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Active: 4109 users

StarLance | Extension Mod – Multiplayer LotV

Forum Index > SC2 Maps & Custom Games
Post a Reply
Kappaleft
Profile Joined July 2020
13 Posts
Last Edited: 2022-02-09 04:30:36
January 26 2022 22:39 GMT
#1
[image loading]

Greetings.

StarLance is a Redesign and Rebalance Mod of SC2, applied as an Extension Mod for Multiplayer LotV - it can be played on any melee map

StarLance is playable now on EU, US, and KR

Features
  • High-Ground advantage - all units receive 50% less damage from units shooting from lower ground
  • Hot Mineral Harvesting - the economy is a bit slower and base saturation matters. Workers return 5 minerals when mining alone in a mineral field, and return 4 minerals when 2 or more workers are mining it
  • Extremely noob friendly - structures and larva can be set to auto-produce units (auto cast enabled). Units have +2 vision range to make map control and scouting easier, and you can also see the engagements coming, which makes them a bit more forgiving, as you can play with higher ping or reaction time. Removed macro mechanics (MULE and Inject Larva removed, and reworked Chronoboost - set and forget). Workers also have a bit more HP so harassment damage is harder and defending with them is less punishing
  • Added "Standard" armor tag - most units and bonus damage is now divided between Armored, Standard, and Light, creating more soft counters. Damage in general is also a bit lower, fights take a bit more time to resolve
  • Max supply - raised to 250. Lategame armies felt too small, many units are very costly in terms of supply. Now you can have a little bit more


Faction changes
  • Removed Units - Corruptor, Broodlord, Viper, Locust, Mothership, Oracle, Disruptor
  • Added Units - Medic, Firebat, Vulture, Goliath, Dropship, Defiler, Scourge, Guardian, Devourer, Infested Terran, Dragoon, Reaver, Dark Archon, Arbiter

  • Terran - Tech Reactor is available as a lategame boost. Rebalanced a bit Tech Lab and Reactor as well (cost and build time, creating different builds). Vehicle Plating and Ship Plating are separate upgrades again. Ghosts have less HP and cost less minerals.
  • Zerg - Creep no longer gives movement speed to Zerg units, and instead doubles HP Regeneration. The movement speed of Zerg units has been rebalanced for this. Hydralisk Den is available at Hatchery tech instead of Lair (requires Spawning Pool). Queens have been reworked to be general army units
  • Protoss - Warp Gate now always warps in units at a static duration (instead of 5s "fast" and 16s "slow" mode). Removed Shield Battery Overcharge and Mass Recall, Chronoboost requires an upgrade on the Nexus. Void Rays can not shoot air anymore and charge up like in WoL



This only scratches the surface of all the changes in order to give you a basic idea of what the mod can offer. For detailed and in-depth changes, please visit the webpage link:


Links
  • Webpage https://starlance.club/
  • Forum https://forum.starlance.club/
  • Discord https://discord.gg/zF5bEvMPR3


Thank you for reading

Enjoy
Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2022-02-04 12:01:48
February 04 2022 11:58 GMT
#2
Good

Hope you will tweak SC2.

(Lurkers / Tanks overlapping for example ... Banelings with 1 supply with increased caracterictics and a bigger size base model... Come back with Infested Terrans ... And so on)
Kappaleft
Profile Joined July 2020
13 Posts
Last Edited: 2022-02-07 23:36:49
February 07 2022 23:34 GMT
#3
Hello everyone!

The feedback I'm getting the most about StarLance is that, first, great job, and second, that it's too much like Broodwar, to add back the removed units from HotS and LotV

The reason I removed them in first place is because I didn't like what they brought to the game (I think frustration in most cases), and it was easier simply removing them than reworking them.

The next step for StarLance is to keep adding back the removed units (after reworking them!).

That being said, a new update is out, adding back the Adept, Ravager, and Hellbat!
https://forum.starlance.club/t/update-07-02-2022/38

Thank you for reading ❤️
Have fun!
Kappaleft
Profile Joined July 2020
13 Posts
February 09 2022 04:24 GMT
#4
Hello again!

