Patch Notes

> - Warp sickness duration increased to 75 from 50
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> - Increased teleporter cooldown to 150 from 135
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> - Acceleration drone can no longer target mining droids
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> - Acceleration drone range increased to 12 from 8
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> - Acceleration drone movement speed multiplier increased to 1.4x from 1.3x
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> - Fixed not being able to target a unit with multiple different drone types at once
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> - Experimental teleporter no longer removes your remaining energy on use
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> - Increased warp sickness duration to 50 from 35
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> - Increased recharge drone recharge rate to 8 per second from 5 per second (per beam)
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### V2.42.2

> - Fixed a bug that allowed you to shoot during t1 cloak
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> - Increased spec ops ar attack rate to 0.3 from 0.333
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### V2.42.1

> - Fixed surrender vote
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> - Surrender now requires 5 players up from 4
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### V2.42

> - FDC ultimate now correctly increases the launch timer by 1 minute
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> - Messages for killing extractors and virophages now say who the killing player was
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> - Flying zombie types no longer collide with sub level beasts
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> - Fixed rocket launcher shockwaves not firing if the target died before the shockwave missile was released
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> - Fixed pets not being cloaked during emergency cloak
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> - Fixed being able to cancel emergency cloak in laser room near the hangar door even when the room was infested
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> - Fixed being able to vote multiple times on surrender by clicking rapidly
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> - Fixed geneweaver spawn zombies ability having no progress icon
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> - Fixed lesser nydus worms from the security ultimate refunding on death
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> - Fixed hive queen not having oversight if created when there was no queen previously present
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> - Fixed hive queen ping not disappearing after the hive queen died
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> - Fixed hive queen refunding for 100 more gas than intended if created when there was no queen previously present
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> - Fixed queen being unable to fit through the new sub level near beta hangar
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> - Fixed bridge from alpha mining to thor room being uncreepable
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> - Fixed units sometimes falling under the floor in certain areas in the arctic map
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> - Fixed upgraded marauders doing 10 damage when they should do 12 and fixed them having incorrect attribute type damage bonuses
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### V2.41.1

> - Decreased queen oversight energy cost to 15 from 20
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> - Increased radius and duration of queen oversight by 25% across all levels
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> - Increased queen oversight cooldown to 40 from 30
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> - Fixed queen oversight having the same hotkey as baneling barrage
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> - Fixed marines seeing the radius of queen oversight
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> - Fixed queen not fitting through some tight areas at high level
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### V2.41

> - Added a new oversight ability to hive queen
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> - Hive queen can now immediately learn an ability on lv1
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> - Hive queen initial life increased to 1840 from 1700
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> - Hive queen additional life per level up decreased to 240 from 300
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> - Hive queen initial shell increased to 460 from 425
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> - Hive queen additional shell per level up decreased to 60 from 75
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> - Hive queen basic attack initial range increased to 3.925 from 3.75
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> - Hive queen basic attack additional range per level up decreased to 0.175 from 0.25
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> - Hive queen basic attack initial projectile speed increased to 6.5416 from 6.25
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> - Hive queen basic attack additional projectile speed per level up decreased to 0.2916 from 0.4166
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> - Hive queen basic attack initial aoe increased to 0.55 from 0.5
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> - Hive queen basic attack additional aoe per level up decreased to 0.0694 from 0.075
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> - Hive queen abilities stat gains now start at lv2 instead of starting at lv3, the following stat changes to abilities effect their new slightly weaker strength for when lv1 queen has them, while they remain mostly identical for all other levels of queen the exception of frenzy
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> - Hive queen frenzy initial attack rate multiplier decreased to 1.8875 from 2
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> - Hive queen frenzy additional attack rate multiplier per level up decreased to 0.0125 from 0.025
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> - Hive queen frenzy initial range multiplier decreased to 1.3875 from 1.4
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> - Hive queen frenzy initial duration decreased to 9.75 from 10
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> - Hive queen hardened shell initial aoe decreased to 4.625 from 5
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> - Hive queen hardened shell initial duration decreased to 14.625 from 15
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> - Hive queen spawn devastator initial spawn count reduced to 5 from 6
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> - Hive queen spawn devastator initial duration decreased to 38.75 from 40
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> - Hive queen baneling barrage initial range reduced to 9.5 from 10
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> - Hive queen initial supply cost increased to 30 from 10
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> - Hive queen initial kill reward increased to 75 from 25
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> - Hive queen no longer has push priority over other alphas/ares/eradicator until lv6+
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> - Hive queen is now slightly larger initially but still ends up the same size by lv10
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> - Hive queen is now only called "queen" when below lv6
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> - Fixed queen refunding 50 more gas than intended when dying at lv6+
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### V2.40

> - Increased upgrade time for psi disruptor to 20 from 10
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> - Commando warp in ability on psi can now be interrupted with upgrading the psi
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> - Increased medic shield heal/regen rate to 10 from 8
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> - Decreased medic shield energy cost per life healed to 1.25 from 2.5
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> - Decreased hunter rapid regen to 1.6% hp per second from 2% per second
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> - Hunter rapid regen is now disabled off creep
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> - Hunter rapid regen is now disabled while attacking
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> - Toxic nest debuff is now considered parasitic meaning hes has reduced resistance
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> - Toxic nest debuff duration increased to 10 from 6
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> - Toxic nest debuff now reveals the target
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> - Toxic nest debuff no longer deals damage over time
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> - Toxic nest can now effect ares
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> - Hunter's basic attack poison can now stack with toxic nest's debuff
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> - Increased underseer/sabotuer cost to 40/80 from 30/60 (supply cost and kill rewards effected proportionally)
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> - Increased underseer/sabotuer life to 600/1200 from 500/1000
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> - Added stunned animations to queen, hunter, anub, gene, and monstrosity
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> - Fixed rocket launcher not firing properly while following a target
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> - Fixed not being able to reopen the door east of hive mind
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> - Fixed locker north of hivemind sometimes turning invisible
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### V2.39.1

> - disabled fdc ultimate increasing launch timer (temporarily)
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> - increased the warp in time for commando marine/spectre/medic to 8/10/12 from 4/5/6
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### V2.39

> - Spec ops psi disruptor can now purchase reinforcements while sec is down, however it will still spawn without any free ones
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> - Decreased maximum number of medium commando reinforcements for spec ops psi to 2 from 3
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> - Decreased security unit threshold for spawning the first medium reinforcement to 20 or less from 21
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> - Decreased security unit threshold for spawning the second medium reinforcement to 10 or less from 14
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> - Increased warp in time of commando marine to 4 from 1.5
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> - Decreased warp in time of commando medic to 6 from 10
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> - Increased respawn cooldown of commandos to 60 from 40
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> - Increased purchase cost of commando marine to 20 from 15
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> - Decreased purchase cost of commando medic to 30 from 35
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> - FDC ultimate infestation now adds 1 minute to the launch timer (in addition to its other effect)
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> - Increased hive queen initial hp to 1700 from 1125
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> - Increased hive queen initial shell to 425 from 375
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> - Decreased hive queen hp increase per level up to 300 from 375
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> - Decreased hive queen shell increase per level up to 75 from 125
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> - Fixed queen gaining too much additional energy/hp/shell regen while on creep
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> - Fixed alpha dropship being creeped when delta dropship was destroyed
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> - Fixed new lockers not having locker text over them
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### V2.38

> - Major Terrain changes to arctic map
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> - Added a new room to beta regions and made significant changes to one of the existing rooms
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> - Added a new sub level from outer fdc to laser room
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> - Removed outer goliath from alpha and adjusted goliath room as well as the east hive mind bridge
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> - Reduced security forces in some rooms in alpha region and increased security forces in some rooms of beta region
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### V2.37

> - Decreased rocket launcher lock on range to 12 from 14
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> - Decreased acceleration drone speed multiplier to 1.3x from 1.4x
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> - Increased time between drop pod waves for sweeping infestation to 16 from 15
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> - Decreased number of pods spawned by sweeping infestation when dropping them in a random uninfested room to 5 from 6
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> - Slightly increased the chance for sweeping infestation to spawn 3 pods at players instead of 5 pods in uninfested room
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> - Evolve monstrosity now adds 3 armor to the target while casting
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> - Added new vfx to evolve monstrosity and fixed genesplicer evolve monstrosity animations
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> - Fixed defensive matrix expiring more quickly during superstim
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### V2.36

> - Increased spec ops assault rifle attack rate to 0.333 from 0.36
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> - Decreased t1 rocket launcher attack rate to 1.25 from 1.2 (spec ops attack rate is the same as before)
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> - Increased t1 rocket launcher missile count to 5 from 4
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> - Spec ops rocket launcher no longer increases missile count
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> - Increased spec ops rocket launcher range to 9 from 8
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> - Rocket launcher enhanced lock on mod now causes locked on targets to be revealed
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> - Rocket launcher enhanced lock on mod no longer increases range
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> - Increased shockwave rocket damage to 100% of normal rocket damage up from 70%
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> - Replaced flame rockets mod with advanced rocket thrusters mod which increases attack rate and projectile speed
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> - Reduced monstrosity base hp to 875 from 1050
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> - Increased monstrosity base damage to 16 from 12
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> - Increased monstrosity base supply cost to 6 from 4
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> - Reduced damage multiplier for damage strain monstrosity to 1.25x from 1.5x
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> - Increased volatile monstrosity burst damage to 10 from 5
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> - Volatile monstrosity burst effect no longer makes puddles
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> - Volatile monstrosity no longer does burst effect while burrowed
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> - Volatile monstrosity now has a death explosion similar to a kaboomer but with more damage
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> - Speed monstrosity now spawn in pairs but have only 475 hp
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> - Armored/Amalgam monstrosity now appear larger, while speed monstrosity now appears smaller
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> - Reworked spawn blood/flying zombie abilities to function more intuitively
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> - Decreased spawn blood/flying zombie energy cost to 40 from 45
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> - Genesplicer can now manually suicide its monstrosities
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> - Monstrosities now die if the genesplicer that created them is killed
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> - Geneweaver now has a weak basic attack
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> - Increased hive queen xp requirement by 50 for each level up (lv10 queen will take about 10% more xp overall)
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> - Increased hive queen evolve time to 20 from 15
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> - Increased hive queen ultimate evolve time to 60 from 45
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> - Reduced hive queen crowd control effect resistance to 55% from 66.6%
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> - Hive queen now gains 5% crowd control effect resistance per level up
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### V2.35

> - Monstrosity now has 50% resistance to stun/slow/knockback effects
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> - Increased queen additional life regen per level up to 0.125 from 0.0742
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> - Increased queen evolve cost to 50 from 40
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> - Increased queen supply cost per level to 10 from 8
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> - Reduced heal from evolving queen to 50% from 100%
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> - Super healing drone no longer zaps you when being destroyed/disabled
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> - Your marine no longer automatically runs after zombies outside your attack range while idle when using flame thrower or shotgun
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> - Fixed flashbang stun visual not showing on alpha zombies
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### V2.34.3

> - Increased flashbang purchase cost to 100/125 from 80/100
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> - Decreased flashbang duration to 2.2/3.3 from 2.5/3.75
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### V2.34.2

> - anub can no longer attack units in the sub level
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### V2.34.1

> - Grenades now have a projectile speed of 10 instead of a fixed travel time of 0.5 so that the time it takes to reach the target is now effected by range. Compared to before, grenades fired under 5 range will now be faster while ones over 5 range will be slower
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> - Reduced grenade cooldown from 2.5 to 2
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> - Reduced grenade launcher cooldown reduction to 1 from 1.5
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> - Reduced grenade launcher projectile/casting speed bonus to 2x from 2.5x
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> - Fixed bayonet effect being applied to marines with grenade launcher equipped when respawning
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### V2.34

> - Replaced bayonet with grenade launcher modification
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> - decreased frag and incendiary grenade cast time to 0.25 from 0.361
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> - increased flashbang and force field cast time to 0.25 from 0.1
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> - increased frag and incendiary grenade cooldown to 2.5 from 0 to be the same as other grenades
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> - decreased flashbange and force field grenade range from 8 to 7 to be the same as other grenades
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> - decreased t1 armored zombie armor to 2 from 3 (t2/3 are unaffected)
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> - increased zombie initial horde/supply to 135 from 125
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### V2.33.3

> - Changed cas from providing +4/6 vision during blackout to resisting blackout vision reduction by 40%/60% This will will slightly reduce the blackout vision provided by cas alone, but will cause other vision improving upgrades to have an effect on your vision during blackouts (while using cas), making it possible to reach up to 13 vision while using scoped plasma with visor
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> - Modified scope visual so the white circle now shows your max possible range rather than your default range
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> - Fixed being able to load virophages into nydus worms
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### V2.33.2

> - Modified loading screen
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> - Fixed door terminal near subterranean FDC being unreachable while its door was closed
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### V2.33.1

> - Increased ares onboard radar range to 30 from 26
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> - Decreased queen frenzy attack bonus increase per level up back to 0.025% from 0.03125%
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### V2.33

> - Decreased virulent movement/attack speed reduction to 16.6%/33.3% from 20%/40%
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> - Increased queen hardended shell aoe to 5 from 4
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> - Increased queen hardened queen aoe increase per level up to 0.375 from 0.25
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> - Increased queen frenzy starting attack speed bonus to 100% from 80%
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> - Increased queen frenzy attack bonus increase per level up to 0.03125% from 0.025%
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> - when casting kaboomer barrage, it will now be fired immediately in the chosen direction regardless of rang, instead of the queen walking forward until the target point is within its max range
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> - Increased legion zombie hp to 1200/2400 from 1100/2200
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> - Decreased anubalight lurking parasite range to 12 from 13
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> - Decreased plasma scope max range/vision bonus to 3 from 4
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> - Rocket launcher advanced lock on system no longer reduces the time required to lock on
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> - Rocket launcher advanced lock on system now passively increases rocket launcher range by 1
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> - Hostile environment suit no longer allows you to see in the dark
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> - Combat accelerant suit now provides 4/6 additional vision in the dark
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> - Increased optical visor vision bonus to 2 from 1
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> - Increased exploration droid cost to 40 from 30
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> - Decreased exploration droid reveal duration to 240 from 300
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> - Exploration droid reveal duration is now visible to humans
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> - Increased mining charge hp to 70 from 60
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> - Decreased advanced mining droid hp to 140 from 150
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> - Increased ares onboard radar range to 26 from 22
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> - Increased ares hostile environment treads slow resist to 100% from 75%
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> - Increased ares nanite antibodies aoe to 3.75 from 3
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> - Decreased nanite antibodies energy cost to 40 from 50
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> - Decreased nanite antibodies cooldown to 40 from 50
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> - Decreased ares nanosteel plating life regen to 0.75 from 1
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> - Fixed ares hostile environment treads and lv1 hev suit not resisting the additional debuff intensity added by lv2 virulent if they were equipped before the creep was upgraded
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> - Fixed gas not being used up when purchasing a hive queen level up
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### V2.32.1

> - Fixed queen becoming frozen if it was pushed into the sub level by knockback while still transitioning into flight mode
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### V2.32

> - The hive queen's location is now revealed by a ping on the mininap when at lv6 or higher, this ping can no longer be seen through fog of war if security is infested
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> - Increased size of the hive queen cocoon ping by 25%
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> - Reduced queen additional max energy per level up to 25 from 30
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> - Increased queen initial energy regeneration rate to 1 from 0.875
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> - Increased queen initial energy regeneration rate to 0.5 from 0.4375
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> - Decreased queen energy regeneration increase per level up from 0.043 to 0.025
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> - Decreased queen energy regeneration on creep increase per level up from 0.043 to 0.0125
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> - Increased queen attack starting aoe increased to 0.5 from 0.4
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> - Decreased queen attack aoe increase per level up to 0.075 from 0.1
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> - Decreased queen attack projectile speed from 8 to 6.25
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> - Queen attack projectile speed now increases by 0.4166 per level up (reaching 10 for lv10 queen)
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> - Decreased queen starting damage to 15.25 from 15.5
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> - Increased queen damage increase per level up to 0.75 from 0.5
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> - Increased queen tentacle damage increase per level up to 0.5 from 0.375
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> - Increased attack speed reduction of queen attack debuff from 30% to 33.3%
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> - Queen attack now does 2x damage to structures (note that it was previously doing 1.5x to structures because it does 1.5x to mechanical and all human structures are mechanical)
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> - Increased hardened shell duration to 15 from 10
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> - Increased hardened shell duration increase per level up to 0.375 from 0.25
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> - Increased queen frenzy starting attack rate bonus to 80% from 75%
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> - Reduced queen frenzy attack rate bonus increase per level up to 2.5% from 3.125%
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> - Fixed queen cooldowns being frozen during flight mode
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> - Fixed queen accumulating xp towards lv6 even though lv6 could only be reached using the ultimate
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> - Fixed spec ops psi reapers getting stuck if they spawned on high ground walkways in the subterranean gate control room
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### V2.31

> - Replaced photon overload with a new ability: scorching laser
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> - Fixed ares laser turret being unable to target flying units
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### V2.30.1

> - Increased size of queen cocoon models by about 16.6%
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> - Fixed queen cocoon death models being the wrong size
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> - Fixed queen supply cost not being displayed properly when gaining additional supply cost from levels ups unlocked through the ultimate not being fully fixed
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> - Fixed ping for queen ultimate cocoon not being removed after hatching
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### V2.30

> - Modified strain supply from t1 strain upgrades to +70/90/110/130/150 from 80/95/110/125/140
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> - Strain supply is now displayed below zombie spawn rate
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> - Placing or evolving alpha zombies will now automatically suicide zombies to open up supply if you did not have enough supply
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> - Queen ultimate cocoon now gains additional life if you are evolving into a higher level hive queen
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> - Changed queen level up cocoon model
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> - Fixed queen supply cost not being displayed properly when gaining additional supply cost from levels ups unlocked through the ultimate
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> - Fixed shell regen visual on queen continuing to play after entering a cocoon
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> - Fixed nydus worms spawning far less zombies than intended (as of the previous patch)
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> - Fixed mind controlled t2 fast zombie not having the suicide ability
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### V2.29

> - Reworked strains, upon purchasing a strain you are now given a certain amount of strain supply, strains now spawn up to this fixed amount rather than spawning up to 20% of your max supply. This new fixed amount will result in hugely increased concentrations of strains in the early game.
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> - Fixed an issue where zombies would not spawn at the full spawn rate under some conditions when you had too many of a particular strain using up supply
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> - Modified zombie spawning to appear a bit more continuous rather than in waves
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> - Decreased starting supply to 125 from 135
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> - Increased supply per infested room to 17 from 16
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> - Increased size of starting horde from 100 to 125 and it now spawns in a little faster due to one of the above changes
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> - Increased Alpha zombie supply cost to 20% of their gas cost up from 12.5% of their gas cost
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> - Fixed queen getting stuck if you tried to fly while in delta hangar
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### V2.28

> - Reduced queen flight speed from 2x to +1.1
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> - Queen now gains +0.375 tentacle damage per level after 6
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> - Increased queen frenzy starting attack speed multiplier to 1.75x from 1.6x
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> - Increased queen frenzy attack speed multiplier increase per level up to 0.03125x from 0.025x
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> - Decreased queen frenzy range multiplier increase per level up to 0.125x from 0.25x
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> - Increased queen frenzy starting duration to 10 from 9
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> - Increased queen hardened shell starting radius to 4 from 3.8
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> - Decreased queen hardened shell radius increase per level up to 0.25 from 0.3
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> - Increased queen hardened shell shell amount to 15% of max life from 13% of max life
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> - Increased queen hardened shell shell amount increase per level up to 0.625% from 0.5%
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> - Decreased queen hardened shell starting duration to 10 from 10.4
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> - Decreased queen hardened shell duration increase per level up to 0.25 from 0.4
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> - Increased queen spawn devastator starting timed life to 40 from 39
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> - Decreased queen spawn devastator timed life increase per level up to 1.25 from 1.5
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> - Increased queen devouring maw damage increase per level up to 3.75 from 3
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> - Level 10 queen can now see over walls
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> - Level 10 queen no longer gains detection
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> - Fixed rounding errors in stats for some queen abilities
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> - Fixed boss bar not updating to modified shell value for queen with hardened shell until the queen received damage
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### V2.27

> - Queen frenzy initial attack speed multiplier increased to 1.6x from 1.45x
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> - Queen frenzy attack speed multiplier increase per level up reduced to 0.025 from 0.0375
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> - Queen frenzy now speeds up the wind up time on the queen's ranged attack
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> - Increased queen initial damage to 15.5 from 13.5
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> - Queen hardened shell buff now only removes however much of the bonus shields were not used up upon the buff ending, instead of losing the full amount that had been added
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> - The hardened shell buff is now removed early upon losing all of the shell that was added by the buff, rather than always persisting the full duration of the ability
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> - Queen spawn devastator casting time increased from 0.75 to 1
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> - Queen spawn devastator now generates the eggs throughout the casting phase instead of afterwards
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> - Queen spawn devastator egg incubation time increased to 16 from 15
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> - Improved queen flight animations
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> - Queen can now move through alpha zombies and most structures while flying
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> - Queen spawn devastator, hunter isolation, anubalisk spawn locusts, and genesplicer evolve monstrosity are now longer interrupted when sending new commands to the unit
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> - Genesplicer evolve monstrosity now has a manual cancel button
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> - Fixed various alpha zombie abilities being interrupted by knockback
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> - Reduced anubalisk spawn locust cast time to 0.5 from 1, the locusts now spawn when casting begins rather than when it ends
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> - Anubalisk Lurking parasite now grants knockback immunity to the anubalisk while its arms are rooted in the ground
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> - Fixed anubalisk lurking parasite using the wrong sound
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> - Fixed some vfx issues with lurking parasite
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> - Changed hunter rapid regen animation
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> - Fixed hunter not alternating between different attack animations
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### V2.26

>  - Reduced superstim movement speed multiplier to 1.5x from 2.5x
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> - Greater nydus can no longer be blocked by non-zombie structures
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> - Greater nydus duration now ticks down slower while on creep, rather than starting at a higher duration if it was on creep upon spawning
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>  - Reduced aberration life and shields to 750 from 800 (abomination to 1500 from 1600)
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> - Cocoons no longer generate creep
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### V2.25

>  - reworked hive queen, the queen now spawns in a much weaker form from the containment cage instead of a t2 alpha zombie and can be leveled up through combat and spending gas improving its stats and abilities and unlocking additional abilities
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>  - Hive queen ultimate spawns the hive queen at lv6 if she was not alive which is the same stats as old queen, but if she was alive she instead gains +5 levels
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>  - Decreased queen frenzy energy cost to 30 from 35
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>  - Lv6 queen's frenzy attack rate multiplier increased to 1.6 from 1.5
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>  - Decreased queen hardened shell energy cost to 40 from 60
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> - Queen now uses supply, 5 per level
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>  - Superstim now increases timescale by 2.5x (instead of only multiplying attack rate and movement speed)
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>  - Superstim energy cost increased from 55 to 60
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> - Superstim life cost increased from 10 to 20 - Superstim now shows its remaining duration for both the buff and debuff to self and allies
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>

### V2.24.6

>  - fixed frost queen skin
>
>

> - added skins for gauntlet winners
>
>

### V2.24.5

>  (experimental mode only)
>
>

>  - Superstim now increases timescale (excluding movement speed) by 2.5x instead of attack rate by 3.25x
>
>

> - Superstim movement speed multiplier decreased to 1.5x from 1.525x
>
>

>  - increased superstim life cost to 15 from 10
>
>

### V2.24.4

>  (experimental mode only)
>
>

> - Decreased queen starting value and upgrade cost to 40 from 50
>
>

>  - Decreased rate of increase of xp requirement for queen level ups
>
>

> - Queen now fully heals after leveling up
>
>

>  - Decreased queen frenzy energy cost to 30 from 35
>
>

>  - Decreased initial queen frenzy range bonus to 1.4x from 1.45x
>
>

>  - Increased queen frenzy range bonus increase per level up to 0.025x from 0.0125x
>
>

>  - Increased initial queen frenzy attack rate bonus from 1.4x to 1.45x
>
>

> - Increased queen frenzy attack rate bonus increase per level up to 0.0375x from 0.025x
>
>

>  - Decreased queen hardened shell energy cost to 40 from 60
>
>

>  - Increased devouring maw energy cost to 100 from 80
>
>

>  - Fixed queen not respawning during the ultimate if she had previously died
>
>

### V2.24.3

>  (experimental mode only) - Reworked hive queen
>
>

> - Replaced random alpha zombie in containment with lv1 hive queen
>
>

### V2.24.2

>  - Improved toxic nest vfx/sfx
>
>

> - Added custom wireframe to hunter/predator
>
>

### V2.24.1

>  - When equipping a weapon, it must now wait one cycle of its attack rate before firing
>
>

>  - Fixed rocket launcher lock on mod causing the marine's facing the bug out after ending lock on
>
>

>  - Fixed rocket launcher range indicator being slightly inaccurate
>
>

>  - Added new sound effects for overload
>
>

### V2.24

>  - Cryo flame thrower modification cryo debuff now slows timescale by 33.33%, effecting the speed of EVERYTHING related to the unit. Massive units are only slowed 1/3 as much. This replaces its previous attack rate and move speed reduction debuff.
>
>

>  - Improved cryo debuff visual effects
>
>

> - Rocket launcher advanced lock on mod now reduced the time required to activate lock on by 50%
>
>

>  - Ares tank passengers from the expanded cargo mod can now be seen sticking out of the hatch on top of the tank
>
>

> - Added visual effects for taking shield damage when using shield suit
>
>

> - Fixed shell break effect for alpha zombies being blue instead of yellow
>
>

### V2.23.2

>  - Fixed a bug where some zombies could become permanently stuck inside the nydus network if they were spawned/loaded in when too many were already inside
>
>

>  - Fixed pathing issue on the bridge east of the hive mind in arctic
>
>

>  - Fixed ares exit button having the wrong hotkey on sub map
>
>

>  - Fixed 2 npcs spawning out of bounds in northern area of subterranean map
>
>

>  - Fixed not being able to reopen one of the doors in the eastern area of arctic map
>
>

### V2.23.1

>  - Added a maximum range indicator for rocket launcher lock on
>
>

>  - Updated new rocket launcher mod icon
>
>

>  - Fixed new rocket lock on not being canceled when vision was lost if you were moving until you regained vision
>
>

### V2.23

>  - Increased zombie starting supply to 135 from 125
>
>

>  - Increased supply gained from infesting rooms to 16 from 13
>
>

>  - Alpha zombies now use supply, 10/20 for t1/2 alphas and 4/8 for underseer
>
>

>  - Geneweaver no longer increases supply however it also doesn't use up supply
>
>

>  - Changed advanced rocket thrusters modification to advanced lock on system which allows you to move while shooting at locked on targets
>
>

>  - Improved movement animations for auto targeting modification to be more accurate, transition more smoothly, and have less impact on performance
>
>

> - Ares now moves slower when pushing units out of its way (intensity is effected by the number and size of units being pushed)
>
>

>  - Ares now gets slowed slightly upon impact with zombies while using thrusters (intensity is effected by the number and size of units being pushed)
>
>

>  - Ares thrusters zombie impact radius reduced to 0.6875 from 1.5
>
>

>  - Ares thrusters zombie impact damage increased to 10 from 5
>
>

>  - Decreased flame turret attack rate to 1.1 from 1
>
>

> - Decreased flame turret armor to 1 from 2
>
>

>  - Increased flame turret life to 270 from 225
>
>

>  - Added halloween skin to geneweaver
>
>

### V2.22.1

>  - Fixed bug where tank could get out of bounds in alpha hangar
>
>

### V2.22

>  - Added ares tank outside of experimental mode
>
>

>  - Added flavor text to ares upgrades
>
>

>  - Ares tank now requires 6 wins to unlock
>
>

>  - Cocoons no longer collide with most units
>
>

>  - Ares radar now shows structures
>
>

>  - Fixed regen creep (mostly)
>
>

>  - Fixed alphas emerging from deep tunnel in invalid locations when the target location was crowded
>
>

>  - Fixed being able to go out of bounds when leaving the club
>
>

>  - Fixed plasma scope activating for ares passenger while the tank was moving
>
>

>  - Fixed plasma scope activating for ares passenger while the tank was moving
>
>

>  - Fixed camera not moving to ares when entering or exiting dropships
>
>

>  - Fixed saboteur refunding 80 gas instead of 60
>
>

>  - Fixed ares abilities in the same slots not using the same hotkeys
>
>

>  - Fixed concussive blast and BFG canceling deep tunnel
>
>

### V2.21.3

>  - Fixed artillery strike not firing if the turret had a target to attack (caused by the previous update)
>
>

>  - Fixed some marine upgrades being applied to tank if purchased while in the tank
>
>

>  - Fixed tank animations becoming paused if you bought spec ops while inside
>
>

>  - Fixed ares main turret no longer animating properly after having transformed into siege mode
>
>

### V2.21.2

>  - Decreased ares unsieged attack energy cost to 14.4 from 15.6
>
>

>  - Increased ares unsieged attack rate to 0.96 from 1.04
>
>

>  - Increased ares sieged attack aoe to 1.5 from 1.4
>
>

>  - Ares tank turret now faces enemies while you move
>
>

> - Increased nanite antibodies duration to 15 from 10
>
>

>  - Increased nanite antibodies cost and cooldown to 50 from 40
>
>

> - Increased nano shield cooldown to 25 from 20
>
>

>  - Decreased activate thrusters startup time to 0.4 from 0.6
>
>

>  - Fixed activate thrusters stopping at the location you targeted the ability instead of traveling the full distance
>
>

>  - Fixed bfg not detonating on greater nydus
>
>

### V2.21.1

>  - Fixed artillery strike, concussive blast, and bfg not damaging units outside of vision
>
>

>  - Fixed BFG not detonating on nydus worms
>
>

>  - BFG now detonates on alpha zombies
>
>

>  - Increased BFG contact damage to 20 from 10
>
>

>  - Increased concussive blast damage to 10 from 8
>
>

>  - Increased onboard radar range to 22 from 20
>
>

>  - Increased flare range to 16 from 15
>
>

>  - Increased flare duration to 12 from 10
>
>

>  - Increased flare radius to 6 from 5
>
>

### V2.21

>  - Added 2 new modifications to ares tank
>
>

>  - Reorganized ares mods into 5 pairs of mutually exclusive options
>
>

>  - Ares enhances ballistics mod now only increases range for siege mode
>
>

>  - Increased ares unsieged range to 7 from 6
>
>

> - Ares concussive rounds mod now causes attacks to knockback the primary target
>
>

> - Decreased concussive rounds slow duration to 0.375 from 0.5
>
>

>  - Increased concussive blast damage to 8 from 5
>
>

> - Increased concussive blast range to 4.5 from 4.2
>
>

>  - Ares hi-sec targeting mod now provides an 18 range radar instead of detection
>
>

>  - Ares now has 1 detection range by default
>
>

>  - Modified names of some ares mods
>
>

>  - Ares minimap icon is now more visible
>
>

>  - Weapons locker can now be used while inside the ares
>
>

>  - You can now divert while inside ares
>
>

>  - Fixed ares sometimes having trouble attacking
>
>

>  - Fixed spec ops ares hp displaying 179 instead of 180
>
>

>  - Fixed nanosteel plating regen being active while the tank was not being piloted
>
>

> - Added visual for rocket launcher to show where it changes between short and long range attacks
>
>

### V2.20.2

>  - Fixed Ares tank and passengers not being removed when their owners left the game
>
>

### V2.20.1

>  - Added a new npc to the secret arctic club
>
>

> - Fixed some interactions in the club not working properly
>
>

### V2.20

>  - Added secret arctic club
>
>

>  - Added new security conversations on arctic
>
>

>  - Fixed legion zombie hotkeys not working properly
>
>

>  - Fixed queen using incorrect hotkeys in the subterranean map
>
>

> - Fixed players with isolation regaining vision of allies from power going back on
>
>

### V2.19

>  - Increased ares tank life to 150 from 135
>
>

>  - Ares tank spec ops now adds an additional point of armor
>
>

>  - Ares tank spec ops life bonus decreased to 20% from 33%
>
>

>  - Fixed ares tank nanosteel plating mod not adding passive life regen
>
>

>  - Ares tank nano shield ability damage reduction reduced to 70% fro 80%
>
>

>  - Fixed marine not receiving lights out debuff if inside the ares tank
>
>

>  - Removed friendly fire from ares death explosion
>
>

> - Fixed flying zombies, devastator, and devourers colliding with alphas while burrowed
>
>

### V2.18

>  - Added 2 new ares modifications
>
>

> - You can now have 5 ares mods at once up from 4
>
>

>  - Reduced ares unlock cost to 250 from 300
>
>

> - Reduced ares spec ops cost to 375 from 450
>
>

> - Reduced ares mod cost to 250 from 300
>
>

>  - Reduced spec ops ares upgrade energy max and regen bonusses to 100 from 200 and 1 from 2
>
>

> - Increased ares hp to 135 from 120
>
>

>

> - Fixed some ares abilities using the same hotkeys
>
>

> - Reduced swarmling damage to 5 from 6
>
>

> - Reduced swarmling nest hp to 340 from 380
>
>

### V2.17.1

>  - Increased concussive shot knockback by 10%
>
>

> - Fixed knockback canceling deep tunnel
>
>

>  - Fixed one of the door control terminals near the new door on sub not working after closing the door
>
>

> - Fixed psi warp ins not guarding the new pathway on subterranean
>
>

>  - Fixed flame turret attack visual not showing
>
>

### v2.17

> - removed bonus beam damage from high precision beams shotgun mod
>
>

>  - replaced shotgun incendiary bullets mod with double barrel mod which increases the total number of bullets and widens the spread
>
>

>  - replaced shotgun concussive beams mod with concussive shot mod which causes attacks to knockback enemies
>
>

>  - minor fixes and changes to shotgun visual and sound effects
>
>

>  - Fixed flame thrower and flame turret damage distribution (mainly helps in a case where a target at point blank wasn't taking full damage) this is especially helpful to the ranged flamer mod which suffered more significantly at closer range due to the bug
>
>

>  - reduced flame thrower attack rate to 0.8 from 0.75 (should cancel out the buff from above, range flamer mod should still be improved)
>
>

>  - reduced super healing drone deployment energy cost to 20 from 30
>
>

> - energy current amount, maximum, and regen now carry over to cocoons on death but max energy is reduced by half while in a cocoon when escaping your cocoon your energy is now set to that of the cocoon instead of always spawning with half energy
>
>

>  - added a new pathway in subterranean connecting the room left of security to the room above
>
>

>  - moved the locker in subterranean security to the room north east of security
>
>

>  - minor changes to the tunnels leading to omicron area to allow easier zombie pathing
>
>

>  - reduced zombie passive income multiplier on subterranean to 1.4 from 1.5
>
>

> - Fixed certain areas of the subterranean minimap being colored wrong
>
>

>  - Fixed sunken hitting the pilot through the ares tank
>
>

> - Photon overload now increases laser damage by 100% up from 50%
>
>

>  - Ares tank now does 2x damage vs structures up from 1.5x
>
>

>  - Decreased ares unsieged attack energy cost to 15.6 from 19.5
>
>

> - Decreased concussive blast cooldown to 13 from 15
>
>

> - Increased activate thrusters energy cost to 50 from 40
>
>

>  - Increased self repair energy cost to 20 from 10
>
>

>  - Decreased siege activation/deactivation time to 3 from 3.5
>
>

>  - you can now activate/deactivate siege mod or exit the tank while under the effect of micro parasites
>
>

>  - Decreased ares build cost to 100 from 150
>
>

>  - Ares tank now starts with 15% energy when built
>
>

>  - Ares tank now restores 15% energy from each locker use up from 10%
>
>

> - Fixed ping players not working on marines inside of a tank
>
>

### V2.16.2

>  - Fixed getting kicked out of the ares tank while on a conveyor belt
>
>

> - Fixed ares not showing construction progress
>
>

>  - Activate thrusters speed is now effected by speed modifiers
>
>

>  - Fixed ares tank having trouble targeting while out of energy
>
>

> - Fixed flame nova and siege using the same hotkey
>
>

### V2.16.1

> - Flame nova now does straight damage in addition to lighting enemies on fire
>
>

>  - Laser turret now has 50% more damage vs light by default and photon overload boosts all damage by 50% instead of doubling damage vs light and structures
>
>

> - Increased photon overload duration to 10 from 8
>
>

>  - Fixed activate thrusters speed being effected by debuffs and completely canceling when slowed by them too much
>
>

>  - Fixed ares tank not attacking while being boosted by arc
>
>

>  - Fixed some ares tank attacks being able to target friendly units
>
>

### V2.16

> - Added Experimental Ares Tank to experimental game mode
>
>

>  - Fixed swarmling nest creating swarmling on death while still under construction (for real)
>
>

>  - Fixed t1 geneweaver gaining energy instead of losing when receiving spell damage
>
>

>  - Added targeting guide to kaboomer barrage
>
>

### V2.15.1

> - Fixed anub using love bug skin
>
>

>  - Fixed swarmling nest spawning swarmlings on death while still under construction
>
>

>  - Fixed scourge nest targeting visual using team color
>
>

>  - Increasec scourge nest damage from 8 to 14
>
>

>  - Increased scourge nest damage multiplier vs structures to 2x from 1.5x
>
>

>  - Fixed scourge bombardment not having a cooldown for targeting/retargeting
>
>

### v2.15

> - Added scourge nest to experimental mode
>
>

> - Swarmling nest is now available outside of experimental mode
>
>

> - Fixed swarmling nest's under attack alert stating a creep tumor was under attack
>
>

>  - Fixed swarmling nest spawning swarmlings when hit while still under construction
>
>

>  - 3x3 structures now take 30 seconds to build up from 15
>
>

> - Virophage door melt time reduced to 170 from 180
>
>

>  - Fixed virophage build alert being a few seconds late under some circumstances
>
>

> - Fixed some structures' refund alerts stating they were refunding "cocoon" biomass
>
>

>  - Mechanical monstrosity variant now gains 1.25x damage vs mechanical
>
>

> - Arc welder now gains 3x damage vs mechanical up from 2x
>
>

> - Armor can now reduce damage to 0 instead of capping at 0.5 The removed armor reduction cap allows armor to reduce damage from puddles and anub goo
>
>

>  - Shell regen rate reduced to 1% per second from 2% per second
>
>

> - Modified terrain and slightly improved security at NW mining in arctic
>
>

>  - Chasms now show blue on the minimap in arctic for improved readability
>
>

>  - Fixed unit glossary leaving out a few zombies due to lack of spaces
>
>

### v2.13

> - Added experimental mode setting in lobby which can currently be used to test the swarmling nest
>
>

>  - Fixed being able to phase through the edge of the north and east door to the hive mind in subterranean
>
>

>  - Fixed part of the east catwalks in subterranean sometimes not having creep when they should
>
>

### v2.12

> - Fixed Epsilon virophage becoming buildable after any room got infested
>
>

> - Fixed Experimental teleporter not working
>
>

>  - Experimental teleporter now displays your progress for teleporting in/out
>
>

>  - Improved teleport/warp in visuals
>
>

> - Added new visuals for flashbang grenade
>
>

> - Added new visuals and sounds for incendiary grenade
>
>

>  - Fixed deep tunnel animation continuing to play after the ability was finished
>
>

>  - Fixed hunter frenzy animation restarting if it got interrupted
>
>

### v2.11.1

> - fixed spec ops psi warping in units when security was down
>
>

> - fixed in development text appearing on spec ops psi warp in abilities in subterranean
>
>

### v2.11

> - reworked spec ops psi disruptor upgrade spec ops psi disruptor now spawns a greater number of additional units when there are fewer security in the room already, as well as a new commando medic if there were no security. Additionally it you can pay gas to recover any reinforcements that died
>
>

### v2.10.2

> - Fixed marines or alphas phasing into walls if teleporting too close to them
>
>

>  - Fixed door control not disabling/damaging doors
>
>

### v2.10.1

> - removed debug messages
>
>

> - fixed a bug with epsilon virophage requirements
>
>

### v2.10

> - Reworked how creep spreads through hallways between rooms The new system will connect your rooms with creep more continuously with smaller sections of creep at a time instead of requiring all adjacent rooms to infest the hallway all at once
>
>

>  - The area above NW refinery on subterranean is no longer considered part of said refinery room
>
>

>  - Doors no longer randomly close when door control is infested
>
>

>  - Reduced duration of doors manually shut by zombie from 8-12 to 8
>
>

>  - Hunter isolation no longer inflicts a brief poison/slow
>
>

>  - Isolation now inflicts a 20% slow for its entire duration (this is greater than the slow of the removed poison and is not fully removed by hev)
>
>

>  - Isolation now silences abilities
>
>

>  - Hostile environment suit no longer reduces the duration of isolation
>
>

>  - Reduced Isolation duration from 20 to 16
>
>

>  - Increased isolation cooldown to 24 from 20
>
>

>  - Increased flame turret armor from 1 to 2
>
>

>  - Decreased heavy turret attack rate from 1.8 to 2
>
>

>  - Increased incendiary rockets aoe from 1.5 to 1.75
>
>

>  - fixed being able to cancel emergency cloak on creep if you got too close to a cliff
>
>

### v2.9

> - Fixed locker at NW refinery on subterranean
>
>

>  - Fixed zombie being able to build structures in a few inaccessible locations
>
>

### v2.8

> - Added a new stat in the stats menu called score which creates a score based on your performance, currently this score effects nothing
>
>

>  - Increased power core range to 9 from 7.5
>
>

>  - Added a few additional security units in the back of subterranean containment
>
>

### v2.7

> - Greater nydus now has the option to stop unloading
>
>

>  - Fixed greater nydus not unloading units stored within the network via lesser nydusses in some situations
>
>

>  - Fixed zombies not spawing in nydus worms if there was already 375+ zombies currently loaded in the network
>
>

>  - Fixed NW and SW spawn extractor hotkeys being swapped in the arctic map
>
>

>  - Fixed virophages still destroying the door if they were killed before they finished building
>
>

>  - Fixed monstrosity using up less supply while burrowed
>
>

>  - Fixed devourer monstrosity not gaining +3 armor
>
>

>  - Fixed devourer monstrosity being unable to burrow
>
>

>  - Fixed devourer/fast strain monstrosity being able to leap while flashbanged
>
>

> - Fixed monstrosities not evolving correctly under certain circumstances
>
>

>  - You can now evolve a monstrosity from the mecha zerg in subterranean labs and doing so will give it a unique appearance
>
>

>  - Mecha zerg are now considered mechanical
>
>

>  - Mecha zerg under zombie control can now use suicide
>
>

>  - Fixed underseer getting stuck on the sub level north of labs in subterranean
>
>

>  - Underseers can no longer move through the power core, virophages, extractors, and creep towers
>
>

>  - Flying zombies types can now move through structures which underseers can move through (this was required for the bug fix below)
>
>

>  - Fixed random sub level lifts turning on or off collision towards flying zombie types whenever a room got infested
>
>

> - Flying zombie types are no longer effected by the conveyor belts in subterranean
>
>

>  - Fixed some door access terminals near FDC in subterranean not working
>
>

>  - Fixed recharging drones not working in sub levels
>
>

>  - Fixed multiple players potentially recieving the same random spawn point when not choosing a spawn location - Fixed security in hangars not draining energy from power ult or outage
>
>

>  - Updated alpha zombie tips to mention underseer instead of occulu
>
>

### v2.6

> - Increased the width of numerous particularly narrow pathways in the subterranean map
>
>

> - Slightly decreased the hitbox size of sunkens and creep towers
>
>

> - Emergency cloak now allows you to pass through doors and reduces your collision radius so you can't get trapped by structures
>
>

> - Fixed various areas on the subterranean map where units would vanish
>
>

> - Fixed explosive barrels still harming humans
>
>

> - Fixed flashbangs causing alpha zombies to become unselectable
>
>

> - Fixed pets and titles not working
>
>

### v2.5

> - Hunter speed reduced to 1.25 from 1.6
>
>

> - Hunter speed bonus on creep increased to 2x from 1.5x (overall hunter speed on creep remains mostly the same as before)
>
>

> - Legion zombie speed increased to 1.25 from 1.1
>
>

> - Aberration speed increased to 1.25 from 1.1
>
>

> - Base aberration damage increased to 40 from 35
>
>

> - Aberration/queen (all shells) shell regen increased to 2% per second from 1% per second
>
>

> - Queen energy regen reduced to 1 from 1.25 - Explosive barrels on subterranean no longer harm humans
>
>

> - Increased explosive barrel damage to 60 from 50 (the samage still decreases as range gets farther
>
>

> - Increased explosive barrel radius to 2.7 from 2.4
>
>

> - Fixed mining droids being unable to find their way out of sub levels under certain conditions
>
>

> - Fixed rich gas not being transfered to your mining droid when you built it
>
>

> - Fixed mind controlled frenzied zombies giving the zombie gas when killed
>
>

> - Fixed some mentions of hangars and dropships from arctic within subterranean
> V1.285
>
>

> - Decreased mining charge armor to 0 from 1
>
>

> - Anubalight's lurking parasite radius increased to 2.75 from 2.5
>
>

> - Increased aberration and abomination life and shields to 800/800 from 750/750
>
>

> - Increased aberration and abomination life and shields to 1600/1600 from 1500/1500
>
>

> - Increased hunter and predator cost to 80/160 from 70/140
>
>

> - Increased predator frenzy attack speed buff to 2x from 1.8x
>
>

> - Increased predator frenzy movement speed buff to 1.5x from 1.4x
>
>

> - Improved predator frenzy animations
>
>

> - Added new visual for being effected by isolation
>
>

> - Decreased massive cocoon collision radius for T1 alphas and saboteur to 0.625 from 0.75
>
>

> - Decreased massive cocoon collision radius for underseer to 0.5
>
>

> - Decreased massive cocoon life for underseer to 1500 from 2000
>
>

> - Increased massive cocoon life for T2 alphas other than saboteur to 2500 from 2000
>
>

> - decreased underseer and saboteur hatch times to 67.5 from 90
>
>

> - Massive cocoon placement now requires being on creep instead of needing to be in an infested room
>
>

> - Alpha zombies must now be on creep to evolve to T2
>
>

> - Fixed being able to place massive cocoons off creep in specific locations
>
>

> - Fixed marine grenade throwing animations
>
>

> - Fixed aberration armor regeneration visual persisting on the massive cocoon when it started to evolve
>
>

> - Fixed underseer not benefitting from creep speed
>
>

> - Fixed saboteur sabotage permanently disabling psi disruptor and nuke charge up
>
>

> - Fixed selection circles not appearing under units in various locations
>
>

> - Fixed decals under doors appearing through the door if you zoomed the camera too far out
>
>
> ### V2.3
>
>
>
> > - Fixed mining droid route icons being swapped in arctic
> >
> >
>
>
>
> > - The ledges in subterranean door control now count as a higher cliff level
> >
> >
>
>
> ### V2.2
>
>
>
> > - Underseer can no longer enter closed hangars
> >
> >
>
>
>
> > - Underseer can no longer use oversight while in the sub level
> >
> >
>
>
>
> > - Fixed being able to place structures in one of the sub levels and the tutorial area on subterranean
> >
> >
>
>
>
> > - Fixed marines pathing to the center of sub level lifts instead of the nearest pathable part of the hitbox in subterranean
> >
> >
>
>
>
> > - Fixed some sub level entrances not working on subterranean
> >
> >
>
>
>
> > - Fixed losing vision when standing near some sub level entrance on subterranean
> >
> >
>
>
>
> > - Fixed various pathing issues
> >
> >
>
>
>
> > - Fixed being able to select trains
> >
> >
>
>
>
> > - Fixed trains showing on visor
> >
> >
>
>
>
> > - Fixed zombies from drop pods bouncing past hangars gates if placed close enough on subterranean
> >
> >
>
>
> ### v2.1
>
>
> - Fixed not being able to enter dropships
>
>

> - Fixed difficulty settings and auto balance not working
>
>

> - Fixed ranks not being effected
>
>

### v2.0

> - Added Subterranean Map (the map can be selected within the lobby)
>
>

> - Marines can now choose their spawn locations during the intro (the spawn point locations have also been changed)
>
>

> - Marines no longer get a speed buff at the start of the game;
>
>

> - Added additional lobby settings including the option to opt in early, and a mode where the host can select the zombie player
>
>

> - Updated soundtrack
>
>

> - Reverted player color options from coop colors back to default sc2 colors
>
>

> - The zombie starting room on arctic now includes additional territory
>
>

> - Split up the west hallway in arctic into 2 hallways
>
>

> - Mining droids can now find their way out of the sub level while trying to reach a mining route that does not involve said sub level
>
>

> - Minor pathing changes in delta hangar
>
>

> - Fixed replays being covered by various overlay effects
>
>

> - Fixed abomination egg ping not vanishing after hatching
>
>

> - Fixed divert fuel cooldown being paused by certain debuffs (this could cause divert to stop working alltogether)
>
>

> - Fixed hunter isolation effect leaving behind permanent particles on your screen
>
>

> - Fixed super healing droid not being automatically set to control group 6
>
>
> ### v1.285
>
>
>  - Decreased mining charge armor to 0 from 1
>
>

> - Anubalight's lurking parasite radius increased to 2.75 from 2.5
>
>

> - Increased aberration and abomination life and shields to 800/800 from 750/750
>
>

> - Increased aberration and abomination life and shields to 1600/1600 from 1500/1500
>
>

> - Increased hunter and predator cost to 80/160 from 70/140
>
>

> - Increased predator frenzy attack speed buff to 2x from 1.8x
>
>

> - Increased predator frenzy movement speed buff to 1.5x from 1.4x
>
>

> - Improved predator frenzy animations
>
>

> - Added new visual for being effected by isolation
>
>

> - Decreased massive cocoon collision radius for T1 alphas and saboteur to 0.625 from 0.75
>
>

> - Decreased massive cocoon collision radius for underseer to 0.5
>
>

> - Decreased massive cocoon life for underseer to 1500 from 2000
>
>

> - Increased massive cocoon life for T2 alphas other than saboteur to 2500 from 2000
>
>

> - decreased underseer and saboteur hatch times to 67.5 from 90
>
>

> - Massive cocoon placement now requires being on creep instead of needing to be in an infested room
>
>

> - Alpha zombies must now be on creep to evolve to T2
>
>

> - Fixed being able to place massive cocoons off creep in specific locations
>
>

> - Fixed marine grenade throwing animations
>
>

> - Fixed aberration armor regeneration visual persisting on the massive cocoon when it started to evolve
>
>

> - Fixed underseer not benefitting from creep speed
>
>

> - Fixed saboteur sabotage permanently disabling psi disruptor and nuke charge up
>
>

> - Fixed selection circles not appearing under units in various locations
>
>

> - Fixed decals under doors appearing through the door if you zoomed the camera too far out
>
>
> ### V1.284
>
>
> - Fixed multiple new bugs for assault rifle and auto targeting
>
>
> V1.282 - Underseer's oversight is now a targeted ability to gain vision/detection of a nearby area
>
>
> - Reduced underseer cost to 30 from 40
>
>
> - Reduced anubalight attack energy cost to 10 from 15
>
>
> - Reduced lurking parasite energy cost per second to 2.5 from 3
>
>
> - Increased armored zombie movement speed to 1.25 from 1.1
>
>
> - Decreased mining charge life to 150 from 180
>
>
> - Fixed anubalisk spines continuing to rotate and face the anubalisk's current position after being created
>
>
> - Fixed underseer not having regeneration off creep
>
>
> - Fixed slow psi effect being visible on undetected underseers (giving away their position)
>
>
> - Fixed monstrosity being created at the wrong size when evolved from certain units
>
>
> - Fixed some of the containment strain units clipping through the cage
>
>
> - Fixed predator's upgrade cost displaying incorrectly
>
>
> - Fixed being able to build on top of lockers
>
>
> - Fixed auto targeting assault rifle not firing properly if you had optical visor
>
>
> - Fixed auto targeting assault rifle not firing if you were moving sideways relative to enemies at high move speed while within melee range
>
>
> V1.280 - Removed micro parasites and ocular parasite from parasitic host - Parasitic host now has a new ability which can create changelings out of security units who can sabotage mechanical units - Reworked occulus and parasitic host into moving burrowed units- Reduced exploration droid detection to 4 from 12 - Increased exploration droid cost to 30 from 20 - Reverted upgraded motion sensor's ability to orbital scan - Abubalight now has a new ability, lurking parasite - Anubalisk can now be ordered to hold fire, preventing it from attacking - Anubalisk now can spawn 1 locust (anubalight still spawns 2) - Reduced locust damage to 8 from 9 - Reduced anubalisk attack rate to 4.25 from 2.15 - Doubled duration of anubalisk spines - Anubalisk can now attack over chasms - Acid attacks now ignore only a portion of armor instead of all of it (this includes acid puddle damage) - Acid attacks now display how much armor they ignore, for most attacks this is 50%, however some low damage attacks resist a larger amount. - Reduced hostile environment suit's acid/environmental damage reduction to 40%/60% from 44.4%/66.6% - Increased T2 frenzied zombie ranged attack damage to 5 from 4 - Decreased T2 frenzied zombie ranged attack rate to 2 from 1.5 - Increased ciritcal mass ultimate gas bonus to 400 from 350 - Increased super stimpack energy cost to 55 from 50 - Geneweaver's rally now gets reset when it unroots - Units in control groups no longer get sent to the rally point - Devourers and devastators are now automatically added to control group 7 when released - Fixed abomination and anubalisk doing 1.75x damage to structures instead of 2x - Fixed nukes not arming if they got stunned by the very outer radius of a nuke's explosion - Fixed issue where sub level north of hive could spawn marines inside the wall - Fixed predator and aberration being selected at the same time
>
>
>
> V1.278 - Units no longer automatically attack nearby enemies while following other units (This will prevent your marine from continuing to attack when accidentally clicking on other units while trying to move) - Sunkens can no longer attack units in the sub level
>
>

> V1.277 - Added option for humans to surrender
>
>

> V1.274 - Increased stasis strike stasis duration to 45 from 33 - Increased stasis strike radius to 3 from 2.5 - Increased stasis strike cooldown to 75 from 60
>
>

> V1.273 - Increased drop pod zombie spawn count from drop pods to 7 from 6 - Decreased stun duration of newly spawned units from drop pods to 0.75 from 0.8 - Decreased number of drop pods spawned into uninfested rooms by the drop pod ult to 6 from 7 - Decreased hunter speed to 1.6 from 1.65 - Decreased super healing drone energy cost to 30 from 35 - Increased cryo flame movement and attack speed reductions to 25%/50% from 20%/40% respectively - Increased stasis strike stasis duration to 33 from 25 - Stasis duration is now displayed for humans - Updated descriptions of healing abilities to display the heal rate
>
>

> V1.272 - Increased stasis strike duration to 25 from 20 - Increased stasis strike range to 18 from 15 - Fixed various bugs just caused by the new patch
>
>

> Version 1.271 - Replaced upgraded motion sensor's orbital scan with a new ability, stasis strike This can be used on flying/hovering zombies to place them in stasis - Increased oculus and parasitic host life to 500/1000 from 30/60 respectively - Increased hunter movement speed to 1.65 from 1.1 - Decreased hunter bonus speed on creep to 50% from 100% - Creep speed upgrades now stack with the hunter's bonus additively instead of multiplicatively - Increased toxic nest trigger radius to 1.75 from 1.5 - Increased toxic nest aoe to 2.75 from 2.5 - Units spawned by drop pods now have a 1 decond delay before they can do anything - Increased drop pod zombie spawn count to 6 from 5 - legion zombie now has both abilities in T1 however creep spread and the passive buff are now unlocked by T2 - Sunken tumors no longer show where their attack will hit - Flame thrower cryo mod now slows enemy movement speed by 20% - Cryo attack speed reduction reduced to 40% from 55% - Emergyency cloak duration increased to 70 from 60 - You can no longer cancel emergency cloak while on creep - Super healing droid can now be used on any allied unit - increased defensive matrix damage resistance to 33% from 25% - Fixed detection indicator
>
>

> Version 1.268 - added interactable loading screen
>
>

> Version 1.265 - Increased mining droid speed to 1.75 from 1.7 - Increased locust damage to 9 from 8 - Decreased anubalisk attack rate to 2.15 from 2 - Increased predator frenzy to 40% move speed and 80% attack rate from 35% move speed and 70% attack rate - Fixed small and large acid puddle damage stacking - Fixed hazmat taking 2x as much damage from acid puddles as intended (this resulted in effectively resisting 33% of damage instead of 66%) - Defensive matrix now increases the size of your hitbox so your better at blocking zombies - Increased super healing drone follow range to 3.5 from 3
>
>

> Version 1.264 - You can no longer mine while you have a mining droid - Equipping arc welder will now allow you to mine even with a mining droid - Increased mining droid base speed to 1.7 from 1.6 - All numbers relating to zombie supply are now 3x larger so that 1 supply is equivalent to 1 zombie instead of 3 (just a notation change) - Increased zombie starting supply to 125 from 75 - Decreased supplies per room to 13 from 15 - Decreased maximum possible supplies from rage to 10 for each unininfested room from 12 - Fixed spawning up to 1 zombie more than your max supply
>
>

> Version 1.263 - Increased damage of carpetfire rockets to 8.75 from 7.5 (per rocket) - Increased spec ops assaut rifle attack rate to 0.36 from 0.375 - Auto targeting system now provides a 10% movement speed bonus - Increased motion sensor cost to 60 from 50 - Decreased exploration droid cost to 20 from 25 - Increased effectiveness of legion zombie buffs on itself to 2x from 1.5x - Fixed aberration and hunter being selected together when double clicking - Modified rank point calculations so a portion of the points you gain or lose are based on how well your team did
>
>

> Version 1.262 - Fixed death ragdolls for some alpha zombies not desintegrating - Fixed psi disruptor death model not desintegrating - Fixed psi disruptor warp ins not warping back out if the psi disruptor died before they finished warping in - Fixed mining charge sometimes being stunned by other mining charges while in the process of detonating - Fixed mining charges still recieving damage from DoT affects during detonation if they were applied before detonation began - Fixed nuke stun and psi slow visuals being crated for various pointless or invisible units - Fixed mining charges being able to start salvage while detonating (there wasnt time for it to finish but still should be disabled anyways) - Fixed upgraded drones not playing deactivation animations when out of energy - Fixed replacement zombies still having a kick button - Fixed being able to kick the zombie player through chat commands
>
>

> Version 1.261 - Increased number of human games required to play as zombie to 5 from 1 - Increased vespene bonus for watching the tutorial to 400 from 150 (this is the amount you'd have if you mined the whole time)
>
>

> Version 1.259 - Decreased power converter cooldown to 60 from 70 - Increased damage of carpetfire rockets to 7.5 from 6.25 (per rocket) - Increased range bonus from auto targeting system to 20% from 10% - Fixed various bugs with rocket launcher lock on and added a new visual to show locked on units - Fixed nydus worm selection being transfered to unloaded units - Fixed devouring maw visual sometimes not showing (probably) - Fixed hive queen having a different value and kill reward when flying (this also caused flight to cost vespene) - Fixed monstrosities being unable to attack when evolved from burrowed units - Fixed units not being removed when you leave after the game is over
>
>