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  1. General Added feedback for when the player is experiencing connection issues The feedback will be displayed whenever the following information is not loaded: Daily Missions News Window Teams Tool Player’s Cash and Fame values Automatic Training Training will be automatically initiated for all new players It is possible to exit the training at any time by selecting the option in the ESC menu Some texts have been altered, with the goal of improving new players’ initial experience Upon exiting or finishing training for the first time, a window will pop-up and offer the player to look for a match Added a loading status bar in the training loading screen Developer Notes: We’ve decided to do it this way so we can ensure that the new player learns the primary functions of the game and how it operates as a whole. This way, the chances for the player to have a better experience in their first match are considerably larger. Want to give your opinion on this update? Tell us what you think Click here.
  2. In this update, we are releasing the last character missing in the line-up: Rampage. The store is also back in its full shape. Let’s check it out: Rampage Weapon 1 - Minimum Wage Smashes and pushes back the opponents Damage: 150 Critical Hit: 250 Cooldown: 2,25 s Weapon 2 - Harassment The bulldozer hits the ground and opens a gap that damages the enemies Damage: 200 Cooldown: 10,75 s Weapon 3 - Traffic Jam Accelerates and smashes opponents against the walls Damage (against walls): 200 Damage per second: 50 Cooldown: 6,75 s Special Weapon - Saturday Shift Charges a big hit with the bulldozer’s shovel and deals damage around it. Critical Hit: 400 Damage: 20 Passive Weapon - Anger Management While the shovel is down, all the damage dealt on it are reduced. It works like a shield. General Added the option menu the ping indicator switch. This tool will help you to see what is your latency during any match. To improve the visual feedback, it was added a background color on the HP bar. It follows the color of the team (Blue or Red) The bomb now can bounce back when hit the wall. All the remaining skins (Rockstar and Metal Legend) are back into the store. Wildfire and Stingray (previously presented with a new visual (for their basic model) have received visual update to all the skins: Windrider basic model has received new visual assets: Audio improvements for Full Metal Judge Visual improvements on the interface of the group/party session Added a highlight and new icon for the Cash button Dev Notes: “Since the beginning of the Combat Test, we did several tests on the physics of the game and its behavior, so we are going to keep working hard to always deliver the best experience to the players. In order to implement Rampage’s weapon 3, we did some changes in this version and we will continue to work on it after this release. We ask the patience and help for all the players to report behaviors that are different or not coherent. The affected points: Every weapon that involves acceleration (usually the weapon 3). Every weapon that pushes the opponents The treadmills on Cursed Necropolis The collision and moving of the machines” Balance Black Lotus Weapon 3 The machines is no more controllable when using this weapon. Clunker General Added a disruption meter to Clunker’s weapons Weapon 2 Increased the initial damage from 100 to 200. Removed the final damage Dirt Devil Weapon 3 Increased the initial damage from 100 to 200 Removed the continuous damage. Full Metal Judge Weapon 1 Decreased the gain of shield per shot from 60 to 50 Decreased the gain of charge to the special weapon in 15% Weapon 2 The shield received in the defensive mode has been reduced in 33%. In the offensive mode, the self damage has been reduced in 25% Weapon 3 The shield for using this weapon has been removed Added the gain of shield when hitting the enemies Little Monster Weapon 2 and Special The warm-up has been removed Known Issues Full Metal Judge receives shield even when hitting Rampage’s lift Photon’s weapon 1 cross through Rampage’s lift
  3. On this version, we have fixed 91 bugs. This Patch Notes contains the 22 most relevant for players, and that were noticeable by them. The others 69 didn’t affect the player’s experience at a level that can be noticed, but were fixed as well. Check it out: Major Bugs: Pick Screen Player picked Artificer instead the chosen pilot. Custom Match Players were automatically banned from Custom Matches. Matchmaking Player was automatically removed from the queue. Bots Stingray BOT suddenly stopped to work. Metal Herald Players got Special Weapon charge even without hitting targets. Social Player’s status shown “In Group” even after the player leaving the group. System chat was open, and no message was shown. Wasn’t possible to cancel a group invitation. Some players were shown with incoherent status. Minor Bugs: Interface Machines’ aim lines passed through the Temple of Sacrifice’s center circle. Team’s icons were dislocated in the stats screen. Stats icons were shown wrong. Minimap showed a previously removed blocker. Founder’s Pack’s borders weren’t shown in some situations. Avatar’s loading picture was shown wrong. Friend’s list tooltip was inconsistent. Voice Over Pilot’s voice wasn’t played after a victory or loss. Pilot’s voice wasn’t played after player’s death. Clunker Clunker’s respawn icon was shown wrong. Artificer Visual feedback was incorrect when Artificer hits a target. Little Monster The visual effect of Little Monster’s Weapon 2 was shown in the wrong position. Windrider The visual effect when Windrider hit an ally was incoherent.
