Metal Factions - Page 9

Metal Factions

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

Moderator: Content Developer

raaar
Metal Factions Developer
Posts: 813
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 04 Aug 2019, 19:33

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

2019/08/04 ------------------ NOTES v1.111 ----------------------

- fixed an error on the custom formations widget which was triggered by shift-queuing multiple line formations



..........and another fix

2019/08/05 ------------------ NOTES v1.12 ----------------------

- fixed problem which prevented several aircraft from firing
- improved CLAW "Spotter" model (rounder)
- slightly increased the model size for GEAR "Harasser" and SPHERE "Trike"
- modified AVEN "Geothermal" model slightly
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raaar
Metal Factions Developer
Posts: 813
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 08 Aug 2019, 04:17

new version out with more bugfixes and some rebalancing.

same link as before

2019/08/08 ------------------ NOTES v1.13 ----------------------

--- Balance / Mechanics

CLOAK
- fixed cloak delay after building,firing,etc. not being applied (set to 5s)
- fixed cloak not draining energy
- units will now decloak when capturing, taking damage and moving on water

AIMING
- GEAR "Igniter" no longer tries to target air units
- fix some units not completing their aim animation and not firing (units with special aim poses and static defenses with pop-up and open animations)
- increased range and cost by about 5-10% on AVEN "Trooper", "Warrior", "Bold" and "Wheeler"
- increased range and cost by about 5-10% on GEAR "Aggressor", "Box", "Instigator" and "Raider"
- increased range and cost by about 5-10% on CLAW "Dizzy" and "Grunt" and now it has lasers on both arms
- increased range and cost by about 5-10% on SPHERE "Bit" (slightly reduced speed), "Crustle" and "Slicer"
- made AVEN EMG weapons more precise

OTHER
- fixed air transports not lowering their altitude to load/unload units
- fixed wind generators still generating some energy while partially reclaimed


EDIT: +bugfix

2019/08/10 ------------------ NOTES v1.14 ----------------------

- fixed GEAR "Toaster" still sometimes not firing after opening up

2019/08/10 ------------------ NOTES v1.142 ----------------------

- same as the previous version, but released to try to work around a sychronization issue on multiplayer battles
(deployed to springfiles only)
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raaar
Metal Factions Developer
Posts: 813
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 02 Sep 2019, 01:56

new version out!

here

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


2019/09/01 ------------------ NOTES v1.15 ----------------------

--- Engine

- changed the recommended engine from "104.0.1-1327-g315b3fd maintenance" to "104.0.1-1382-gc0c48fc maintenance" or later
(lobby clients should auto-download the correct version after joining the nebula hosts on the official server)


--- General

- fixed issue where UI wouldn't load and game would sometimes crash at start with out of memory error

- improved models and build pictures for various AVEN and GEAR aircraft

--- Balance / Mechanics

- fixed units getting stuck in factories if a large unit starts being built before they exit

- fixed GEAR incendiary commanders not recloaking while the fire area effect is active

- fixed AVEN "Dervish" sometimes not fully opening its arms when aiming, reduced its aim setup time and enabled smooth aiming
- fixed AVEN "Ranger" missile firing positions (to use all holes)

- AVEN "Kit" no longer tries to hit enemy aircraft

- fixed air transports not taking into account speed upgrades or zephyr's boost when loaded

- fixed cloakable units not being uncloaked by enemies within radius

--- UI / Widgets

- added map icons for most combat unit types
(check the website for details http://www.metalfactions.pt/icons.html)
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raaar
Metal Factions Developer
Posts: 813
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 24 Sep 2019, 04:27

new version out!

here

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


Image


2019/09/24 ------------------ NOTES v1.16 ----------------------

--- Engine

- changed the recommended engine from "104.0.1-1382-gc0c48fc maintenance" to "104.0.1-1404-g47794d1 maintenance" or later
(lobby clients should auto-download the correct version after joining the nebula hosts on the official server)



--- Balance / Mechanics

- made GEAR "Reaper" use smooth aiming

- fixed CLAW "Hazard" and AVEN "Raptor" rockets diving into the ground when firing at higher targets

- reverted building's collision volume growth to always cover their footprint and fixed being able to stack construction towers in some situations

- fixed AVEN "Turbulence" not firing from the main rocket turret (oops)

- fixed AVEN "Bass" firing too early (before reaching the proper aim alignment)

- fixed AVEN "Ghost" decloaking while flying over water

- CLAW "Flail" now has two shotguns instead of shotgun/cannon. Slightly increased is range and energy cost to fire.
- AVEN "Stalker" side missile launchers are replaced with higher dps light lasers with same range as the main weapon.
(these help make the units role clearer and avoid aiming issues)

