Metal Factions - Page 10

Metal Factions

Total-Annihilation-esque RTS game with four original factions.

Moderator: Content Developer

raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

here

Also available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server.


Hovercraft hanging out on the beach...
Image



2020/04/07 ------------------ NOTES v1.32 ----------------------


--- Balance / Mechanics

ECONOMY
- reduced the HP of wreckages to 100% of the units original HP instead of 150%
- reduced the amount of metal wreckages have from 40% (25% for heaps) to 30% (15% for heaps)
- adv. metal extractors are about 30% more expensive
- exploiter metal extractors are about 50% more expensive and slightly more explosive (also a bit bigger visually)
- fusion reactors are about 5% cheaper but produce about 600 E/s instead of 800 E/s
(the wreckage yield reduction and late game economy nerfs are meant to encourage players to attack and damage the enemy economy and avoid saturation)

MISSILES
- increased the area of effect of level 2 fast missiles from 60 to 100 and reduced their range from 1450 to 1350 and ajusted costs
- also reduced the range by 100 on CLAW "Bishop" and SPHERE "Stresser" and adjusted costs
- slightly increased the dmg/s of level 2 fast missille turrets

- all l2 fast missile weapons with relatively high reload time now have overkill prevention to avoid wasting shots on light targets
(this also makes other turrets not try to fire at those targets)

FIGHTERS
- AVEN and GEAR level 2 fighters's missiles now have 630 range and 120 area of effect
- CLAW and SPHERE level 2 fighters' lasers now have 600+ range and they also have a secondary AA bomb with huge area of effect and a long reload time
- missiles and AA bombs from level 2 fighters will try to reacquire targets instead of flying in circles (most of the time)
(these changes made them significantly more expensive, but much effective against level 1 fighter swarms as long as they hit-n-run carefully)

LONG RANGE ROCKETS
- long range rocket platform cost increased to 3500m
- long range rockets now have much smaller explosions if they're shot down
(this also means that if launched in bursts they're much less likely to chain-explode if shot down)
- long range nuclear rockets had their area of effect reduced from 800 to 600 and damage from 10000 to 8000 and cost reduced from 4000m to 3000m
- long range rockets pierce through shields


SHIELDS
- increased the shield cap, regen rate and cost of SPHERE "Aegis" by 50%
- increased the shield cap, regen rate of SPHERE "Shielder","Screener" and "Hermit" by 100% and cost by 60-100%
(this should lead to people requiring less shields to perform, which helps avoid performance issues)
- drastically reduced the max amount of shield points shared between large area shields from 10% of max per second to 2%
- large shields cannot absorb more than about 3-4x of their regeneration rate


MISC
- minor damage and HP upgrades add +6% instead of +5% each

- SPHERE "Slicer" will now prioritize aircraft if they're in range
- reduced range of SPHERE "Slammer" from 1350 to 1260 and adjusted cost (about 10% cheaper)

- increased range and cost on GEAR "Barrager" by about 5%
- increased cost of very long range plasma cannons and railgun by about 25%
- increased the cost of CLAW "Massacre" by about 10%
- increased the range and cost of CLAW "Dynamo" by 5%

- CLAW "Pike" explodes violently when killed
- violent death explosions (Penetrator, Pike, etc.) deal M instead of H damage

- increased the turn rates of AVEN "Javelin" and "Turbulence" missile turrets by about 50%
- increased HP of AVEN Zephyr from 1800 to 3000 and cost from 1800M to 3000M
- increased AVEN "Tsunami" damage resistance when closed from 20 to 30%
- made AVEN "Tsunami" about 5% slower but slightly more maneuverable and its weapon has faster projectiles with bigger area of effect and energy cost and slightly less dmg/s
- increased AVEN "Swatter" dmg/s by 20% and cost by 10%
- increased AVEN "Excalibur" range from 1100 to 1300 and also drastically increased damage per shot, energy costs and slightly increased size, but made it about 15% slower and nearly 2x as expensive
- reduced range and projectile speed of AVEN "Skimmer" and made it about 15% cheaper


- GEAR "Firestorm" is about 20% slower, has 10% more HP and its missiles are now tracking, but had its cost increased by about 50%
(it's now also immune to burn)
- fire area effect duration on air increased from 2s to 5s

