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Quagmire

War sometimes changes. Quagmire is a prequel to the original StarCraft, featuring custom Terran factions, custom gameplay elements and 14 missions.
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Quagmire v1.51

File nameQuagmire_v1.51.zip
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Mar 15, 2026
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What's new

2026-03-15

v1.51 - War Sometimes Changes Edition

 

  • removed Flynn's dysfunctional Take Supplies ability
  • new Flynn passive ability: Chief of Medicine - increases nearby Aid Stations' energy regen by 40%
  • loadout perk "Improved Logistics" is now functional
  • loadout perk "CMC-300" now sometimes gives enemy Rippers a health bonus as described
  • Battlecruiser calldown energy cost decreased from 120 to 100 (tooltip was previously incorrect)
  • fixed an issue where APC's were provided a damage boost by SCV's on board
  • the Hero Damage Alert option is now functional
  • fixed a UI issue with the loadout perks "Limited Edition" and "Prototype Gear"
  • fixed a UI issue where Jackhammers' weapon upgrade levels and effects weren't updated to the weapon tooltip
  • fixed overlapping keyboard shortcuts for various abilities and upgrades
  • fixed an issue where the options menu would always open with Brood War-style models enabled regardless of saved setting
  • corrected several inaccuracies in weapon and ability descriptions
  • included a missing visual and sound effect for CMC Snipers' Lockdown ability


MAP-SPECIFIC CHANGES


02 - Fifth Column

  • Demolisher upgrade "Extra Storage" is no longer available on this map (Demolishers are not yet available)

03 - The Line

  • added two missing voice lines in the outro (voiceover pack update)

07 - Event Horizon

  • disallowed the Barracuda upgrade "Reinforced Hull" from 2nd Battalion (Barracudas are unavailable)
  • fixed a minimap issue where one of the vespene pumps wasn't marked on the map when discovered

08 - Unit Lost

  • fixed an issue where skipping the first half of the briefing on this mission would also skip the second


14 - Pale Horse

  • fixed a glitch in the intro caused by skipping dialogue
  • Warden defense turret damage increased from 25 to 30, range decreased from 12 to 10 (same as mission 9)
  • Warden attack rate and range upgrades are now available in the Armory (same upgrades as in mission 9)

 

 

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

This mod has no additional files