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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.

File Details

Quagmire v1.51

  • R
  • Mar 15, 2026
  • 54.47 MB
  • 70

File Name

Quagmire_v1.51.zip

Supported Versions

    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