- increased brake rate for submarines
- made hovercraft and spinbots air-transportable if below the 3000 mass threshold

- made Comsat stations avoid wasting their turns when multiple stations from the same team are targetting the same location
(players can reveal one location permanently if they have 6 stations targetting it with "repeat" enabled)

- 5-10% cost reduction on dedicated anti-sub aircraft



COMMANDERS
- AVEN "Alpha" form commander now has -10% speed, +30% dmg/s and a M damage plasma bolt cannon instead of L damage EMG as secondary weapon
- AVEN "Zeta" form has the -10% range and 30% dmg/s on the lasers
- AVEN "Builder" form gets a very slight speed reduction and a light laser weapon instead of the EMG
- rebalanced many commander forms to keep the consistency of the relative strength of surface vs underwater weapons and more accurately
(this required lots of minor changes to a lot of commander forms, too many to name)

--- UI / Visuals

- tooltip shows a message with the transport weight class limit for air transports
- AVEN plasma bolt projectiles are a bit bigger to make them more threathening
- force player list widget to the bottom right corner
- Comsat action sound fades after just a few seconds to be less annoying

--- AI

- fix MFAI not reverting its builders to normal priority in some cases
Attachments
stuff7.jpg
stuff
(398.57 KiB) Not downloaded yet
raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out with a small fix. Same links as the one before.

2020/04/10 ------------------ NOTES v1.33 ----------------------

- fixed two lua errors that could occur during battles
(one was related to the comsat changes on last version and the other to burning units)
raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

here

Also available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server.


Missiles incoming!
Image


2020/05/05 ------------------ NOTES v1.34 ----------------------

--- new units

- added AVEN "Lightning" : long range rocket which damages and paralyzes units
- added GEAR "Pyroclasm" : long range rocket which separates into 6 untargetable incendiary submunitions when approaching the target
- added CLAW "Impaler" : long range rocket which shoots an untargetable very fast projectile when approaching the target
- added SPHERE "meteorite" : armored long range rocket with a relatively weaker warhead

--- Balance / Mechanics


FIGHTERS / AIR
- GEAR "Instigator" and SPHERE "Crustle" no longer avoid targetting air units if there are ground units in range
- GEAR "Firestorm" : increased HP by 50%, reduced speed by 20% and adjusted cost
- SPHERE "Meteor" will no longer try to chase enemy air targets
- AVEN "Falcon" and "Talon" have shorter range, shorter reload time missiles and fire them 1 by 1
- AVEN "Falcon" has a secondary 460 range high dmg/s laser turret with 360º firing
- CLAW "Hornet" has range reduced from 450 to 350 but higher damage/s and faster reload time
- CLAW "X" is now slower, tougher and has 4 secondary 460 range lasers
- increased range and cost of most units with lasers with less than 400 range by about 10% so they're more able to shoot at aircraft
- CLAW "Blizzard" has 60% more HP and is about 25% slower and 10% more expensive
- AVEN "Swift" and GEAR "Dash" now have shorter range missiles with less burst, higher dmg/s and faster reload time


- GEAR "Luminator" : reduced reload time from 15s to 12s and adjusted cost

- AVEN hovercraft plant and CLAW spinbot plant now also build l1 land and ship construction units
(this is meant to make them more viable as starting factories)


LONG RANGE ROCKETS
- long range rockets accelerate to up to twice their normal cruise speed when descending towards target
- long range rocket explosions deal only 10% damage to other rockets in flight


OTHER
- fixed scopers and comsat stations decloaking units when their projectiles hit
- SPHERE magnetars no longer damage or pull other magnetars with either the aura or the active
- CLAW "Gyro", "Ringo" and "Dynamo" get about 6% cheaper
- SPHERE "Moth" about 5% more expensive as the angle restriction does not matter much
- AVEN "Tsunami" now deals 500M dmg/s instead of 700L dmg/s and costs 5% more
- AVEN "Slider S" now has slow firing H damage depthcharge is 25% more expensive
- AVEN "SLider" costs 12% more, but had its 500 range cannon replaced with a 400 range energized plasma cannon with nearly double dmg/s
- reduced range and cost of level2 static artillery by about 10% (Guardian, Punisher, Massacre, Banger)
- increased CLAW "Armadon" movement speed by 20% and adjusted cost
- reduced the cost of H armor units by about 6%
- all area shield generator units now explode somewhat violently when killed (simila to Penetrator, and other ~3k metal cost energy intensive units)
- slightly increased the "blind" zone of SPHERE commanders to avoid them attacking units while standing on cliff edges without being shot back
- increased the radar and sonar ranges of advanced radars and sonars by about 30-40% and adjusted their costs
- reduced the cost of air scouts by about 12%
- increased range and cost of AVEN "Trooper" and "Warrior" by about 10%
- slightly reduced CLAW "Pike" range from 1580 to 1500 and adjusted cost
- cloaked commanders had their decloak range increased from 100 to 170
- made units with relatively short range non-instant non-tracking projectiles slightly cheaper
(this is a partial revert of a previous nerf which intended to hurt Double and Boar but affected AVEN's emg units as well)

