Metal Factions - Page 11

Metal Factions

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

Moderator: Content Developer

raaar
Metal Factions Developer
Posts: 1047
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version(s) out!

You can download it here or here.

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


SPHERE is attempting a drop on the AVEN base while a magnetar distracts its defenses...
Image

2022/09/03 ------------------ NOTES v1.91 ----------------------

- prevent dash when jumping
- removed debug log when air transports were built

2022/09/03 ------------------ NOTES v1.90 ----------------------

--- Balance / Mechanics

- added "Dash" ability for all mobile units : 30-60% movement speed boost for 4s, 1min reload
(% bonus is higher for slower units)

- changed air transportability classes from light/heavy to light/medium/heavy, with mass thresholds changed from 1200/3000 to 600/1350/3000
- added cheap light air transport for all factions

- AVEN "Weaver" and "Swatter" get range increased from 700 to 740 and adjusted cost

- SPHERE "Comet" had dmg/s increased by 30% and cost increased by 15%

--- AI

- fixed error that sometimes happened when setting AI beacons
- AI will no longer try to move to engage mines
- AI uses the new "dash" ability
- "Brutal" mode AI sticks to the first strategy stage for 200s instead of 90s to gather a bigger army before teching

--- Sound/visual effects

- added unique images to differentiate between various "cannon" projectile types
- modified sounds for heavy cannons
- improved magnetar aura effect to show particles being pulled in

--- UI

- added specific icon for air transports
- air transports have their idle state set to "fly" by default
- slightly increased width of auxiliary lines for ranges,etc. and mouse selection box
- improved health/reload/status bar visuals



2022/08/18 ------------------ NOTES v1.89 ----------------------

--- Balance / Mechanics

ECONOMY
- slightly improved wind generator models and reduced collision size for non-sphere wind generators
- fixed metal, wind and tidal generators sometimes spinning when they should be offline
- metal extractors no longer self-destruct immediately
- fixed an issue where basic metal extractors would no longer produce metal if partially reclaimed then rebuilt
- reduced cost solar, wind and tidal generators by about 10%
- increased hp for non-sphere metal extractors by about 20% and adjusted cost
- reduced cost L2 fusion reactors by about 4%
- reduced cost of L2 metal extractors by about 10%, with exploiter cost going up relative to advanced extractors
- reduced energy and metal storage building capacity from 15000E/4000M to 10000E/2500M
- increased HP of storage buildings from 1000-1500 to 1500-2000
(after adjusting costs they're about 10-20% cheaper than before)

OTHER
- commander HP upgrade module changed from +16% to 17%
- commander damage upgrade module changed from +20% to +22%
- commander regen upgrade module changed from +11+2% HP/s to 8+3% HP/s

- fixing the secondary wreckage spawning condition for a lot of units
- only mines, grenado, exploder and commanders can now self-destruct themselves

- slightly increased dmg/s of light raiders and in some cases increased acceleration and reduced HP
- slightly increased dmg/s of light laser towers
- slightly increased dmg/s of light infantry robots in general

- fixed AVEN construction tower turret turning significantly slower than the others

- GEAR "Bandit" has slightly higher dmg/s
- GEAR mines had footprint reduced from 2x2 to 1x1

- CLAW "Hornet" lasers drain 15E/s and the unit cost is reduced by about 4%
- increased CLAW "Hazard" rocket turn rate to avoid overshooting

- SPHERE "Cluster" modules with laser had damage type changed from L to M
- SPHERE "Atom" is about 4% cheaper
- SPHERE construction sphere got HP reduced to 2/3 but is 50% faster and drains about half as much energy to move
(the 3d model was updated as well)

--- AI

- more likely to reposition commander and other mobile builders to find a suitable spot to build stuff instead of getting stuck on patrol
- avoid building the construction tower underwater if using a land-based strategy
- modified strategies to build more factories, builders and build construction towers in pairs on later stages
- more likely to mobilize the army to engage when its core base is under attack
- miscellaneous tuning of AI strategies, build placement and other decision making improvements
- reduced "Brutal" mode's "cheat" income growth from +1m/+10m per min to +0.6m/+6e

--- UI / Visual

- added effects when units and features are built or being reclaimed

- improved how AVEN "Zeta" form commander's run animation scales with speed modifiers

- improved a performance issue related to aircraft thruster effects
(most significant when the game is sped-up, like on replays, catching up after disconnect, etc.)

- modified how minimap/zoom-out icons are scaled with unit cost and size
- added distinctive icon for COMSAT stations

- temporarily removed clicking sound associated to area-metal-extractor commands
(it's hearable by spectators and made watching AI fights annoying)

- GEAR "Canister" is now labeled "Incendiary Mortar Robot"
- GEAR "Big Bob" changed icon type to "Multipurpose"

- bottom-left info panel shows full information when checking build or morph orders

- updated code to allow support for positional key codes in the future (by Badosu)

- removed minimap resize/move/maximize buttons, improved auto-scaling and slightly increased its size
(the maximize button could trap the user on maximized minimap view with no easy way to revert)

- added "window resize monitor" widget which triggers UI reload when players toggle between fullscreen or resize the game window
(this fixes some UI elements that weren't properly resizing/positioning themselves in those situations)

- settings widget
. enables vsync if it's disabled
. no longer tries to disable grass or enable ground decals
. disables softparticles if using BAR105 engine
. set font-related settings


2022/07/01 ------------------ NOTES v1.88 ----------------------

- added #GAME SANDBOX command to disable victory conditions

- fixed an issue where AI would sometimes not rebuild L1 mobile builders out of L2 factories



2022/06/21 ------------------ NOTES v1.87 ----------------------


--- Balance / Mechanics

- CLAW "Roller" shoots a 15% faster rocket with significantly faster fire rate and +25% dmg/s but also costs 19% more

- increased CLAW "Assassin" commander's railgun damage per shot and reload time by about 4% (quick fix to show the reload bar)

- fixed lua errors when units got hit underwater by environmental hazards

- shrink targetting volume for submerged units to avoid distracting surface weaponry

- reduced height of collision volume for metal extractors

- increased CLAW "Totem" HP from 4000 to 5000

- nukes and some big explosions that can happen underwater no longer deal reduced damage to submerged units

- SPHERE "Charger" damage/s shifted from the rapid fire blaster to the cannon and cost was slightly increased

--- UI

- fixed tooltip displaying GEAR llt text when trying to build AVEN llt
- CLAW totems no longer show up in the idle builders list
- message box scroll bar allows click-drag

--- AI

- fixed lua error for classic mode AI when it tries to figure out which hydrobot to build, in some situations




2022/05/28 ------------------ NOTES v1.86 ----------------------


--- Balance / Mechanics

- fully submerged units take only 25% as much AOE damage from projectiles exploding on the surface

--- UI

- added widget that skips starting setup and position selection delay when viewing replays

- fixed widget that sets factories to "hold position" not affecting the GEAR Hydrobot factory

- added scroll-bar to chat/message box

- show wind and tidal strength information next to the energy bar
Attachments
stuff20.jpg
Post Reply

Return to “Metal Factions”

cron