  4. General Option for modifying the weapon activation mode has been removed. “Combat Test” subtitle has been removed from the Main Menu. “Learn More” button has been removed from the Main Menu. Game’s logo has been updated on the Main Menu. Visual enhancements to the tutorial interface. Turkish language has been added. Skin store access has been unlocked. Only Idol skins will be available for now. Dev Notes: Due to all the changes that we’ve made in our pilots, some skins needed to be updated both on visual aspects and animation mechanics. We started this work with the Idol skins, which we are releasing initially, and after this, we will make the adjustments in the other to release them as fast as they are ready to go live. In-Game Interface Updates In-game interface elements have been repositioned. Chat and Weapons have swapped places on the in-game interface. Chat has been repositioned on game mode screen and end of match screen. Visual effects enhancements in weapons ready to shoot. Visual effects enhancements in weapons during the cooldown time. Specific colors have been added to each weapon. Cooldown Indicators Cooldown indicators have been added to the game. Mouse pointer indicator. Indicator on the top of the player’s HP bar. Option to turn on or turn off these indicators has been added. Option can be changed in the “Interface” tab. Gameplay and Balance Overtime A dropper has been added to the front of the delivery line when the Overtime initiates. Dev Notes: After analyzing the matches performance after the Overtime’s been introduced, we noticed we needed to bring, along to the delivery line, the final dropper to keep the competitivity during the Overtime. Bomb Maximum launching speed has been reduced. Weight has been increased. Collision of the bomb has been removed while it is in possession of anyone. Dev Notes: Due to some unwanted interactions between bomb and weapons, when it’s in possession of a player, we decided to remove the collision on this situation for now. Windrider Weapon 1: Wind Hunter Damage has been increased from 120 to 150. Projectile’s slowdown has been reduced by 12.5% Weapon 2: Bull Rush Effect area has been increased by 60%. Devs Notes: We have made some change in Weapon 2 to make the damage more consistent. The damage caused wasn’t working as we planned before. Little Monster Special Weapon: Iron Maiden Now, when Little Monster lands above an enemy, she jumps again using the special weapon. This recharges part of her auto-repair effect. Clunker Weapon 1: Shock Away Expands a magnetic field that pushes the enemies and causes damage to them. Damage: 100 Cooldown: 2.25 seconds Weapon 2: Death Magnet Shoots a magnet tow that keeps the enemies attached. Double activation: stops the magnet effect immediately. Initial Damage: 100 Final Damage: 100 Duration: 2.5 seconds Cooldown: 10.5 seconds Weapon 3: Electric Rush Magnetize his machine gaining speed and pushing away the enemies. Causes a little damage if he collides with some opponent. Duration: 1.5 seconds Cooldown: 6 seconds Special Weapon: Singularity Explodes a magnetic field around him, attracting opponents to his direction. Damage: 200 Duration: 3 seconds Photon Weapon 1: Harder Projects disintegrators lasers. After hitting an opponent, the damaging effect still affects the target for a while. Damage per Second: 170 Area Duration: 1 second Duration of the damaging effect on the target: 0.5 seconds Cooldown: 3 seconds Weapon 2: Better Projects sidelights that repairs allies for an extended duration. After hitting an ally, the repair effect still affects the target for a while. Repair per Second: 300 Area Duration: 3 seconds Duration of the repair effect on the target: 3 seconds Cooldown: 10 seconds Weapon 3: Faster Speeds up leaving a laser and light track repairing the allies and causing damage to enemies. Repair per Second: 150 Damage per Second: 75 Duration: 1 second Cooldown: 6 seconds Special Weapon: Stronger Activates “Better” and “Faster” for an extended duration Duration: 8 seconds Passive: Lights on Me Hitting targets with her weapons trigger auto repair Repairing percentage by damage caused: 100% Repairing percentage by repair made: 100% Known Bugs Damage and repair numbers of Photon’s Weapon 1 and 2 are inconsistent.
  5. Here is another Combat Test update! In this version, we bring back four adjusted pilots already designed to fit the new gameplay vision. They were projected according to the community feedback we received about the first four characters and everything that we’ve learned on what players think it’s the ideal for Heavy Metal Machines. With these four, we got eight reworked characters in less than 15 days. And here's a spoiler: we’ll have more pilots coming back in March! We hope that you guys like this update and keep sharing your feedback with us to build a great game together! General Visual enhancements to the search interface Visual enhancements on the match found screen New background art for the Main Menu Visual enhancements to the contextual menu Visual enhancements on the end of match screen Terminology for “Temporary HP” has been altered to “Shield” Compatibility with joystick has been removed Dev Notes: We decided to remove the compatibility between game and joystick in this version. The removal occurred due to its current usability and behavior, considering that, on average, only 5% of the players started the match using it. For this reason, the feature will be disabled until we get the usability at a good enough place to provide a great experience for the users as we think is the ideal. Visual update on Wildfire’s machine model Current model will be redefined as a skin (cash) based on the community’s suggestion New model