- added 30 range to all weapons that use the "lasercannon" weapon type, which now also includes claw railguns and miniguns to work around an engine bug where they get up to 50 less range than intended
(this is what caused units such as AVEN magnum and some GEAR commanders to have uneven weapon ranges)
- reduced CLAW "Piercer" range and cost by about 10%

- GEAR commander's raider form : missile reload 7->14s, flamer range 250-> 270, dps 600 -> 700, flamethrower projectile speed 230 -> 270, speed 2.1 -> 2.2
- slightly increased the speed of H armored commander forms (about 4%)
- reduced the model size and range of SPHERE "Moth" from 510 to 420 and reduced cost by about 20%

- units will no longer try to target commander drones less than 50% built

--- AI

- MFAI won't try to build on water (this caused issues on "island" maps with water edges)
- MFAI will make a few more metal extractors early and not use the commander to area patrol
(revert of a recent change unintentionally made easy and normal AI too slow to expand and easy to beat)
- MFAI will likely self-destruct and respawn its commander if it gets stuck in a hole on maps like "Ravaged" for more than about 30s
- MFAI commander will try to chase its raiding group if it's stronger than it's regular attack group

--- UI / Visuals

- added "Artillery" to the description of several rocket and cannon turrets
- added "Very effective against air" tip to t2 missile turrets
- CLAW minigun and railgun weapons now have a more visible trail on their projectiles
(this required using a different weapon type)
- fixed GEAR land mines not showing damage on tooltip
- added "Click Selection Helper" widget that allows people to select units by clicking on the ground nearby,
(double click selects all of the same type within 1500 radius. It's disabled by default, but can be enabled on the F11 widgets menu)
- modified magnetars' glow to a more flickering animated form which looks better on slopes
Attachments
missiles_incoming.jpg
missiles incoming!
(510.85 KiB) Not downloaded yet
raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

Same link as the one before.

Also available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server.


Hammer and other SpinBots...
Image

2020/05/13 ------------------ NOTES v1.35 ----------------------


--- new units

- added CLAW "Hammer" : Deployable Heavy Artillery Spinbot (needs to dig into the ground and open up to fire)
- added CLAW "Dancer" : Skirmisher Spinbot (shoots amphibious rockets which also hit underwater units)


--- Balance / Mechanics

BUILDERS
- level 1 mobile ground builders got a bit tougher, faster and more expensive
- reduced the auto-build time for construction towers spawned by DC rockets from 10 to 5s
- removed 100 M/E storage from construction towers and normalized the costs at 350m each with 1500 HP
- increased the cost and HP of level 2 construction aircraft so they survive a single 650 damage missile
- increased cost of level 2 construction units by about 12%

DEFENSES
- increased cost of static defenses by about 5-10%

AIR
- air units got 5-10% more expensive
- scopers got their range increased from 1200 to 1300
- AVEN "Ghost" explodes violently when killed and has 2500 HP instead of 1800 and costs about 20% more

COMMANDERS
- SPHERE "Nova" form commander's projectiles deal about 6% less damage but are ~10% faster to allow them to reach their max range if they get range upgrades
- reduced CLAW "Slayer" commander form's range by 10% and damage by 5%
- small adjustments in speed and HP (<5%) on several commander forms to even them out due to evaluation rules changes (penalizing the slower ones relative to the fast ones)


LONG RANGE ROCKETS
- reduced SPHERE "Meteorite" rocket's speed by 20% (note that it also lacks the terminal speedup the others have)
- set AVEN "Lightning" rocket's paralyze time to 30s

