• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:10
CEST 18:10
KST 01:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Weekly Cups (July 7-13): Classic continues to roll2Team TLMC #5 - Submission extension1Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7Weekly Cups (June 30 - July 6): Classic Doubles7
StarCraft 2
General
Esports World Cup 2025 - Final Player Roster RSL Revival patreon money discussion thread Weekly Cups (July 7-13): Classic continues to roll TL Team Map Contest #5: Presented by Monster Energy Team TLMC #5 - Submission extension
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces Hiatus From ASL BW General Discussion A cwal.gg Extension - Easily keep track of anyone [Guide] MyStarcraft [ASL19] Finals Recap: Standing Tall
Tourneys
CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China [Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 618 users

SCynergie (SC2 mod/expansion)

Forum Index > SC2 General
Post a Reply
1 2 Next All
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2015-09-16 00:28:09
September 16 2015 00:25 GMT
#1
SCYNERGIE



Hello folks!

Lately, I have been working on SCynergie, a SC2 mod/expansion. It is now playable on EU/AM as an extension mod. Pick the map of your choice, select “create with a mod,” search for “SCynergie” and apply.

SCynergie aims at going back to the roots of Starcraft while keeping most of the SC2 novelties. In a formula, SC1's spirit in SC2's body.

SCynergie is built on the basis of the existing WoL + HotS elements. From there, I removed what I deemed bad or unnecessary for the game, filled the void if necessary, then modified the rest to alter the dynamics and fix numerous old issues in the way SC2 games play out. For more details, head towards the ghost town known as the Custom Maps section (be aware that some things might have changed in the meantime).

Compared with mainstream SC2, SCynergie's notable features include:

  • More time to play (in all domains: macro, micro, multitasking).
  • Less unforgiving, less stressful gameplay.
  • Battles are far less brutal, and not as decisive.
  • Actual diversity in styles and strategies.
  • A different economy that introduces mining inefficiencies earlier (slower growth).
  • A real high ground advantage.
  • Softer interactions between the existing elements.
  • The return of Tank play.
  • Zerg is readjusted around less larvae but better and/or cheaper units.
  • Protoss behaves normally.



Examples of games


Here are some replays so that you get an idea of how games look like:

TvZ
http://s000.tinyupload.com/index.php?file_id=37405430245249372479 (mech)
http://s000.tinyupload.com/index.php?file_id=08642793788605050681 (Marines/Tanks)

TvP
http://s000.tinyupload.com/index.php?file_id=40125127912917844258 (bio into bio/Tanks)
http://s000.tinyupload.com/index.php?file_id=35511763649946692914

ZvP
http://s000.tinyupload.com/index.php?file_id=07960178066929462147

See this post for the complete list of changes (or the summary).



Credits


Thanks to decemberscalm, BlackLilium and Kabel for answering technical questions.

Special credits to Espers, who stoically answered hundreds of questions… and hopefully survived the onslaught!

Thanks to OtherWorld, Seigneur des Cafards de son état, for his technical assistance with abilities and spells.

And thanks to testers!
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2015-09-16 00:27:02
September 16 2015 00:26 GMT
#2
PATCH ZERO




You can download the list of changes as a PDF here.
General

  • Each race has 15 main units.
  • The economy is DH8. See the original DH thread by BlackLilium here. + Show Spoiler [What does DH8 do?] +
    Long story short, assuming 8 mineral nodes per base:

    [image loading]


    • A fully saturated base yields less income than with the SC2 economy.
    • Workers start having strong diminishing returns past 8 workers (instead of 16 for SC2). The optimal saturation is thus decreased to 8 workers (down from 16 for SC2), while full saturation is still reached at ~24 workers.
    • This means that you benefit from sending your new workers to another empty mineral line as early as the 9th worker (instead of the 17th for SC2).
    • This means that 16 workers on 2 bases generate more income than 16 workers on 1 bases.
    • This means that 32 workers on 3 bases > 32 workers on 2 bases.
    • This means that 48 workers on 5 bases > 48 workers on 4 bases > 48 workers on 3 bases.
    • Etc.

  • The macro mechanics are much weaker.
  • On top of the existing high ground mechanic, ranged units firing uphill have a 33.3% chance of missing their shots against ground targets.




Terran


+ Show Spoiler [Overview] +
  • The MULE has been considerably toned down.
  • The holy bio trinity has been weakened.
  • Most of the changes targetted Factory units, which were modified according to the SC1 spirit.
  • Starport units should feel more responsive and/or versatile and/or coherent.


+ Show Spoiler [Units] +
The Hellbat and the Thor have been removed from the game.

List of Terran units in SCynergie:
  • SCV
  • Marine
  • Marauder
  • Reaper
  • Ghost
  • Hellion/Cyclone (replaces the Hellbat)
  • Widow Mine
  • Sieged Tank
  • Goliath (replaces the Thor)
  • Viking
  • Medivac
  • Banshee
  • Raven
  • Battlecruiser


SCV
  • Hit points increased to 60, up from 45.
  • Movement speed increased to 2.95, up from 2.81.
  • Attack cooldown decreased to 1.25, down from 1.5.
  • Damage point decreased to 0.
  • Attack Target Priority decreased.


MULE
  • Energy cost decreased to 25, down from 50.
  • Duration decreased to 45, down from 90.
  • MULEs gather 12 mineral per trip, down from 30.
  • MULEs now have an attack, dealing 5 damage every 1.72 second.
  • Movement speed increased to 2.95, up from 2.81.


Marine
  • Range decreased to 4.5, down from 5.
  • Sight decreased to 8, down from 9.


Marauder
  • Hit points decreased to 105, down from 125.
  • Damage decreased to 10 (+6 vs Armored), down from 10 (+10 vs Armored).
  • Collision radius increased to 0.625, up from 0.5625.
  • Stimpack removes 10 hit points, down from 20.
  • Concussive Shells' slow effect decreased to 20%, down from 50%.
  • Sight decreased to 9, down from 10.


Reaper
  • Requires a Tech Lab upgrade anew.
  • Gas cost decreased to 25, down from 50.
  • Build time decreased to 30 seconds, down from 45.
  • Hit points decreased to 50, down from 60.
  • Movement speed decreased to 2.95, down from 3.75.
  • Attack cooldown increased to 1.29, up from 1.1.
  • Range decreased to 4, down from 5.
  • Reapers have a special attack against buildings, dealing 15 (+3) damage every 1.8 second from 4 range.
  • Nitro Packs increases Reapers' movement speed to 3.75 and gives them 10 extra hit points. Their normal attack is also upgraded to 4x2 (+4x2 vs Light), up from 4x2. Their special attack is upgraded to 30 (+3), up from 15.


Ghost
  • Mineral cost decreased to 75, down from 200.
  • Gas cost decreased to 75, down from 100.
  • Supply cost decreased to 1, down from 2.
  • Hit points decreased to 60, down from 100.
  • Damage decreased to 6 (+6 vs Light), down from 10 (+10 vs Light).
  • Range increased to 7, up from 6.
  • Cargo size decreased to 1, down from 2.
  • Snipe changed to 35 damage, -10 vs Massive, +10 vs Psionic.
  • Snipe's range decreased to 9, down from 10.
  • EMP now removes 60 shields, down from 100.
  • EMP's range decreased to 9, down from 10.
  • Tactical Nuke's damage increased to 750/375/200, up from 500/250/125.


Hellion
  • Mineral cost decreased to 75, down from 100.
  • Movement speed decreased to 4, down from 4.25.
  • The Hellbat has been removed from the game.
  • The Hellion has a new ability: Cyclone Mode. It requires an Armory and enables Hellions
  • to turn into Cyclones.
  • Transformation time decreased to 2 seconds, down from 4.


Cyclone
  • Cyclones cannot be produced directly from the Factory.
  • Cyclones have the same characteristics as Hellions, except for the following:
  • Cyclones deal 10 damage every 1.72 second (projectile, no splash, no bonus).
  • Movement speed increased to 4.25.
  • Damage point decreased to 0.
  • Cyclones have acceleration.
  • Collision radius decreased to 0.5, down from 0.625.


