File Details
Quagmire Assets v1.5
- R
- Sep 18, 2025
- 290.89 MB
- 168
File Name
QuagmireAssets_v1.5.zip
Supported Versions
2025-09-19
v1.5 - War Sometimes Changes Edition
NEW OPTIONS AND FEATURES
(all new features are optional)
- Voiceovers - AI-generated voiceovers for the campaign's dialogue (requires the voiceovers addon)
- Autosave - automatically saves your game at certain points during missions
- Academy - as part of map intel, gives you insight into certain mod concepts
- Supply Officer - during macro missions, you can enable or disable semi-automated unit production at any time
- Blast Craters - shelling and destroyed structures or mechanized units often leave permanent craters on the ground. The effect is purely visual and will not affect gameplay
- Hide Kill Count When Zero - units' kill counters are not displayed until they have at least one kill
- Retro Models - alternative models for Marines and Battlecruisers
NEW UNITS AND STRUCTURES
- LAV - A KMC light assault vehicle able to carry two passengers and deploy Spider Mines
- Pyro - Pirates' light assault infantry armed with flamethrowers
- Recon UAV - Confederate reconnaissance drone, available via new Loadout option
- Outfitting Station - researches upgrades for KM units
GENERAL UPDATES AND ENHANCEMENTS
- Updated / enhanced AI behavior with more diversified and reworked attacks and better use of upgrades over the course of a mission
- Terrain updates. Mostly aesthetic changes, minor pathing changes towards easier pathing and alleviated bottlenecks
- Moderate lighting adjustments towards making the maps more readable
- Cutscene changes including new camera angles, changes to fields of view, minor pacing adjustments, enhanced sound design and additional small details
- Certain maps include expanded / reworked sections (see map-specific changes below)
- Changes to pre-placed player and AI units on certain maps
- Stats screen expanded to include various unit- and mission-specific statistics among others
VISUALS, SOUNDS
- Corpse and wreckage visuals now remain on the battlefield for some time before slowly decaying / disintegrating
- New infantry death sounds for burn-type deaths
- New models: Raquel Flynn, Kel-Morian Sniper, Academy, ComSat Station, Kel-Morian Command Center (optional Marine, Battlecruiser)
- New icons and wireframes for many units which previously used placeholder assets
- Added or replaced visual and sound effects for multiple attacks and abilities
- Included ragdoll effects for certain abilities such as grenades
- Adjusted air unit heights
UI
- VIP unit status bars updated to include shields
- Aerial Recon screens now display your starting / attack direction and allow limited camera panning and zooming
- Tactical Pause can no longer be used during cutscenes
- Tactical Pause now also pauses the mission timer
- Mission briefings and other dialogue is now stored in the message log
- Updated / corrected descriptions for certain units and structures
- Added health bars for Outposts and Snipers
- Sniper's Hold Fire autocast when entering Sniper Position is no longer on by default
GENERAL BUG FIXES
- Fixed an issue where Battlecruisers being destroyed or returning to fleet would briefly freeze the game
- Fixed an issue where Engineering Bay and Armory upgrades chosen via Loadout would not persist across missions
- Fixed an issue where using tactical pause would break mission timers on certain maps
- Fixed numerous pathing errors on several maps
- Fixed an issue on certain maps where allied players could share resources despite having separate resource pools
BALANCE CHANGES
- collision radius of all ground vehicles increased by ~25%
- tweaked turn rates of several mechanical units
- increased mass (push physics) of several mechanical units
- flamethrower attacks (Drake, Firebat, Hunter, Pyro) now do minor damage to units inside bunkers and APC's
- Adjusted unit sight ranges: Demolisher 11 -> 10 Avenger 8 -> 9.5 Driller 9 -> 8 Hunter 10 -> 8 Rifleman 9 -> 7 Renegade 10 -> 7 Grenadier 10 -> 9 Pale Horse 11 -> 12 Wraith 10 -> 10.5
TAC SQUAD
- Jackknife & Snipers: Hold Fire can now be autocast. Sniper Position automatically activates Hold Fire when autocast is enabled
- Jackknife & Snipers can no longer target Siege or Rhino Tanks in snipe mode
- Jackknife & Sniper standard shot range decreased from 12 to 11
- Trickster's Jumper Mines no longer auto-target units with 50 health or less (these units can still be manually targeted)