WATER
- changed many of the level 2 torpedo weapons to Heavy Torpedoes with 120 AOE and adjusted the costs
- AVEN "Piranha" and GEAR "Noser" get slower and Heavy Torpedoes with higher dmg/s as a weapon (Noser also gets 850 range)
- CLAW "Monster" is slower but has more HP and shoots faster "M" damage torpedoes
(these are meant to make them more effective against an enemy which only have t1 subs)

OTHER
- GEAR "Igniter" gets increased cost and about 10% reduction in speed and HP but has tracking incendiary missiles which can now hit air
- AVEN "Warrior" gets slightly slower and now has EMG on both arms and a missile launcher backpack which hits air units


--- UI / Visuals

- added more distinctive visual effects to GEAR "Vector" flares
- modified 3rd ally color to differentiate from 2nd (previously the shades of green were hard to tell apart)
Attachments
hammer_spinbots.jpg
hammer and other spinbots
(391.16 KiB) Not downloaded yet
raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

here

Also available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server.


Boom!
Image

2020/05/27 ------------------ NOTES v1.38 ----------------------

--- new units

- rocket platforms can now build premium tactical nukes that fly higher, faster, hit harder and CANNOT be shot down, but cost 25000m each
- AVEN "Trooper (Laser)" : trooper variant that's slightly slower and tougher and has an effective weapon against small and agile air units


--- Balance / Mechanics

COMMANDERS
- reduced base respawn time from 42 to 38s
- being morphed adds 50% to the respawn time
- being upgraded adds up to 50% to the respawn time
- increased the morph cost from 1200m to 1500m

LONG RANGE ROCKETS
- increased cost of "Pyroclasm", "Impaler" and "Meteorite" to 1400m
- reduced cost of tactical nuclear rockets from 3000m to 2500m
- decreased cost of "Lightning" rockets to to 1200m and reduced the impulse from the explosion
- fixed long range rockets deploying submunitions immediately if targetting a nearby position
- fixed collision avoidance issues which could make clusters of rockets "shake" in air and/or submunitions stray away from the target
- reduced distance at which submunitions are deployed from 700 to 600

OTHER
- GEAR Cloakable "Cube" : reduced HP and increased speed by about 20%
- reduced cost of gear mines from 70m to 60m
- reduced range and cost of GEAR "Snake" by about 10%
- fixed collision volume adjustment of units with small shields (they were vertically off-center)
- modified the targeted position of units to be at 75% of the unit's height instead of 50%
- prevent comsat projectiles from colliding with friendly units
- AVEN "Sniper" : increased damage per shot and reload time by about 20% and fixed the cloak attributes
- increased cost of area shields by 8% for mobile ones and 23% for the static shield
(the static one has a bigger radius)
- fixed issue that could make artillery cannons get less range than specified and/or not be able to benefit from range upgrades
(it would depend on map gravity)
- increased firing tolerance and turn rate of rockets on AVEN and CLAW gunships
- CLAW "Boomer" (heavy version) deals more damage and has a higher reload time (it now 1-shots metal extractors)
- increased range and cost of GEAR "Knocker" by 15%
- fixed torpedoes exploding mid-air before reaching floating targets
- increased GEAR "Aggressor" HP from 580 to 620 and adjusted cost
- increased SPHERE "Bit" HP from 525 to 680 and adjusted cost
- increased AVEN "Samson" HP from 700 to 820 and adjusted cost
- increased CLAW "Grunt" HP from 850 to 950 and adjusted cost
- made most units with 380-500 range L lasers prioritize air targets and have a slight energy cost to fire
(20% of their dmg/s, this makes them about 5-10% cheaper)
- reduced cost of radars by 5-10%
- GEAR "Grenado" becomes amphibous and has a 3x3 footprint instead of 4x4, so it can fit through cracks in base defense better
- fixed an issue with air tranports sometimes not being able to load or unload units on water
- increased the death blast damage and radius of AVEN mobile fusion reactors from 800 to 1900 with 500 radius


--- UI / Visuals

- build time indicator on the unit info box is no longer about 10% off
- fixed AVEN L2 construction hovercraft wreckage
- modified the build menu positions of hovercraft and spinbot factories to ensure L1 builders are shown before L2 builders

- show progress indicator for replays and when rejoining games or catching up if lagging behind
- show basic controls (speed/pause) when watching replays

- show warning message when players lag behind by more than 5s
- modified the first ally color to differentiate it more from the player's color
Attachments
boom.jpg
boom
(338.69 KiB) Not downloaded yet
raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

Same link as before.

