This mod started because I couldn’t play StarCraft II with my friends.
Their biggest gripes were having to constantly macro and not getting to enjoy the more intricate parts of the game (micro, decision making, etc…).
They were also confused most of the time because there’s very scarce information on the minimap, and many times they looked away from their army for a second and died to a battle they didn’t even see happening.
Making an extremely hard game a bit easier isn’t a bad thing. It’s still infinitely complex on many other aspects, so you can focus more on those instead.
Macro Mechanics automated or removed
MULE, Inject Larva, and Chronoboost never felt right to me, they always felt like a “needy” mechanic, requiring your attention exactly every 23 seconds (for example), or you’d miss out on a huge macro boost. They also create a bigger snowball effect on economic advantage.
You can choose to set production on Autocast. It removes fine-grained control, but helps new players immensely enjoy the game.
Starting and stopping production is not effortless, it’s a different kind of effort and thinking, but it requires less constant multitasking.
Vision Range increased
All units receive a +2 to Vision Range, lowering the reaction time required to respond to battles and making scouting for enemy movements and strategies easier.
Buildings and burrowed units do not get this bonus.
With all these changes together, the early game does feel a bit like backseat gaming, and APM required to play on a basic level drops by a lot. The experience of a non-stress inducing, relaxed kind of StarCraft is also fun.
The required skill to enjoy the game has been lowered dramatically. However, this doesn’t mean that highly skilled players are at a disadvantage. Great players will find other ways to spend their APM, and excel at other areas to compensate.
Less Hard Counters
Standard armor type
Between Light and Heavy now exists the Standard armor type. Bonus damage has mostly been converted into a gradient transition between the 3 types. Viability of more unit compositions increased.
Fights take longer
Not so terrible damage
Extreme bonuses towards specific armor types have been reduced. High Ground Advantage further reduces damage taken by 50%. Damage with binary interactions has been reduced, removed, or reworked. More gradients in AoE damage (example: Baneling)
Air Units rebalanced
Air Units are not Core Units
The mobility advantage must present a damage, defense, speed, or HP disadvantage. Air to Air damage has also been reduced in order to not be forced to go Air if the opponent goes mass Air.
Max Supply now 250
Bigger battles, or more action
The maximum army size has been increased a bit. Take note that reaching 200 supply (previous cap) was harder already because of the economy downscale. However, armies at 200 supply still felt a little bit too small.
Game Time Speed
The game time is now again showing game seconds (+40%), instead of real seconds. Unit Speed and Weapon Cooldown now show the true numerical values depending on the game seconds, not adjusted to real time
The live concert editions of the StarCraft Remastered music has been added, each to its respective race, and to the Observer
GameHeart is implemented by default in StarLance!
Compared to StarCraft 1, many units in StarCraft 2 suffer from the “cool design syndrome”, even more so in HotS and LotV. In order to make the unit attractive to players, designers thought of cool features to give to the unit, sometimes overpowering it through raw stats, and many times ignoring the resulting bad design which creates frustrating gameplay interactions.
In contrast to this philosophy, StarLance strives to make units interesting, allowing flexibility and a gradient of results in unit interactions. Many units and abilities have been removed or reworked due to this concern, and we hope it will allow you to enjoy the game more. In the end, we want the game to feel fun, fresh, and fair!
Many missing units have been added (Broodwar, WoL)