- Trickster now has a brief acceleration/deceleration period when moving
- Trickster's Sticky Bomb damage decreased from 70 to 60
- Trickster's Combat Scan range increased from 23 to 26
- Trickster's Flashbang effect and aftereffect durations increased from 6+6 to 6.5+6.5 seconds
- Diesel & Corona grenade damage decreased from 100 to 90
- Drake & Firebat attack cooldown decreased from 1.3 to 1.2 seconds
- Drake's Empty the Tank ability: increased self-damage slightly
- increased Field Surgeon healing range from 0.75 to 1.5
CONFEDERATE MARINE CORPS
- Corona's Orbital Strike ability is now always on full cooldown at map start
- Cost for replenishing Corona's grenades increased from 50/40 to 70/40
- new Welsh passive ability: Adrenaline Rush - decreases damage taken and increases movement and attack speed for 60 seconds when health drops below 55%, followed by decreased movement and attack speed for 60 seconds
- Flynn now has the Medic's Return to Base ability
- Flynn's abilities: removed 1 second cooldown, abilities now have a 1 second cast time instead
- Waltz's Explosives ability cooldown decreased from 10 to 8 seconds
- Giggum's armor decreased from 1 to 0, shield armor increased from 0 to 1
- Giggum's shields increased from 30 to 35
- Pale Horse nuke range increased from 12 to 15
- Pale Horse nuke supply cost removed
- Pale Horse & Battlecruiser movement speed increased from 1.8 to 2.1
- Pale Horse & Battlecruisers' Yamato Gun damage increased from 260 to 300, cast time decreased from 3 to 2.5 seconds
- Confederate and Kel-Morian Snipers can now kill SCVs with one shot
- Medics inside APCs can now heal other units on board
- Medics' initial energy increased from 70 to 100 (Medics start with max energy)
- new upgrade: Strongpoint Optics - increases attack range bonus for troops in bunkers by 1
- Stabilizer Medpacks upgrade: upgraded Medic initial energy increased from 95 to 140, upgraded max energy decreased from 150 to 140
- Field Communications (ComSat Station ability) range increased from 100 to 250 (effectively unlimited range)
- Field Communications: reduced energy regeneration penalty at ComSat while ability is active
- APC damage boost per marine on board decreased from +1.5 to +1.25 (tooltip was incorrect)
- APC damage boost per marine on board now increases by 0.15 with each Infantry Weapons upgrade
- APC's now have slight deceleration
- Vulture base movement speed & acceleration increased from 3.6 to 4, deceleration decreased from 3.9 to 2.5
- Siege Tank (tank mode) damage increased vs medium and small units
- Jackhammer splash damage reworked; damage and splash radius decreased slightly
- Jackhammer's Turn ability can now be used to rotate the unit while in caster wheel mode
- Jackhammer movement speed increased from 2 to 2.2
- Jackhammer health increased from 110 to 120, upgraded health increased from 125 to 140
- Jackhammer cost decreased from 150/100 to 140/90
- Demolisher minimum attack range increased from 5 to 6
- Avenger build time decreased from 60 to 52 seconds, same as Wraith
- Wraith attack range increased from 6 to 7
- Dropship deceleration rate increased from 2.25 to 2.75
- Battlecruiser deployment energy cost decreased from 150 to 120
- losing Battlecruisers now increase their deployment cost by 20/20/10 (minerals/gas/energy) for each destroyed Battlecruiser
- Battlecruiser supply cost decreased from 6 to 4
- Battlecruiser fuel consumption revamped: Battlecruisers can now refuel at a Starport at a price of 8 vespene per 10 fuel
- Science Vessel movement speed increased from 2.8 to 3.0
- Ghost shields increased from 25 to 50
KEL-MORIAN COMBINE
- KMC APC's now benefit from vehicle weapon upgrades
- Laser Drill, Drilling Rig turret rotation speed increased from 50 to 60
- Drilling Rig targeting AI improved
- Outrider supply cost decreased from 1 to 0.5
- KMC Sniper health decreased from 50 to 40
- KMC Sniper damage increased from 50 to 55
- KMC Snipers now have a separate anti-tank weapon with shorter range
- Driller move speed decreased from 2 to 1.8
- Driller supply cost decreased from 3 to 2
- Rhino Tank damage increased vs medium and small units
- Goliath ground attack rate upgrade "Improved Cooling Systems" is now also available at a Power Station
KIMERAN PIRATES
- Renegade corrosion effect duration increased from 8 to 10 seconds, interval increased from 1 to 1.25 seconds
- Grenadier single-target damage decreased from 60 to 55
- Grenadier splash damage increased from 15 to 20