Also available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server.

Stuff happening...
Image

2020/06/04 ------------------ NOTES v1.39 ----------------------


--- Balance / Mechanics

- modified how shield HP is factored into the costs of shielded units, including area shields
(this makes them about 5-15% more expensive)

- modified how weapon dmg/s, aoe, spike damage and range are factored into the weapon values and unit costs
. this change penalizes units with 400+ range and relatively high dmg/s and benefits units with 500-1000 range and relatively low dmg/s
. L1 short range stuff mostly stays the same
. L1 light med range stuff (~600) gets ~10-20% cheaper
. high dps stuff gets more expensive (10-20%, but up to 50% on some extreme cases)
. long range ~200 dmg/s stuff gets more expensive (~10%)


- increased GEAR "Assaulter" movement speed from 1.8 to 1.95

- slightly increased fire rate and dmg/s for some L1 missile units

- fixed railgun and energy bolts apparently going through targets near the edge of their range without colliding

- CLAW "Assassin" form commander had its damage per shot increased from 650 to 850 with higher reload time (dmg/s slightly lower)

- fixed wreckage collision volumes being slightly off the ground

- walls and gates no longer count towards auto-surrender

- increased cost of construction towers from 350m to 400m
Attachments
stuff8.jpg
stuff
(369.82 KiB) Not downloaded yet
raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

Available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server.

SpringFiles link

Stuff happening...
Image


A list of new and modified units can be found HERE


2020/10/04 ------------------ NOTES v1.42 ----------------------

--- Balance / Mechanics

AIR
- increase gear vector flare range by ~7% and energy cost to fire to 50E/s and adjusted cost
- reduce sphere twilight laser range and adjusted cost
- modified how weapons are evaluated and slightly reduced their range to make fast level 1 fighter aircraft cheaper relative to their level 2 counterparts
(a fix to how CLAW Hornet's weapon is evaluated for consistency purposes actually makes it slighly more expensive)
- increased projectile speed for AVEN, CLAW and SPHERE "M" damage type air-to-ground rockets and increased the unit costs by 5-10%
- SPHERE "Tycho" : slightly reduced the weapon range and HP, removed 3-shot burst and increased maneuverability

AMPHIBIOUS
- AVEN, GEAR and CLAW level 1 floating torpedo launchers get the same discount as water-locked ships (15%)
- CLAW "Sinker" gets the same 600 range sonar as the other L1 torpedo launchers
- level 2 vehicle plants can now make amphibious boats but they only get 5% discount instead of the 15% discount water-locked ships get
(they have a 33% speed penalty on land)

OTHER
- increased CLAW "Boar"'s precision and reduced SPHERE "Double"'s precision so it's the same (has a tiny impact on unit costs, < 2%)

--- AI fixes

- GEAR "Amphibious" strategy will try to make level2 vehicle plant to build "Proteus" on land
- prioritize distance to "safe" location when building unarmed buildings a bit more
- avoid building premium nuke if its combined army cost is below a certain threshold
- improved premium nuke targetting
- late stage non-classic AI strategies will try to field an advanced defense builder to get some long range static artillery
- non-classic AI strategies will try to advanced radar,jammer and comsat stations and keep visibility of the biggest nearest threat
- non-classic AI strategies build torpedo launchers on water
- construction towers will avoid building factories obstructed by features (which might be out of range of the tower)
- AVEN, GEAR and CLAW assault strategies will also build a few raiders
- improved how units avoid enemies when retreating (most relevant for AI raiders and aircraft)


--- VISUALS

- reduced the size and length of the CLAW railgun projectiles



2020/09/27 ------------------ NOTES v1.41 ----------------------

--- Balance / Mechanics

- removed debug log that happened when drones moved away from the parent unit
- reduced the vertical speed of SPHERE's slow flying spheres to match their movement speed

- SPHERE "Gazer" flying sphere and commander forms now deal about 50% more damage per shot and have about 50% higher reload time
(They also got new visuals. The commander got its HP reduced from 4600 to 4500 to compensate)

