Quagmire v1.0
Details
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FilenameQuagmire_v1.0.zip
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Uploaded by
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UploadedAug 2, 2019
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Size46.40 MB
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Downloads301
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MD59b6444ca9c25ad0347c6e740c59bef5e
Changelog
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
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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
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Dropship acceleration and deceleration slightly increased
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Dropship unload rate slightly increased
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APC unload rate slightly decreased
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Flamethrower attacks (Firebat, Drake, Hunter) now apply a temporary burning (DoT) effect to structures
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Hunter's attack now applies a burn debuff to targeted infantry
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Wraith attack cooldown increased from 1.3 to 1.75
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Wraith attack damage increased from 20 to 30
- Hellhound classification changed from medium to large
- fixed Hellhound pathing
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Driller movement speed decreased from 2.25 to 2
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Sniper (KMC) added 4 second delay and visual cue at target before weapon is fired (the attack can be interrupted)
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Sniper (KMC) attack range increased from 12 to 14
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Sniper (KMC) attack damage increased from 40 to 50
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Sniper (KMC) decreased movement speed from 2.25 to 2
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Sniper (KMC) removed "Snipe" ability
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Loadout perk "Complex Industrial Military" now slightly reduces production structure costs in addition to faster build time
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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
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