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Eximius - Winter Warfare Event Ended
Update v1.1.5:
[New Feature]
New Team Skirmish Advance Settings
A new advance settings for Team Skirmish has been added to the game. This option will give players access to multiple different customization settings.
This option is turned off by default and has to be enabled to be used. DO NOTE that turning on this option will disable any EXP gained and Contracts for the duration of the match.
Rooms with Advance Settings enabled will have a "NO EXP" Icon on the top indicating the room will not provide any EXP and contract progression as well as a warning prompt when joining in an advance setting match.
[Improvements]
Improved Attack Commands
Infantry Attack Move and Priority Attack is now combined into one function
Orders a selected unit to attack a target unit or location. When used on location, light infantry will move in tactically, advancing when it's safe. If this command is used on heavy infantry it will prioritize attacking that target instead.
Vehicles Priority Attack and Attack Ground is now combined into one function
Orders a selected vehicle to attack a location or a prioritize specific target, when use on ground, it will fire at the target area and if used on a specific unit, it will prioritize it's weapon to fire at the unit whenever possible but will not move from its current location. Priority Attack/Attack Ground key for vehicles has also been remapped to the "F" key instead of "P"
Infantry Grenade and Explosive pack auto throw Behavior
Marines and Elite Marines will now automatically throw their grenades during combat when in a range of a hostile target. GSF will still require to research "Infantry Equipment Upgrade" for them to throw grenades.
Demolishes are now also able throw their explosive packs when near enemy structure and vehicles.
[Weapon Balance Changes]
MRPG changes
MRPG now have danger indication of 3 meters that will prevent players from firing at a close range
Minimum range is increased from 5 meters to 10 meters
Impact damage is reduced from 650 to 550
Splash damage is reduced from 650 to 550
Splash radius is reduced from 6m to 4m
[Other Balance Changes]
Added Secured MULE's gibs, Secured MULE when destroyed will now spawn its destroyed frame allowing for Siege Vanguard to salvage
Covert Vanguard "Execute" passive ability "to not be spotted" requirement is removed
Removed Specialist Strike Team Laser Aiming Indicator
[Fixes]
Fixed an issue with MRPG sometimes doesn't explode when reached the targeted distance
Fixed an issue with Deployed MULE when issued revive order won't undeploy and execute the order
Fixed an issue in the tutorial during the destroy vehicle in tutorial the player is able to interact with the tutorial console to spawn another vehicle.
Fixed an issue with Covert Vanguard after performing an execution the player will get stuck
Fixed an issue with Crawler's turret not applying stealth material when it is not relevant
Fixed an issue with G12 Guided while Aim Down Sight and switch weapon the aim indicator will stay
Fixed an issue with GSF Reinforcement Tier 3 vehicle will squash reinforcement infantries
Added fixed length for Laser Strike
Update v1.1.4:
[Balance Changes]
All Artillery tanks ability cooldowns is increased to 48 seconds from 30 seconds
AXR Demolisher train cost reduced to 380 / 70 from 450 / 100
Viper's abilities now will have separate cooldown
Shockwave damage per shot is decreased to 70 from 83
Cyclone HWS's Artillery is now revamped
All cyclone ability shots takes slightly longer to hit its target. It will take 1.2 seconds to ascend (from 0.75 seconds) and will fall from a height of 300m at 60m/s ( up from 150m )
Each Precision Strike shots will fired in a 1.2 second interval.
Cyclone Heavy Artillery (Reserve Munition) damage increased to 2500 explosive damage over 20m splash from 1500 damage over 8m
Precision strike and Heavy artillery now has a distinct incoming sound.
All cyclone shots will now have ambient sound effects that can be heard globally
AXR Structure build time changes
Power Reactor build time decrease to 20 seconds from 27
Fabricator build time decrease to 27 seconds from 33
AXR Turret build time decrease to 20 seconds from 30
[Visual]
Adjusted mortar trail VFX to make it more visible for RTS
[Fixes]
Fixed an issue with MULE heal command description mention Field Support
Fixed an issue with Marine and Demolisher throw grenade / explosive pack command won't work if selected target is an unit
Fixed an issue with GSF Armory taking extra damage from splash due to armory modules.
Adjusted AXR Command Center mesh
Fixed an issue with Cyclone Precision Strike command description says fire 2 rounds instead of 4 rounds
Update v1.1.3a:
This Balance change was supposed to be included in the previous patch but was mistakenly left out
Increased XM45 Mag package damage to 54 from 45
Issues that has been Identified and Fixed
Re-added missing Reserve Munition command and GSF Infantry Equipment Upgrade in T3 structures
Fixed an issue with an incorrect calculation on MASER splash damage
Changed Mag Package Description to 20% instead of 50% ROF for all languages
Fixed an issue where preview Map is not shown in the set-up lobby for the Town Square map
Fixed a hole in the pavement beside team 0 base in Express
Fixed missing wall material in Downtown Map
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