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...
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
Metal Factions
Moderator: Content Developer
Re: Metal Factions
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.
Power grid online.
2022/11/19 ------------------ NOTES v1.96 ----------------------
--- Balance / Mechanics
- Building a L2 metal extractor triggers an automatic reclaim of nearby allied L1 metal extractors, if any
(for easier management and to avoid efficiency issues with the power grid)
--- UI
- Info panel when power nodes are selected also shows extra metal income and energy use associated with extractors within the grid
--- AI
- Fixed issues that lead to AVEN and CLAW skirmisher strategies not building mobile radars
--- Performance
- Modified explosion shock wave animations to improve performance and appearance in most situations
- Enforce Lua garbage collection settings and force it to run more often to avoid crashing with "out-of-memory" errors
- Miscellaneous performance optimizations, namely when MFAI is used
2022/11/08 ------------------ NOTES v1.95 ----------------------
--- Balance / Mechanics
- Reverted the unintended metal extractor cost reduction of the previous version
- AVEN Turbulence lasers deal more dmg per shot and cost energy to fire
(for consistency with other M lasers)
2022/11/07 ------------------ NOTES v1.94 ----------------------
--- New units
- added AVEN "Tribune" : L2 Heavy Skirmisher Tank
- added AVEN "Ambassador" : L2 Mobile Fortress
- added SPHERE "Reaver" : L2 Fast Skirmisher Vehicle
- added SPHERE "Monolith" : L2 Amphibious Very Heavy Assault Vehicle
- added CLAW "Chisel" : L1 Fire Support Vehicle
- added "Power Node" units for each faction, available from level 1 and can be used to set up a power grid which boosts metal extractor output
--- Balance / Mechanics
- SPHERE Emerald and Ruby sphere towers have slightly less range and HP and can morph into Ruby/Obsidian
- GEAR "Might" deals about 66% more damage with the secondary lasers and cost slightly increased
ECONOMY
- increased AVEN Bio Dome starting energy production from +15/s to +20/s
- increased energy drain of L1 metal extractors from -3 to -10 E/s
- power nodes have 500 connection radius and link energy production and storage and metal extractors
- grid strength is equal to energy production + storage/100
- the metal extraction bonus can go up to +100% and depends on grid strength and how many extractors are linked
- energy usage is scaled as well
(roughly a 500 strength grid increases a basic extractor's output by 50% )
(generally: building new extractors > adding extractors to grid > adding energy generation/storage to grid)
--- UI
- dash effects will no longer play on static units that were selected together with mobile ones when dash was activated
- build separation is automatically set to slightly lower than node connection radius when building power nodes, then reverted
- when building or selecting a power node, an overlay is shown with the relevant grid areas
- added game speed indicator (visible when != 1 or below user setting)
- upgrade centers and scout pads are automatically set to high priority when built
--- AI
- will try to use power nodes
- stop making non-geothermal L1 energy buildings past 1000 E/s income
2022/09/08 ------------------ NOTES v1.93 ----------------------
- fixed an issue with triggering the disable animation for buildings that are disabled due to low energy
- changed the disable energy threshold for level 1 metal extractors from 1300 to 50 energy
2022/09/06 ------------------ NOTES v1.92 ----------------------
- fixed an issue which prevented AVEN "Valiant", GEAR "Strainer" and CLAW "Phalanx" ships from reaching full speed
- prevent activating the dash ability when units are still under construction
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.
Power grid online.