will serve as the base skin (default) for the character Dev Notes: We made this update to make her machine more visually attractive and to better fit her new weapon mechanics. The previous model will still be available, but will be a skin acquired through Arenas Temple of Sacrifice Last Blocker on the final stretch of the track has been removed Shape of the last Dropper in front of the delivery line has been changed Dev Notes: We noticed that it was common for players to miss the bomb throw in this arena, even without enemies to intercept. This happened due to the final Dropper’s format. The change made aims to ease the bomb delivery when the player is alone, but without getting rid of the challenge when close to enemies. This happens, mainly, due to the rest of the arena already have a satisfactory level of difficulty for the users’ experience. Bomb The scale of the bomb has been reduced to ease its manipulation. Now, the bomb can be thrown more efficiently, farther and more unpredictably to the opposing defenses - you didn’t think we were just making things easier, right? This makes it visually easier for the players to understand. Out of combat repair The time needed to start out of the combat repair has been reduced from 7 to 6 seconds Characters Balance Wildfire Weapon 2: Blast of Fire Explosion damage has been reduced from 200 to 100. Dirt Devil Weapon 1: Trap! Drops three land mines which cause damage to enemies that pass through them Damage per mine: 55 Cooldown: 2.5 seconds Weapon 2: Get’em Boyz! Calls a helicopter that attacks a certain area. The helicopter moves forward slowly during its entire duration. Damage per second: 200 Cooldown: 10 seconds Duration: 5 seconds Weapon 3: Ride On! Shoots a harpoon with chains that sticks to the target. Double activation: pulls yourself to the target at great speed Impact damage: 100 Damage per second: 25 Cooldown: 8 seconds Special Weapon: Release the Devil! Shoots a flare gun that fixes on walls. When it fixes, creates an whirlwind that pulls the enemies to its center and explodes after a certain time. Double activation: fixes the marker on the current position. Damage on the center: 800 Damage on the edges: 200 Duration: 1.5 second Dev Notes: For this weapon, specifically, we feel that we weren't able to get it exactly where we wanted yet. In the next updates, we will make some changes to improve its experience for the players. Passive: Kick the Dirt! When he collides frontally with enemies, Dirt Devil jumps above them. During the jump, he’s immune to damage. Killer J. Weapon 1: Twist the Metal Shoots fireworks that make opponents go haywire. Damage per firework: 13.3 Cooldown: 3 seconds Weapon 2: Wait for it… Throws a trinket that fixes itself on the target. After 2 seconds, the target is forced to accelerate out of control. Double activation: Forces the target to accelerate out of control instantaneously. Impact damage: 130 Explosion damage: 50 Cooldown: 10 seconds Weapon 3: Punchline Lights rockets that boosts himself forward and then explodes after a certain time. Explosion damage: 150 Cooldown: 6 seconds Special Weapon: The Big Joke Shoots fireworks on the enemies’ tires, making them spin around out of control. Damage per second: 75 Duration: 3 seconds Passive: Clownmikaze When he is almost dying, Killer J. activates a time bomb on his machine. Explosion damage: 1000 Time until the explosion: 2 seconds Metal Herald Weapon 1: Shadow Stroke Shoots metal energy. Causes damage if hits an enemy and gives him shield. Part of the shield is received instantaneously and the other part is received during the following 3 seconds. Damage: 100 Instant shield: 50 Cooldown: 1 second Weapon 2: Runes of Sacrifice Self-flagellates in the name of metal, shooting a wave that causes damage to enemies and gives shield to allies. Damage caused to himself: 70 Rune damage: 150 Rune shield: 150 Area damage: 50 Area shield: 150 Cooldown: 2.25 seconds Weapon 3: Black Metal Transports himself to the metal dimension, boosting himself forward and becoming phased. Upon returning, receives a shield. Shield: 150 Cooldown: 6 seconds Special Weapon: Herald’s Decree Starts the metal symphony, giving shield to all allies around him. Shield per second: 240 Instant shield: 300 Duration: 4 seconds Passive Metal Herald doesn’t have a passive. Windrider Weapon 1: Wind Hunter Summons the eagle spirit that collides with enemies. Damage: 120 Cooldown: 2 seconds Weapon 2: Bull Rush Invokes the herd of spiritual buffaloes, blocking the opponents' path. Damage per second: 200 Duration: 3 seconds Cooldown: 10 seconds Weapon 3: Indomitable Spirit Gets surrounded by the spiritual cavalry, leaving repairing orbs on the way Damage per second: 100 Duration: 2 seconds Cooldown: 6.25 seconds Repair per orb: 15 Special Weapon: Realm of the Ancients Shifts herself and nearby allies to the spiritual dimension. Duration: 1.5 seconds Repair per second: 200 Passive Windrider doesn’t have a passive.
  6. General Performance improvements on the network layer. Dev Notes: In our last effort to improve the network performance we got a positive result for players with high latency and/or low-performance computers. This is one more step to make these players get a better experience with the game.
  7. General Visual enhancements on the minimap to better identify who is carrying the bomb. Before After Interface’s optimization during a match. Dev Notes: We’ve just started to use a new tool to implement the interface, which will optimize the game’s performance. We started this job first with the minimap, being the first feature to receive it. This optimization is another step in our goal to improve the game’s interface performance that we are working on.