- modified how the 360º weapons on strafing level 2 fighters are accounted for and slightly reduced their range and damage to compensate
- GEAR "Vector"'s flare no longer gets cylindrical targetting with 2x height boost due to being a "missile" type
(this was letting it outrange ground-based lasers too easily)

- increased GEAR "Cascade" cost by 13%

- reduced imprecision of most 500-1500 range plasma cannons by about half (this has a minor effect on unit costs, less than 3% in most cases)


--- AI fixes

- fixed AI sometimes still blocking its factories with other factories or advanced metal extractors
- modified the AI upgrade paths so it starts with the major regen upgrade, for now
(simple change that helps it keep its armies repaired)
- made AI more likely to build adv extractors sooner
- AI builders will now prioritize repairing nearby damaged units instead of assisting construction
- fixed AI not using units given to it
- fixed "brutal" mode not getting the resource bonus when using strategies
- AI is more likely to build construction units and change to advanced extractors
- improved how AI detects if it should change to air only or amphibious strategy depending on starting positions
- other miscellaneous AI fixes and improvements

--- UI

- slightly modified how chat messages from different sources are colored (again, to avoid white outline on some cases)



2020/09/20 ------------------ NOTES v1.40 ----------------------

--- new units

- AVEN "Gale" : level 1 anti-swarm aircraft which shoots wide AOE missiles
- AVEN "Spiker" : level 2 all-terrain indirect fire support robot

- GEAR "Incendiary mine" : level 1, shoots an incendiary missile at nearby ground or air targets, 90 metal each
- GEAR "Thresher" : level 2 H armored FLAK tank

- CLAW "Trajector" : level 2 all-terrain indirect fire support robot
- CLAW "Shredder" : level 1 anti-swarm aircraft with WB cannons (good AOE)


- SPHERE "Blower" : level 1 anti-swarm aircraft which shoots wide AOE missiles
- SPHERE "Masher" : level 2 all-terrain rocket artillery (indirect fire, H rockets)


UPGRADES
- air transport drone commander upgrade / air transport drones (upgrade costs 1500m)

--- Balance / Mechanics

TRANSPORTS
- air transports now lose up to 55% of their maximum speed when carrying heavy loads (up from 50%)
- increased the cost of level 2 air transports from 1200m to 1400m

CONSTRUCTION UNITS
- AVEN and CLAW level 2 construction robots become all-terrain
- GEAR level 2 construction robot becomes slower, more expensive, H armored and spawns 1 air transport drone which can carry itself uphill
- all level 2 construction units become more expensive but significantly tougher to enable their usage as front line combat engineers
- SPHERE level 1 construction vehicle is now M armored but slightly slower and more expensive
- all aircraft factories are now buildable on water

- wreckages now take about 3x as long to reclaim (half of the time it would take to build the original unit)

OTHER
- reduced AVEN "Knight"'s projectile speed, increased "pose" dmg reduction from 20 to 25% and reduced cost by about 5%
- reduced AVEN "Shocker"'s speed by about 20%, increased hp by 100, range by 10%, changed armor type from M to H and increased cost by about 20%
- AVEN "Merl" gets 20% damage resistance when closed
- slightly increased AVEN "Dazer"'s model size (cosmetic only)
- AVEN "Excalibur" gets increased range from 1250 to 1300 and adjusted cost
- AVEN "Tsunami" gets slightly reduced speed and HP but armor changes from M to H
- AVEN "Kodiak" is now more expensive and had its plasma cannons replaced with a longer ranged WB Cannons
(it's should now be very effective vs air units)

- GEAR "Canister" is 5% more expensive
- GEAR "Thud" shoots more accurately now, especially in high trajectory mode
- GEAR "Rhino" is 5% more expensive
- increased GEAR "Box" HP from 1650 to 1850 and adjusted cost
- GEAR "Kano" no longer prioritizes air enemies (oops)
- GEAR "Psycho" gets bigger, HP increased from 900 to 1100 and armor type changed from L to M and 40% increased cost
- GEAR "Pyro" is now taller and 20% faster but has slightly less HP and 10% increased cost