2022/11/19 ------------------ NOTES v1.96 ----------------------
--- Balance / Mechanics
- Building a L2 metal extractor triggers an automatic reclaim of nearby allied L1 metal extractors, if any
(for easier management and to avoid efficiency issues with the power grid)
--- UI
- Info panel when power nodes are selected also shows extra metal income and energy use associated with extractors within the grid
--- AI
- Fixed issues that lead to AVEN and CLAW skirmisher strategies not building mobile radars
--- Performance
- Modified explosion shock wave animations to improve performance and appearance in most situations
- Enforce Lua garbage collection settings and force it to run more often to avoid crashing with "out-of-memory" errors
- Miscellaneous performance optimizations, namely when MFAI is used
2022/11/08 ------------------ NOTES v1.95 ----------------------
--- Balance / Mechanics
- Reverted the unintended metal extractor cost reduction of the previous version
- AVEN Turbulence lasers deal more dmg per shot and cost energy to fire
(for consistency with other M lasers)
2022/11/07 ------------------ NOTES v1.94 ----------------------
--- New units
- added AVEN "Tribune" : L2 Heavy Skirmisher Tank
- added AVEN "Ambassador" : L2 Mobile Fortress
- added SPHERE "Reaver" : L2 Fast Skirmisher Vehicle
- added SPHERE "Monolith" : L2 Amphibious Very Heavy Assault Vehicle
- added CLAW "Chisel" : L1 Fire Support Vehicle
- added "Power Node" units for each faction, available from level 1 and can be used to set up a power grid which boosts metal extractor output
--- Balance / Mechanics
- SPHERE Emerald and Ruby sphere towers have slightly less range and HP and can morph into Ruby/Obsidian
- GEAR "Might" deals about 66% more damage with the secondary lasers and cost slightly increased
ECONOMY
- increased AVEN Bio Dome starting energy production from +15/s to +20/s
- increased energy drain of L1 metal extractors from -3 to -10 E/s
- power nodes have 500 connection radius and link energy production and storage and metal extractors
- grid strength is equal to energy production + storage/100
- the metal extraction bonus can go up to +100% and depends on grid strength and how many extractors are linked
- energy usage is scaled as well
(roughly a 500 strength grid increases a basic extractor's output by 50% )
(generally: building new extractors > adding extractors to grid > adding energy generation/storage to grid)
--- UI
- dash effects will no longer play on static units that were selected together with mobile ones when dash was activated
- build separation is automatically set to slightly lower than node connection radius when building power nodes, then reverted
- when building or selecting a power node, an overlay is shown with the relevant grid areas
- added game speed indicator (visible when != 1 or below user setting)
- upgrade centers and scout pads are automatically set to high priority when built
--- AI
- will try to use power nodes
- stop making non-geothermal L1 energy buildings past 1000 E/s income
2022/09/08 ------------------ NOTES v1.93 ----------------------
- fixed an issue with triggering the disable animation for buildings that are disabled due to low energy
- changed the disable energy threshold for level 1 metal extractors from 1300 to 50 energy
2022/09/06 ------------------ NOTES v1.92 ----------------------
- fixed an issue which prevented AVEN "Valiant", GEAR "Strainer" and CLAW "Phalanx" ships from reaching full speed
- prevent activating the dash ability when units are still under construction
Re: Metal Factions
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.
Battle along the highway...
VERSION 1.97-2.03
- Engine
. Updated the SpringRTS engine compatibility recommendation from "105.0" to "105.1.1-1422-g3a36584 BAR105"
- New units
AVEN
. "Skein" : L2 Drone Controller Hovercraft
GEAR
. "Snapper" : L2 Assault/Raider Hydrobot
- Balance/Mechanics
. Comsat stations got the reload time reduced from 180 to 30s, but stockpile scans every 180s, max 3 charges
. Increased GEAR "Exploder"'s cloak cost and decloak radius significantly
. Slight cost reduction for units with very short range weapons (< 350) by 1-10%
. Slight cost reduction for units with the jump ability
- UI
. Added "GFX Settings : Low/Medium/High" widgets that change graphics presets
(defaults to high)
. MENU button now opens up a panel which includes buttons to change between Low/Med/High graphics presets
. When spectating games, clicking on the "observe player" buttons on the player list toggles between viewing that player's LOS limits and global view
. Spectators can now change between player/team LOS view and global view by selecting and de-selecting units from various teams
. Miscellaneous improvements to various sounds, explosions and other animations
Check details on https://metalfactions.pt/changelog.html
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.
Battle along the highway...
VERSION 1.97-2.03
- Engine
. Updated the SpringRTS engine compatibility recommendation from "105.0" to "105.1.1-1422-g3a36584 BAR105"
- New units
AVEN
. "Skein" : L2 Drone Controller Hovercraft
GEAR
. "Snapper" : L2 Assault/Raider Hydrobot
- Balance/Mechanics
. Comsat stations got the reload time reduced from 180 to 30s, but stockpile scans every 180s, max 3 charges
. Increased GEAR "Exploder"'s cloak cost and decloak radius significantly
. Slight cost reduction for units with very short range weapons (< 350) by 1-10%
. Slight cost reduction for units with the jump ability
- UI
. Added "GFX Settings : Low/Medium/High" widgets that change graphics presets
(defaults to high)
. MENU button now opens up a panel which includes buttons to change between Low/Med/High graphics presets
. When spectating games, clicking on the "observe player" buttons on the player list toggles between viewing that player's LOS limits and global view
. Spectators can now change between player/team LOS view and global view by selecting and de-selecting units from various teams
. Miscellaneous improvements to various sounds, explosions and other animations
Check details on https://metalfactions.pt/changelog.html
Re: Metal Factions
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.