- Grenadier splash damage radius increased from 1 to 1.25
- Grenadier attack: increased damage reduction effect from armor
- Grenadier cost (minerals/gas/time) increased from 125/50/30 to 150/50/35
- Drone splash damage radius decreased from 2.5 to 2.3
- Wasp attack range decreased from 8 to 7
- Wasp cost increased from 100/25 to 125/50
SOME MAP-SPECIFIC CHANGES
01 - Coast Recon
- increased enemy rebuild times
02 - Fifth Column
- slightly rearranged map events and timings
- slightly adjusted victory conditions
03 - The Line
- mine income is now halted while tactical pause is active
- slightly alleviated early game AI pressure
04 - Burning Dog
- added a brief Tac Squad opening segment
- readjusted enemy attacks to ramp up more gradually over the course of the mission
- readjusted conditions for Tac Squad's redeployment to lessen the potential impact on the rest of the mission
- allowed Battlecruiser support
- minor terrain and pathing changes
05 - The Deluge
- fixed an issue where a Control Station could be secured multiple times if the structure was destroyed
06 - Hour of the Wolves
- surviving allies now transfer to player control after a successful assault
- various UI and other enhancements in the basement phase
07 - Event Horizon
- disallowed Battlecruiser support
- fixed an issue where using tactical pause would break the mission timer
- increased vespene amounts in geysers, reduced number of geysers on the map
- units now have a chance to take extra splash damage when attacked
- 2nd Battalion can now train Drillers and build LAVs
- visual terrain and UI changes in order to make the map more readable
- increased 2nd Battalion starting resources
- each destroyed pumping station now adds progressively less time to the mission timer
08 - Unit Lost
- map layout changes, effective gameplay area expanded
- slightly readjusted pacing of enemy patrols
- reworked ending sequence
09 - Quagmire
- Orbital Commands can now also be used to control VP's
- slightly decreased income from Victory Points
- fixed an issue where using tactical pause would break the mission timer
- fixed allied Stinger targeting AI
- fixed an issue where the map-specific upgrade "Double Decker" could be researched multiple times
- VP research can now be cancelled
10 - God of Hellfire
- slightly reworked sniper segment, added defeat conditions to prevent softlocking the game
THIRD PERSON SEGMENTS
- expanded field of view, third person camera is now less erratic
- Corona and Giggum no longer auto-acquire targets
- enemies now chase the player
- added a brief amount of new content
11 - Paint It Black
- slightly expanded certain gameplay segments
12 - Boys of Summer
- increased resources at certain locations across the map
- slightly rearranged player base layout
- improved Tac Squad AI
- fixed an issue where depleted geysers would add large amounts of vespene for the following mission
13 - Flat Circle
- starting units include an additional SCV, sniper and supply truck
- added more enemies and enemy patrols
- slightly increased resources across the map
- flare cooldown decreased from 30 to 20 seconds
- flare radius increased from 5 to 6
- flare range increased from 20 to 26
- fixed potential issues with building transfers across map segments
- resource pickups can no longer be picked up by air units
- added a visual indicator for civilians who have been denied treatment
14 - Pale Horse
- fixed an issue where using tactical pause would break the timer
- fixed an issue where the player would have a certain amount of hidden resources after combining forces with Leeds
- friendly reinforcements arrive with more troops, resources and tech
- Warden defense turrets can now be constructed on this map after the initial phase
- minor terrain and pathing changes, fixed several pathing errors
2019-09-07
v1.02
- the unlock/reset maps options are now functional
- fixed an issue in certain missions where the score screen would only display the player's stats
- fixed some inaccuracies with the statistics
- miscellaneous cosmetic changes
Balance Changes
- Orbital Command now properly applies the sight and attack range buff to nearby units
- Laser Drill health increased from 250 to 300
- Gatling Gun health increased from 115 to 125
- Gatling Gun damage increased from 6 to 7
- Gatling Gun attack cooldown decreased from 0.25 to 0.22 seconds
- APC's are now also selected when using the "select all units" command (F2)
- Loadout perk "Shredder Rounds" now also boosts Diesel's close range and long range attacks
