<\/li>\n<li>Sentry: 16.<\/li>\n<li>High Templar: 26.<\/li>\n<li>Dark Templar: 26.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4 id=\"h-sentry\" class=\"wp-block-heading\">Sentry<\/h4>\n<ul class=\"wp-block-list\">\n<li>Hallucinations automatically inherit the current order queue of the casting Sentry.<\/li>\n<\/ul>\n<h4 id=\"h-high-templar\" class=\"wp-block-heading\">High Templar<\/h4>\n<ul class=\"wp-block-list\">\n<li>Psi Storm total damage reduced from 110 to 100.<\/li>\n<\/ul>\n<h4 id=\"h-disruptor\" class=\"wp-block-heading\">Disruptor<\/h4>\n<ul class=\"wp-block-list\">\n<li>Now has a &#8216;phantom attack&#8217; weapon.<\/li>\n<\/ul>\n<h4 id=\"h-warp-prism\" class=\"wp-block-heading\">Warp Prism<\/h4>\n<ul class=\"wp-block-list\">\n<li>Can now issue &#8216;Load Nearby Units&#8217; commands.<\/li>\n<\/ul>\n<h2 id=\"h-bug-fixes-amp-quality-of-life-updates\" class=\"wp-block-heading\">Bug Fixes &amp; Quality of Life Updates<\/h2>\n<ul class=\"wp-block-list\">\n<li>Fixed an issue where Carrier Interceptors owned due to a player casting Neural Parasite would not inherit the opponent&#8217;s upgrades.<\/li>\n<li>Fixed an issue where EMP visuals did not provide clear visual indication of effect radius\/affected units.<\/li>\n<li>Fixed an issue where Motherships would warp in adjacent to the Nexus rather than overtop.<\/li>\n<li>Fixed an issue where Guardian Shield visuals would persist even after loaded into a transport.<\/li>\n<li>Fixed an issue where melee units targeting builder SCVs would lose their attack order when the SCV moved through the structure.<\/li>\n<li>Fixed an issue where SCVs could not have build orders queued sequentially onto structures already being constructed by another SCV.<\/li>\n<li>Fixed an issue where Guardian Shield visuals would not update player color post-initialization.<\/li>\n<li>Fixed an issue where the KD8 Charge could knock back immobile targets during Recall.<\/li>\n<li>Fixed an issue where the KD8 Charge lacked a placement model and AOE effect radius cursor indicator.<\/li>\n<li>Fixed an issue where the KD8 Charge would be thrown in front of a target unit rather than at the targeted cast point.<\/li>\n<li>Fixed an issue where some units&#8217; spells would not trigger Protoss shield-damage graphics (Purification Nova, Corrosive Bile, KD8 Charge).<\/li>\n<li>Fixed an issue where units with burrow move would lose their current orders when told to burrow.<\/li>\n<li>Fixed an issue where &#8216;Zerg Rocks&#8217; were lacking polish. (Now uses correct wireframe, has a Zerg building armour icon, and uses animation state to communicate health level).<\/li>\n<li>Fixed an issue where a variation of large diagonal rocks still did not receive an attack command if certain portions of the rock were within vision but not others.<\/li>\n<li>Fixed an issue where attack commands with Adept Shades in the selection behaved erratically (Example: finishing a shade caused the attack target to be lost if the command was not issued by smart command\/right click, units could unexpectedly move command etc.)<\/li>\n<li>Fixed an issue where the Nexus had no indication Nexus Recall nor Energy Recharge abilities&#8217; cooldowns were global. Command card now displays charge counters and minimap displays all Nexus range radius.<\/li>\n<li>Fixed an issue where the Nexus Energy Recharge ability range radius actor would display permanently rather than when the ability was being targeted.<\/li>\n<li>Fixed an issue where Lurker Attack Spike sounds could be heard through the Fog of War.<\/li>\n<li>Fixed an issue where Lurker eggs lacked polish during creation\/destruction. Eggs now take less time to appear due to faster birth animation and play a death cry to communicate when destroyed early.<\/li>\n<li>Fixed an issue where the Warp Prism would not display an unload visual model indicator.<\/li>\n<li>Fixed an issue where the Warp Prism would not display a load range radius actor when the ability was being targeted.<\/li>\n<li>Fixed an issue where the Warp Prism movement was highly variant\/ sluggish if ordered to queue pickup orders or pick up units slightly out of immediate range.