I've finished work on the Terran side of things - no units have been removed from Terran anymore

The Cyclone comes in later into the game since it requires an Armory, but it's also cheaper and faster to produce, and moves a bit faster. The Cyclone's damage and the Lock On ability now deal the same damage, it's just a "range extender" for kiting. The damage can be upgraded with the Mag-Field Accelerators upgrade as usual, but this time it also increases the damage of the weapon, it's always in sync. There's a new upgrade - the Widow Mine! Now Cyclones can place 1 Widow Mine, just like Vultures would place Spider Mines

The Widow Mine can no longer be produced in the Factory, and instead comes exclusively through the Cyclone's upgrade. Widow Mines destroy themselves after one shot and instead of dealing massive AoE damage, they apply the Raven's LotV's Anti-Armor Missile debuff, making it a deterrent to combat instead of outright killing everything in sight. The single target damage remains very high.

The Liberator now requires Fusion Core and is cheaper to produce, but has less HP. It's also way slower and a bit smaller. The anti-ground damage is nerfed considerably but can now attack structures as well. The anti-air damage has been replaced with another laser, which is very long range but low damage and single-target. Overall it feels really healthy to play with

For a detailed changelog please see this link
https://forum.starlance.club/t/update-09-02-2022/40

Cheers! ❤️
Kappaleft
Profile Joined July 2020
13 Posts
February 10 2022 17:03 GMT
#5
Small update released!

In this case it's mostly just balance changes to the previously introduced units. However, there's one small design change with some implications.

A little bit of backstory: When Creep gives a huge speed bonus (30% in LotV) you practically have to design and balance different games on creep and out of creep. We wanted more flexibility so we made Creep 0% speed bonus and increased the base speed of all Zerg ground units to compensate.

However, spreading creep is a cool mechanic and we felt the Zerg wasn't being rewarded enough for doing that. This is why Creep now increases Zerg ground units speed by 10%.

This amount of speed is not unnoticeable, but not overwhelming either. It's now just a small nice bonus that you don't need, engagements look almost the same, while with 30% speed it was a day and night difference. This creep speed nerf (in general) is specially good for the Zerg players who love to play offensively because when there are huge bonuses you are "forced" to play with the bonuses, which for Zerg on creep means defensively


Details
https://forum.starlance.club/t/update-10-02-2022/41

Have fun!
Kappaleft
Profile Joined July 2020
13 Posts
February 13 2022 12:01 GMT
#6
Small update!

The Firebat initial attack delay was decreased significantly from 0.5s to 0.05s. They now feel great instead of miserable to micro.

Fixed Hotkeys setup, and also some small buffs to the Cyclone and Reaper. Small stuff, but it matters!

Units feel really great now!

Details
https://forum.starlance.club/t/update-13-02-2022/42

Cheers!
Kappaleft
Profile Joined July 2020
13 Posts
Last Edited: 2022-02-17 13:36:33
February 17 2022 13:36 GMT
#7
Hello everyone! Yet another update!

New units: Corruptor, Brood Lord, Viper

Details
https://forum.starlance.club/t/update-17-02-2022/44

Only 3 units are missing now: Locust, Oracle, and Mothership!

Corruptor is really fun now. It's more of a support role unit than a massive hard counter to air. You can go around slowing units, and it's really effective because you regenerate life easily with the upgrade.

Brood Lord is no longer abusive as it can be killed by simply walking over the Broodlings... it's also meant to be a support unit, you need stuff on the ground now to prevent them from being sniped. Broodlings do a considerable amount of damage over time and don't feel nearly as frustrating as before when they were blocking you from movement.

In order to differentiate Guardian from Brood Lord, I've decreased the Brood Lord impact damage (so that you focus on the Broodlings instead), and made the Guardian a bit faster. Guardian has lower HP and is faster, and has high alpha damage. Brood Lord has high HP and is slower, but has a very high damage over time.


I hope you like the changes!

Cheers! ❤️

Kappaleft
Profile Joined July 2020
13 Posts
March 17 2022 01:02 GMT
#8
Hello everyone!

I haven't had much time lately to focus on the mod, I hope you are all doing great!

I've made some small improvements to the mod itself, and I've also synchronized the project with Blizzard's new 5.0.9 patch, removing redundant changes that the mod already solved, and keeping the new official changes

Details
https://forum.starlance.club/t/update-17-03-2022/45

Shoutout to Fenrack for streaming StarLance!