Siege Tank
  • Gas cost decreased to 100, down from 125.
  • Supply cost decreased to 2, down from 3.
  • Build time increased to 50, up from 45.
  • Hit points decreased to 150, down from 160.
  • Sight decreased to 10, down from 11.


Tank Mode
  • Attack cooldown increased to 1.935, up from 1.04.
  • Damage increased to 20 (+10 vs Armored), up from 15 (+10 vs Armored).
  • Damage point decreased to 0.
  • The turret now tracks its target.


Siege Mode
  • Overkill has been reintroduced.
  • Attack cooldown increased to 3.44, up from 2.8.
  • Damage increased to 35 (+35 vs Armored), up from 35 (+15 vs Armored).
  • Damage in the splash radius increased to 100/66/33%, up from 100/50/25%.
  • Range decreased to 12, down from 13.
  • Tanks in Siege Mode are now Massive.


Goliath
  • The Goliath replaces the Thor.
  • Mineral cost decreased to 100, down from 300.
  • Gas cost decreased to 50, down from 200.
  • Supply decreased cost to 2, down from 6.
  • Build time decreased to 40, down from 60.
  • Hit points decreased to 125, down from 400.
  • Movement speed increased to 2.81, up from 1.875.
  • Turn rate increased.
  • Damage point decreased to 0.0832.
  • Collision radius decreased to 0.625.
  • Cargo size decreased to 2, down from 8.
  • Damage against ground targets decreased to 12 (+1), down from 30x2 (+3x2).
  • Range decreased to 6, down from 7.
  • Damage against air targets changed to 10 (+6 vs Armored). Splash has been removed.
  • Bonus damage per upgrade is 1 (+1 vs Armored).
  • Anti-air attack's cooldown decreased to 1.28, down from 3.
  • Anti-air attack's range decreased to 6, down from 10.
  • Thor Missiles increases the anti-air attack's range by 2.
  • Sight decreased to 9, down from 11.
  • Goliaths are no longer Massive.
  • Goliaths no longer have an alternative mode.


Widow Mine
  • Mineral cost decreased to 50, down from 75.
  • Supply cost decreased to 1, down from 2.
  • Hit points decreased to 75, down from 90.
  • Widow Mines deal 100% damage from 0 to 1.25 radius, 50% damage from 1.25 to 1.5 radius, 25% damage from 1.5 to 1.75 radius.
  • Bonus damage against shields removed.
  • Mines have a special attack against air targets. The anti-air missile's main damage is decreased to 60, down from 125. Splash damage is decreased to 20 (1.25 radius), down from 40.
  • Drilling Claws decreases the burrow time to 2 seconds, instead of 1.
  • Sight decreased to 6, down from 7.


Viking
  • Vikings are no longer Armored.
  • Mineral cost decreased to 125, down from 150.
  • Sight decreased to 9, down from 10.
  • Transformation time decreased to 1.5, down from 3.
  • Collision radius decreased to 0.625, down from 0.75.


Air Mode
  • Range decreased to 5, down from 9.
  • Attack cooldown decreased to 1.5, down from 2.
  • Damage decreased to 6x2 (+4x2 vs Armored), down from 10x2 (+4x2 vs Armored).
  • Movement speed increased to 2.95, up from 2.75.
  • Damage point decreased to 0.
  • Acceleration increased to 3.15.
  • Wraith Reactors increases the Viking's movement speed to 3.75 and its acceleration to 3.5.


Ground Mode
  • Damage decreased to 8, down from 12.
  • Attack cooldown decreased to 0.86, down from 1.
  • Range decreased to 5, down from 6.


Medivac
  • Duration of Ignite Afterburners decreased to 5 seconds, down from 8.
  • Ignite Afterburners increases the Medivac Boost's movement speed to 3.25, down from 4.25. Acceleration under Ignite Afterburners decreased to 3.75.
  • Ignite Afterburner's cooldown decreased to 15 seconds, down from 20.
  • Sight decreased to 9, down from 11.


Banshee
  • Mineral cost decreased to 125, down from 150.
  • Gas cost decreased to 75, down from 100.
  • Supply cost decreased to 2, down from 3.
  • Build time decreased to 50 seconds, down from 60.
  • Movement speed increased to 2.95, up from 2.75.
  • Damage decreased to 11x2, down from 12x2.
  • Damage point decreased to 0.0832.
  • Sight decreased to 9, down from 10.


Raven
  • Mineral cost decreased to 75, down from 100.
  • Gas cost decreased to 150, down from 200.
  • Build time decreased to 50, down from 60.
  • Movement speed increased to 2.75, up from 2.25.
  • Seeker Missile has been renamed Hunter Seeker Missile.
  • HSM's energy cost increased to 125, up from 75.
  • HSM's casting range decreased to 6, down from 10.
  • HSM's delay before launch decreased to 3 seconds, down from 5.
  • HSM no longer colors the targeted unit in red.
  • PDD's energy cost decreased to 75, down from 100.


Point defense drone
  • PDDs now have 100 energy, down from 200.
  • Hit points increased to 75, up from 50.
  • Duration increased to 90 seconds [120 seconds with Durable Materials], up from 20.
  • PDDs have a 30% chance to miss their interception.
  • Point defense laser's range decreased to 7, down from 8.
  • PDD works on Cyclones, Goliaths (anti-air), Dragoons and the Void Ray's anti-air attack.


Battlecruiser
  • Damage against ground increased to 35 (+3), up from 8 (+1).
  • Damage against air increased to 30 (+3), up from 6 (+1).
  • Attack cooldown increased to 1.72, up from 0.225.
  • Damage point decreased to 0.
  • Movement speed decreased to 1.406, down from 1.875.
  • Yamato's energy cost increased to 125, up from 100.


+ Show Spoiler [Buildings] +
The Planetary Fortress and the Sensor Tower have been removed from the game.

Command Center
  • Armor increased to 2, up from 1.


Orbital Command
  • Armor increased to 2, up from 1.
  • Calldown: MULE's energy cost decreased to 25, down from 50.
  • Scanner Sweep's external yellow radius removed.
  • Scanner Sweep's radius decreased to 12, down from 13.
  • Calldown: Extra Supplies increases a Supply Depot's supply limit by 4, down from 8.


Supply Depot
  • Hit points increased to 500, up from 400.


Barracks
  • Build time decreased to 60 seconds, down from 65.


Engineering Bay
  • Can now Lift Off anew.
  • Neo Steel Frame's search time decreased to 80, down from 110.


Bunker
  • Build time decreased to 30, down from 40.
  • Hit points decreased to 350, down from 400.
  • Neo Steel Frame now increases Bunkers' hit points by 50.


Missile Turret
  • Mineral cost decreased to 75, down from 100.
  • Hit points decreased to 200, down from 250.
  • Damage decreased to 16, down from 12x2.
  • Detector range decreased to 9, down from 11.


Ghost Academy
  • Mineral cost decreased to 100, down from 150.
  • Moebius Reactor has been reintroduced (100/100/80).


Armory
  • Mineral cost decreased to 125, down from 150.
  • Gas cost decreased to 75, down from 100.
  • Air and ground upgrades are once again separate.


Tech Lab

Barracks
  • Stim's search time decreased to 140, down from 170.
  • Nitro Packs upgrade reintroduced. It requires a Factory.
  • Nitro Packs costs 100/100/110.


Factory
  • Siege Mode upgrade reintroduced (100/100/80).
  • Drilling Claws' cost decreased to 100/100, down from 150/150.
  • Thor Missiles has been introduced. It requires an Armory.
  • Thor Missiles costs 150/150/140.
  • Thor Missiles increases the Goliath's anti-air range to 8.


Starport
  • Cloak's cost increased to 200/200, up from 100/100.
  • Wraith Reactors has been introduced.
  • Wraith Reactors costs 100/100/110.
  • Wraith Reactors increases the Viking's movement speed to 3.75.