  8. General Round-start mini game has been automated. All vehicles will boost automatically as long as the player is accelerating. The function for selecting a position on the starting grid has been removed Players will be automatically set in their ideal position depending of the pilots that they choose. Visual and usability enhancements on the in-game stats screen (Tab). Visual enhancements on the help screen (F1). All the icons of the pilots’ weapons have been redesigned. Added an icon in some buttons to indicate that it leads to an external website. Visual enhancements on the match winners animation. Visual enhancements on weapons interface. Visual enhancements on the minimap. Visual enhancements on the score bar. The tug of war has been removed from the interface. Visual enhancements on the Main Menu. A poll button has been added to the Match End Screen. The match rating system has been added to the Match End Screen. The store has been disabled during the test period. Skins’ selection have been disabled during the test period. Wildfire has a temporary new model. Visual enhancements on the game’s objective arrow. Visual enhancements on general messages screen. The game audio has been adjusted. Gameplay redesigned General The possibility of colliding with allies has been added. The weight difference between cars has been added. The size of some pilots has been changed. The nomenclature for the “Dazed” effect has been changed. The new name is “Skid” The negative effect upon activating the bomb grabber has been changed: Removed: Weapons disabled Added: “Skid” The in-game upgrades store has been removed. The driveability has been adjusted. Added a new interaction with the Blockers. Now, the link between bomb and carrier can be broken if it was forced. Dev notes: After analyzing the data, we noticed that players who made more action in a match had the tendency to stay more in the game. From that, we changed the gameplay to make it faster and more lethal, rewarding more the manual skills of the players. Artificer Weapon 1: Ride the Lightning Shoots a lightning that repairs allies and causes damage to enemies. It will only be destroyed if it collides with the scenario and/or gets its maximum range. Damage: 120 Repair: 120 Reloading time: 1,5 seconds. Weapon 2: Thunderstruck Creates a lightning that causes damage to enemies around. Opponents who are directly on her front will get the double of the damage. Damage: 120 (240) Reloading time: 10 seconds Weapon 3: Electric Engine Boosts her machine forward. Reloading time: 6 seconds. Special Weapon: Thunderdome. Creates a magnetic field that causes damage and skid to all enemies around. Damage per second: 150 Duration: 4 seconds Passive: Metallic Bond Repairs allies around. Repair per second: 45 Little Monster Weapon 1: Syphon of Destruction Vacuums opponents in front of her machine, pulling them and causing a total damage of 50 Damage per second: 50 Duration: 1 second Reloading time: 3 seconds Weapon 2: Mosh Pit Jumps causing damage to enemies when landing. Falling above an enemy makes Little Monster jump again and reload the Weapon 3. Damage: 125 Reloading time: 10 seconds Weapon 3: Stampede Accelerate abruptly, getting the impulse even if she is on the air. Reloading time: 6 seconds Special Weapon: Iron Maiden Jumps causing damage to enemies when landing and repair Little Monster. Falling above an enemy makes Little Monster jump again. Damage: 150 Repair per second: 88 Duration: 5 seconds Passive: Trash Metal Crushes enemies in touch with her front part, causing damage and auto-repairing. Damage per second: 180 Stingray Weapon 1: Discs of Doom Shoots discs that cause damage to enemies. The lateral discs cause 60 of damage and the middle one causes 80. If it is shot from a point-blank position, causes just 80 of damage. Lateral discs damage: 60 Central disc damage: 90 Point blank damage: 80 Reloading time: 2.5 seconds Weapon 2: Power Wave Shoots a wave that causes damage to enemies. The wave doesn’t pass through opponents. Damage: 300 Reloading time: 10 seconds Weapon 3: Powerslide Boosts himself causing damage and pushing the enemies Damage: 75 Reloading time: 6 seconds Special Weapon: Ultra Final Blaster Shots a frontal longshot laser that causes damage to enemies. The laser has four different areas and each one of them cause a specific damage. Damage: 200 ~ 800 Wildfire Weapon 1: Flaming Sphere Shoots a fireball that causes damage to enemies. Explosion damage: 80 Projectile damage: 80 Reloading time: 1,75 second Weapon 2: Blast of Fire Creates a fire area that explodes after a certain time. Damage per second: 125 Explosion damage: 200 Reloading time: 10 seconds Weapon 3: Volcanic Road Accelerate leaving a fire trail behind that causes damage. Damage per second: 80 Reloading time: 6 seconds Special Weapon: Hellfire Creates a big fire area that explodes after a certain time. Damage per second: 200 Explosion damage: 200 Passive: Through the Fire and Flames Wildfire is immune to lava damage. New respawn mechanic A new respawn has been added to the arenas. After being destroyed, the player will have to wait for a reconstruction time. During this time, the camera will focus only in the bomb. After this time, the player will be able to choose a spot of the arena to go back, marking the spot with a counter. When the players go back to the arena, they get invulnerable for a certain time and enemies that are in the respawn spot are instantaneously destroyed. Dev notes: We notice that, with the old respawn mechanic, players spent a lot of time out of the action. This happened due to the need to move from the respawn point to the bomb. Aiming to fix this problem, we developed a new reconstruction mechanic which allows players to go back right into the combat again. Overtime Each round has a maximum time. At the end of this time, the match will enter Overtime. During the Overtime: The two delivery points (blue and red) are going inwards in same speed through the track getting closer to the middle of the arena. Dev notes: After a data analysis, we noticed that matches with excessive duration had a worse retention than quick ones. Keeping this in mind, we developed a new mechanic which makes it harder for matches to have an excessive duration, turning the final minutes more exciting. Known bugs When the commands are customized on “B” button, there are still some messages about the store. In some occasions, the bomb goes visually inside the Little Monster pilot when she grabs the bomb. In some occasions, the reconstruction interface got stuck in the screen after coming back from the automatic pilot. Sometimes, when you are reconstructing, the audio fails for a moment. When the player joins a match in the Spectator Mode, the TAB button with the stats won’t work. In some occasions, when a player reconnects with the game, his/her car becomes invisible.
