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  3. Season 2 Nemesis (v1.1) Out Now!

Season 2 Nemesis (v1.1) Out Now!

Officers!

It is with great excitement to announce that Season 2 'Nemesis' is now LIVE! also with this update you will get to enjoy 40% off on the game. As you've already seen majority of the content and changes that is coming in during our countdown, here's the full list along with changelog details.

[h2]Nemesis Trailer[/h2]
[previewyoutube][/previewyoutube]

Nemesis Update Changelog


[h2]Town Square[/h2]
A new map has been added to the Eximius making this the 6th map in the game. This place used to be a place of gathering for social activities, now we are here for the blood of our enemies.


[h2]2 New Battlesuits[/h2]
[h3]Axeron "Viper"[/h3]


[h3]GSF "Covert Vanguard"[/h3]


[h2]12 New Weapon Packages[/h2]
https://www.youtube.com/watch?v=fEdJaQMv2FM
  • SIGAR "Spec Ops Package"
  • UA9 "High Capacity Package"
  • IGL “Superfrag Package”
  • ATR "Fire Spear Package"
  • Warthog "Armor Piercing Package"
  • Warthog "High Explosives Package"
  • SATM "Seeker Package"
  • XM13 "Marksman Package"
  • AMPAW "Modulated Package"
  • ISW "Impact Rounds Package"
  • ISW "Armor Piercing Package"
  • G12 "Guided Package"


[h2]Faction gameplay & technology changes[/h2]
[h3]GSF - All Divisions[/h3]
  • IFV and M33 will now be available for every GSF division
  • Building your first Barracks will now give players 10 free marines


Implemented new reserved munitions for GSF vehicles :
  • Cyclone : Heavy Artillery Round
  • M34 : Super napalm
  • IF & APC : Armor piercing rounds
  • Lancer : Explosive round
  • Ballista : EMP Rounds


[h3]GSF Fortification Division[/h3]
  • Defensive Countermeasure is no longer a commander ability but instead its a communication centre’s ability. The jamming location can be changed manually from the communication centre.
  • Echelon Crew’s ACM (Air Counter-measures) is now reworked. It can now be individually purchased on the Echelon crew at the cost of 1500 supplies. Deploying APS mode will now by default have the ACM mode activated. This ACM upgrade is still locked behind a paid upgrade on the unit itself.


[h3]Axeron - All Divisions[/h3]
  • EMP Strike is now an ability that automatically unlocks on Tier-3 ( any branch ) without additional research.
  • The Mechanized computing unit (MCU) has a new upgrade (repair drone enhancement) that improves the duration and repair speed of the repair drone.
  • MULE now can heal organic infantry, will auto heal infantry nearby, if heal target is moving too far away or after done healing MULE will go back to its original position
  • Scout scanner is now able to scan a location in a radius (100m max range + supply cost 50)
  • Recon and Phantom Drone now has the ability to relocate its scanning area.
  • Robotics computing unit (RCU) receives a new upgrade that reduces bullet damage of Ironguard by 33%.
  • New Recon Toolkit Upgrade is now available giving scouts the option to scan and disable mines in a selected area.
  • Constructing your first Fabricator will now give players 2 free Ironguards
  • Omicron and Crawler will now be available for AXR Robotics and Energy division
  • Stealth Crawler will now be available for AXR Stealth division


[h3]Axeron Energy Division[/h3]
  • Overload command is now reworked. It is a toggle-able ability. When turned on, the damage linearly increases as the power output increases but can be cancelled anytime and has a cooldown before it is allowed to activate again.
  • Overload reactor can only be used on a secured power reactor (Power reactors that is currently locking down a resource point)
  • Ocular Defense can now be upgraded to use bombardment ability. (Requires tier-3 any branch)
  • Energy division received a new ability to overload weapons of Laser-equipped units. This requires a dedicated tier-3(any branch) research and a cost of supplies and energy upon activation. In addition to that, overloaded units will take damage while the effect lasts. Effects of using overload can be seen below:
  • Overloaded Laser Knight : Overloaded knights fire the weapon continuously similar to an LMG.
  • Overloaded Ocular Defense : Increases damage dealt
  • Overloaded Sigma Ocular : Increases damage dealt


[h3]Axeron Stealth Division[/h3]
  • Advanced Specialist’s cloaking module duration is increased by 30 seconds compared to the regular Specialist cloaking module.