+ Show Spoiler [Upgrades recap] +
The following upgrades have been (re)introduced:
  • Nitro Packs (Reaper)
  • Moebius Reactor (Ghost)
  • Siege Mode (Siege Tank)
  • Thor Missiles (Goliath)
  • Wraith Reactors (Viking)
  • Ship Weapon (Air units)
  • Ship Plating (Air units)


+ Show Spoiler [Terran Summary] +
REMOVALS
  1. Planetary Fortress
  2. Sensor Tower
  3. Hellbat
  4. Thor


COMMAND CENTER
  1. SCVs are more resistant and slightly faster/stronger. They are no longer automatically targetted in fight.
  2. MULEs cost 25 energy, but last 45 seconds and harvest only 12 minerals per trip.


BARRACKS
  1. Marines have slightly less range.
  2. Marauders have less hit points and deal less damage against Armored targets. Concussive Shells is also less impactful. Marauders only lose 10 hit points per stim usage.
  3. Reapers require a Tech Lab again and are initially slower and weaker. They have the special attack against buildings from WoL. Nitro Packs increases their hit points, improves their movement speed and doubles their damage against Light targets and buildings.
  4. Ghosts are reworked around a cheaper 1 supply variant with adjusted stats. EMP removes 60 shields. Snipe deals 35 damage, -10 vs Massive, +10 vs Psionic. Nukes are 50% stronger.


FACTORY
  1. The Cyclone replaces the Hellbat as the alternative mode of the Hellion. The Cyclone is a very fast unit with a generic single target attack.
  2. Tanks in Siege Mode attack slower but hit harder. They have overkill.
  3. The Widow Mine is cheaper but deals less splash damage and no longer deals bonus damage to shields. Its attack against air targets is much weaker.
  4. The Goliath replaces the Thor.


STARPORT
  1. Vikings are slightly cheaper and faster, but have considerably less range. They switch faster between modes and their aerial movement speed can be increased with an upgrade.
  2. The Medivac boost is much weaker.
  3. The Banshee is slightly cheaper and faster. Cloak is more expensive.
  4. The Raven is slightly cheaper and faster. PDD costs less energy but blocks less shots. HSM costs more energy and the casting range is reduced, but the missile hits all the time.
  5. The Battlecruiser feels like a Battlecruiser.


STATIC DEFENCE
  1. Bunkers are built faster but have less hit points.
  2. Turrets are cheaper but less powerful.




Zerg

+ Show Spoiler [Overview] +
  • Larva management should be more complex.
  • Zerg has been reworked around less larvae. As a consequence, most units are more efficient in a domain or another (larva to larva, cost to cost or supply to supply).
  • Creep: for ground units, creep is now a bonus instead of a requirement. The movement speed bonus is weaker, and Tumors no longer provide any vision. Creep is primilarily intended to connect bases and establish a perimeter around Zerg bases rather than colonizing the map [think about the current ZvP or ZvZ instead of ZvT].
  • Most units should feel more Zerg.


+ Show Spoiler [Units] +
Swarm hosts have been removed from the game.

List of Zerg units in SCynergie:
  • Drone
  • Queen
  • Zergling → Baneling
  • Overlord → Overseer
  • Roach
  • Hydralisk → Lurker
  • Mutalisk
  • Infestor
  • Corruptor → Brood lord
  • Ultralisk
  • Viper


Drone
  • Movement speed increased to 2.95, up from 2.81.
  • Attack cooldown decreased to 1.25, down from 1.5.
  • Damage point decreased to 0.
  • Attack Target Priority decreased.


Queen
  • Mineral cost decreased to 75, down from 150.
  • Supply cost decreased to 1, down from 2.
  • Build time decreased to 40 seconds, down from 50.
  • Hit points decreased to 90, down from 175.
  • Movement speed on creep increased to 2.58, up from 2.5.
  • Range vs ground decreased to 3, down from 5.
  • Range vs air decreased to 5, down from 7.
  • Collision radius decreased to 0.75, down from 0.875.
  • Spawn Larva now lasts 30 seconds, down from 40.
  • Spawn Larva now produces 2 larva, down from 4.
  • Transfusion's energy cost increased to 75, up from 50.
  • Transfusion's casting range decreased to 6, down from 7.
  • Transfusion now heals 125 hit points over 5 seconds.
  • The healing effect does not stack. Casting a new Transfusion merely resets the timer if the former one is still active.


Overlord
  • Build time increased to 30, up from 25.


Zergling
  • Attack cooldown decreased to 0.5916, down from 0.696.
  • Metabolic Boost increases Zerglings' movement speed to 4.25, down from 4.7.
  • Adrenal Glands increases Zerglings' attack speed by 15%, down from 18.6%.
  • Sight decreased to 7, down from 8.


Baneling
  • Damage against buildings decreased to 60 (+5), down from 80 (+5).
    Sight decreased to 6, down from 8.


Roach
  • Mineral cost decreased to 50, down from 75.
  • Supply cost decreased to 1, down from 2.
  • Hit points decreased to 80, down from 145.
  • Build time decreased to 24 seconds, down from 27.
  • Roaches are no longer Armored.
  • Range decreased to 3, down from 4.
  • Armor decreased to 0, down from 1.
  • Attack cooldown decreased to 1.5, down from 2.
  • Damage decreased to 9 (+1), down from 16 (+2).
  • Melee attack cooldown decreased to 1.29, down from 2.
  • Melee attack damage decreased to 10, down from 16.
  • Glial Reconstitution increases the movement speed of Roaches to 3.375, up from 3.
  • Tunneling Claws no longer increases burrowed Roaches' regeneration rate.
  • Tunneling Claws increases Roaches' armor by 1.
  • Burrowed movement speed decreased to 1.41, down from 2.
  • Burrowed Roaches have their armor increased by 1.
  • Burrowed Roaches have their Attack Target Priority decreased.
  • Cargo size decreased to 1, down from 2.
  • Collision radius decreased to 0.5, down from 0.625.
  • Sight decreased to 8, down from 9.
  • Roaches no longer have their sight reduced when burrowed.


Overseer
  • Gas cost decreased to 25, down from 50.
  • Spawn Changeling's energy cost decreased to 25, down from 50.
  • Changelings last 75 seconds, down from 150.
  • Contaminate's energy cost decreased to 50, down from 125.
  • Contaminate lasts 15 seconds, down from 30.
  • Pneumatize Carapace increases the Overseer's movement speed to 2.75, down from 3.375.


Hydralisk
  • Mineral cost decreased to 75, down from 100.
  • Gas cost decreased to 25, down from 50.
  • Supply cost decreased to 1, down from 2.
  • Build time decreased to 27 seconds, down from 33.
  • Range decreased to 4, down from 5.
  • Groove Spines still increases the attack range of Hydralisks by 1.
  • Bonus movement speed on creep decreased to +15%, down from +50%.
  • Muscular Augments increases the movement speed to 2.95, up from 2.81.
  • Attack cooldown increased to 0.86, up from 0.75.
  • Damage decreased to 10, down from 12.
  • Damage point of the ranged attack decreased to 0.0832.
  • Sight decreased to 8, down from 9.


Lurker
  • Cost set to 50/100 [125/125].
  • Build time set to 20 seconds.
  • Supply cost decreased to 2, down from 3.
  • Hit points decreased to 125, down from 200.
  • Lurkers have 6 range, but spines slightly exceed the maximum range.
  • Movement speed increased to 3.375, up from 2.11.
  • Attack cooldown increased to 1.935, up from 1.43.
  • Damage changed to 20 (+2) against all targets.
  • Damage point set to 0.167.
  • Burrow time set to 2 seconds.
  • Unburrow time set to 1 second.
  • Collision radius set to 0.6875.
  • Sight set to 9.
  • Sight when burrowed set to 7.
  • Lurker eggs have 50 hit points and 5 armor (biological as the only attribute).
  • Lurkers are Massive when burrowed.


