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.
[h1]It's finally here, the 3.7.4 update.[/h1]
Lampshaded a while back, this fairly large update adds new mechs to the player roster, some item reworks, and some nice fixes.
First up, metals.
[h2]Warden[/h2] Light mech and light mech hunter.
[i]"MILITAR burned out their best hackers on black ICE breaking into a salvaged Federation data core. Amongst the encrypted modules was blueprints for a highly advanced light metal - the WARDEN."
[/i]
[img]{STEAM_CLAN_IMAGE}/38931381/f1dff86a3a1d9acee20cbda0c240dd3dbf4ab6f8.png[/img]
Sporting 5 hardpoints, more armor for its weight class but less shields. The Warden keeps its weapons close to the chest, able to use its armor-panel arms for extra protection.
[h2]Sapper[/h2] Medium mech specialist and second-line support.
[i]"SAPPER mechs were drafted and produced right before the Federation treaty was ratified. Off-world concerns asked for a strong second-line METAL to support other medium formations. What they got from the factories was dubbed the SAPPER based on its hardpoint configuration and shield output. "[/i]
[img]{STEAM_CLAN_IMAGE}/38931381/7fa898fe1be8fcb066cd8a387acf21e7bb7dc9c6.png[/img]
8 hardpoints with half of them dedicated to module upgrades!
It has more shields than the [i]Matok[/i] which gives it an uncanny ability to survive against focused fire. The module slots give the pilot a wide array of play style options even if the direct-fire weapons are some what limited.
[h2]Equipment Shakeup[/h2]
[img]{STEAM_CLAN_IMAGE}/38931381/f91620987c5db9d4078bb1382fab14c8f8a123ac.png[/img]
A while back Missile Lock-on was reworked. Players were having trouble figuring the mechanics out, so lock-ons were made easier. Due to this, the [i]Advanced Target Module[/i] lost one of its primary use-cases; and it really wasn't used much either. To that end, I replaced with the a new item, [i] Advance Ballistic Reloader.[/i] The [b]ABR[/b] decreases [i]reload-time[/i] for medium and large projectile weapons by 20% and they can be stacked!
Ditto for the [i[Heatsinks[/i] which replace the [i]Large Sensor Array[/i], heatsinks decrease the [i] energy cost[/i] of medium/large energy weapons by 20%.
[h2]Newgame+[/h2]
Finally got around to making Newgame+ a thing. Upon completing the last mission of the main/extended campaign your save file will be flagged as Newgame+. It sets your saved map back to the first mission of the game but leaves everything you've unlocked in place!
Now you can rage through the campaign again with [b]ALL[/b] the toys in the sandbox!
[h2]Fixes[/h2]
[list]
[*] AI mech weapons on destroyed components were still being shown.
[*] Repair bay not updating HUD when destroyed weapons have been repaired.
[*] issue where AI would move backwards forever and get stuck.
[*] Weapon muzzle flash for players, they are now drawn where they should be on the mech.
[*] O2M1 - enemy destroyed counters for all difficulties.
[*] O1M4, O2M1 - pathfinding node graphs rebuilt.
[*] issue with player shield regen and ctrl-key regen.
[/list]
[h2]Balance[/h2]
[list]
[*] Electro-static Repeater wind-up time increased, spread increased.
[*] Turbo charger now also buffs mech [i]forward[/i] speed.
[*] Quantum Rifle - minor increase to shard max random.
[*] High-Strength Shield Emitters should be working as intended now.
[/list]
[h2]Modding SDK work[/h2]
Proud to say I did a major clean-up of the code base to make modding easier.
Mech, Vehicle, and Item data files are now easier to read and edit, cutting down on redundant function calls.
I also implemented a Mod-flags system for player mechs; this allows modders to quickly stand up mechs that act like they're from certain other mech games.
Looking forward to producing more how-to articles and fan modding efforts!
[h2]Happy Holidays![/h2]
Last word, I'd like to wish everyone a happy holidays! I hope you all enjoy the results of another 3 months of hard work. 2021 was quite a year for [i]battleMETAL[/i] and I think it really shines now.
stay frosty, DEAD_HANDS.