Brzzzt...BZZZZZZZZZZZZZZZZZZZZZZZ...
VERSION 2.4-2.10
- Engine
. Updated the SpringRTS/Recoil engine compatibility recommendation to "105.1.1-1544-g058c8ea BAR105"
- Balance/Mechanics
COMMANDERS
. Morph status and upgrades also increase commander respawn costs by up to 100%
. Rebalanced commanders to benefit ones that are relatively show and/or have short range weapons
ECONOMY
. Moved +2 M/s and +20 E/s income from commanders to the baseline income (+10M/s +100E/s)
. Increased altitude scaling of production on wind generators from +20% to +40% and override low values for some maps
. Increased GEAR and CLAW solar collector energy generation from +20 to +24, reduced GEAR's HP and adjusted costs
OTHER
. Reduced explosion impulse for weapons with L damage type
. Cost reduction of up to about 10% for small ground units with low HP and short range weapons, especially if they're relatively slow
(emphasis on making t1 infantry bots cheaper, and they also get increased aim rates)
. Reduced cost of large walls from 560m to 450m
. Reworked AVEN "Rover" and CLAW "Wolverine"
. Modified behavior of CLAW miniguns, autocannons and energy bolts to use a different engine weapon type
. AVEN "Ambassador" rockets follow the rectangular trajectory they were supposed to have instead of the triangular trajectory with tracking
- UI
. Modified loading screens
. Various improvements to 3d models, textures, projectile models, trails and some explosions
. Hide healthbars when UI is hidden (F5 key)
. Default keybindings now use "Q" for power nodes, and "X,C,V" for new "energy","defense" and "factory" keywords
(mf_keys.txt files on LuaUI/Configs needs to be manually replaced to get the new defaults)
. Using a hotkey to build a unit or structure cycles the build categories to the corresponding category
. Menu allows setting the "display-unit-as-icon" distance threshold modifier
Check details on https://metalfactions.pt/changelog.html
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.
Brzzzt...BZZZZZZZZZZZZZZZZZZZZZZZ...
VERSION 2.4-2.10
- Engine
. Updated the SpringRTS/Recoil engine compatibility recommendation to "105.1.1-1544-g058c8ea BAR105"
- Balance/Mechanics
COMMANDERS
. Morph status and upgrades also increase commander respawn costs by up to 100%
. Rebalanced commanders to benefit ones that are relatively show and/or have short range weapons
ECONOMY
. Moved +2 M/s and +20 E/s income from commanders to the baseline income (+10M/s +100E/s)
. Increased altitude scaling of production on wind generators from +20% to +40% and override low values for some maps
. Increased GEAR and CLAW solar collector energy generation from +20 to +24, reduced GEAR's HP and adjusted costs
OTHER
. Reduced explosion impulse for weapons with L damage type
. Cost reduction of up to about 10% for small ground units with low HP and short range weapons, especially if they're relatively slow
(emphasis on making t1 infantry bots cheaper, and they also get increased aim rates)
. Reduced cost of large walls from 560m to 450m
. Reworked AVEN "Rover" and CLAW "Wolverine"
. Modified behavior of CLAW miniguns, autocannons and energy bolts to use a different engine weapon type
. AVEN "Ambassador" rockets follow the rectangular trajectory they were supposed to have instead of the triangular trajectory with tracking
- UI
. Modified loading screens
. Various improvements to 3d models, textures, projectile models, trails and some explosions
. Hide healthbars when UI is hidden (F5 key)
. Default keybindings now use "Q" for power nodes, and "X,C,V" for new "energy","defense" and "factory" keywords
(mf_keys.txt files on LuaUI/Configs needs to be manually replaced to get the new defaults)
. Using a hotkey to build a unit or structure cycles the build categories to the corresponding category
. Menu allows setting the "display-unit-as-icon" distance threshold modifier
Check details on https://metalfactions.pt/changelog.html
Re: Metal Factions
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.
