battleMETAL

battleMETALDevs · None

Released
Dec 23, 2020
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    MISSON. SUCCESSFUL. DEAD_HAND.

    I started working on battleMETAL 10 years ago on July 6th, 2016. It was released 6 years ago, and I provided updates as best I could over the past several years. When I started the entire project, I didn't really have a long term vision; just that as a hardcore Mechwarrior / Eart

  2. Developer post

    v6.0.4

    Small incremental patch. Weapon Rate of Fire, and reload speed added to Arming Menu. EMP and Ion weapon descriptions more accurate for buffs/debuffs. PAC shield penetration mechanics simplified. Fixed issue where player energy pool wouldn't start fully charged when using ENBAT up

  3. Developer post

    v6.0.0 update.

    Bug fixes, some refactoring and cleanup. Gameplay Light Autocannon / ATC switched from hit scan to full projectile. fire rate 0.28 -> 0.32. damage 5.5 -> 9.0 spread increased. 25% damage reduction against buildings. AI accuracy ratings working again. Player and AI beam rend

  4. Developer post

    v5.4.7 - fixed intermittent player move speed issues

    + Balaket : speed : strafe : 120 -> 130 + Warden : speed : all : 165 -> 160 + rebuilt AI pathing for map O3M1. + fixed issue with animations having incorrect background.

  5. Developer post

    v5.4.3 - map fixes. fixed bug in aiming

    + Fixed some map areas where players can get stuck. + fixed AI node paths for O2M1 and O2M2. + fixed objective trigger issue in O2M3. + fixed intermittent aiming issue.

  6. Developer post

    v5.4.2 - fixed leg animations, graphics options.

    Leg animations were affected by monitor framerate, and the issue has been addressed. I've also updated graphics options to make V-sync and custom refresh rates as either/or.

  7. Developer post

    v5.4.1 - fixed ramshocks and directional hit indicators.

    Fixed bug with Ramshocks not building charge and not activating. Rebuilt directional hit indicators, will show HUD hints for attacks that come to player's rear 270 arc. Weapon adjustments. Flak Cannon - Damage per pellet: 3.0 -> 4.5 Light ATC - Damage: 5.0 -> 5.5 - reload s

  8. Developer post
  9. Developer post

    v5.3.3 - fixed tactical map projection.

    Finally locked down an annoying issue with the tactical map being oddly mirrored. Map image, object locations, and player facing should completely line up now. Also added the new lightning bolt beams to crystal hazards, makes it easier to see when players are getting hit.

  10. Developer post

    Celebrating the classics

    MetalTech: Earthsiege , October 1994, by Dynamix. Short history: Dynamix made Mechwarrior 1 in 1989. As they started working on Mechwarrior 2, Activision pulled the rights. Activision's Mechwarrior 2 would of course go on to be a legendary game in its own right. Dynamix wanted to

  11. Developer post

    New Beam Graphics

    Beams long suffered from the limitations of Darkplaces default particle system. For all its power, it lacks good higher-resolution details. 5.3.0 adds a new way of rendering beams, allowing for bright and crisp graphics. Additionally I've increased the impact-particle-size of man

  12. Developer post
  13. Developer post

    5.2.2 - Laser effect issue, intended texture filter mode

    Small patch that should fix the inconsistent Light Laser rail effects. Set default gl_texturemode to GL_NEAREST, which takes advantage of the lower res, crunchy texture.

  14. Developer post

    Minor Update - v5.2.1 - O3M3 map fix and cl_hud_alpha default value set.

    Big thanks to users posting bugs on the discord; they flagged 2 issues that I've fixed. Map O3M3: hard-lock with enemy spawning underground that couldn't be destroyed. cl_hud_alpha: misspelled this var in the config file, meaning some users ended up with no visible HUD on a first

  15. Developer post

    5.0.0 Full Release

    BIG PATCH NOTES ---------------- 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 play

  16. Developer post

    5.0.0 - rc1 test

    Right-click the game in your library. Go to 'Properties'. Click 'Betas'. Select `test-5.0.0-rc1` branch. play game normally.

  17. Developer post

    5.0.0 - update #3

    Almost the last leg of this journey here, the quick testing of the release without debug tools...but the release is looking good to go. It's been well over a year-and-a-half without major updates, what originally was supposed to be some minor changes turned into re-building large

  18. Developer post

    5.0.0 - update #2

    Let's see, last update was in January... " I think end of Q1/2023 is realistic, but it might slide to Q2" - me in January 2023. That turned out to not exactly be realistic, Q3 is now looking to be the release window and maybe early Q4. Since that update I've refined and polished

  19. Developer post

    5.0.0 - When!?

    I know its been almost a year since I've posted any update to the steam page, but I have continued work on the game where I can find the time. Originally I had only planned to do a few map updates and some code refinements for a hypothetical '4.0.0' release. This completely morph

  20. Developer post

    Patch Preview - 4.0.0

    A little behind on the rollout of patch 4.0.0. Testing will be this week and I plan to release the patch by end of March 2022. A quick slice of what to expect in the patch: Fixed hard-crash deploy point selection bug. Rebuilt all campaign maps with entity, layout, and enemy updat