Mutalisk
  • Movement speed decreased to 3.75, down from 4.
  • Acceleration increased to 3.75, up from 3.25.
  • Tissue Regeneration increases the regeneration rate of the Mutalisk to 0.414 HP/sec, down from 1 HP/sec.
  • Sight decreased to 9, down from 11.
  • Collision radius decreased to 0.25, down from 0.5.
  • Unit separation radius decreased to 0.25.


Infestor
  • Infested Terran has a 0.25 cast backswing animation.
  • Infested Terran's casting range decreased to 6, down from 9.
  • Fungal Growth's casting range decreased to 8, down from 10.
  • Fungal Growth no longer roots its targets.
  • Fungal Growth instead slows down its targets by 20%.
  • Sight decreased to 7 when burrowed, down from 10.


Infested Terran
  • Infested Terrans benefit from attack upgrades anew.
  • Range decreased to 4.5, down from 5.
  • Sight decreased to 8, down from 9.


Corruptor
  • Range decreased to 5, down from 6.
  • Damage changed to 10 (+4 vs Armored), down from 14 (+6 vs Massive).
  • Attack cooldown decreased to 1.72, down from 1.9.
  • Corruptors now use a special attack at melee range. This melee attack deals the same damage as the regular ranged attack, but its cooldown is decreased to 0.86 (down from 1.72).
  • Corruptors automatically use their melee attack when their acquired target is within a 2 radius.
  • Damage point of the ranged attack decreased to 0.
  • Corruption now reduces the armor of the target by 2 instead of increasing damage sustained by 20%.
  • Corruption lasts 15 seconds, down from 30.
  • Corruption's cooldown decreased to 25 seconds, down from 45.


Viper
  • Vipers are no longer a flying unit.
  • Vipers are no longer Armored.
  • Mineral cost decreased to 50, down from 100.
  • Gas cost decreased to 150, down from 200.
  • Supply cost decreased to 2, down from 3.
  • Hit points decreased to 80, down from 150.
  • Blinding Cloud's casting range decreased to 8, down from 11.
  • Blinding Cloud now lasts 10 seconds, down from 14.
  • Blinding Cloud now reduces the range of all ground units and structures under its effect by 4.
  • Abduct has been removed from the game.
  • Vipers now have Frenzy.
  • Frenzy costs 125 energy.
  • Frenzy's casting range set to 8, leashes until 13.
  • Frenzy is a channeling spell. The Viper latches onto [attaches itself to] the targetted biological unit or structure, granting it +25% attack speed.
  • Frenzy lasts 15 seconds.
  • Vipers cannot burrow.
  • Vipers have no bonus movement speed on creep.
  • Cargo size set to 2.


Brood lord
  • Mineral cost decreased to 50 [200], down from 150 [300].
  • Gas cost decreased to 100 [200], down from 150 [250].
  • Supply cost decreased to 2, down from 4.
  • Hit points decreased to 175, down from 225.
  • Range decreased to 9, down from 9.5.
  • Brood lords no longer have Frenzied.
  • Damage point decreased to 0.
  • Sight decreased to 11, down from 12.
  • Brood lords now spawn Flying Broodlings upon attacking.


Flying Broodlings
  • Flying Broodlings have the same characteristics as Broodlings, except for the following:
  • Flying Broodlings are air units.
  • Attack Target Priority decreased to 19.
  • Sight decreased to 6, down from 7.


Ultralisk
  • Mineral cost decreased to 200, down from 300.
  • Supply cost decreased to 4, down from 6.
  • Build time increased to 60 seconds, up from 55.
  • Damage decreased to 25 (+3), down from 35 (+3).
  • Ultralisks no longer deal AoE damage.
  • Ultralisks no longer have Frenzied.
  • Anabolic Synthesis increases Ultralisks' movement speed to 3.75.
  • Collision radius decreased to 0.875, down from 1.
  • Sight decreased to 8, down from 9.


+ Show Spoiler [Buildings] +

Creep
  • Creep now increases most Zerg ground units' movement speed by 15%, down from 30%. Bonus was unchanged for Queens, Broodlings and burrowed units.
  • Creep no longer provides any bonus movement speed to buildings.
  • Build Tumor's range decreased to 8, down from 10.
  • Creep Tumors no longer have any sight.


Hatchery
  • Hit points decreased to 1250, down from 1500.
  • Armor increased to 2, up from 1.
  • Hatcheries now have a maximum of 4 larvae, down from 19.


Spine Crawler
  • Hit points increased to 400, up from 300.
  • Build time decreased to 40 seconds, down from 50.
  • Armor decreased to 1, down from 2.
  • Damage increased to 25 (+15 vs Armored), up from 25 (+5 vs Armored).
  • Attack cooldown increased to 1.935, up from 1.85.


Spore Crawler
  • Requires Evolution Chamber anew.
  • Detector range decreased to 9, down from 11.
  • Damage decreased to 15, down from 15 (+30 vs Biological).


Roach Warren
  • Mineral cost decreased to 100, down from 150.
  • Gas cost increased to 50, up from 0.
  • Build time decreased to 40 seconds, down from 55.
  • Glial Reconstitution's search time decreased to 80 seconds, down from 110.
  • Tunneling Claws' search time decreased to 80 seconds, down from 110.


Lair
  • Hit points decreased to 1800, down from 2000.


Hydralisk Den
  • Lurker Aspect has been reintroduced.
  • Lurker Aspect costs 150/150/140.
  • Lurker Aspect enables Hydralisks to morph into Lurkers.


Infestation Pit
  • Flying Locusts has been removed from the game.


Nydus Network
  • Mineral cost decreased to 100, down from 150.
  • Gas cost decreased to 150, down from 200.
  • Units now take 0.25 second to exit the Nydus Network, down from 0.5 second.


Nydus Worm
  • Requires creep.
  • Mineral cost decreased to 75, down from 100.
  • Gas cost decreased to 50, down from 100.
  • Build time increased to 30 seconds, up from 20.
  • Hit points increased to 250, up from 200.


Hive
  • Build time increased to 120, up from 100.


Ultralisk Cavern
  • Anabolic Synthesis has been reintroduced.
  • Anabolic Synthesis costs 200/200/140.
  • Anabolic Synthesis increases Ultralisks' movement speed to 3.75.


+ Show Spoiler [Upgrades recap] +
The following upgrades have been removed from the game:
  • Flying Locusts (Swarm hosts)

The following upgrades have been (re)introduced:
  • Lurker Aspect (Hydralisk)
  • Anabolic Synthesis (Ultralisk)


+ Show Spoiler [Zerg Summary] +
REMOVALS
  1. Swarm host
  2. Abduct (Viper)


CREEP
  1. Creep gives 15% movement speed bonus instead of 30% for most ground units.
  2. Creep Tumors no longer provide any vision.


HATCHERY
  1. Drones are slightly faster/stronger. They are no longer automatically targetted in fight.
  2. Queens are cheaper but much weaker. Injects last 25 seconds but produce only one extra larva.


HATCHERY TECH
  1. Zerglings attack faster, but Speedlings are slightly slower.
  2. Banelings deal less damage to buildings.
  3. Roaches are reworked around a cheaper 1 supply variant with adjusted stats (including a lower range). Speedroaches are faster.


LAIR TECH
  1. Hydralisks are reworked around a cheaper 1 supply variant with adjusted stats (including a lower range). They can morph into a Lurker.
  2. Mutalisks accelerate faster but are slightly slower. Their regeneration bonus is much weaker.
  3. Infestors: Infested Terrans benefit again from the attack upgrade. Fungal Growth slows down its targets instead of rooting them.
  4. Corruptors have a second attack at melee range (automatically used when Corruptors are close to their target). Corruption reduces the armor of the target by 2.


HIVE TECH
  1. Vipers are a ground unit. Blinding Cloud reduces the range of affected units by 4. Abduct is replaced with Frenzy, a channeling spell that increases the attack speed of the targetted unit or structure.
  2. Brood lords are cheaper but less resistant. They fire Flying Broodlings instead of Broodlings, which means that Brood lords no longer generate a Broodling wall that blocks ground units.
  3. Ultralisks are cheaper and more agile but deal less damage and no longer have splash. Their movement speed can be upgraded.


