Metal Factions - Page 9

Metal Factions

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

Moderators: Content Developer, Content Developer

raaar
Metal Factions Developer
Posts: 824
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.

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
0 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

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)
1 x

raaar
Metal Factions Developer
Posts: 824
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.


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)
0 x

raaar
Metal Factions Developer
Posts: 824
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.


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
0 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

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
0 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

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
0 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

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)
0 x

raaar
Metal Factions Developer
Posts: 824
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.


AVEN Scopers scouting a hill where an enemy SPHERE commander landed and is doing nasty stuff...
Image



2019/11/17 ------------------ NOTES v1.20 ----------------------

--- New units

- added "Scoper" aircraft for all factions : they target units or ground up to 1200 distance units away and reveal a 200 radius area around it
(the way it works allows it to be used to scout enemy positions on top of cliffs by targeting the cliff wall)


--- Balance / Mechanics

- AVEN "Kodiak" : allow it to fire the missiles without interfering with the aim of the main gun

- GEAR "Infernal" form commander : increased range of weapons by about 20% and decreased speed by 10%
- GEAR "Marauder" : increased range by 10%, reduced fire rate by 7% and adjusted cost
(modified model to slightly increase the height of the firing position)
- GEAR "Thud" : made it a bit stronger, with 20% increased range, improved accuracy and dps and adjusted cost (+30%)

- CLAW "Roller" : increased range and cost by about 20%

--- AI / MFAI

- will try to keep 1 scoper moving along with the main ground army

--- Other

- Added downward thruster on SPHERE "Tycho"
Attachments
scopers.jpg
(303.28 KiB) Not downloaded yet
1 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out with fixes to game-breaking bugs on the previous version


same link as before


2019/11/18 ------------------ NOTES v1.21 ----------------------

- fixed two bugs with the previous version
(one would trigger auto-resign and the other would mess with the damage and cloak handler)
0 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

same link as before


2019/12/08 ------------------ NOTES v1.22 ----------------------

--- Balance / Mechanics

- modified SPHERE "Magnetar" :
. increased damage, area of effect and pull strength of the aura, but increased cost by 20%
. the pull aura is now much more effective at catching medium and heavy units
. aura drains 200 E/s when active
. it's now disabled by default to avoid damaging your own units after getting out of the factory
. updated radar icon

- fixed lua error that sometimes happened when scoper aircraft were destroyed

- increased collision volume size for AVEN "Dazer" and "Stasis"


--- UI

- tooltip shows that units that deal paralyze damage also deal 33% normal damage
- tooltip shows E cost per shot for weapons with reload time > 5s

--- Visuals

- modified AVEN "Zephyr" aura effects to be teal instead of green
0 x

User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Metal Factions

Post by Noruas »

Keep up the hard work, quality of life changes are equally important and i like it. :)
1 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

same link as before


2019/12/25 ------------------ NOTES v1.23 ----------------------


--- Balance / Mechanics

- on team games, players are no longer set to "dead" even if they lost all units as long as allies are still standing
(this is to allow the other teammates to give a them a commander pad and get them back into the game)

MOVEMENT
- make units overlap and clump together less when moving but also be slightly less efficient at moving around
- make non all-terrain ground units slide down slopes they can't walk or drive through
- relatively fast units will generally make sharper turns and bump into terrain or get stuck less, but also lose some speed while turning

--- UI

- fixed icon for commander respawners
- when single units are selected or mouse is over them, show owner name on the bottom-left tooltip
- fixed ctrl-c focusing on but not selecting the commander
- added button to change the chat type above the players list

--- AI / MFAI

- AI will ignore walls
(sometimes its raider or aircraft groups would get distracted by a lone wall section somewhere on the map)
- fix AI not choosing start locations properly on some maps
0 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

same link as before


2019/12/28 ------------------ NOTES v1.24 ----------------------

- fixed chat type button overlapping the players list when spectators are present

- removed debug messages indicating that AI start position was selected successfully
0 x

raaar
Metal Factions Developer
Posts: 824
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 happening...
Image



2020/01/10 ------------------ NOTES v1.25 ----------------------

--- New units

- added SPHERE "Double" : level1 Raider Vehicle

- added CLAW "Ringo" : level1 Raider/Skirmisher Robot equipped with an energy ring launcher


--- Balance / Mechanics

- increased GEAR "Kano" range and cost by about 15%
- GEAR light plant can now build "Igniter" incendiary raider vehicles
- renamed GEAR "Raider" to "Assaulter" and increased its speed by about 6% and cost by about 3%

- increased CLAW "Knife" HP by 16% and cost by 8%

- SPHERE "Gaunt" : increased damage per shot and reload time but decreased dmg/s by about 10%, speed reduced by 16%, cost reduced by about 10%
- SPHERE light plant can now build "Gaunt"

- further general cost change of up to about -5% to +5% penalizing relatively strong or long-ranged units (mostly level2)
(short ranged level1 units should be relatively cheaper now compared to the other options - this is applied on top of the previous cost changes)

--- Sounds

- modified sounds for some of AVEN and SPHERE light vehicles
- modified sounds of some large explosions to differentiate them from long range plasma cannon explosions

--- AI / MFAI

- modified AI to use the new build options
- AI Light factories will sometimes build a set of half a dozen raiders and then restore the normal queue
Attachments
stuff4.jpg
(351.89 KiB) Not downloaded yet
0 x

raaar
Metal Factions Developer
Posts: 824
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar »

new version out!

same link as before


2020/01/12 ------------------ NOTES v1.26 ----------------------

--- Balance / Mechanics

- reduced range of SPHERE "Gaunt" from 680 to 670
- increased the range of level1 missile units to 680
(this is to ensure they outrange Gaunts and counter them properly due to the damage types)

- fixed issue with collision volumes for fortification gates after they open/close

- SPHERE "Gaunt"'s body no longer instantly "snaps" to walking pose after aiming while moving
0 x

Post Reply

Return to “Metal Factions”