<\/li>\n<li>Fixed an issue where Banelings in splash range of enemy units but killed by enemy units would not spawn an audio cue indicating splash damage had been dealt.<\/li>\n<li>Fixed an issue where non-disguised Changelings would not play their full birth animation.<\/li>\n<li>Fixed an issue where commanding Oracles to build Stasis Wards in areas inside their range could result in slower execution than being commanded to build outside their range.<\/li>\n<li>Fixed an issue where Oracles would teleport short distances if told to build a Stasis Ward while overlapping with other air units (such as other friendly oracles).<\/li>\n<li>Fixed an issue where Stasis Wards lacked a distinct audio cue for their death.<\/li>\n<li>Fixed an issue where players attempting to attack a Stasis Ward could easily accidentally move command underneath it instead.<\/li>\n<li>Fixed an issue where Colossus could not be created\/unloaded in space an air unit already was (this mostly affects the predictability of colossus drop positioning due to collision with the warp prism).<\/li>\n<li>Fixed an issue where Voidray Prismatic Alignment lacked a termination audio cue.<\/li>\n<li>Fixed an issue where Immortal Barrier lacked a termination audio cue.<\/li>\n<li>Fixed an issue where beam attack visuals would not terminate if targets were picked up by transports or teleported away (Sentry, Void Ray).<\/li>\n<li>Fixed an issue where the Sentry&#8217;s beam attack visuals were misleading due to being significantly delayed during creation and termination. They should now feel much more responsive to control.<\/li>\n<li>Fixed an issue where the Cyclone basic weapon was unable to damage friendly cloaked\/buried units.<\/li>\n<li>Fixed an issue where the High Templar&#8217;s basic weapon&#8217;s visuals and sounds were not proportionate in size\/volume to its impact.<\/li>\n<li>Fixed an issue where Vespene Geysers did not update their model to tolerate shaders if players&#8217; shader graphics settings changed mid-match, allowing for re-enabling of the higher graphics option.<\/li>\n<li>Fixed an issue where Phoenix would not face their channeled Graviton target.<\/li>\n<li>Fixed an issue where killing a Viper prior to its Abduct tongue connecting with a target would not cancel the abduct.<\/li>\n<li>Fixed an issue where Nexus would still play Blinding Cloud visuals (despite no longer having Photon Overcharge).<\/li>\n<li>Fixed an issue where Planetaries lacked or had misleading visual and audio indicators (splash damage impact visuals, sound).<\/li>\n<li>Fixed an issue where Archons lacked several visual and audio indicators (birth sound, splash damage impact visuals, movement sound, attack physics).<\/li>\n<li>Fixed an issue where Disruptor Purification Nova cooldown\/firing status was difficult to discern. Ability status should now be much more obvious due to increased colour states.<\/li>\n<li>Fixed an issue where friendly Disruptor Purification Nova range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.<\/li>\n<li>Fixed an issue where Swarm Host range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.<\/li>\n<li>Fixed an issue where Swarm Hosts lacked an equipment (weapon) display indicator for the Locust.<\/li>\n<li>Fixed an issue where Microbial Shroud&#8217;s appearance happened gradually and unnoticeably due to lacking a sufficient impact model for the cloud.<\/li>\n<li>Fixed an issue where Hellbat walk animation speed was faster than expected.<\/li>\n<li>Fixed an issue where casting Generate Creep would only affect a subselection of Overlords or Transport Overlords rather than both variations.<\/li>\n<li>Fixed an issue where Creep Tumors lacked placement and placeholder models when spreading themselves.<\/li>\n<li>Fixed an issue where it could be difficult to distinguish if a research structure was active (Twilight Council, Fleet Beacon, Armory, Evolution Chamber).<\/li>\n<li>Improved an issue where injecting Queens &#8216;shuffle&#8217;. Allowed re-issuing inject during ongoing cast so orders are not offloaded to others queen. Long-range orders are invalid if another queen is nearby the target hatchery.