Getting feedback is really important, as it shows many things to improve. What I'll be working next is on making the transition from LotV to StarLance smoother!

Thank you for reading!
Cheers! <3
Kappaleft
Profile Joined July 2020
13 Posts
March 18 2022 00:15 GMT
#9
Hello again!

After a whole day of Fenrack streaming, casting, and playing StarLance, there has been a ton of feedback, and new changes are coming to the mod!

Details
https://forum.starlance.club/t/update-18-03-2022/46

More great news! The first StarLance tournament is coming up on Saturday!
https://challonge.com/FSLC1

Cheers!
MrBliss_9
Profile Joined July 2018
Canada11 Posts
March 22 2022 15:12 GMT
#10
Did anyone cast the tournament? I'd watch vods.
Kappaleft
Profile Joined July 2020
13 Posts
April 12 2022 06:10 GMT
#11
On March 23 2022 00:12 MrBliss_9 wrote:
Did anyone cast the tournament? I'd watch vods.


Hello!

Sorry for the late response, I've been quite busy lately. Unfortunately the tournament didn't go through due to lack of participation. Hopefully there will be more in the future!

------

I've been continuing the work on taking StarLance back a bit closer to LotV, so that players can adapt faster to the changes and so that it doesn't feel as strange playing it.

https://forum.starlance.club/t/update-30-03-2022/47/2

https://forum.starlance.club/t/update-12-04-2022/48

It's plenty of fun, try it out with a friend, or come to the Discord and find players to play with!

https://discord.gg/zF5bEvMPR3

Cheers! <3
Kappaleft
Profile Joined July 2020
13 Posts
August 14 2022 15:26 GMT
#12
Greetings.

I've had some free time (summer vacations, yay!) and took up work on the mod again.

I enjoy working and playing on my mod a lot, I just wish to share it with passionate sc2 fans

If you are looking for players to play with, join our discord! I'm currently on my laptop but I'll be glad to play with you :D

https://forum.starlance.club/t/update-14-08-2022/49

Kappaleft
Profile Joined July 2020
13 Posts
August 16 2022 09:11 GMT
#13
Hello!

Two more small updates!

https://forum.starlance.club/t/update-14-08-2022/49/2

https://forum.starlance.club/t/update-16-08-2022/51

Cheers!
Kappaleft
Profile Joined July 2020
13 Posts
August 23 2022 01:53 GMT
#14
New fun changes!

I love playing my own mod, I find it really balanced and fun!

Of course, it's what I made it for, hehe

https://forum.starlance.club/t/update-23-08-2022/52
Red16
Profile Joined August 2023
1 Post
Last Edited: 2023-08-09 07:31:34
August 09 2023 07:26 GMT
#15
Hi, for many years I also build a similiar extension mod. SC2enough. You can still find it in SC2.

I think the most important change is to reduce all damage by at least 30%. An more easy fix, but less elegant would be to increase all life and shields by about 100%. You have to test with percentage value feel the best. Maybe 200% is even better? The main goal is you have more time to react in battles and to save structures. So opponents have to need more time to destroy your buildings.


I would like to play a mod just with this change. All other unit changes are a matter of taste.

Of course there are a lot of small unit changes that would improve SC2, but it will be a huge work and there are a lot of different oppinions about it. To find here a way most people agree will be very hard and a lot of work.

One big additional needed change could be to increase the space units occupy so damage will be decreases indirectly because of range and area damage will hit less units. But this would be also a bit work.

In my oppinion these 2 changes will make SC2 to a much better game.

All other unit changes are not needed or nice to have. In my oppinion I like changes that make units viable in more situations. Look at my changes to the colossus. I still have even better ideas to more units in the meanwhile, but I have no time to work on such a mod. But I would help you a bit on the weekends if you want and if you are interessted on my thoughts. I would say I have a lot of game design experience because I bother with this topic since I'm 6 years old and wrote a lot of detailed comments for many years about SC2 and I even build a web page where I have explained all my changes in detail. I read and watched every information about SC2 since the first informations about this game. I think just a few people outside the development team know more about SC2 and its development and design decisions.
Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2023-09-01 10:23:22
August 15 2023 14:27 GMT
#16
deleted
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