Ambush!
VERSION 2.11-2.15
- New units
. CLAW "Fury" : L2 Heavy Gunship
. Covert Ops Centers for AVEN, GEAR and CLAW (give radar invisibility to allied cloaked units when active)
- Balance/Mechanics
. Reduced cost of large walls and gates by about 30%
. Being underwater or moving across very steep slopes has a bigger dampening effect on fast ground units
. Units that effectively shoot down long range rockets get more reliable targetting behavior and get an "MD Watch" state
. when "MD Watch" mode is enabled (default), they'll ignore other targets while enemy rockets are incoming and within about 3000 range
. Miscellaneous adjustments to a few other units
- UI / Visual / Sounds
. Modified various widgets to avoid crashing on AMD GPU
. Miscellaneous improvements to 3d models and textures for some units (mostly AVEN and CLAW)
. Miscellaneous improvements to sound and visual effects
. Fixed issues with building orientation/spacing not updating and conflict between build category cycling and active build order
Check details on https://metalfactions.pt/changelog.html
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.
Ambush!
VERSION 2.11-2.15
- New units
. CLAW "Fury" : L2 Heavy Gunship
. Covert Ops Centers for AVEN, GEAR and CLAW (give radar invisibility to allied cloaked units when active)
- Balance/Mechanics
. Reduced cost of large walls and gates by about 30%
. Being underwater or moving across very steep slopes has a bigger dampening effect on fast ground units
. Units that effectively shoot down long range rockets get more reliable targetting behavior and get an "MD Watch" state
. when "MD Watch" mode is enabled (default), they'll ignore other targets while enemy rockets are incoming and within about 3000 range
. Miscellaneous adjustments to a few other units
- UI / Visual / Sounds
. Modified various widgets to avoid crashing on AMD GPU
. Miscellaneous improvements to 3d models and textures for some units (mostly AVEN and CLAW)
. Miscellaneous improvements to sound and visual effects
. Fixed issues with building orientation/spacing not updating and conflict between build category cycling and active build order
Check details on https://metalfactions.pt/changelog.html
Re: Metal Factions
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.
Optional Units!
VERSION 2.16-2.23
- New units
. CLAW "Maul" : L2 Very heavy mortar ship (existing "Maul" gets renamed, check full change log)
. added "Naval Series" ship variants for the long range plasma cannons
. CLAW "Ogre" : L1 Medium Rocket Robot
OPTIONAL UNITS
Players can adjust the build options for each faction. Each player gets to pick 6 optional units for each faction from a growing pool of units and the choice is locked when the game starts.
(each player starts with a default selection and changes persist across battles)
The update comes with a set of over 30 new optional units
(a handful existing units were changed to optional)
UI / Description
https://metalfactions.pt/instructions.h ... ionalunits
Full list of optional units
https://metalfactions.pt/units.html?sea ... sort_dir=1
- Balance/Mechanics
. Adjustments to some infantry and fire support L1 units to make them more usable (either tougher or more range)
. Changed AVEN "Ghost" bomb to deal significantly more damage with smaller AOE
. Reduced cost of artillery that needs to stop/deploy to fire
. Scaling with experience used for HP now also affects SPHERE small shields, but increases their regeneration instead
. Relatively agile robots get significant turn rate increases (including most commanders)
. Miscellaneous fixes and adjustments to a few other units
- UI / Visual / Sounds
. Added "Optional Units" panel that lets players configure their set for each faction
(accessible through a new button on the main menu)
. Added "manual fire" command default to "N" hotkey
(only GEAR "Bulwark" has a manual fired secondary weapon at the moment)
. Added command to toggle drone production ON/OFF
. Slightly improved 3D models and animations for many CLAW robots
Check details on https://metalfactions.pt/changelog.html
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.
Optional Units!
VERSION 2.16-2.23
- New units
. CLAW "Maul" : L2 Very heavy mortar ship (existing "Maul" gets renamed, check full change log)
. added "Naval Series" ship variants for the long range plasma cannons
. CLAW "Ogre" : L1 Medium Rocket Robot
OPTIONAL UNITS
Players can adjust the build options for each faction. Each player gets to pick 6 optional units for each faction from a growing pool of units and the choice is locked when the game starts.