Map-Specific Changes
Mission 2
- reduced resources at starting base
- base-building phase now lasts slightly longer
- disallowed upgrades which are not applicable on this map
Mission 3
- slightly increased income from captured mines
- Orbital Commands now also count towards the main and bonus objectives
- disallowed upgrades which are not applicable on this map
Mission 4
- Special Ops dropship base armor increased from 1 to 2, same as a regular dropship
Mission 13
- Flare radius increased from 4 to 5
2019-08-25
v1.01
- recovered some lost intel
- added animations for Tac Squad units when they're incapacitated
- other minor cosmetic & UI changes
Balance Changes
- Firebats are now immune to the anti-infantry debuff from flame-type attacks
- Firebat attack range decreased from 2 to 1.5
- slightly increased duration & other small tweaks to the anti-infantry debuff from flame-type attacks
- Medic heal rate increased from 4 to 5
- APC repair rate per SCV on board increased from 0.3 to 0.35
- Hunter attack range decreased from 5 to 4
- Renegade attack: slightly decreased damage over time, the DoT itself no longer kills units
- Battlecruisers' Yamato Gun ability is now enabled by default
- Wraiths' Apollo Reactor upgrade cost decreased from 150/150 to 100/100
Tactical Response Squad
- Tactical Response Squad no longer benefits from regular infantry weapon and armor upgrades
- Trickster's Deploy Jumper Mine ability: Deploying a mine no longer consumes a charge. Deactivating or destroying a mine that has remaining missiles now consumes a charge
- Trickster's Jumper Mine attack cooldown decreased from 15 to 12 seconds
- small tweaks to behavior caused by Diesel's Suppressing Fire; included chance for amplified suppress effect
- Diesel's energy regeneration rate increased from 2 to 2.5
- Loadout perk "Crank It Up" (Diesel attack cooldown) is now also applied to Diesel's long-range and close-range attacks
- Loadout perk "Painkillers": clarified tooltip, perk renamed to "Stronger Painkillers"
- Larimer's Cloak ability: time between attacking a target while cloaked and cloak being removed increased from 2 to 2.5 seconds
- Drake's energy regeneration rate increased from 0.2 to 0.4, Drake no longer regenerates energy while attacking
- Drake's Empty the Tank ability: self-damage per second while the ability is active increased from 1 to 1.5, Drake can no longer kill himself by using this ability
- Drake is now immune to the anti-infantry debuff from flame-type attacks
- Drake's attack range decreased from 2 to 1.5
Map-Specific Changes
Tutorial Mission
added mentions of a few more details, updated some descriptions based on new changes
Mission 1
fixed an issue where rescued POWs would count towards the objective more than once
Mission 9
fixed several pathing issues with doodads across the map
2019-08-02
v1.0
- The Tac Squad now has a hold fire function for the entire squad
- improved AI behavior
- Larimer/Sniper no longer automatically holds fire when using Scope
- slightly tweaked AI attacks on multiple maps
- miscellaneous 3D model / texture updates
- added "Save Reminder" option
- added new unit descriptions and tooltips
- other miscellaneous UI changes
Bug Fixes
- fixed an issue where Trickster's Sabotage sound effect would loop forever
- AI will now also respond to Jackknife's mobile mode attacks
New Upgrades
- new upgrade: Extra Storage - increases Demolisher ammo capacity by 12
- new upgrade: Optimized Airframe - increases Stinger ammo capacity by 1
- new KMC upgrade: Lathrop Capacitor - reduces Laser Drill, Drilling Rig attack charge time by 0.7 seconds
- new Pirate upgrade: Reinforced Hull - increases Barracuda health by 15
Balance Changes
- Loadout perk "Advanced Laser Sight": incresed damage bonus from +1 to +2
- Loadout perk "Budget Cuts": changed Marine discount from -5 minerals to -7
- Loadout perk "Advanced Navigation": increased air unit speed bonus from 0.3 to 0.5
- Loadout perk "Energy-Efficient Thrusters": increased SCV speed bonus from 0.25 to ~0.33
- Loadout perk "Complex Industrial Military": increased production building cost reduction from 20/20 to 50/50
- Loadout perk "War Machine": Factory unit build time multiplier decreased from 0.85 to 0.8
- Corona's base weapon damage decreased from 16 to 14
- Flynn's abilities no longer auto-target SCV's
- Flynn's abilities' auto-cast radius reduced from 5 to 4
- removed Command Center requirement for building Barracks, Engineering Bay
