Quagmire v0.91

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    Quagmire_v0.91.zip
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    Jul 28, 2018
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Changelog

 

 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
 
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