<\/li>\n<li>Improved an issue where units with their primary attack order on a changeling would lose their order if the Changeling subsequently disguised itself.<\/li>\n<li>Improved an issue where gather orders were clunky for workers. Workers adjacent and move commanding to a geyser now update their command to a gather order if a refinement structure gets built.<\/li>\n<li>Xel&#8217;naga towers can now be selected through the Fog of War. Xel&#8217;naga Towers now show their vision range radius when selected.<\/li>\n<li>Active Creep Tumors will now take selection precedence over Inactive Tumors.<\/li>\n<li>Active Creep Tumors in a control group at the time of exhausting their charge will now transfer control group membership to the spread tumor.<\/li>\n<li>Critters and destructible neutral objects have been standardized to share similar targeting\/selection\/collision values. They will no longer collide with\/block player structures or units.<\/li>\n<li>Larva\/Eggs will no longer collide with\/block player structures or units.<\/li>\n<li>Locusts that were previously uncommandable during their swoop animation are now also unselectable (if already selected they will stay selected).<\/li>\n<li>Neural Parasite will now add the target unit to the current selection if the selection only contains one infestor.<\/li>\n<li>Protoss structures now generate additional &#8216;damaged&#8217; graphical models.<\/li>\n<li>As larva increases, they will now spread further upwards around the sides of the hatchery. Larva will still start from the bottom of the hatchery.<\/li>\n<li>Music selection for spectator players has been adjusted to feature a greater pool of suitable tracks for spectating. Duplicate entries have also been removed.<\/li>\n<li>Slightly polished Oracles&#8217; Revelation and Build animation transitions.<\/li>\n<li>High Templar and Ravagers are now less likely to aggro towards faraway targets.<\/li>\n<li>Adjusted Warp Prism and Raven visual fly height to minimize clipping inside other models and reduced Warp Prism shadow size on low graphics to minimize shadow-casting on unloaded units.<\/li>\n<li>Commands to unsiege Warp Prisms will now be issued to all Warp Prisms in the selection.<\/li>\n<li>Healing Shrine visuals\/sounds have received a minor polish pass.<\/li>\n<li>The Warp Prism will now attempt to immediately siege when instructed rather than prioritizing deceleration.<\/li>\n<li>Mapmaker support tools now include proper Worker-Only-Path indicators, No-Resource footprints, air unit height modifier doodads, and variable rock reduction units.<\/li>\n<li>Mule Repair is now set to auto-cast by default (Mules with a harvest order still do not attempt to repair units).<\/li>\n<\/ul>\n<p><br \/>\n<center><br \/>\n<br \/><a href=\"https:\/\/www.gamespot.com\/articles\/starcraft-2s-biggest-update-in-years-will-shake-up-everything\/\" target=\"_blank\" rel=\"noopener\">Read Full Article At Source <\/a><br \/>\n<center\/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>StarCraft 2 is getting its biggest meta shift in years, with developer Blizzard announcing a surprise update that will bring some significant changes to the&#8230;<\/p>\n","protected":false},"author":1,"featured_media":57466,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[978,2218,23991,2622,59],"class_list":["post-57464","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-gadgets-reviews","tag-biggest","tag-shake","tag-starcraft","tag-update","tag-years","wpcat-32-id"],"_links":{"self":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/57464","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=57464"}],"version-history":[{"count":0,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/57464\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/media\/57466"}],"wp:attachment":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=57464"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=57464"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=57464"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}