Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Nov 10, 2022 3:28 am Post subject:
Metal Factions 1.95 has been released!
Subject description: Powering the nodes of a new community!
Howdy! We've been covering real-time strategy games from engines like OpenRA, Pyrogenesis, and a few others recently in Project Perfect Game. Let's introduce Spring, which is an open-source engine inspired by Total-Annihilation games. It's been developed since the early 2000s, and there might not have received much progress this year, but there are several games that are still being developed with it. One of them is Metal Factions.
For those unfamiliar with it, Metal Factions is an open-source game made with the Spring RTS game engine. It\'s an evolving real-time strategy game with four factions: Aven, Gear, Claw, and Sphere. It features 3D terrain and units, intuitive physics with real-time simulated gravity, collision handling, and projectile trajectories. It has over 400 units, including humanoid robots, tanks, ships, aircraft, buildings, defenses, etc.
A new version of Metal Factions has been released recently by their team. Here are the goodies that come with Metal Factions 1.95 and the recently released 1.94 as well:
- 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 that 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 the 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 a 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 the grid > adding energy generation/storage to the grid)
--- UI
- dash effects will no longer play on static units that were selected together with mobile ones when the 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
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