STATIC DEFENCE
  1. Spines are built faster, have more hit points but less armor. They deal more damage to Armored targets.
  2. Spores require an Evolution Chamber anew.




Protoss


+ Show Spoiler [Overview] +
[image loading]
[image loading]


For Protoss, I had to change the most elements since literally none of the SC2 main innovations work. I used what worked in SC1. As banksters say: “flight to quality”.
  • Warpgate has been removed from the game.
  • Gateway units are stronger and more autonomous.
  • Robotics and Stargate units are less prone to deathballing, less all-or-nothing and more complex to handle.
  • Abilities and spells are considerably less central for Protoss units.


Overall, SCynergie Protoss simply behaves normally. SCynergie Protoss builds its army normally, moves on the map normally, micro'es normally, attacks normally, defends normally, develops normally.


+ Show Spoiler [Units] +
The Sentry, the Immortal, the MSC and the Mothership have been removed from the game.

List of Protoss units in SCynergie:
  • Probe
  • Zealot
  • Stalker
  • Dragoon
  • High Templar → Archon
  • Dark Templar → Archon
  • War Prism
  • Chrysalis (replaces the Colossus)
  • Observer
  • Phoenix
  • Void Ray
  • Oracle
  • Carrier → Interceptor
  • Tempest


Probe
  • Movement speed increased to 2.95, up from 2.81.
  • Attack cooldown decreased to 1.25, down from 1.5.
  • Damage point decreased to 0.
  • Attack Target Priority decreased.


Zealot
  • Shields increased to 60, up from 50.
  • Build time decreased to 34 seconds, down from 38.
  • Attack cooldown increased to 1.29, up from 1.2.
  • Delay between the two attacks increased.
  • Charge as an active ability has been removed.
  • Charge as an upgrade increases the movement speed of the Zealot to 3.75, up from 2.75.
  • Sight decreased to 8, down from 9.


Stalker
  • Mineral cost decreased to 100, down from 125.
  • Hit points decreased to 80/60, down from 80/80.
  • Build time decreased to 34 seconds, down from 42.
  • Damage changed to 10 against all targets, down from 10 (+4 vs Armored).
  • Range decreased to 5, down from 6.
  • Attack cooldown decreased to 1.29, down from 1.44.
  • Blink's range decreased to 6, down from 8.
  • Blink's cooldown decreased to 8, down from 10.


Dragoon
  • Mineral cost set to 125.
  • Gas cost set to 50.
  • Supply cost set to 2.
  • Build time set to 42 seconds.
  • Movement speed set to 2.75.
  • Range set to 4 [6 when upgraded].
  • Damage set to 10 (+10 vs Armored).
  • Hit points set to 80/100.
  • Collision radius set to 0.6825.
  • Attack cooldown set to 1.72.
  • Damage point set to 0.208.
  • Cargo size set to 4.
  • Sight set to 9.


High Templar
  • Build time decreased to 50 seconds, down from 55.
  • Feedback now drains up to 100 energy, down from 200.
  • Feedback now deals 0.5 damage per point of energy, down from 1.
  • Feedback now has a 0.5 second cast backswing animation.
  • Storm now deals 90 (+30 vs Shields) damage over 6 seconds instead of 80 damage over 4 seconds.
  • Storm's casting range decreased to 8, down from 9.
  • Storm's radius increased to 2, up from 1.5.
  • Storm's cooldown increased to 3 seconds, up from 2.
  • Storm's channeling time increased to 0.6 second, up from 0.5.
  • Sight decreased to 8, down from 10.


Dark Templar
  • Dark Templars are now unlocked by the Templar Archives, not the Dark shrine.
  • Gas cost decreased to 100, down from 125.
  • Build time decreased to 45, down from 55.
  • Attack Target Priority decreased.


Archon
  • Archons are now Armored.
  • Damage changed to 30 (+3) against all targets.
  • Attack cooldown decreased to 1.61, down from 1.75.


Observer
  • Detector range decreased to 9, down from 11.
  • Sight decreased to 9, down from 11.
  • Sensor Array increases the sight and detector range by 2.


Warp Prism
  • Renamed War Prism.
  • Hit points decreased to 60/80, down from 100/100.
  • Build time decreased to 45 seconds, down from 50.
  • Armor increased to 1, up from 0.
  • Acceleration increased to 2.94.
  • Sight decreased to 9, down from 10.


Chrysalis
  • The Chrysalis replaces the Colossus.
  • Mineral cost decreased to 225, down from 300.
  • Gas cost decreased to 150, down from 200.
  • Supply cost decreased to 4, down from 6.
  • Build time decreased to 60 seconds, down from 75.
  • Armor decreased to 0, down from 1.
  • Range increased to 7, up from 6.
  • Extended Scarab Disruptor increases the Chrysalis' range by 1, down from 3.
  • Movement speed decreased to 1.406, down from 2.25.
  • Hit points decreased to 100/150, down from 150/200.
  • Turn rate decreased to 360.
  • Cargo size decreased to 4, down from 8.
  • Chrysalides are no longer air units.
  • Chrysalides no longer have cliffwalking.
  • Chrysalides no longer tower over other units.
  • Chrysalides no longer provide high ground vision.
  • Chrysalides now have a single missile attack with a splash radius of 1.75.
  • Chrysalides deal 100% damage from 0 to 1.25 radius, 50% damage from 1.25 to 1.5 radius, 25% damage from 1.5 to 1.75 radius.
  • Attack cooldown increased to 2.90, up from 1.65.
  • Damage increased to 40, up from 15x2.
  • Damage is applied twice to the main target.
  • Chrysalides no longer benefit from Attack upgrades.
  • Chrysalides deal spell damage.


Phoenix
  • Range decreased to 4, down from 5.
  • Damage decreased to 4x2 (+4x2 vs Light), down from 5x2 (+5x2 vs Light).
  • Movement speed decreased to 3.75, down from 4.25.
  • Acceleration increased to 4.25.
  • Gravitation Beam's energy cost decreased to 25, down from 50.
  • Auto-shot has been removed.
  • Damage point decreased to 0.
  • Sight decreased to 9, down from 10.


Void Ray
  • Mineral cost decreased to 225, down from 250.
  • Supply cost decreased to 3, down from 4.
  • Prismatic Alignement has been removed.
  • Void Rays now have 2 attacks: Prismatic Beam (vs ground) and Anti-matter Missiles (vs air).
  • Prismatic Beam deals 6 damage (no bonus) every 0.5 second, at 6 range.
  • Prismatic Beam charges up like the WoL Void Ray.

    1. Stage 1 (uncharged) → 6 damage per attack.
    2. Stage 2 (Overload) → 7 damage per attack, lasts 3 seconds. Requires 3 seconds of constant fire against the same ground target.
    3. Stage 3 (Overload) → 8 damage per attack, lasts 6 seconds. Requires 6 seconds of constant fire against the same ground target.


  • If no ground target is attacked to maintain Overload, the Void Ray goes back to Stage 1 after the indicated duration.
  • Anti-matter Missiles fires two anti-air missiles.
  • Anti-matter Missiles deals 10x2 (+4x2 vs Armored) damage every 1.29 second, at 5 range.
  • Anti-matter Missiles' damage point set to 0.
  • Flux Vanes increases the movement speed of the Void Ray to 2.95. Acceleration remains unchanged.
  • Sight decreased to 9, down from 10.


