Metal Factions

Spring EngineGames

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First you need to download the Spring engine to play this game.

Games for Spring are ".sd7" or ".sdz" files. To install this files move them into (Unix) ~/.spring/games
or (Windows) "My Documents\My Games\Spring\games".
Use the "Reload maps/games" option from the "Tools" menu in SpringLobby.


File Information

Title / Version Metal Factions v1.47
License Freeware / Free
Filename metalfactions-v1.47.sdz
Filesize 39.66 MB
Date 12/10/2020 - 03:46
Publisher / Author raaar (Uploaded by raaar)


Far into the future, different factions fight throughout the galaxy for control of resources using armies of advanced machines...

"Metal Factions" is TA-inspired game that runs on the Spring RTS engine and has four original factions: AVEN, GEAR, CLAW and SPHERE.

for more information, check the website at

REQUIRES SPRING VERSION "104.0.1-1553-gd3c0012 maintenance" or later

(to get the latest recommended game and engine versions, check the MF battle rooms on the official server)

2020/12/08 ------------------ NOTES v1.47 ----------------------

--- Balance / Mechanics

- replaced cylinder targetting for missiles with spherical targetting (still stretched vertically 2x)
- removed height range bonus from cannon type weapons
(this slightly reduces the range of cannon and missiles fired from aircraft at ground targets and makes relative ranges of missile and cannon artillery more consistent)
- removed the 33% vertical range stretch from laser/beam weapons
(they'd fire and apparently hit but deal no damage past their normal max range)

- GEAR and CLAW pop-up static defenses will now open up if enemy long range rockets get within ~150% of their range
(the ones that can hit air well)

- fixed issue that caused railgun projectiles to overshoot targets

- GEAR "Knocker" now tries to attack air units as well (cannon projectiles explode mid-air)
- increased the turn rate of several air-to-ground rockets
- slightly increased the missile range on AVEN and GEAR L2 fighter aircraft
- SPHERE "Tycho" can now turn its body and fire regardless of where it's moving but is a little less maneuverable and about 13% more expensive
- AVEN "Gale" and SPHERE "Blower" had the AOE reduced from 150 to 130 but have about 20% higher dmg/s and 4% increased cost
- reduced the cruise altitude for several figher and bomber aircraft by about 10%

- normalized the footprint and collision size for fusion reactors

- fixed canister not firing at targets in some positions
(now it'll also try to turn towards the target more precisely)
- SPHERE "Nova" form commander no longer ignores terrain while firing
- modified GEAR "Rhino" cannon aiming to align itself better with its targets

- GEAR "Pulverizer" missiles are now a bit faster and wobble a bit less to hit incoming rockets more effectively
(they still suck at it)

- increased the speed at which stuck targets slide down cliffs

- cloakable radar jammers are cloaked by default

- removed 100 energy and metal storage from commander pads

- increased cost of L2 fusion reactors by 6%

--- UI / Visual

- slightly improved the turret hinges on some GEAR models
- railgun projectiles are no longer visible by enemies outside of LOS coverage
(a known issue is that now they're also not visible by allies outside of LOS and should be)

- fixed DC rocket auto-build green effect sometimes persisting if the unit is destroyed while the auto-build buff is still active

- reduced the cost of hypersonic nukes from 25k to 24k metal and increased the maximum damage from 12000 to 13000

--- AI

- when attack units are not "seriously damaged", evasion maneuvers are done towards the enemies instead of away from them
- added "retreat health fraction" parameters for commanders/assaults/other for custom strategies
- added #AI BEACONTYPE all|raiders|main to set which unit groups follow the beacon
- when assisting attack parties, commander is more likely to move to the front line
- when the force is not attacking, it's more likely to patrol and do something useful (repair/reclaim)
- will try to move its commander around a bit more when it thinks it might be stuck
(to avoid self-destructing near cliff edges in some cases)
- fixed the message when AI responds to COMMORPH commands