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:Here are some replays so that you get an idea of how games look like: http://s000.tinyupload.com/index.php?file_id=37405430245249372479 (mech) http://s000.tinyupload.com/index.php?file_id=08642793788605050681 (Marines/Tanks) http://s000.tinyupload.com/index.php?file_id=40125127912917844258 (bio into bio/Tanks)See this post for the complete list of changes (or the summary).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 France 19747 Posts Last Edited: 2015-09-16 00:27:02 #2 PATCH ZERO





You can download the list of changes as a PDF

General

Each race has 15 main units.



The economy is DH 8 . See the original DH thread by BlackLilium here. + Show Spoiler [What does DH8 do?] + assuming 8 mineral nodes per base :







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. Long story short,



. See the original DH thread by BlackLilium here. Spoiler [What does DH8 do?] 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 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] +



List of Terran units in SCynergie:

SCV



Marine



Marauder



Reaper



Ghost



Hellion/ Cyclone (replaces the Hellbat)



(replaces the Hellbat) Widow Mine



Sieged Tank



Goliath (replaces the Thor)



(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. The Hellbat and the Thor have been removed from the game.



+ Show Spoiler [Buildings] +



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. The Planetary Fortress and the Sensor Tower have been removed from the game.



+ 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

Planetary Fortress

Sensor Tower

Hellbat

Thor



COMMAND CENTER

SCVs are more resistant and slightly faster/stronger. They are no longer automatically targetted in fight.

MULEs cost 25 energy, but last 45 seconds and harvest only 12 minerals per trip.



BARRACKS

Marines have slightly less range.

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.

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.

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

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.

Tanks in Siege Mode attack slower but hit harder. They have overkill.

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.

The Goliath replaces the Thor.



STARPORT

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.

The Medivac boost is much weaker.

The Banshee is slightly cheaper and faster. Cloak is more expensive.

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.

The Battlecruiser feels like a Battlecruiser.



STATIC DEFENCE

Bunkers are built faster but have less hit points.

Turrets are cheaper but less powerful.





Zerg 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] +



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. Swarm hosts have been removed from the game.



+ 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

Swarm host

Abduct (Viper)



CREEP

Creep gives 15% movement speed bonus instead of 30% for most ground units.

Creep Tumors no longer provide any vision.



HATCHERY

Drones are slightly faster/stronger. They are no longer automatically targetted in fight.

Queens are cheaper but much weaker. Injects last 25 seconds but produce only one extra larva.



HATCHERY TECH

Zerglings attack faster, but Speedlings are slightly slower.

Banelings deal less damage to buildings.

Roaches are reworked around a cheaper 1 supply variant with adjusted stats (including a lower range). Speedroaches are faster.



LAIR TECH

Hydralisks are reworked around a cheaper 1 supply variant with adjusted stats (including a lower range). They can morph into a Lurker.

Mutalisks accelerate faster but are slightly slower. Their regeneration bonus is much weaker.

Infestors: Infested Terrans benefit again from the attack upgrade. Fungal Growth slows down its targets instead of rooting them.

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

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.

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.

Ultralisks are cheaper and more agile but deal less damage and no longer have splash. Their movement speed can be upgraded.



STATIC DEFENCE

Spines are built faster, have more hit points but less armor. They deal more damage to Armored targets.

Spores require an Evolution Chamber anew.





Protoss Protoss



+ Show Spoiler [Overview] +







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. 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”.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] +



List of Protoss units in SCynergie:

Probe



Zealot



Stalker



Dragoon



High Templar → Archon



Dark Templar → Archon



War Prism



Chrysalis (replaces the Colossus)



(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.



Stage 1 (uncharged) → 6 damage per attack.

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

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. The Sentry, the Immortal, the MSC and the Mothership have been removed from the game.



+ 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

Warpgate

Mothership Core

Sentry

Charge as an active ability

Immortal

Colossus

Prismatic Alignement as an active ability (Void Ray)

Anion Pulse-Crystals (Phoenix)

Envision (Oracle)

Mothership



NEXUS

Probes are slightly faster/stronger. They are no longer automatically targetted in fight.

Chronoboost is 50% weaker.



GATEWAY

Zealots are slightly more resistant. They are much faster when Charge is upgraded.

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.

Dragoons are unlocked once the Cybernetics Core is done. Singularity Charge upgrades their range to 6.

DTs are now unlocked by the Templar Archives, not the Dark shrine. They are slightly cheaper and are no longer automatically targetted in fight.

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.

Archons are now Armored and deal 30 damage against all targets. They attack slightly faster.



ROBOTICS

Observers have less sight, but can be upgraded to regain it.

Prisms are less resistant but accelerate faster.

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

Phoenixes deal slightly less damage and their range has been reduced, but Graviton Beam costs only 25 energy. The auto-shot has been removed.

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.

Void Rays now have a separate air-to-air attack. Their air-to-ground attack charges like in WoL. Flux Vanes is available anew.

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.

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

Cannons have less hit points.

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.

You can download the list of changes as a PDF here