Oracle
  • Mineral cost decreased to 125, down from 150.
  • Gas cost decreased to 125, down from 150.
  • Supply cost decreased to 2, down from 3.
  • Build time decreased to 45, down from 50.
  • Movement speed decreased to 3.15, down from 4.
  • Hit points changed to 80/80 from 60/100.
  • Damage decreased to 15, down from 15 (+10 vs Light).
  • Range increased to 5, up from 4.
  • Damage point decreased to 0.
  • Pulsar Beam now overkills.
  • Revelation no longer tags units. The spell tags the ground instead.
  • Revelation's energy cost decreased to 50, down from 75.
  • Revelation's casting range decreased to 7, down from 9.
  • Revelation's duration decreased to 15 seconds, down from 60.
  • Revelation's radius decreased to 4.5, down from 6.
  • Envision [the detection spell] has been removed.
  • Oracles now have Time Warp.
  • Time Warp's energy cost increased to 125, up from 100.
  • Time Warp is now a 15 seconds channeling spell. The Oracle is the center of the radius.
  • Time Warp's radius increased to 4, up from 3.5.
  • Time Warp slows the movement speed of ground enemy units under its effect by 25%, down from 50%.


Tempest
  • Mineral cost decreased to 200, down from 300.
  • Gas cost increased to 250, up from 200.
  • Hit points decreased to 150/250, down from 150/300.
  • Range decreased to 7, down from 15.
  • Sight decreased to 9, down from 12.
  • Movement speed increased to 2.5, up from 1.875. Acceleration remains unchanged.
  • Damage decreased to 20 (+3), down from 30 (+3).
  • Attack cooldown decreased to 2.58, down from 3.3.
  • Tempests no longer deal bonus damage to Massive targets.
  • Armor decreased to 1, down from 2.
  • Tempests now have Cloaking Field [the passive ability from the Mothership].
  • Cloaking Field's radius decreased to 4, down from 5.
  • Cloaking Field no longer cloaks buildings.
  • Tempests now have energy.
  • Tempests now have Recall.
  • After a 4 seconds delay, Recall teleports up to 8 ground units (in a 4 radius) under the Tempest. Those units are immobilized 2 seconds before they become active again.
  • Recall costs 125 energy.
  • Tempests now have Stasis Field.
  • Stasis Field is an instant effect. The Tempest temporarily traps itself and up to 10 ground units (ally or enemy) for 15 seconds in a 3.5 radius.
  • Stasis Field has a 25 seconds cooldown.
  • Units in Stasis cannot move, attack, be attacked or be affected by spells for the duration of the ability.


Carrier
  • Build time decreased to 100, down from 120.
  • Armor increased to 4, up from 2.


Interceptors
  • Damage decreased to 6, down from 5x2.
  • Attack cooldown decreased to 2.15, down from 3.
  • Range increased to 3.5, up from 2.
  • Build time increased to 17 seconds, up from 8.
  • Interceptors' shields regenerate at a rate of 4 per second. Shields start regenerating 10 seconds after an Interceptor is damaged.
  • Interceptors' hit points regenerate at a rate of 2 per second. Hit points start regenerating 5 seconds after an Interceptor is damaged.
  • Sight decreased to 6, down from 7.


+ Show Spoiler [Buildings] +
  • The Templar Archives now unlocks the Dark Templar.
  • The Dark shrine has received a completely different role.


Nexus
  • Hit points decreased to 750/750, down from 1000/1000.
  • Armor increased to 2, up from 1.
  • Chrono Boost's duration decreased to 15 seconds, down from 20.
  • Chrono Boost now increases the work rate by 33.33%, down from 50%.
  • The Mothership Core has been removed from the game.


Pylon
  • Hit points increased to 300/300, up from 200/200.
  • Build time increased to 30, up from 25.


Gateway
  • Build time decreased to 60 seconds, down from 65.
  • The Sentry has been removed from the game.
  • The Dragoon has been introduced.
  • Build time of the Zealot decreased to 34, down from 38.
  • Build time of the Stalker decreased to 34, down from 42.
  • Build time of the Dragoon set to 42.
  • Build time of the High Templar decreased to 50, down from 55.
  • Build time of the Dark Templar decreased to 45, down from 55.


Assimilator
  • Hit points decreased to 375/375, down from 450/450.


Forge
  • Hit points increased to 550/550, up from 400/400.


Cybernetics Core
  • Singularity Charge has been reintroduced.
  • Singularity Charge costs 150/150/140.
  • Singularity Charge increases Dragoons' range by 2.
  • Warpgate has been removed from the game.


Photon Cannon
  • Hit points decreased to 100/100, down from 150/150.
  • Detector range decreased to 9, down from 11.


Robotics Facility
  • Mineral cost decreased to 150, down from 200.


Robotics Bay
  • Build time decreased to 40 seconds, down from 65.
  • Mineral cost decreased to 150, down from 200.
  • Gas cost decreased to 100, down from 200.
  • Extended Thermal Lance has been renamed Extended Scarab Disruptor.
  • Extended Scarab Disruptor's cost decreased to 150/150/110, down from 200/200/140.
  • Sensor Array has been reintroduced.
  • Sensor Array costs 100/100/110.
  • Sensor Array increases the Observer's sight and detector range by 2.


Twilight Council
  • Blink's search time decreased to 110 seconds, down from 170.
  • Charge's cost decreased to 150/150, down from 200/200.


Templar Archives
  • Khaydarin Amulet has been reintroduced.
  • Khaydarin Amulet costs 150/150/110.
  • Khaydarin Amulet increases the High Templar's starting energy by 25.
  • Psionic Storm's search time increased to 140, up from 110.
  • The Templar Archives now unlocks the Dark Templar anew.


Dark shrine
  • The Dark shrine has been reworked. It no longer unlocks the Dark Templar.
  • The Dark shrine is now a defensive support building.
  • Build time decreased to 50 seconds, down from 100.
  • Hit points decreased to 350/350, down from 500/500.
  • Dark shrines are warped with 50 energy. They have a maximum of 200 energy.
  • Dark shrines now have a passive ability called Shield Battery. All friendly Protoss units within a 4.5 radius around the Dark shrine come under the effect of Shield Battery.
  • Shield Battery increases the shield regeneration of all friendly Protoss units nearby by 1 (when out of combat).
  • The effect does not stack.
  • Dark shrines now have Mothership Beam.
  • Mothership Beam costs 50 energy.
  • Mothership Beam's casting range set to 6.
  • Mothership Beam is a channeling single target ability. It can only be cast on mechanical units.
  • Mothership Beam disables the targetted mechanical unit. This unit regains 2 hit points per second during 30 seconds. Once the effect is over or the unit is fully repaired, the unit is released.
  • Dark Shrines now have Local Recall.
  • Local Recall costs 125 energy.
  • Local Recall channels 4 seconds, then teleports up to 8 of the closest units (in a 4 radius) next to the targetted Nexus. Upon their arrival, units are immobilized for 4 seconds before they become active again.
  • Dark Shrines now have Photon Overcharge.
  • Photon Overcharge costs 75 energy.
  • Photon Overcharge's casting range decreased to 6, down from 10.
  • Photon Overcharge equips the targetted building with the weapon of a Photon Cannon (7 range, 20 damage, 1.25 attack cooldown) during 30 seconds.
  • Except for the Nexus, Photon Overcharge's weapon is disabled for buildings as long as they're producing something.


Fleet Beacon
  • Anion Pulse-Crystals has been removed.
  • Flux Vanes has been reintroduced.
  • Flux Vanes costs 150/150/110.
  • Flux Vanes increases the Void Ray's movement speed to 2.95. Acceleration remains unchanged.
  • Corsair Jewel has been introduced.
  • Corsair Jewel costs 100/100/80.
  • Corsair Jewel increases the Oracle's starting energy by 25.
  • Stasis Field has been introduced.
  • Stasis Field costs 150/150/140.
  • The upgrade enables the Tempest to use Stasis Field.
  • Arbiter Core has been introduced.
  • Arbiter Core costs 150/150/110.
  • Arbiter Core increases the Tempest's starting energy by 25.