(each player starts with a default selection and changes persist across battles)
The update comes with a set of over 30 new optional units
(a handful existing units were changed to optional)
UI / Description
https://metalfactions.pt/instructions.h ... ionalunits
Full list of optional units
https://metalfactions.pt/units.html?sea ... sort_dir=1
- Balance/Mechanics
. Adjustments to some infantry and fire support L1 units to make them more usable (either tougher or more range)
. Changed AVEN "Ghost" bomb to deal significantly more damage with smaller AOE
. Reduced cost of artillery that needs to stop/deploy to fire
. Scaling with experience used for HP now also affects SPHERE small shields, but increases their regeneration instead
. Relatively agile robots get significant turn rate increases (including most commanders)
. Miscellaneous fixes and adjustments to a few other units
- UI / Visual / Sounds
. Added "Optional Units" panel that lets players configure their set for each faction
(accessible through a new button on the main menu)
. Added "manual fire" command default to "N" hotkey
(only GEAR "Bulwark" has a manual fired secondary weapon at the moment)
. Added command to toggle drone production ON/OFF
. Slightly improved 3D models and animations for many CLAW robots
Check details on https://metalfactions.pt/changelog.html
Re: Metal Factions
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.
Take that hill!
VERSION 2.24-2.34
- New commander morph forms
. AVEN "Psi Form" : Very fast raider/riot form with reduced range and build speed
. GEAR "Battler Form" : Versatile brawler with slightly increased speed, HP and Cannon+Laser+Flare weapon mix
. CLAW "Blaster Form" : Slow riot form with M damage and AOE
. SPHERE "Scrapper Form" : Fast raider/assault with high dmg/s but low range and anti-air ability
- New units
. AVEN "Intrepid" : L2 Multipurpose Cruiser
. GEAR "Hellburner" : L2 Assault/Kamikaze Ship
. CLAW "Cleaver" : L2 Fast Assault Ship
. CLAW "Poleaxe" : L2 Amphibious Heavy Support Tank
. SPHERE "Contender" : L2 Amphibious Skirmisher Tank
OPTIONAL
. AVEN "Maximus" : L2 Amphibious Heavy Assault/Riot Robot
. AVEN "Flow" : L2 Fighter Hovercraft
. GEAR "Crocodile" : L2 Heavy Assault Hydrobot
- Balance/Mechanics
. AVEN, GEAR and SPHERE L1 bomber aircraft got slower and twice as expensive, but have double HP and more broadly effective bombs
. AVEN "Gunner", GEAR "Toaster" and "Beamer" and several medium/heavy L2 units are now amphibious
. Increased acceleration and turn rates for most ships
. Miscellaneous fixes and adjustments to a few other units
- UI / Visual
. Modified health bars to show information about the unit's armor type
Check details on https://metalfactions.pt/changelog.html
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.
Take that hill!
VERSION 2.24-2.34
- New commander morph forms
. AVEN "Psi Form" : Very fast raider/riot form with reduced range and build speed
. GEAR "Battler Form" : Versatile brawler with slightly increased speed, HP and Cannon+Laser+Flare weapon mix
. CLAW "Blaster Form" : Slow riot form with M damage and AOE
. SPHERE "Scrapper Form" : Fast raider/assault with high dmg/s but low range and anti-air ability
- New units
. AVEN "Intrepid" : L2 Multipurpose Cruiser
. GEAR "Hellburner" : L2 Assault/Kamikaze Ship
. CLAW "Cleaver" : L2 Fast Assault Ship
. CLAW "Poleaxe" : L2 Amphibious Heavy Support Tank
. SPHERE "Contender" : L2 Amphibious Skirmisher Tank
OPTIONAL
. AVEN "Maximus" : L2 Amphibious Heavy Assault/Riot Robot
. AVEN "Flow" : L2 Fighter Hovercraft
. GEAR "Crocodile" : L2 Heavy Assault Hydrobot
- Balance/Mechanics
. AVEN, GEAR and SPHERE L1 bomber aircraft got slower and twice as expensive, but have double HP and more broadly effective bombs
. AVEN "Gunner", GEAR "Toaster" and "Beamer" and several medium/heavy L2 units are now amphibious
. Increased acceleration and turn rates for most ships
. Miscellaneous fixes and adjustments to a few other units
- UI / Visual
. Modified health bars to show information about the unit's armor type
Check details on https://metalfactions.pt/changelog.html