- removed Control Tower requirement for building Dropship
- Dropship base armor increased from 1 to 2
- flying structure movement speed increased from 1.25 to 1.4
- Sniper's aimed shot can no longer target structures
- Siege Tank's Arclite Cannon (tank mode) damage slightly increased vs medium/small targets
- Demolisher cost increased from 175/150 to 190/175
- Demolisher rearm cost increased from 20/0 to 35/10
- removed Demolisher's Lock On ability
- Battlecruiser's targeting arc increased from 11.25 to 45 degrees
- Battlecruiser's turn rate decreased from 150 to 75
- Grenadier attack base/AOE damage slightly decreased
- Grenadier attack cooldown increased from 2 to 2.2 seconds
- Grenadier attack's slow effect weakened vs. large units
- Wasp attack range decreased from 9 to 8
- Wasp attack damage decreased from 8 to 7
- Wraith movement speed increased from 4.5 to 5.5
- Science Vessel sight radius increased from 11 to 13
- Barracuda base attack damage increased from 7 to 8, Barracudas now deal more damage at close range
- Renegade movement speed decreased from 2.25 to 2
- Renegade's attack now applies a damage over time debuff to the target for a short period
- Spider Mine health increased from 20 to 30
Tactical Response Squad
- Field Surgeon buffs: increased durations from 360 seconds to 480 seconds
- Diesel is now included in the "select all units" command (F2)
- Trickster's Jumper Mine attack cooldown decreased from 20 to 15 seconds
- Trickster's Jumper Mines now auto-self-destruct after all their ammo is spent
Some Map-Specific Changes
Mission 2
- loadout perk "Let Me See Your War Face" now works properly on this map
Mission 6
- Jackknife's bio-scanner no longer picks up his holo decoy
- camera boundary no longer partly hides a certain corner in the basement section
Mission 7
- removed lost friendly marine on the other side of map
Mission 9
- tactical pause now also pauses the timer
Mission 10
- expanded POW camp section
Mission 11
- Jackknife's bio-scanner no longer picks up his holo decoy
2018-07-29
v0.91
- Enemy's extra damage buff on patrol mode is now instantly removed when enemy is attacked first
- Sniper's Lockdown ability cooldown increased from 10 to 25 seconds
- KM Sniper: unit classification changed from Biological/Psionic to Biological/Small
- KM Sniper attack range increased from 14 to 16
- Miscellaneous UI changes
Tactical Response Squad
- Feedback when hit by enemy sniper now works again
- Each use of Jackknife's Lockdown ability now reduces max energy by 3 (up from 2)
- Diesel's Smoke Grenade now actually blocks line of sight
- Trickster's Sticky Bomb ability: period which target vehicle is disabled increased from 6 to 12 seconds
- Sticky Bomb is no longer used on friendly vehicles when right-clicking them
- Added duration indicator to Sticky Bomb's disable effect
- Trickster's Jumper Mine attack cooldown decreased from 30 to 20 seconds
- Jumper Mine cooldown bar now displays the correct cooldown
- Using Trickster's Deploy Scanner ability now reduces max energy only after the Scanner is deployed
Map-Specific Changes
Mission 2
- losing Tac Squad units now results in defeat
- added sandbags to enemy's southern bunker line
2018-05-24
v0.9
Gameplay
New Units
- new Confederate unit: Battlecruiser, warped in via ComSat Station attached to an Orbital Command
- new KMC unit: Gunship - heavy firepower spacecraft
- new Mercenary unit: Carrier - infantry ground transport vehicle
- new Mercenary unit: Wasp - light fighter craft
New Upgrades
- new building upgrade: Structure Armor, research at Engineering Bay
- new infantry upgrade: Advanced Life Support, research at Aid Station
- new Sniper upgrade: Lockdown, research at Academy
- added movement speed / combat debuff for badly damaged mechanical units, can be removed by repairing the unit
Tactical Response Squad
- added a short delay before patrol mode is removed from enemy units if they are attacked first
- patrol mode: added penalties to sight range, attack speed and damage, damage taken
- Tac Squad's support crew now appears at a certain point during missions, allowing you to heal and replenish charges for certain abilities
Balance Changes
- Corona's Replenish Grenades ability cost increased from 30/30 to 50/40
- Flynn starting energy increased from 50 to 100
- Flynn abilities' energy cost decreased from 20 to 12
- Flynn buff durations increased from 180 seconds to 240 seconds
- Medic starting energy increased from 50 to 70
- added autocast option for Medics' Return to Base ability