  9. General The level requirement to play in the Metal God Arena has been removed Every player has a 50% chance to play on Metal God Arena and Temple of Sacrifice, no matter their level Dev Notes: At the beginning, we believed that the Temple of Sacrifice was the more suitable arena for the new players. However, after analyzing the data, we realized that the best thing is the constant variation between the two arenas. Interface’s performance improvements 11% average improvement of FPS on low-performance machines. Dev Notes: We’ve made a lot of performance tests to find out which points we must solve first. After these tests, we realized that our tool used to develop the game’s interface was causing performance problems. For that reason, we’ve made a lot of code improvements in order to get a better FPS during the matches. This is a small step for what we want as a final result, but also is a path that now we know we have to follow. Want to give your opinionabout this update? Tell us what you think on this link. Want to give your opinion about this update? Tell us what you think on this link.
  10. General The Christmas theme has been removed from the Temple of Sacrifice arena; The Christmas bomb has been removed; The Christmas-themed background picture has been removed from the Main Menu. Bugs Fixed Fixed bugs in this version: Endgame cards were misaligned; Casual Match and Custom Match cards were misaligned; Some cards’ edges had irregular black pixels; Private messages feedbacks got stuck on the screen; Inconsistent rewards icons in the end screen after the player leveled up; Help screen (F1) didn’t open in some cases during the match; Stats screen (Tab) didn’t open in some cases during the match; Game menu (ESC) didn’t open in some cases during the match; Players got stuck on end screen if they finished the match AFK (away from keyboard) Bomb’s texture got checkered; “Copy Access Code” and “Select an Arena” buttons didn’t work in some cases; Last chat line doesn’t appear when the chat is opened; Complete Mission window overlayed the Daily Rewards window; The “Alt+Tab” command closed the game in some cases; Some friends didn’t appear available on the friend’s list in some situations; Machine’s level didn’t get updated in the profile screen; Sprites and textures don’t load after the purchase of Cash by a player and the game’s restart; Cash purchase button was working only in the Main Menu; When the player buys a model, the store doesn’t show the model as already purchased in some cases; Fade out from Game Mode screen to the Main Menu partially overlays the buttons’ animation. Skill rate bar in the pick screen appears with low graphics quality; Social media tooltip overlayed the other buttons in the bottom of the Main Menu; Stingray appeared for a short time as the pre-selected pilot in the pick screen instead of Little Monster in some cases; Player goes to an endless loading when quickly clicks in a model on the store and tries to open the Settings menu after this; In the pick screen, “Caster” still appears as “Narrador” doesn’t matter the player’s language; Mouse scroll didn’t move at the right speed (slower); Clunker’s advantage has some graphic effects issues in some cases.
  11. Metal Christmas The time-limited Christmas event has been added to the game. It will be available from 12/21/2017 to 01/11/2018. Temple of Sacrifice The Temple of Sacrifice arena has been customized with the Christmas theme, with a lot of replaced or modified elements according to the special holiday decoration Christmas bomb The bomb received a Christmas special skin chosen through votes from the community The bomb will be available in both arenas Background The main menu background has been replaced The pick screen background has been replaced The loading screen background has been replaced
  12. Bugs fixed Fixed bugs in this version: Camera got out of the character after the respawn in Temple of Sacrifice Machine’s model got stuck in the scenario after being destroyed Friend’s list shortcut doesn’t open after completing the tutorial Metal Herald’s Weapon 2 doesn’t hit players at medium or high speed News window doesn’t open for some players Chat group tab remains opened even after the player’s exiting Randomly the players respawn at the place where they were destroyed and then are teleported directly to the base Spectator got the same treatment on the pause chat given to regular players Game would randomly not generate the arena’s foliage Reduced the tooltip’s activation area in the pilot’s role inside the store Game would randomly close when utilizing the Alt+Enter command Game would randomly close upon accepting a match Game would randomly close upon entering a match Game would randomly close upon finishing a match Game would randomly close while loading a match Game would randomly close during the splash screen Game would randomly close when the player changed the client between monitors Game would randomly close upon changing the Full-Screen mode for the Windowed Mode, and vice-versa. The social media tooltip was overlaying other buttons from the lower menu Group feedback would randomly get stuck on the screen Black Lotus’ card appears for a second before loading the correct character that the player has chosen
  13. Unity 5 HMM’s game engine was changed to Unity 5. In-game impacts - Improvements from a technical point of view Rewrote the way the textures are loaded and used in-game Performance and stability gain Rewrote part of the loading system Loading time performance gain Improvements in the video memory and RAM memory usage Lots of improvements in the internal flow of development In-game impacts - Improvements from the user’s point of view Improvements in the client’s stability, resulting in fewer memory problems and crashes. Performance gain in low-performance machines Arena Lighting Improvements in the arenas’ illumination 32 bits system incompatibility Now the game is compiling in 64 bits, and is no longer supporting the 32 bits operating system format 32 bits representativity in the player’s database Only 2.69% of players who have played at least one match in the past 90 days used the 32 bits system Improvements required to play Heavy Metal Machines again Install a 64 bits operating system Known bugs Small visual elements problems in machines with AMD video card, but nothing that can ruin the player’s experience.