- CLAW "Ravager" gets HP increased to 3000, H armor and adjusted cost
- CLAW "Longhorn" explodes like the other static long range artillery
- CLAW "Aggressor" commander form now prioritizes air targets
- CLAW "Pike" gets increased range from 1450 to 1500 and adjusted cost
- CLAW "Flail"'s damage type changed from L to M
- spinbots no longer spin while under construction (visual only)

- SPHERE "Astra" now prioritizes air targets
- SPHERE "Shielder" had its speed reduced from 1.45 to 1.2 and cost reduced by 8%
- SPHERE "Hanz" had its weapon accuracy improved

- setting units to their cloaked state changes the fire state to "Return Fire" instead of "Hold Fire"

- made dragon's teeth being built neutral so they don't "bait" enemy fire
- made dragon's teeth not spawn the feature if they're destroyed before being fully built to avoid a possible "free" metal exploit

- set maneuverBlockTime on fighter aircraft and, disable looping on aircraft with belly turrets
(this should fix the issue where strafing aircraft would sometimes refuse to turn back and fly into enemy defenses)

- fixed bug where occasionally drones would persist after the parent unit was destroyed

- SPHERE "Shielder" can no longer be given "attack" orders to avoid it trying to ram enemy units

- modified how unit masses are calculated to make L armored units lighter and H armored units heavier

- SPHERE intelligence Drones now have their HP reduced from 1000 to 600 HP but get the "scoper" ability

- fixed a bug where shielded hit by paralyze damage would be able to fire while still being attached to air transports
(as a side effect transported units no longer take paralyze damage)

- removed a discount factor for air-borne short-ranged lasers as they don't get blocked by obstacles
(the only noteworthy impact of this was increasing GEAR "Zipper" cost by 5%)

- reduced the reference flight altitude of level 2 fighter aircraft from 240 to 210

- reduced the limit of commander weapon range upgrades from 2 to 1



--- AI / MFAI

- improved behavior to avoid wasting time when trying to reclaim nearby features/wrecks
- AI will track its team's combat efficiency and delay attacks until it gets a bigger army if it's being ineffective
- AI will now account for enemy unarmed area shields and some constructions units as threats
- fixed AI's raider and air squads not temporarily avoiding some areas where they're under fire
- fixed some AI orders ignoring altitude (this looked weird when fighting on elevated plateaus but was mostly harmless)
- improved how it builds advanced metal extractors (uses the same area commands as the players can)
- AI units will now move away to keep their distance from enemies that get close (on normal and brutal)
- will build sets of 4 solar collectors, wind or tidal generators for a more compact base
- added standard format to define AI strategies. The new naming convention for MFAI is MFAI : <difficulty> (strategy)
- renamed previous AI behavior as "classic" and added a new default strategy which is flexible (picks a specific strategy according to the map)
- added a set of more specific AI strategies:
. Air
. Assault
. Skirmisher
. Amphibious
- AI may nuke its enemies depending on the strategy (if non-classic)
- fixed issue which could lead to some builders getting stuck idling
- avoid building fusion reactors adjacent to factories (it would sometimes lead to them getting stuck)
- non-classic AI can use construction towers to speed up their early game
- non-classic AI will build metal makers
- added AI beacon which can be used to force AI to move to a position, can be used offensively or defensively
(CTRL+ALT+CLICK to set, CTRL+ALT+RIGHT_CLICK to clear)

WARNING : AI CHANGES ARE STILL A WORK IN PROGRESS AND HAVE SOME ISSUES

--- UI

- increased horizontal size of game end awards panel to allow longer player names
- slightly modified how chat messages from different sources are colored
Attachments
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raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

Same links as above.

2020/10/11 ------------------ NOTES v1.44 ----------------------


--- Balance / Mechanics

WATER
- increased range of level1 static sonar stations from 1200 to 1400
- reduced sonar range of submarines (level1 and 2) from 600+ to 500
(helps making them cheaper, but level 2 submarines now require external sonar)
- all submarines can now reverse at half their normal maximum speed
- modified AVEN "Crusader"'s cannon to have slightly less range, faster projectile and higher dmg/s with shorter reload time and M damage instead of H
- made level 2 radar/sonar ships slower and reduced their HP to reduce costs

AIR
- increased AVEN "Swift", GEAR "Dash" and CLAW "Hornet" ranges to 400, restored the 280L damage burst with 4s reload, and gave them a special 10% discount
- increased CLAW "X" energy cost to fire its forward facing lasers and slightly increased its HP