- Medic health decreased from 60 to 50
- Aid Station resupply rate slightly increased
- Firebat damage penalties vs medium/large changed from -0.5/-0.75 to -0.33/-0.66
- Sniper's transition time to mobile mode decreased from 2 seconds to 0.8 seconds
- Grenadier base damage decreased from 35 to 30
- Grenadier damage to bunkered/cargo units decreased from 35 to 15
- Warhound classification changed from Medium to Large
- Avenger health increased from 100 to 110
- Avenger speed increased from 3.75 to 4
- Avenger attack cooldown decreased from 1.75 to 1.5
- Avenger damage penalties vs. medium/small changed from -0.25/-0.5 to -0.17/-0.33
- Wraith health increased from 120 to 125
- Wraith speed increased from 4.25 to 4.5
- Wraith attack cooldown decreased from 1.75 to 1.5
- Wraith damage penalties vs. medium/small changed from -0.25/-0.5 to -0.17/-0.33 (UI tooltip was incorrect)
- Hellhound health increased from 100 to 110
- Hellhound speed increased from 3.75 to 4
- Rhino Tank turning rate slightly decreased
- Siege Tank turning rate slightly decreased
- Demolisher now has a minimum attack range of 5
- Demolishers should no longer chase targets which are out of range
- Demolisher's short-range extra attack cooldown increased from 30 to 40 seconds
- all building addons can now be salvaged
- flying structure movement speed increased from 0.94 to 1.25
Tactical Response Squad
- using certain Jackknife and Trickster abilities now reduces maximum energy by a small amount
- reworked Trickster's anti-vehicle attack: it is now an ability called "Sticky Bomb" with limited charges, short cooldown
- Trickster's D-6 Charge weapon can now be used only on structures
- reworked Trickster's Jumper Mines:
- Trickster now has 10 charges on his Deploy Jumper Mine ability
- placing a mine as well as each mine shot consumes a charge
- each deployed mine has three shots available
- mines can be dismantled remotely
- a maximum of three mines can be deployed simultaneously
- Trickster's Loadout perk "Extra Mines" now grants 4 extra charges
- Jackknife's transition time to mobile mode decreased from 2 seconds to 0.8 seconds
- Jackknife has a new short-range weapon vs. structures, can no longer shoot at structures
- Jackknife's Lockdown ability duration decreased from 20 to 15 seconds, +10 with the Improved Lockdown perk
- Jackknife's Cloak ability now costs 10 energy
- Drake's damage penalties vs medium/large changed from -0.5/-0.75 to -0.33/-0.66
- Drake now benefits from the same gradual damage increase buff as regular Firebats
- Drake now takes minor damage over time while his Empty the Tank ability is active
- Diesel transition between Assault Mode and Suppress Mode is now instant
- Diesel can now move slowly in Suppress Mode
- reworked Diesel's attack in Assault Mode:
- Diesel can now attack while moving
- Diesel's attack range in Assault Mode increased from 6 to 8
- Diesel has slightly reduced damage, 40% chance to hit when attacking targets beyond range 6
- Diesel has slightly increased damage when attacking targets within range 3
- Diesel's Frag Grenades now deal double (200) damage to structures
Art
- new model for Jack Larimer
- new portraits for Ripper, Outrider, Renegade
- new burning wreckage death effects
Map-Specific Changes
Mission 1
- APC's will no longer leave if Tac Squad units are on board
Mission 3
- Battlecruisers now become available at a certain point during this mission and subsequent missions
Mission 4
- Tac Squad's dropship is now included in this mission, allowing you to deploy the support crew anywhere on the map
Mission 7
- Tac Squad's Amphibious APC is now included in this mission, allowing you to deploy the support crew anywhere on the map
- slightly increased vespene amounts for most geysers across the map
2018-01-29
v0.841
Maps
Prologue
- fixed overlapping music tracks
Mission 2
- Keelhaul Legion infantry now have small attack speed bonuses
Maps 00-03
- some minor cosmetic changes
2018-01-28
v0.84
Mod
- reworked Aid Station heal & energy restore abilities - they now work with autocast
- Loadout screen UI changes - perks that aren't selected are now greyed out when no points are left to spend
- added objective progress notifications to certain objectives
- other miscellaneous UI changes
Balance changes
- Drake's Medkit health restore changed from 60 to 30 + 70 over 35 seconds
- Bulldog's loadout perk "Plating": shield bonus increased from 5 to 10
- Dropship acceleration and deceleration slightly increased
- Dropship unload rate slightly increased
- APC unload rate slightly decreased
- Flamethrower attacks (Firebat, Drake, Hunter) now apply a temporary burning (DoT) effect to structures
- Hunter's attack now applies a burn debuff to targeted infantry
- Wraith attack cooldown increased from 1.3 to 1.75
- Wraith attack damage increased from 20 to 30
- Hellhound classification changed from medium to large
- fixed Hellhound pathing
- Driller movement speed decreased from 2.25 to 2
- Sniper (KMC) added 4 second delay and visual cue at target before weapon is fired (the attack can be interrupted)
- Sniper (KMC) attack range increased from 12 to 14
- Sniper (KMC) attack damage increased from 40 to 50
- Sniper (KMC) decreased movement speed from 2.25 to 2
- Sniper (KMC) removed "Snipe" ability
- Loadout perk "Complex Industrial Military" now slightly reduces production structure costs in addition to faster build time
- Loadout perk "War Machine" now works properly for all factory units
2018-01-10
v0.83
Mod
- reworked / fixed Demolisher attack splash damage
- added a few missing weapon / armor upgrade effects
- fixed a delay / header issue with multiple help popups
- new & corrected behavior icons & tooltips
- other miscellaneous UI changes
Balance changes
- Jackknife's Cloak duration increased from 10 to 12
- Jackknife's loadout perk Stealth Protocol: Cloak duration bonus increased from 3 to 4
- Jackknife can now attack while cloaked, attacking causes him to decloak after a short delay
- Jackknife switches to hold fire mode when cloaked, returns to weapons free mode when decloaked unless hold fire mode is active prior to cloaking
- Jackknife's loadout perk Improved Lockdown now reduces Lockdown energy cost from 60 to 50
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Maps
Mission 2
- fixed some pathing issues
2017-10-29
v0.82
Mod
- added autocast option for the Demolisher's and Stinger's Return to Base abilities
- removed KMC's tech requirements for building Goliaths
- updated defeat function to display the cause of defeat with the defeat popup
- added positive/negative color coding for several buffs/debuffs
- miscellaneous minor UI tweaks and corrections
Maps
Mission 1
- minor terrain aesthetic changes
Mission 2
- minor terrain aesthetic changes
Mission 3
- all enemy bunkers are now occupied
- fixed an issue where in-game dialog would overlap with an unrelated cutscene
- fixed issues with the music during the outro
- minor terrain aesthetic changes
Mission 4
- all enemy bunkers are now occupied
- minor terrain aesthetic changes
2017-10-21
v0.81
Mod
- fixed an issue with starting a mission while in Aerial Recon view
- fixed an issue where the popup windows for Loadout upgrades Limited Edition and Prototype Gear would get permanently stuck on screen
- fixed some of the weapon and armor upgrades to include Snipers, APC's and Avengers (more upgrade fixes in later versions)
- named characters who have been incapacitated now get a debuff (UI change only)
Balance changes
- Goliath supply cost decreased from 3 to 2
- Atlas Tracking research time decreased from 200 to 120
- Welsh's Extra Motivation movement speed bonus increased from 0.5 to 0.7
Tactical Response Squad
- Jackknife's max energy decreased from 200 to 100. Energy regen remains at 1
- Jackknife's Lockdown energy cost decreased from 100 to 60
- Jackknife's Holo Decoy energy cost decreased from 50 to 30
- Trickster's max energy decreased from 200 to 100
- Trickster's energy regen increased from 0.56 to 1
- Trickster's loadout perk Twin Reactor now adds 15 maximum energy, in addition to the energy regen
- Diesel's energy regen increased from 1 to 2
- Diesel no longer regenerates energy when attacking
- Drake's energy regen increased from 0.16 to 0.2
- Drake's Medkit health replenish increased from 40 to 60 (+50 health in the tooltip was incorrect)
Maps
Mission 1
- removed friendly marines from outside map (can no longer be F2-selected)
- units no longer execute queued commands during a certain cutscene
- slighly reduced number of goliath reinforcements in phase 2 of the map, goliaths now patrol the area
- added an alert when POWs are attacked
- added counters for mission objectives
Mission 2
- The friendly Command Center now lands closer to the minerals during a cutscene
- disabled resource trading with ally
- Starports and Avengers can now be built during the mission
Mission 4
- added a counter for the optional objective
2017-10-13
v0.8
Initial release

