battleMETAL is a successor to the 90's mech games, a cross between the mech-piloting of Mechwarrior 2 and ferocity of Quake. Command a massive warmachine bristling with firepower as you blast through a war-torn world.
[h2]BIG PATCH NOTES[/h2]
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Almost 2 years in development, not bad for a 1-person team. There's a lot more work under the hood to achieve most of these items, but this is easiest to read highlight. I focused as best as possible on improving the quality of life items for players, smoothing out some rough edges. Content took a bit of a backseat, I did add 3 brand new campaign missions to round out the main campaign to 15 maps finally, but that's about the extend of what I can provide. This is a big enough change to warrant starting your game over from the beginning. Where possible your old save files should be ported to the new save-file format. I've also included a price drop! DEAD_HANDS getting more for less, quite a win-win.
[h3]GAMEPLAY[/h3]
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[list]
[*] 3 Brand new maps, and 1 map rebuilt entirely from scratch.
[*] all original 12 maps overhauled with extra detail and balance.
[*] Ramshocks - can now hit mechs but will deal feedback damage.
[*] Player can destory crystal map hazards.
[*] Crystal hazard now plays particle effect when hitting player.
[*] Player radar always set to [active] on-spawn.
[*] Added Headlight for dark places, default bind is 'L'.
[*] All mechs now have 3 'auto-config' slots. These are auto-populated based on player's CURRENT inventory availability, and split between 3 general roles.
[*] Auto-configs can still be modified! they just won't save their modifications.
[*] 'Wreckage' skins for mechs and vehicles to make the destroyed ones easier to see.
[*] 'Shields active' and 'Shields disabled' particle effects for all units that have shields.
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[h3]UI[/h3]
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[list]
[*] Hangar menu uses numbers and icons for mech stats, no more bar graphs.
[*] fixed aspect ratio for 2D elements, no more stretching.
[*] 3D models for Hangar, Arming, Targeting views.
[*] Player can toggle between 2D and 3D target armor diagrams.
[*] Targeting arrow rotates 360 degrees on player's view to show target direction.
[*] Fixed lock-on indicators.
[*] Enemy variant abbreviations now show on targeting computer - ENE, BAL, etc.
[*] Added 'Restart Mission' option to Pause Menu.
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[h3]BALANCE[/h3]
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[list]
[*] Maps have been rebalanced on a better difficulty curve.
[*] Rotary Plasma - 2-shot burst. Burn effect now a chance of burning.
[*] Flak - improved shield damage, and small-target damage buff. 3-rnd burst instead of 4.
[*] Missiles - all missiles given damage buff against buildings / turrets.
[*] PAC - increased damage.
[*] SFGA - damage propagation to adjoining mech part.
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[h3]IMPROVEMENTS[/h3]
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[list]
[*] Small improvement to mech piece damage algorithm.
[*] Added 3D clouds and backdrops to every map.
[*] Better Line of Sight detection for rendering game objects, better overall average FPS.
[*] Some particle effects changed / enhanced.
[*] Added rock-column obstacle that matches the biome they're in.
[*] Better collision detecion on buildings and environment objects.
[*] Dead units and buildings replaced with non-interactive wreckage, improves FPS and network load.
[*] AI pathfinding tuned up a little.
[*] Improved rain/snow particle generation.
[*] Reduced code and function calls where possible.
[*] Mech leg direction based on velocity and smoothly rotates to heading.
[*] Save file format simplified and cleaned up.
[*] Shield-hit effects cleaner and more readable.
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[h3]BUG FIXES[/h3]
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[list]
[*] Mech death animations and incorrect blown-off parts.
[*] that annoying 'floating item' bug when mechs loses components.
[*] Item divide by zero when running upgrade/downgrade.
[*] Double-cockpit model issue.
[*] Repair Bay not restoring player's ability to shoot.
[*] Repair Bay consistency with functioning and repairing the correct pieces.
[*] AI muzzle flash offsets.
[*] Projectile trail offsets when first spawning.
[*] AI targeting allied units that attacked it.
[*] Save file unlocks actually fixed.
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