--- Visual

- SPHERE "Endeavour" : modified model to have only one bigger barrel to better convey its role
- GEAR "Enforcer" : modified model to have only one bigger barrel to better convey its role

--- AI

- reduced the stage 2 delay for brutal mode AI from 5 min to 90s
- when beacon set to within 900 range of the AI's base center, AI will try to move, not "fight" towards the location. Useful for retreating.
- added #AI COMPAD command : gets the AI to share a commander respawner pad to the player
- beacon markers should now appear to allies and spectators only
- check if the surrounding area is suitable for making factories when placing construction towers
raaar
Metal Factions Developer
Posts: 874
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

here

Also available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server.


Stuff burning and stuff being zapped...
Image



2020/11/19 ------------------ NOTES v1.45 ----------------------

--- Balance / Mechanics

- units that stop being captured start losing 1% of their capture status every second

- reduced speed % drop ground units suffer while turning from 33% to about 25%
(it should be 0 for soft turns but isn't due to an engine issue)

- increased range of 600-800 range level 1 static defenses to 800-870 and adjusted costs
(to make them more reliably able to hit air, commanders and skirmishers which got range upgrades)

- fixed bug where commanders which were building and reloading when picked up would get progressively more negative reload %

- AVEN "Knight" now has 5% faster projectile and about 17% extra range, but is about 20% more expensive
- AVEN "Stasis" has a 560 range 400D dmg/s disruptor cannon and less hp but is much more affordable and available at Level 1

- GEAR "Burner" got its damage per second reduced by about 10% and damage resistance lowered from 40% to 20% and hp increased by 15%
- GEAR "Cube" got its HP increased by about 5% and adjusted cost
- GEAR incendiary mines got their cost reduced from 90m to 85m

- CLAW "Hazard" had range reduced from 550 to 450, M damage type, 33% reduced reload time and is now 10% cheaper
- CLAW "Roller" rockets had damage and reload time increased by 50%
- CLAW ring thrower units get their reload charge reset when they're picked up by air transports
- CLAW "Nucleus" had its range and cost increased by about 25%
- CLAW "Brute" had its cannon replaced with a M damage spreadshot WB cannon with faster projectiles, higher burst and aoe and adjusted cost
- CLAW "Halberd" had it's missile dmg/s doubled, acceleration and brake rate reduced and cost adjusted

- SPHERE "Pulsar" had its range and cost increased by about 14%
- SPHERE "Hanz" now has about 10% higher HP and H armor type, but is about 10% slower and 20% more expensive
- SPHERE "Stout" now has a M damage type cannon with about 15% less range but 33% higher dmg/s and is about 13% cheaper
- SPHERE "Helix" got about 10% higher dmg/s and 10% more range but is about 20% more expensive
(the turret on the 3D model gets a bit bigger and more menacing)
- SPHERE "Golem" is now 15% slower, has HP increased to 8000 and higher dmg/s on the missiles and is about 15% more expensive
(the sound of the cannon also changed to differentiate it from charger's)

- attempt to improve aiming for CLAW Brute and AVEN "Zeta form" commander
(to avoid weapons locking up as they try to aim at different targets)

--- UI / Visual

- unit tip text for GEAR "Blazer Form" commander indicates the damage drop-off with range
- MFAI player numbers are shown as prefix on the player list (they're relevant for targeted AI commands)
- added visual warning indicating allied and enemy long range rocket launches (fades out 15-30s later)
- prevented area-metal-extractor commands from cancelling morph

--- AI

- added #AI COMMORPH command : gets the AI to morph its basic commander immediately
- added #AI DEFMULT <N> command : sets the AI defense density multiplier, -1 to reset
- fixed player-specific AI commands not being processed properly
- slightly tuned the early game builds for assault and skirmisher strategies to have less construction units and more attack units
- slow commanders will stray away less from the main force to build metal extractors
- added AI support for custom strategies
(these are loaded from LuaUI/Configs/mf_strategies.json on the user's Spring directory - check the strategy editor on the web site)
- allow STRATEGY commands from enemies if specific player numbers were used, the AI has no human allies and only during the first minute
(this can be useful for players to play against AI that use their own custom strategies)
Attachments
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stuff happening
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