+ Show Spoiler [Upgrades recap] +
The following upgrades have been removed from the game:
  • Warpgate
  • Anion-Pulse Crystals (Phoenix)

The following upgrades have been (re)introduced:
  • Singularity Charge (Dragoon)
  • Sensor Array (Observer)
  • Khaydarin Amulet (High Templar)
  • Corsair Jewel (Oracle)
  • Flux Vanes (Void Ray)
  • Stasis Field (Tempest)
  • Arbiter Core (Tempest)


+ Show Spoiler [Protoss Summary] +
REMOVALS
  1. Warpgate
  2. Mothership Core
  3. Sentry
  4. Charge as an active ability
  5. Immortal
  6. Colossus
  7. Prismatic Alignement as an active ability (Void Ray)
  8. Anion Pulse-Crystals (Phoenix)
  9. Envision (Oracle)
  10. Mothership


NEXUS
  1. Probes are slightly faster/stronger. They are no longer automatically targetted in fight.
  2. Chronoboost is 50% weaker.


GATEWAY
  1. Zealots are slightly more resistant. They are much faster when Charge is upgraded.
  2. Stalkers are a bit cheaper but slightly less resistant. They attack slightly faster but their range has been reduced and they no longer deal bonus damage to Armored targets. Blink has less range but the cooldown is shorter.
  3. Dragoons are unlocked once the Cybernetics Core is done. Singularity Charge upgrades their range to 6.
  4. DTs are now unlocked by the Templar Archives, not the Dark shrine. They are slightly cheaper and are no longer automatically targetted in fight.
  5. Storms deal 90 (+30 vs Shields) damage over 6 seconds in a 2 radius, but the casting range is decreased. Feedback is capped at 100 energy. Khaydarin Amulet is available anew.
  6. Archons are now Armored and deal 30 damage against all targets. They attack slightly faster.


ROBOTICS
  1. Observers have less sight, but can be upgraded to regain it.
  2. Prisms are less resistant but accelerate faster.
  3. The Chrysalis replaces the Colossus. The Chrysalis is a very slow siege unit with a slow rate of fire, launching a slow projectile that deals radial splash damage. The weapon deals twice its damage to its main target.


STARGATE
  1. Phoenixes deal slightly less damage and their range has been reduced, but Graviton Beam costs only 25 energy. The auto-shot has been removed.
  2. Oracles are cheaper but slower. They no longer have any bonus against Light targets, but have more range and are more responsive. Revelation tags the ground instead of units. Envision (the detection spell) has been removed. Oracles have a channeling variant of Time Warp instead, which slows down ground enemy targets around the Oracle.
  3. Void Rays now have a separate air-to-air attack. Their air-to-ground attack charges like in WoL. Flux Vanes is available anew.
  4. Tempests are no longer a long-range capital ship. They have energy and two spells: Recall and Stasis Field. After a short delay, Recall teleports up to 8 ground targets units under the Tempest. Stasis Field is an instant spell that traps the caster and up to 10 ground targets around the Tempest for 15 seconds.
  5. Carriers are produced faster. Interceptors have a single attack instead of 2. They regenerate faster when out of fight, but are produced more slowly.


STATIC DEFENCE
  1. Cannons have less hit points.
  2. The Dark shrine is now a defensive support building with 3 spells. Mothership Beam disables a mechanical unit and makes it regain up to 60 hit points over 30 seconds. Local Recall teleports up to 8 units next to the targetted Nexus. Photon Overcharge equips the targetted building with the weapon of a Photon Cannon (7 range) for 30 seconds. When out of combat, Protoss units regenerate one more shield per second near a Dark shrine.

TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2015-09-16 00:27:43
September 16 2015 00:26 GMT
#3
Useful information


  • You probably want to take some time to configure your hotkeys (particularly with Protoss).
  • Gold mineral patches provide a 50% income bonus compared with regular patches, up from 40%.



Known bugs/issues


With impacts on gameplay:
  • The flying EB collides with buildings and cannot fly above unwalkable terrain (but will attempt to do so). Use shift orders if you want it to avoid certain obstacles (notably ramps).
  • You cannot build Turrets if your only EBay is flying.
  • Flying Broodlings have collision issues too.
  • Neither Spines nor Spores can be built in the fog of war. You must have vision of the location to build them. [Not a bug since SC2 behaves in the same way, but creep provides no vision on SCynergie.]
  • Dual Harvest overrides whatever shift orders you give to workers after they mine. Be careful if, like me, you have the habit of sending a worker at an expansion to mine → shift move said worker to the expansion location → wait for 400 minerals. With DH, the worker will ignore the shift move order and return its cargo to the nearest expand instead. Workers will only obey to shift orders after the first harvest is performed.
  • Not a bug per se, but be careful when selecting the Chrysalis. The appearance of the model exceeds its actual “anchor point,” so you should rather click the bottom of the model or use a wider box to select it.
  • Never encountered the bug myself, but apparently some line of text can take the place of some icons in some buildings. Hotkeys still function to have access to the buttons.


Please report any gameplay-related bug you find with the most informations you can provide. Screenshots would be nice in case you encounter something visually weird.

Without impacts on gameplay:
  • Various tooltips refuse to update.
  • Some sounds might not be played properly.



High ground details


Due to various factors, the high ground penalty currently functions in the following way:

  • Hellions are or are not affected depending on the collision radius of the target and/or the distance between the Hellion and its target.
  • Cyclones are not affected.
  • Tanks in Siege Mode are not affected.
  • Spines are not affected.
  • Lurkers are not affected.
  • Chrysalides apply damage once to the main target instead of twice.


Missed shots apply either 0 or 1 damage.

High ground > superior part of the ramp > inferior part of the ramp > low ground.

Destructible rocks are affected by the high ground advantage!


Map pool


You are free to play on the maps of your choice, but SCynergie is rather built for small/medium maps. If you're lacking inspiration, consider spending some time in the wilderness to test new maps. Map makers are always eager to get your feedback!
Faefae
Profile Joined June 2014
2203 Posts
September 16 2015 00:40 GMT
#4
Alright lets try this, it looks like a lot of fun
ForGG. 29/11/2014
EatingBomber
Profile Joined August 2015
1017 Posts
September 23 2015 17:12 GMT
#5
May I provide some feedback on the games/design?
Starecat
Profile Joined August 2014
937 Posts
September 23 2015 17:27 GMT
#6
Is it Starbow?
:3
Gullis
Profile Joined April 2012
Sweden740 Posts
September 23 2015 17:55 GMT
#7
mech tvz game and it looks really good. I really like that you made broodlings a flying unit instead, pretty slick solution
I would rather eat than see my children starve.
[PkF] Wire
Profile Joined March 2013
France24193 Posts
Last Edited: 2015-09-23 18:54:56
September 23 2015 18:45 GMT
#8
TheDwf and I shared a lot of convictions about the game. I'll definitely play it. It can't be worse than LotV

EDIT : I don't know if Chrysalis is good, but the name sucks lol

EDIT2 : the unavoidable question : how big is the community surrounding the game ?
GuoJing
Profile Joined July 2011
France30 Posts
September 23 2015 18:59 GMT
#9
I'd like to know if it's related to Starbow and how.
And what do you think about the matchmaking for arcade games, which doesn't exist ?
Espers
Profile Joined August 2009
United Kingdom606 Posts
September 23 2015 20:30 GMT
#10
it's not starbow
UberNuB
Profile Joined December 2010
United States365 Posts
September 23 2015 20:48 GMT
#11
While HotS/LotV aren't perfect, it seems like the player base is too small to fork off distinctly different versions of SC2.

With that said, it'd be nice to see some YouTube videos instead of just replays. It's hard to get a sense for how the game plays with so many changes, and I'd imagine lots of people browse TL when they don't have access to load up SC2+replays.
the absence of evidence, is not the evidence of absence.
[PkF] Wire
Profile Joined March 2013
France24193 Posts
September 23 2015 21:19 GMT
#12
On September 24 2015 05:48 UberNuB wrote:
With that said, it'd be nice to see some YouTube videos instead of just replays.