[h2]General Faction Balance Changes[/h2]
  • Sigma Charged Shot is now an one-off use ability that has area effect explosion radiating through walls.
  • Sigma Ocular Charged Shot is now a single-use ability that deals a large area-of-effect damage. It is now unlockable in MCU through research
  • All railgun-type weapons will now bypass APS capabilities, currently affecting Sigma and Guardian Troopers.
  • M34 Hellspawn's flamethrower won't be intercepted by APS now
  • Field Support Heal is now allowed during combat
  • Specialist range increased to 85m from 70m
  • GSF Field Support and MULE can now revive Officers. When downed, the officer assigned with a field support or MULE will have a button to call for help
  • Assigned field support can now be requested to heal squad leaders
  • Added ability to Engineer & Scouts to defuse mines
  • Scout Jammer and Scout Scanner is only able to be used on a scout with a recon toolkit upgrade
  • Support crawler now has 2 sets of armory modules instead of 4
  • Increased healing beacon heal radius from 4m to 8m
  • Increased healing beacon heal amount from 50 per second to 100 per second
  • Decreased Healing Beacon cost from 150 supplies to 100 supplies
  • Laser Knights no longer need to reload.
  • Scanners such as Recon Drone, Phantom Drone, GSF Tactical Scanner will now mark deployable mines including Anti Armor Mine, Scarab, Shock Trap when scanned.
  • Reduced the fire delay before GSF Cyclone fires significantly
  • Increased Reserved munition range to 90m from 50m for M33
  • M33's Rocket Turret's AOE now has falloff of 1.0 exponent
  • M33's Rocket Turret turning is now limited to the front of the M33 turret
  • Reduced M33's turret turning speed
  • Knight Ironguard cost change to 800/650 from 800/800
  • Guardian Trooper price has been readjusted to 2800/1200 from 2600/1600
  • Specialist cost reduced to 800/200 from 800/250
  • Specialist training time reduced to 8s from 12s
  • Service Ironguard cost increased to 1200/200 from 1200/0
  • Echelon crew cost increased to 2400/400 from 2000/300
  • Phalanx crew cost increased to 2400/250 from 1800/250
  • AXR vehicles now have a flat 24 seconds build time instead of 30 seconds.
  • Crawler cost readjusted to 2600/900 from 2000/1200
  • IFV cost readjusted to 3200/1000 from 3500/1500
  • Marine Combat Armor will no longer reduce damage from incendiary, armor piercing and slugs.
  • AXR Sigma charged shot is now able to target ground
  • Incendiary damage now deals x3 damage to heavy infantry instead of x2.1
  • Field Support resupply ammo pick up is now a tap instead of hold
  • Blocks players from picking up weapon ammo or health when their health or ammo is full.
  • Omicron and Crawler will now be available for AXR Robotics and Energy Generals.
  • IFV and M33 will now be available for every GSF sub faction
  • Ironguard Drop commander ability is now changed to drop 4 Ironguard Core instead of 4 normal Ironguards.
  • GSF Lancer energy cost reduced from 1500 to 1200
  • GSF APC energy cost reduced from 1500 to 1000
  • Credit point WPC increased from 3 to 4
  • Energy Point and Supplies Point WPC decreased from 7 to 4
  • Base rate of WPC increased from 2 to 5


[h2]Tier-3 light Infantry revamping[/h2]
[h3]Global Security Force (GSF)[/h3]
  • GSF Elite marines no longer have random weapons. Now start with a light-machine gun.
  • GSF Elite marines can be upgraded to grenade launchers or ATR rifles at the cost of supplies.
  • Elite Marine default Movement Speed is decreased by 15%
  • Elite marines will now occasionally do a dodge roll when aiming or firing at them.

