Metal Factions

Spring EngineGames

v1.45
112 (112 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.

Images



File Information

Title / Version Metal Factions v1.45
License Freeware / Free
Filename metalfactions-v1.45.sdz
Filesize 39.65 MB
Date 11/20/2020 - 01:30
Changed 11/22/2020 - 17:30
Publisher / Author raaar (Uploaded by raaar)
Keywords

Description

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 www.metalfactions.pt

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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)
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2020/11/19 ------------------ NOTES v1.45 ----------------------

--- Balance / Mechanics

- units that stop being captured start losing 1% of their capture status every second

- reduced speed % drop ground units suffer while turning from 33% to about 25%
(it should be 0 for soft turns but isn't due to an engine issue)

- increased range of 600-800 range level 1 static defenses to 800-870 and adjusted costs
(to make them more reliably able to hit air, commanders and skirmishers which got range upgrades)

- fixed bug where commanders which were building and reloading when picked up would get progressively more negative reload %

- AVEN "Knight" now has 5% faster projectile and about 17% extra range, but is about 20% more expensive
- AVEN "Stasis" has a 560 range 400D dmg/s disruptor cannon and less hp but is much more affordable and available at Level 1

- GEAR "Burner" got its damage per second reduced by about 10% and damage resistance lowered from 40% to 20% and hp increased by 15%
- GEAR "Cube" got its HP increased by about 5% and adjusted cost
- GEAR incendiary mines got their cost reduced from 90m to 85m

- CLAW "Hazard" had range reduced from 550 to 450, M damage type, 33% reduced reload time and is now 10% cheaper
- CLAW "Roller" rockets had damage and reload time increased by 50%
- CLAW ring thrower units get their reload charge reset when they're picked up by air transports
- CLAW "Nucleus" had its range and cost increased by about 25%
- CLAW "Brute" had its cannon replaced with a M damage spreadshot WB cannon with faster projectiles, higher burst and aoe and adjusted cost
- CLAW "Halberd" had it's missile dmg/s doubled, acceleration and brake rate reduced and cost adjusted

- SPHERE "Pulsar" had its range and cost increased by about 14%
- SPHERE "Hanz" now has about 10% higher HP and H armor type, but is about 10% slower and 20% more expensive
- SPHERE "Stout" now has a M damage type cannon with about 15% less range but 33% higher dmg/s and is about 13% cheaper
- SPHERE "Helix" got about 10% higher dmg/s and 10% more range but is about 20% more expensive
(the turret on the 3D model gets a bit bigger and more menacing)
- SPHERE "Golem" is now 15% slower, has HP increased to 8000 and higher dmg/s on the missiles and is about 15% more expensive
(the sound of the cannon also changed to differentiate it from charger's)

- attempt to improve aiming for CLAW Brute and AVEN "Zeta form" commander
(to avoid weapons locking up as they try to aim at different targets)

--- UI / Visual

- unit tip text for GEAR "Blazer Form" commander indicates the damage drop-off with range
- MFAI player numbers are shown as prefix on the player list (they're relevant for targeted AI commands)
- added visual warning indicating allied and enemy long range rocket launches (fades out 15-30s later)
- prevented area-metal-extractor commands from cancelling morph

--- AI

- added #AI COMMORPH command : gets the AI to morph its basic commander immediately
- added #AI DEFMULT command : sets the AI defense density multiplier, -1 to reset
- fixed player-specific AI commands not being processed properly
- slightly tuned the early game builds for assault and skirmisher strategies to have less construction units and more attack units
- slow commanders will stray away less from the main force to build metal extractors
- added AI support for custom strategies
(these are loaded from LuaUI/Configs/mf_strategies.json on the user's Spring directory - check the strategy editor on the web site)
- allow STRATEGY commands from enemies if specific player numbers were used, the AI has no human allies and only during the first minute
(this can be useful for players to play against AI that use their own custom strategies)