Metal Factions

Spring EngineGames

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528 (10 today)

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 v1.30
License Freeware / Free
Filename metalfactions-v1.30.sdz
Filesize 37.92 MB
Date 02/10/2020 - 02:11
Changed 03/09/2020 - 04:33
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 "104.0.1-1464-g4f428c8 maintenance" or later

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

2020/03/08 ------------------ NOTES v1.30 ----------------------

--- Balance / Mechanics

- GEAR "Box" had dmg/s increased by 10% but drains 20 E/s to fire and had its cost reduced by 6%
- GEAR "Barrel" is about 10% slower and costs 80% more, but gets a secondary incendiary missile weapon

- AVEN commander cannon shots explode mid-air vs air targets

- AVEN "Bass" had its waves' area of effect doubled so it's much more effective against swarms of light units and aircraft
(the damage per tick was reduced but the overall damage each target takes should be about the same: 250 to 1250 L disruptor damage and a third as normal damage)

- commanders lose 10% of their experience whenever they're destroyed

- increased collision size for Hanz, Charger and Golem
- restored shielded units' collision volume adjustment to match the shield unless it's depleted
(this also makes shielded spheres easier to hit with artillery)

- made all torpedoes tracking, namely the ones shot from unmorphed commanders and l1 submarines
- increased Dmg/s of torpedo bomber aircraft (mostly through reductions in reload time), slightly reduced range to lower cost on SPHERE and GEAR torpedo bombers
- increased SPHERE "Clam" range from 500 to 630
- changed ground units' speed when they move underwater : they'll all slow down beyond a certain threshold (speed = 27), extra speed is halved. So a unit that'd move at 27 keeps its speed, while a unit with max speed = 54 will move at about 40 distance units/s. This means that the relative speed penalty is higher the faster the unit is (in practice relatively fast commanders will go from about 20% penalty to about 40% if they got full speed upgrades).
- increased footprint of submarines to avoid clumping and friendly fire when moving in groups
- reduced the inherent discout weapons with relatively slow but tracking projectiles get
- CLAW "Sinker" is now similar to AVEN and GEAR t1 torpedo launcher floating turrets
(the above changes also make the affected units cost about 10-40% more, excluding commanders)

- make AVEN, CLAW and SPHERE heavy bombers shoot in 360º and fly higher (they get slightly more expensive though)
- improved maneuverability of some aircraft, namely SPHERE "Moth" which had particularly less acceleration that similar aircraft

- all drones are now relatively cheaper to build (discount increased from 30% to 50%)
- "Light drones" upgrade now costs 1000M but increases the limit to 3 drones instead of 2
- reduced the self-build times on light/medium drones from 4/12s to 2.5s/11s
(fixed the self build times on light drones which were wrongly using the medium drone build times)

--- AI

- lowered the threshold for MFAI to morph its commander from 30m/300E to 20m/200E per second
- AI will no longer area-patrol with its commander unless it has factories nearby

--- Visuals

- modified the models and sounds of torpedo projectiles
- make resource multiplier show on the player's list next to the players' name
- made build points glow effect also show up when they're underwater
- modified firing sound of missiles from fighter aircraft

2020/02/23 ------------------ NOTES v1.29 ----------------------

--- Balance / Mechanics

- increased ranges of light laser towers and CLAW "Drill" from 520-550 to 560 and slightly increased their costs (up to 10%)

- CLAW "Thumper" : reduced range and cost by about 10%
(this means it no longer slightly outranges medium laser or missile towers which cost more than twice as much)
- CLAW "Nucleus" and "Mega" projectiles explode mid-air when targetting air units
- CLAW "Nucleus" can use high-trajectory mode

- AVEN and GEAR adv. torpedo launchers have their range reduced from 1500 to 1000 but have tracking torpedoes and a 20% cost reduction
- normalized max water depth for non-amphibious units at 35
(this allows them to cross shallow water more consistently)
- units will not be set on fire and stop burning if they're mostly submerged
- AVEN and GEAR adv. construction submarines have their armor type changed from L to M and cost adjusted (+17%)
- reduced SPHERE "Oyster" range and cost by about 25%
- slightly increased maneuverability of AVEN hovercraft

- made SPHERE "Banger"'s rockets deal 20% more damage with 10% more reload time and 5% more range and has a 10% cost increase
(the rockets are now visually different from the "Lancer" ones)
- increased SPHERE "Tycho"'s acceleration and brake rates

- AVEN "Javelin" has a slightly bigger footprint and its missiles have a slightly higher trajectory to avoid hitting friendly units
- increased AOE of AVEN rapid disruptor projectiles from 48-64 to 96 and made them explode mid-air when used against aicraft
(this makes them a bit more effective against air targets)
- reduced cost of units with disruptor projectiles by about 10% (the cost increase from the AOE increase compensates for this though)
- AVEN "Weaver" missiles follow a slightly higher trajectory to better avoid terrain obstructions
- AVEN "Stasis" cost and range reduced by 10%
- AVEN "Omega" form commander now has twin disruptor cannons instead of the secondary EMG weapon and has a shorter range torpedo launcher with higher dmg/s

- up to about 5% cost reduction for relatively expensive units
- reduced cost of units with weapons with large area of effect unless they have particularly long range
(this also makes GEAR "Grenados" significantly cheaper and buildings with large death explosions slightly more expensive)

- 7% fire rate increase on SPHERE "Nova" and GEAR "Infernal" commander forms

- 20% fire rate increase on SPHERE "Meteor" and AVEN "Icarus" heavy bombs, set range to 480 and adjusted cost (it ends up being about the same)

- 5% damage increase on GEAR "Blazer" form commander

- All-terrain units now have an 80º blind spot in a downward direction to avoid them firing through their body when targetting units on cliff tops from cliff sides
(this restriction should be barely noticeable and may be increased in the future)

- tough GEAR units with relatively short range fire attacks can no longer be set on fire (they still take direct and area fire damage, though)

--- UI

- added widget to show metal/energy amounts within the selected area when area-reclaim commands are used
(widget from Pendrokar/Janis Lukss)

--- visuals

- slightly improved the visual effects of big explosions happening underwater (from fusion reactors and such)

2020/02/09 ------------------ NOTES v1.28 ----------------------

--- new units

- added GEAR "Blazer" commander form : skirmisher form with dual heat ray weapons. Hits hard but moves relatively slowly.

--- Balance / Mechanics

- reverted the change that made heavy units push-resistant to avoid an issue where units can get stuck on each other

- CLAW "Mega" should no longer target air units if there are nearby ground targets

- SPHERE "Gazer" now explodes more violently when killed

- increased the footprint of CLAW "Ringo" so they clump together less

- walls are no longer automatically targeted by enemies when being built or after changing ownership
- fixed fortification gates sometimes still blocking unit movement when they're open

- reduced the amount of vertical range increase for laser beams to avoid them shooting at targets they can't reach
(this is a workaround for a springRTS engine issue)

- armed units which have open/close states will now close in less than a second if set to "hold fire" regardless of their attack orders

- slightly increased the speed of open/close animations on GEAR pop-up towers (namely light and medium laser ones)

--- UI

- hide checksum messages when players connect to the game

--- Visuals

- slightly improved the 3d model textures and walk cycles for GEAR commanders
- slightly improved the fire point texture and effects for GEAR Heat Ray weapons (they how glow after firing)

--- AI

- MFAI commander will patrol and assist its factory early in the game and make less defenses in easy and normal modes
- MFAI will set builders to high priority when building economy or factories