[h3]Axeron Industries (AXR)[/h3]
  • AXR Specialists now have increased range ( 85m , up from 70m ) and are now the longest range light infantry.
  • AXR Specialists can now cloak for a 30 seconds duration. This ability requires an extra upgrade on the tactical computing unit.
  • AXR Specialists strike team is no longer limited to a single group and is permanently cloaked while deployed.
  • Specialist will now do a special dodge roll if fired grenade launcher at them

[h3]Changes to AI sighting system[/h3]
  • AI will now fire into soft-cover if the unit has been spotted by the team.
  • AI will not be able to spot units in soft cover if they’re not previously visible. However they are able to continue to maintain sight in it.
  • However, if a target is spotted by another unit ( or via scan ) , AI will still shoot into soft-covers with less accuracy.
  • If you damage enemy units while in soft cover, AI will still blindly fire into it.


[h2]Weapon / Equipment Balance changes[/h2]
[h3]New Weapons / Equipments[/h3]
  • Recon grenades are now available. A throwable scanning grenade that marks enemy units through obstacles for the duration of the equipment’s time alive.

[h3]Critical hits & damages multipliers[/h3]
  • Bullets fired from players will now pierce through characters' limbs when detecting critical hits. This means the hands and arms no longer block shots supposed to land at the body. This resolves the issue where characters’ limbs would block critical shots to the body, inconsistently dropping the critical hits to non-critical hits for Battlesuits with larger arms like Berserker.
  • Critical hit multipliers are now revamped for all weapons.
  • By default, the multiplier for body shots and headshots is now x2 and x3 respectively. This was x3 and x5.
  • Assault rifles ( XM13 and SiGAR ) body shots and headshots are now x2 and x3.5.
  • Shotgun body shots and headshots are now x2 and x2.
  • Light machine body shots and headshots are now x1.5 and x2.
  • In line with these new changes. We recognize that the damage is more consistent but dropped lower. Therefore, all bullet base weapons damage values have now been re-adjusted, matching them closer to the old time-to-kill.


[h2]General Weapon Changes[/h2]
  • Added heavy weapon movement penalty to all equipment
  • ISW and Warthog clip size reduce to 120 from 150
  • ISW starting clip reduced to 4 from 6.
  • Warthog starting clip reduced to 4 from 5.
  • Warthog firing speed increase to 11.1 shots per second ( up from 10 )
  • AXR XM13 SpecOps , recoil adjusted, time between burst reduce to 0.24 ( down from 0.3 )
  • All LMG package critical damage reduced to 20% (down from 50%). This means it deals 120% on bodyshot, and 140% on headshots. However, universally they all receive slightly increased base damage. Warthog increased to 115( from 92 ), ISW increased to 100( from 84 ).
  • All LMG packages now have slightly increased spread on hipfire.
  • Changed Bio Injector healing behavior to heal over time instead of instant
  • Increased GSF Bio Injector usage from 6 to 9
  • XM13 spec ops shooting behavior returned
  • XM13 specs ops now has 24 shots /clip with max ammo of 192 ( 8 clips )
  • GSF Marksman increased damage to 120 from 70, firing rate change to 1.8 rounds per second , down from 4.54
  • ZC9 hand cannon range increased to 70m from 50m
  • Increased credit cost of AXR EMP Grenade to 900 from 500
  • Re-aligned G12 Sights
  • Updated Lingering Fire visual and sound effects
  • G12 Max Ammo has been reduced to 5 from 6
  • M12 Bullshark Shotgun range increased to 60m from 50m.
  • MASER will now show the damage per shot indicator when start shooting
  • MRPG Cluster package max ammo is increased from 16 to 20

[h2]Shockwave reworked[/h2]
  • AXR Shockwave has been fully reworked. The new weapon functions similar to a shotgun with a static spread. Damage depends on how much the centre of the screen overlaps with the target itself.
  • Shockwave Overcharge package maintains the behavior of going past walls, but the damage penalty per wall has been removed.
  • Shockwave price is reduced to 500 credits from 900 credits.