- SPHERE "Moth" has slightly improved maneuverability, dmg/s, aiming tolerance and projectile turn rate but reduced projectile speed
(it should be much less likely to miss nearby targets)


--- Sounds

- made unit selection and movement sounds more noticeable (they've been too muted on the latest versions unless the player zooms in)
(use +/- to adjust global volume ingame)
- added distinctive sounds for CLAW and SPHERE robots and commanders
- added generic "tap" sound for area metal extractor and line formation movement orders

--- UI

- adjusted icon for GEAR "Heater" and "Cube" robots, AVEN "Albatross", Zephyr and various radar/jammer units
- settings widget enforces "grounddetail" and "icon distance"
(to avoid people with default values not seeing icons or having visually distorted map height profile when zooming out)

--- Animations / Visuals

- slightly improved textures on several CLAW robots
Attachments
stuff3.jpg
(370.46 KiB) Not downloaded yet
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raaar
Metal Factions Developer
Posts: 813
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 06 Oct 2019, 20:14

new version out with some improvements to balance, sounds and UI.


same link as before


2019/10/06 ------------------ NOTES v1.17 ----------------------


--- Balance / Mechanics

- about 2% cost reduction in units with bursty L damage weapons and relatively low dmg/s, namely light missile launchers
(as a side effect there's also a slight reduction on cost of buildings that explode violently when destroyed)

- increased collision sizes for various flying spheres, namely "Comet", so they're less likely to dodge heavy cannons and rockets

- morphed commanders' wreckages metal amount reduced to 500 from 1000 (same as basic forms)

--- Sounds

- modified sounds fx volume to fade out more with distance and to make weapon sounds relatively louder than other sounds
- modified "arrived" sounds for some units to be more quiet and lower pitched
- modified unit sounds for several aircraft, AVEN and GEAR robots

--- UI

- fixed CLAW "Flail"'s build picture
- settings widget enforces hardware mouse cursor mode
- scale the font sizes up to make text more readable on 1440p and higher resolutions
- added minimap events widget to signal when units are damaged
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raaar
Metal Factions Developer
Posts: 813
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 30 Oct 2019, 04:03

new version out with some improvements to balance and a few bugs fixed.


same link as before


2019/10/30 ------------------ NOTES v1.18 ----------------------

--- Engine

- changed the recommended engine from "104.0.1-1404-g47794d1 maintenance" to "104.0.1-1429-g1add37c maintenance" or later
(lobby clients should auto-download the correct version after joining the nebula hosts on the official server)


--- Balance / Mechanics

- let GEAR heat rays slightly lead their targets and slightly reduced the beam duration
(this to avoid them wasting most of their damage when firing at fast targets moving sideways)

- fix GEAR Knocker not firing against elevated targets, namely flying spheres

- slightly increased collision size of SPHERE "Comet"
- slightly increased costs of flying spheres by 15% for "Atom" and "Comet" and about 5% for the others

- slightly increased the dmg/s of level1 medium and heavy laser towers and adjusted the costs by about 5%

- reduced the cost of GEAR units with heat ray weapons by about 5-10%

- reduced speed of CLAW "Assassin" Form commander by 5%

- increased the energy drain from metal makers from 300 to 360 E/s

- attempt to fix units with two different weapons on the same torso sometimes not firing

- increased GEAR "Canister"'s range from 600 to 640 and increased cost by 7%

- increased fire rate and dmg/s for land-based level1 missile units and adjusted costs (+5-15%).
(CLAW "Jester" gets a higher dmg/s and cost boost because its weapons look bigger)

- increased AVEN "Duster"'s dmg/s by about 10% and cost by about 5%

- increased GEAR "Thud"'s dmg/s by about 20% and cost by about 10%


--- UI / Other

- no longer trigger collision sound when airplanes land
(it was too similar to missile explosions, but this may be changed in the future)

- made flying sphere map icons a bit bigger

- fixed errors that appeared ocasionally when issuing area-metal-extractor commands
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raaar
Metal Factions Developer
Posts: 813
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 31 Oct 2019, 23:00

new version out with buff to t2 factories and nerf to commanders.


same link as before

2019/10/31 ------------------ NOTES v1.19 ----------------------

--- Balance / Mechanics

- standardized level2 unit production factories to have 4500 HP and cost about 20% less (about 1550m)

- increased cost of upgrade centers from 750m to 900m

- increased GEAR light laser tower's range and cost by 6%

- increased costs of advanced metal extractors by 5% and exploiters by 10%

- increased commander morph costs from 1000m to 1200m
- increased commander respawn times by 25% (about 40s)

(the goal of these changes is to incentivize more level2 factories and units and less morphed commander rushes)
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