  14. “Metallophobia” event All the Halloween contents have been removed Halloween special skins from the in-game store Main menu background art Loading screen art Halloween special bomb 3D art Bugs fixed Fixed bugs in this version: Bomb passes through the blockers in some cases Players don’t get Fame rewards in some cases Difficulties in collecting pick-ups with Full Metal Judge Bomb gets stuck between blockers at Temple of Sacrifice Bomb gets stuck on unreachable spots at Metal God Arena Tutorial unavailable in some cases Pilots cannot be picked in some cases Team tags flipped in the Champions Monument at Temple of Sacrifice Controllers preference doesn’t save when the player reconnects Friends list doesn’t appear in some cases Troubles in the code creation for Custom Matches Custom Matches codes with “I” (vertical bar) caused endless loading Endless loading when a player joins a Custom Match at the same time the leader starts the match Restore default audio settings doesn’t restore the voice chat and announcer settings Last used skin automatically picked when the time runs out at the pick screen Standard skin picked even if the player chooses another specific skin in some cases Enemy Clunker’s weapon 1 becomes blue when used Player gets stuck in endless loading when joining a Custom Match in some cases New Brazilian caster - Detonator, the “Filhinho do Deus Metal” A new caster option has been added to the game Caster Detonator (PT-BR) Places where you can change casters: Character’s pick screen Audio settings in the main menu
  15. General Leaderboard, Game Guide, and Teams’ page Now, these screens open directly in-game. Game Guide Updated with more details about each character Champions Monument Two Heavy Metal Machines champions totems have been added to the entrance of the two arenas. Monument: European Championship: KVASDOPIL South American Championship: Zony Gaming Fixed Bugs Fixed bugs in this version: Little Monster’s inconsistent interaction of jumping with the bomb through blockers Bomb getting stuck outside of the arena in some occasions Excessive bomb weight in some circumstances Replay was not focusing the bomb Group invite was not being sent Player respawning on the enemy’s base at the Temple of Sacrifice Player was not able to join a Custom Match in some occasions BOTs that were not focusing on their goal Other 27 smaller issues have also been fixed
  16. General We made some improvements on our network structure, increasing the stability for all players and mainly for those who have a poor connection and lag problems. This will result in: 75% fewer disconnections 150% more car control in lag peaks
  17. Metallophobia Added the “Heavy Metal” skin category . Skins of this category will not only have visual changes but also changes on the special effects of its skills. Added 4 Halloween skins to the Metallophobia event. Little Monster skin: Name: It’s Alive! Cost: 915 Cash Category: Heavy Metal Rampage skin: Name: Arachnophobia Cost: 915 Cash Category: Heavy Metal Black Lotus skin: Name: Curse of Nefertem Cost: 915 Cash Category: Heavy Metal Artificer skin: Name: 71st Witchcraft Cost: 915 Cash Category: Heavy Metal Standard bomb has been replaced by the Halloween bomb (Bombkin) New background image for the Main Menu. New images for the loading and round transition (splash) screens Launched a DLC, which contains a bundle with the 4 Halloween skins plus the “Simply the Best” Black Lotus’ skin.
  18. General Matchmaking queue optimized for reducing the general wait time for players to start a match. Thus, many more matches are formed. Now there’s only one option for open matches, called “Casual”. This option still is the only way to increase the score count of the Leaderboard. Adjustments made to minimize the occurrence of the bug that allowed the bomb to leave or get stuck in the arena. Player avatar removed from the match loading screen. [BOT] prefix removed from the BOTs. BOTs have been balanced (intelligence and behavior).
  19. General Visual enhancements on match start’s system Animation enhancements on main menu use Visual enhancements on region select screen Play Again - Automatch A new button has been added to the post-match screen “Play Again” button Leave the players on the main screen and on the queue automatically The button doesn’t appear for players in a group The button doesn’t appear on Custom Match Spectator Mode The Spectator Mode has been included for Custom Matches Allowing spectators Before creating a Custom Match, the leader can enable or disable the spectator mode by using a checkbox How to enter as spectator Inside the Custom Match lobby, the leader can move any player, himself included, to the spectator position The maximum of players in Spectator Mode is two. Rules Players in Spectator Mode don’t earn any Fame or XP Controls and action 1-8 buttons: each button focus in one of the 8 players of the match Spacebar: focus on the bomb Left Ctrl: activate the “Free Camera” mode With the left Ctrl: players can use the mouse to move the camera in any direction, speeding up the process the farthest it is away from the center of the screen By clicking on the minimap, the spectator can move the camera quickly, crossing crossing the entire map immediately Automatic Camera If the spectator doesn’t control the camera, it will follow the bomb as default
  20. About this Update This update is a lil bit smaller than the others, and sooner! It comes with a few important adjustments the Community has been requesting and we are back with the Leaderboard's fourth Season - reviewed and featuring the rounds won category for now. We're still collecting feedback on the new arena and balancing, so keep it coming! We also have an adjustment made regarding the servers that is fully explained below. Merging of European and North American Servers The North American and European servers have been merged, both now are located in Amsterdam and share a queue. We are always striving to make our players' experience better. After the feedback of our Community, and the game being in early access, we've opted to merge the North American and European servers starting on 10/08. This will benefit the European community with new players, and a North Americans will see an even bigger improvement, the queue times should go from 10 minutes to 2. It's important to note that our North American players had a match find rate of less than 25%, this number should go up to more than 70% now. Being fully transparent, we are aware that some NA players can face lag due to the change. We are always open on our support page and communities for your feedback so we can take appropriate measures if the problem is significant. We thank you for your support and trust in us. Daily Rewards Upon logging in to the game for 7 consecutive days, you can get 6 boosters and 850 of Fame for free! 1 Day XP Booster on the 1st day. 1 Day Fame Booster on the 2nd day. 150 Fame on the 3rd day. 1 Day XP Booster on the 4th day. 300 Fame on the 5th day. 1 Day Fame booster on the 6th day. 1 Day Fame & XP Booster and 500 Fame on the 7th day. Store Killer J price has been reduced from 15.000 to 10.000 Fame. Balance General Nitro now starts on cooldown. The velocity bonus for hitting the green space has been adjusted - it now should be more noticeable the difference between hitting it or not. The initial push forward has been reduced. The gained acceleration has been increased.