[h2]Gauntlet CPC reworked[/h2]
  • CPC can now be fired instantly to deal Explosive damage
  • New charging system was added where the CPC will automatically charge while holding it.
  • Players can fire a stronger shot that deals AOE EMP and Shocks robotics Infantry by consuming 25% of the charge bar.
  • Clip Size Has been increased to 12 from 4
  • Max ammo has been increased to 48 from 24

[h2]Battlesuit Balance changes[/h2]
  • Hyperion Maelstrom will now deal 2000 total damage to structures (80 per seconds/ total 25 seconds)
  • Hyperion Maelstrom will now deal 10000 total damage to vehicles (400 per seconds/ total 25 seconds)
  • Hyperion Bombardment targeting is now revamped. Holding right click while in Aerial Bombardment will now lock on to a target, even behind walls.
  • Hyperion "Aerial Bombardment" will now show all nearby targets when toggling this ability
  • Hyperion’s passive ability has been changed. When active abilities are not on cooldown, the user acts as an APS, shooting down projectiles but only from the front.
  • Siege Vanguard can now deploy 3 sentry guns instead of 2
  • Optimized Assault Vanguard CAMG Airburst targeting algorithm. They will fire more accurately to maximize damage.

[h2]Tutorial Changes and Improvements[/h2]
  • Shooting range segment will now proceed automatically instead of manually clicking the terminal during each segment.
  • Added a new segment in the tutorial range to teach players how to buy and upgrade weapons from Mules and Armory
  • Players will now be given a completion prompt after “Completing Mission Objective Training” that redirects them to an option of their choice that could either be Return to the main menu to start a game, continue to RTS tutorial videos or continue challenge dome training.
  • New sandbox section has been added to the tutorial range. Allowing players to spawn enemy units,vehicles and structures by using the terminal and giving players infinite credits to practice with any weapon.

[h2]New Seasonal Medals[/h2]
Medals are seasonal objective based cosmetic items that players can obtain by doing specific challenges. New Medals will be available during every season. Players can then set up their medals in the customization section and it will be shown in the main menu, Setup Lobby and the enemy death cam. Medals will have 3 different levels going from Bronze > Silver > Gold for each medal. Obtained medals will be in your account permanently even after the season is over.

[h2]New Daily and Weekly Contracts[/h2]
Contracts have been added to Eximius!. These are challenges that reward players with credits when completed. Contracts are divided into Daily Contracts and Weekly Contracts. A total of 3 Daily contracts that refreshes in 24 hours and 1 Weekly contract which is a longer and more challenging contract will be available to players.

Contracts will reward players based on the difficulty of the task given. Daily contracts will always have an easy, medium and hard contract while weekly will have a much more difficult contract. Contracts are only available on online matches and will not be recorded if it's an offline match.

[h2]UI/UX and Visual Changes[/h2]
  • Silhouette highlighting is now reworked.
  • Enemy no longer has silhouette highlighting.
  • UI: Contextual Ping change color to yellow
  • Commander ability now shows the cooldown time remaining in numbers.
  • Main menu: Added brighter reflection sphere for visor area
  • Added icon for Burn effect
  • Improved Sigma Charge shot shockwave trail VFX
  • Passive Icon update for Hyperion
  • Improved Sigma Ocular VFX
  • Added GSF Lancer, M33 and M34 cannon barrel recoil effect
  • Added GSF Lancer shell eject particle when Fired
  • Added Phalanx Crew MG and AT cannon firing animation
  • Modified effect for Maelstorm to be more see-thru
  • Added New RTS cursor
  • Minor adjustment to Ocular Defense muzzle VFX
  • Added New Twilight and Clear Noon Lighting to all PVP Maps


