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...
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