I second that.
GiveMeCake
Profile Joined October 2010
148 Posts
September 23 2015 21:37 GMT
#13
Yes, YouTube videos please...
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
September 23 2015 21:55 GMT
#14
i would avoid calling this an expansion, not really proper. it's like writing a fanfiction and calling it a sequel to a real book... plus blizz probably wouldn't want it called an expansion with lotv coming out.

good luck though!
TL+ Member
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2015-09-23 22:23:42
September 23 2015 22:23 GMT
#15
Flying e-bays work fine in Starbow, feel free to open the mod file from the editor via battle.net and copy over whatever you need. Same for making turrets.
aka KanBan85. Working on Starbow.
Tyrhanius
Profile Joined April 2011
France947 Posts
September 23 2015 23:59 GMT
#16
You really seem to have killed zerg :
Nerf larvas mecanism hard (less larvas per drones, only 4 larvas per hatch instead of 19), then you make all roach/hydras need more larvas. You nerf creep hard too. Actually nearly all zerg units nerfed, and worst.

On the other side you don't touch marines dps at all, nor reactor, and do a huge buff for bunker rush. You make VCS way powerful than drone/worker (buffing hard vcs pull). Then nearly all the terrans units gets some buff.
Nerf creep buff of speed, no vision anymore too, then nerf zergling speed, and only nerf of 0.25 hellion speed while you nerf of 0.45 + the 15% decreased of speed on creep, of course queen back to 3 range.

And you buff banshee too, more speed, less cost, less supply, faster to build, and of course you nerf queen range (banshee now outrange queen), nerf transfusion, nerf spores with evo requirement, and decrease detection range.

The most troll change is maybe baneling decreased dmg vs building, probably the terran bias hating baneling bust.

It's very hard work to do a mod of SC2, but sadly you seem to have just act as a terran player, it's just full of terran bias, and you don't seem to have a vision of Zerg gameplay, it just : i've removed all the things that annoys me when as terran i play vs a Zerg.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-09-24 00:19:26
September 24 2015 00:03 GMT
#17
FINALLY
so hyped for this

On September 24 2015 08:59 Tyrhanius wrote:
You really seem to have killed zerg :
Nerf larvas mecanism hard (less larvas per drones, only 4 larvas per hatch instead of 19), then you make all roach/hydras need more larvas. You nerf creep hard too. Actually nearly all zerg units nerfed, and worst.

On the other side you don't touch marines dps at all, nor reactor, and do a huge buff for bunker rush. You make VCS way powerful than drone/worker (buffing hard vcs pull). Then nearly all the terrans units gets some buff.
Nerf creep buff of speed, no vision anymore too, then nerf zergling speed, and only nerf of 0.25 hellion speed while you nerf of 0.45 + the 15% decreased of speed on creep, of course queen back to 3 range.

And you buff banshee too, more speed, less cost, less supply, faster to build, and of course you nerf queen range (banshee now outrange queen), nerf transfusion, nerf spores with evo requirement, and decrease detection range.

The most troll change is maybe baneling decreased dmg vs building, probably the terran bias hating baneling bust.

It's very hard work to do a mod of SC2, but sadly you seem to have just act as a terran player, it's just full of terran bias, and you don't seem to have a vision of Zerg gameplay, it just : i've removed all the things that annoys me when as terran i play vs a Zerg.

As a Zerg myself, may I ask you if you played the mod? Granted, I played one of its first version, when it was still in alpha stages, but Zerg did feel really Zerg. A different kind of taste from SC2 Zerg, but a better taste.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 24 2015 00:08 GMT
#18
On September 24 2015 08:59 Tyrhanius wrote:
You really seem to have killed zerg :
Nerf larvas mecanism hard (less larvas per drones, only 4 larvas per hatch instead of 19), then you make all roach/hydras need more larvas. You nerf creep hard too. Actually nearly all zerg units nerfed, and worst.

On the other side you don't touch marines dps at all, nor reactor, and do a huge buff for bunker rush. You make VCS way powerful than drone/worker (buffing hard vcs pull). Then nearly all the terrans units gets some buff.
Nerf creep buff of speed, no vision anymore too, then nerf zergling speed, and only nerf of 0.25 hellion speed while you nerf of 0.45 + the 15% decreased of speed on creep, of course queen back to 3 range.

And you buff banshee too, more speed, less cost, less supply, faster to build, and of course you nerf queen range (banshee now outrange queen), nerf transfusion, nerf spores with evo requirement, and decrease detection range.

The most troll change is maybe baneling decreased dmg vs building, probably the terran bias hating baneling bust.

It's very hard work to do a mod of SC2, but sadly you seem to have just act as a terran player, it's just full of terran bias, and you don't seem to have a vision of Zerg gameplay, it just : i've removed all the things that annoys me when as terran i play vs a Zerg.

OP also wrote the ZParcraft II article from last year. His thoughts in the article explain some of the choices made in this mod.
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
Last Edited: 2015-09-24 01:32:11
September 24 2015 01:31 GMT
#19
Call me a cynic but what is the point of making another mod like Starbow? I could see a strong mod like this taking off like Dota did like 10 years ago, but the way Bliz is now, I don't think they'd ever let a mod get more play time than their actual game, regardless if it is more balanced. Couldn't your time be better spent, fielding these ideas to Blizzard? Plus I just have no desire to play this, knowing there is no dedicated ladder or people to play with. Plus if I really wanted to play something more like BW, I'd just play BW.
https://soundcloud.com/bbols
varsovie
Profile Joined December 2013
Canada326 Posts
September 24 2015 03:48 GMT
#20
I do not like every changes, but I seriously think it's the direction LotV should've taken, slower more scalable econ, less impactful but more rewarding macro mechanic (so Kr can still juice it out), less all or nothing battles and ability spam, good defencive advantage, removal of broken shit (SH, mamacore, larva stack, warp-gate [but could be late game upgrade with cons]) and fixes the lack of defencive advantage.

Instead LotV went with automated macro, supercharged econ with a swaffelen, more all or nothing units and abilities (disruptor, parasitic bomb, adept)...

I'd like to see some showmatches of pros/GM in scynergie to make my opinion, but just by the patchlog I can tell this looks more "BW", more of what makes SC different from other RTS. LotV in comparison looks like a MOBA where you control the 5 heroes and the creepers alone.

It's just sad like anything in the "arcade" it's probably destined to die, good job nonetheless. Good job too making your presentation "easier to read" than some of your other posts. :D

P.S. I dunno if i'd be less confusing using the shield battery model from BW remake instead of the DT shrine.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
16:00
Rotti Stream Rumble 5k Edition
RotterdaM181
SteadfastSC0
Liquipedia
Wardi Open
11:00
#44
WardiTV2227
OGKoka 1215
CranKy Ducklings149
Rex130
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 1215
RotterdaM 181
Rex 130
SteadfastSC 0
StarCraft: Brood War
Larva 4772
Sea 1276
EffOrt 1235
firebathero 1014
zelot 789
Mini 671
Stork 654
PianO 254
Mind 170
Zeus 151
[ Show more ]
Movie 85
ToSsGirL 82
Barracks 77
Shinee 53
sorry 46
sas.Sziky 44
sSak 43
Rock 35
yabsab 27
Terrorterran 26
soO 21
LaStScan 20
Shine 18
IntoTheRainbow 14
NaDa 9
Bale 5
ivOry 1
Dota 2
qojqva3689
syndereN535
League of Legends
Dendi1680
febbydoto19
Counter-Strike
flusha406
oskar327
Super Smash Bros
Mew2King92
Heroes of the Storm
Khaldor222
Other Games
singsing2589
hiko1398
Fuzer 732
Beastyqt649
crisheroes403
Lowko306
XcaliburYe163
Liquid`VortiX163
KnowMe163
Hui .143
ArmadaUGS121
ceh964
QueenE61
Organizations
Other Games
gamesdonequick5261
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3585
League of Legends
• Nemesis5573
Upcoming Events
Replay Cast
7h 50m
Replay Cast
17h 50m
WardiTV European League
23h 50m
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
1d 7h
uThermal 2v2 Circuit
1d 23h
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
Epic.LAN
3 days
CranKy Ducklings
4 days
[ Show More ]
Epic.LAN
4 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
5 days
Online Event
5 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.