[h2]Improvement & Quality-of-life changes[/h2]
  • Ironguard now has proper animation when it's moving faster.
  • Ironguard Knight now sprints when out of combat or not shooting, moving at 6m/second.
  • Strategic map (M-key map) is now much brighter and has more contrast. Allowing you to see the details of the map.
  • Improved movement behavior and physics for all AXR structure transports, they are much less likely to get stuck while deploying outside of base.
  • AI Cannot see new units behind the Soft Cover but can track targets that are already visible.
  • AI now fires inaccurately when firing at units in softcover instead of not sighting them at all.
  • Bullet firing infantry now prioritize infantry on attack
  • Added Continue to next game function after the game has ended in the post game screen.
  • Open Game Now Accepts Preferred Faction Type Upon Joining
  • Improved AXR Battlesuit suit up animation.
  • Changed Phantom Drone stealth radius draw is now using base tint black color and not the scanning texture.
  • Drag Select will now select a Structure if nothing else is in the selection box
  • Single Selection is now optimized for fast APM players
  • Proximity mine and resupply crates will now display health when pointing at them
  • Proximity mine and resupply crates will now show its icon in RTS view
  • Friendly resupply crate will now show on strategic map
  • Deployed Power reactor will now auto lock a nearby resource point when the resource point is
  • recaptured. Instead of undeploying and deploying again to lock the resource point.
  • Every infantry will now perform an avoid animation when be targeted or being shot at by Officer
  • New SFX for CPC and ATR
  • Added SFX for CPC charging related
  • Added SFX when purchasing weapons from the armory
  • Adjust SFX for Sigar Spec ops
  • New SFX for Phalanx mounted machine gun


[h2]10 New Cosmetic Packs[/h2]
[h3]Axeron Industries [/h3]
  • Frontline Jesters
  • Galaxy Runners
  • Terannean Guardians
  • Twilight Wolves
  • The Sky People

[h3]Global Security Force[/h3]
  • 279th Regiment
  • Coastal Warriors
  • Divine Armaments
  • Dominators
  • Fists Of Steel


[h2]New Victory Poses[/h2]
Post game Victory poses have been added to the game giving players more customization options. Additional Victory poses can be bought from the store with in-game currency and owned Posses can be selected and equipped from the customization menu.

[h2]Bug Fixes[/h2]
  • Exploit neutralize point on mule lockdown will cause capture point permanently not able to be recapture
  • Fixed issue Where Applying Non Controls Settings in Game Would Reset the Mouse Sensitivity
  • Fixed issue Secured Mule can be destroy by armory drop nearby
  • Fixed issue Anti-tank / Resupply crates cannot deploy at some angles.
  • Fixed issue Weapon Crew proxy is hidden even the gunner is spotted in RTS view
  • Fixed issue Structure Unit Indicator blocking Mouse Detection
  • Fixed issue Shockwave sometimes shot even not pressing the mouse button after pressing fire button rapidly
  • Fixed issue Able to use battlesuit abilities while throwing grenades
  • Fixed issue hellspawn’s turret stuck to the top
  • Fixed issue splash damage goes through first object hit
  • Fixed issue Incendiary round sometimes not spawning lingering fire
  • Fixed issue picking up an equipment weapon on the floor when zoom out to TPS
  • Fixed issue Medium shadow graphic setting causes the spotlight in shooting range to disappear.
  • Fixed issue Proximity Mine doesn't register kills or records for the user.
  • Fixed issue AXR Berserker AI is able to use Shock Punch continuously without cooldown.
  • Fixed issue Reserve munition for M33 and M34 sometimes does not spawn any lingering fire.
  • Fixed issue AI Orion (and any other AI officers) can be stuck and not firing their weapon or constantly reloading due to running that cancels the reload.
  • Fixed issue AI Orion weapon is locked after using Shock Trap ability once.
  • Fixed AXR Turret and AXR Ocular Defense will only dodge if players aim at its head.
  • Fixed issue Phalanx MG sound is too low
  • Changed Power reactor description from deploy near a "capture point" to "resource point"
  • Fixed an issue when DBNO Siege Vanguard is able use its hammer to knock them down again
  • Fixed issue Siege Vanguard hammer has no hit ping when hitting any unit
  • Express Map: Fixed hole in team 2 base