  21. About this Patch We're pretty happy to present the new Heavy Metal Machines Arena! The Temple of Sacrifice waits for you in the game. The goal behind this patch is to showcase to you a new idea for an arena, and we're looking forward to hearing what you think of it! Do keep sending your feedback, mainly about the new arena and the random selection of map when entering the queue. Our art team brought along it some visual improvements to the game, and it's also valid to note that we didn't push any Balance changes yet because we wanted to see how the Championship played out. Now that it is over, we can go over the data and make the necessary changes. So expect a few adjustments in the next patches and do comment on what you think is needed too! New Arena: Temple of Sacrifice The new Arena - Temple of Sacrifice - will be available for all players. The Metal God Arena will now be unlocked when reaching level 2 in your account. It will be possible for anyone to select and play any Arena in the Custom Match. Mud: While driving through the Mud, machines are much harder to control and drive. Shredder: All machines are instantly destroyed in all situations when stepping into the Shredder. Daily missions are now unlocked on Level 3. Kill Feed Now players can know who destroyed who during the game, this will be shown in the upper right corner of the screen. Machines icons are now positioned in the upper center of the screen. Pick Screen Tips We've added a system that will help players make a balanced team in the pick screens. It'll suggest at least 1 transporter, 1 support and 1 interceptor for the team. When the roles are filled, the warning should go away. Improvements on other Screens: Changes: Main menu background. Visual improvements on the Screens. 2 new buttons have been added to invite people to groups. When hovering over the time on the queue a tooltip is shown. When hovering over the game mode, the region and ping are shown. PvP mode has been renamed to Casual. PvE mode has been renamed to Cooperative. Removed Player name. Upper and Lower bars. Position changes: News button - now it's on the upper right corner of the screen. Heavy Metal Machines logo - now on the upper part of the screen. Additions Buttons on the lower right corner of the Screen: Support Facebook VK Titles on all screens.
  22. About this Patch We're always trying to deliver the best gaming experience to you guys - our players. Your Feedback is extremely important to us; we believe that together we can build a truly competitive game. We know that the bomb changes altered significantly the way HMM is played, and we didn't get everything right at first. Nor will we always Since then we've been listening to several issues you've been raising - and took a few steps to remedy that in the last patch. But not everything was addressed. We're very very close to the beginning of the Championship, but we believe that the changes we are bringing in this Patch are beneficial to the game and are aligned with what the Community has been requesting. That's why we chose to release this now, before the Championship. It's an attempt to respond to the Feeback that we receive. We hope that you enjoy the changes, and as always, keep on commenting and giving us suggestions! Only then can we deliver the best competitive experience. Pause! Emergencies happen, we know. With the Championship approaching, and this being a feature already requested by the Community, we're introducing Pausing in the game! How to Pause: Any player can press F8 to pause the game. In normal matches, players can pause once every 3 minutes, and in Custom Lobbies, once every 2 minutes. In normal matches, there will be a countdown of 3 seconds for both Pausing and Unpausing so everyone knows what's going on. On Custom Lobbies, pausing is instantaneous, but there'll be the countdown for unpausing. If there are any players disconnected from the match, their allies can pause anytime they want. The opposing team has to wait at least 30 seconds after a pause to unpause. While Paused: You can view the TAB Screen. Open and change game options. Write on chat. Unpause. Nitro! Some players from the Community have said to us that the new Nitro would make more sense if it was always on - holding E all the time. They also felt that the old quick speed burst of the old Nitro was missing, since it made advanced players possible. So we've made the following changes: Engine acceleration - speed bonus: The endless nitro, activated by holding E, has now become automatic. It has been translated into an Engine acceleration concept. Machines take 5 seconds to reach maximum speed bonus. If you turn too sharply, the speed bonus is lost - this way we also bring back some of the feelings from racing games, if you pilot correctly, you'll run faster. The speed bonus is diminished if you're carrying the bomb. The Nitro: The Machine goes forward with a burst of speed. Has 15 seconds of cooldown. Balance Out of Combat Repairs This is another point that has been heavily commented on by the Community. We understand that this has made defense harder, and so we've tweaked how it works a little bit: Machines now need to spend 10 seconds out of combat to begin repairs (up from 5). The time spent repairing has been reduced from 15 to 5 seconds to reach full health. With this change, the timing you have to deal damage to carriers and stop their regen has been doubled. At the same time, we've made it quicker for interceptors to run away from combat, regen to full health and come back to intercepting! Making it harder to carry. Droppers We know that the droppers have lost a bit of their impact because of the bomb now being a physical object and following Newton's laws of motion. We believe that this change brings back their efficiency in the defense. Some have changed positions. New droppers have been added. Now there's a continuous line of droppers, so even if the bomb goes forward after being lost, it'll be much harder for the attacking team to retrieve the bomb right after losing it on a dropper - because it'll still be on top of the droppers' area. A new one has been added right before the delivery point, this opens up a new defending position. If the attacking team comes running with the bomb, they'll lose it - making it possible for a quick Defensor to grab it before it crosses the line. Artificer Advantage - Swift Thrusters: The advantage now applies to the acceleration/engine speed. Black Lotus Advantage - Perpetual Motion: The advantage now applies to the acceleration/engine speed. General Improvements Minor improvements to the Nitro visual effect. Minor improvements to the visual effect of when someone loses the bomb to a dropper. Logo before and after the replay changed. Updated the visuals on the banners of teams. The character selection screen has been greatly improved - clarity enhanced. New names for Skins categories: "Bronze" model is now "Idol" "Silver" model is now "Rockstar". "Gold" model is now "Metal Legend".
  23. Fixed Bugs: Fixed a bug that could cause the bomb to get stuck between Blockers. Fixed a bug that allowed Windrider to keep Nitro on while carrying the bomb. Fixed a bug that allowed Little Monster to keep Nitro on while carrying the bomb. Fixed a bug that allowed Dirt Devil to keep Nitro on while carrying the bomb. Fixed a bug that could make Droppers not work correctly. Balance Artificer Weapon 2 - Electroblaster: Damage increased from 75 to 90. Slow duration increased from 1 to 1.5 seconds. Upgrade - Lightning Coils: Increases slow duration from 1.5 to 2 seconds. Black Lotus Weapon 1 - Quantum Leap: Damage increased from 50 to 55. Upgrade - Reverberation: Damage increased from 15 to 22. Weapon 2 - Spectre, Upgrade - Hunger for Action: Slow duration increased from 1 to 1.5 seconds. Clunker Weapon 2 - Thunder Tow, Upgrade Runaway Retarder: Slow duration increased from 1 to 1.5 seconds. Dirt Devil Weapon 1 - Land Mines: Number of Mines increased from 4 to 5. Upgrade - All-Father: Now makes all mines bigger. Weapon 2 - Harpoon and Chain: Cooldown reduced from 10 to 8 seconds. Second activation - jumping to enemy - now applies Dazed for 1 second. Distance for the Harpoon to break when attached to the ground increased by 30%. Special Weapon - Hit'em Hard Mates!: Increased the energy gain other Weapons contribute to the Special Weapon by 25%. The duration has been reduced from 9 to 5 seconds. Damage per second has been increased from 65 to 100. Upgrade - Put more Gas in it!: Increases the duration from 5 to 7 seconds. Killer J Weapon 2 - Friendly Rockets, Upgrade - Tire Puncher: Slow duration increased from 1 to 1.5 seconds. Photon Weapon 1 - Stellar Track: Damage per tick increased from 15 to 17. Weapon 2 - Cosmic Concord: Photon now becomes Phased for its duration. Metal Herald Weapon 2 - Melodic Vessel: Size has been increased by 50%. The collision effect with enemies and allies has been removed. Now it explodes automatically 0.5 seconds after being launched, hitting all enemies inside it. Upgrade - Gospel Disseminator: Increases the damage per tick from 25 to 31. Upgrade - Hurtful Truth: Slow duration increased from 1 to 1.5 seconds. Upgrade - Immense Faith: Removed the size increase effect. Now gives Metal Herald 40 temporary hit points for each target it hits. Windrider Weapon 1 - Ghostly Avenger: Damage increased from 55 to 60. Upgrade - Hunter of Foes: Damage increased from 15 to 24. Rampage Weapon 2 - Demolition Engine, Upgrade - Wounder Wall: Slow duration increased from 1 to 1.5 seconds. Little Monster Weapon 1 - Devourer's Maw: Upgrade - Gigantic Gut: Cost reduced from 800 to 600. Upgrade - Feeding the Pack: Cost reduced from 600 to 400. Upgrade - Ravenous Coiler: Cooldown reduction for Weapon 2 removed. Now it increases Weapon's 1 Lifesteal from 50 to 75%.
  24. New Community Feature - Teams Now it's possible to run with your crew with the Teams feature! Team: Group created with a defined name (unchangeable), tag (unchangeable) and icon picture (changeable). You can create and check your team's info by clicking on a flag in the game main screen. Team Leader: It's the player who creates the team, can invite Steam's friends to join it, remove players and pass the leadership. They can't leave the team before passing the leadership to another member. Joining the Team: You could only join the team if you received the leader's invitation. Teams can have up to 5 members. New Game mode - