Join in the conversation with episode 4 of our Dev Podcast! This episode will explore the abilities of our two new Battlesuits: The Orion (AXR) & Exploit Vanguard (GSF).
On top of that, we also have some new and exciting surprises in store. So be sure to catch it tomorrow at the following times:
Apologies everyone. this is the longest patch gap we've had. After more than 6 weeks without any patches, here comes 0.51.3.
In a way, 0.51.2 was one of our most stable patches we've executed, with zero multiplayer crashes on our server. There were some crashes in the offline modes, all of which have been addressed. Additionally, this is a pre-Spring 2019 update, hence the massive size. A lot of the updates have been pre-loaded while we continue to add content.
Enjoy the patch and see you at this week's PVP Fest. As usual feedback and discussion on balance changes are most welcomed.
0.51.3 Official Change Log
- Migrated to Unreal Engine 4.21 - Partially added new remastered soundtrack ( full OST available on Spring 2019 ) - Added new Voice and Event warning when Command Centre hitpoints drop below 50% - Added "Stop Bombardment" command to Echelon Crew to stop force attack ground - Animation Blending improvement added, infantry no longer glitches when crouching and moving - Axeron Structure animation now deploys only after reaching full location rather than gliding and deploying into location. - All AI now have slightly further vision - Officer AI have significant increase in targeting range - Infantry AI will now sprint when issued move command when not in combat.
====== Fixes ======
- Fixed issue where Technology requirement is fulfilled before GSF structure has been fully built - Fixed issue where Last Mission stats will not show until you restart the game - Fixed issue where Steam Avatar won't display the first time you play with a new player - Fixed a major crash ( rcmarktriangle ) on offline skirmish - Fixed crashed caused by vehicle running over dead units. - Fixed a major issue where Axeron Structures sometimes don't deploy even if location is valid - Fixed issue where Echelon Crew no longer bombard targeted area when there is a live target - Fixed issue where Assault Vanguard's rocket fires sideways - Fixed issue where engineer ignores target when ordered to capture points. - Minor optimization on several server processes
======== Map Fixes ========
Express : - Fixed East supply point which constantly got AI units stuck
Central : - Fixed bugged lighting on Cloudy
=============== Balance Changes ================
XM13 Spec Ops - Increased fire rate from 12 shots to 16.67 shots per second.
Aegis - Abilities now cancel reload. - Supercharger Beam no longer shoots through Phalanx Crew - Supercharger Beam now deals less damage to vehicles & structures ( similar profile to bullets ) - Shield Boost cooldown increased from 16 seconds to 20 seconds
Assault Vanguard - Lock range increase to 100m for suit's abilities
Phalanx Crew - Phalanx Shield now blocks ATR , AMPAW and Aegis Supercharger
Echelon Crew - Echelon Crew ADS cooldown decreased from 0.8 seconds to 0.5 seconds
Here's a closer look at the Exploit Vanguard Battlesuit, equipped with a high tech glove for hacking and support purposes. 🕵️♂️
Can you guess what kind of abilities this suit will have? 🕶️ Let us know in the comments.
Join us for next week's Dev Podcast, where we'll be detailing more about the new battlesuit's capabilities and watch the latest episode on our YouTube channel:
0.51.2 is now live. Just in time for first PVP Fest in Feb 2019
As development for Q1 Roadmap 2019 is in progress. This will be the final patch before we migrate to Unreal Engine 4.21 to fix some performance issues a longstanding MarkWalkableTriangle bug that is happening on singleplayer skirmish.
As part of this patch's highlight:
We're glad to announce that we're moving to a more solid animation rig. The phase 1 animation development is complete, as a result characters now each have custom third person animation. Pistol no longer have floating arms. However, due to moving to this new rig , certain animation are now misaligned and will need some correction that will be pushed shortly. For now bear with us as some feet will float a little.
A big balance changes specifically targeting a very common turret-rush meta have been addressed. While it is still possible to play turret offensively , both faction now require Barracks / Fabricator to start building turret.
A longstanding bug that causes your squad to retreat when you enter into battlesuit equipping phase has also been addressed.
0.51.2 Official Changelog
- RTS buttons tooltip are now clearer. - GSF / AXR command centre now locks newly trained AI selection for 3 seconds. - Animation Revamp Phase 1 : Units now have individual weapon animations for third person - GSF Field support will not continue to heal units even after being assigned.
BALANCE CHANGES : - GSF Ecchelon Crew now requires Supply Centre to be built - GSF Echelon Crew price down to 2200 / 300 from 2800 / 800 - GSF & AXR turret now requires barracks and fabricator respectively. - GSF & AXR Turrets now consume 3 energy instead of 2 - GSF Powerplant enhancement now cost 600 instead of 300 and upgrade time is 8 seconds instead of 5. - Rook autocannon damage reduced from 300 to 180 - Rook autocannon splash increase from 150 to 250 - Phalanx MG is now more accurate
Fixes : - Fixed issue # Battlesuit still retreat unit when squad leader equips - Fixed issue # Supply centre no longer have wrong description about deploying vehicles - fixed issue : Team2's commander no longer have newly built unit hidden - fixed issue : arrow key cannot be rebinded - Fixed issue # AXR Infantry have flipped cover animation - Fixed issue # Some sound files are not affected by volume control - Weapons now have custom third-person animation - Fixed issue # GSF In transit structure is errornously registered, causing it to appear on minimap - Fixed issue # Commander sometimes lose mouse look control when going into FPS right after construction order
Release Notes for 18th January 2019 0.51.1 Changelog
Happy New Year 2019 The Dev team is busy working on the new Battlesuit Feature and new PvE/ PvP map for next month's patch.
We may be sharing these content soon over our Dev Stream before release for some feedback.
[Fixes] - Fixed issue where infantry teleports when jumping from ledges. - Fixed issue with Skirmish AI where it sometimes will not capture the final capture points. - Fixed issue for Battlesuit Victory Achievement. - Fixed visual issue when producing units from Barracks. The Barracks will sometimes take on other building description when clicking on other building and back. - AI no longer unassigns and retreats when player equips a Battlesuit
[Gameplay Updates] - AXR structures now deploy better in tight corners and harder to reach areas. - Added new achievements for Homeland Security - Flipped vehicles will now unflip itself - EMP blasts now prevent players from charging shield for 8 seconds. - Overhauled Assign Units Function. AI no longer get stuck when Officers goes to non-navigable areas - Implemented function to allow you to search for matches while looking at server browser.
[PvE] - Homeland Security. You can no longer spawn camp enemy spawn location with turrets
[Balance Changes] - Increased critical damage of GSF Shotgun to Torso and Head. - AXR's XM45 CQC Package damage reduce from 40 to 35.
ANNOUNCEMENT : Dear Community. We (Ammobox Studios) are forced to issue a DMCA Notice to our own game Eximius: Seize the Frontline. As a result, the Steam store page has been temporarily disabled.
So what happened? Long story short, we had to file a DMCA against our very own game on Steam to wrest it off the Publisher (TheGameWallStudios). The DMCA has just kicked in resulting in the game being taken off the Steam Store Page. Legal action is in process of being taken because the publisher has went off grid and has not made any payment of the sale of the game to developers. TheGameWallStudios has breached publishing agreement and their rights to distribute has been terminated.
So what does this mean? Owners of the games can still play the game and receive new updates with no problem. The dev team and the servers are still around and running. It's just that new players won’t be able to purchase it for the time being. As of writing, if you bought the game recently through other online digital distribution stores, the key will still activate on Steam with no problem. We will continue to update this situation as it develops.
IMPORTANT NOTE : They still own the Steam application rights, Store Page and have full access as far as Steam is concerned. This post might be deleted, modified and the Community Hub be entirely blocked. Our updates might completely be locked out as we don’t know what will happen. We are still very much active in our Discord ( www.discord.gg/ammoboxstudios) and Facebook page( https://www.facebook.com/EximiusGame/) as long as the Steam Community Hub is still alive we’ll be around it as well. Feel free to chat with us there.
[Fixes] - Optimised building placement logic for Axeron's Skirmish AI - Fixed glitch with Production queue when a research is cancelled in production queue. - Fixed issue where AI Infantry would not fire LMG weapon accurately. - Fixed many map exploits where players can shoot at Command Centre from a long distance away
[New Content - Units] - GSF Echelon Crew: Indirect-fire Weapon crew equipped with Mortar and Countermeasures equipment. - AXR Rook Ironguard: Heavily armored Ironguard that can be unlocked from an upgrade. When engaging 3 or more target, it will deploy a secondary Autocannon turret.
[New Content - Weapons] - GSF Gauntlet CPC (Charged-Projectile Cannon): Handheld cannon that charges before firing. Each projectile contains a small EMP blast, allowing you to disable vehicle, turrets and Officer shield regeneration. - AXR MASER: Directed energy weapon that could fire a sustained beam of energy. Power output increases the longer it is kept fired.
[Matchmaking Updates] - Tweaked UX process for starting Multiplayer game - Multiplayer matchmaking queue is now a single global queue. Servers are now allocated based on average location
[Gameplay Updates] - EMP effects now also disable player's shield regeneration - Skirmish AI are now more aggressive in building vehicles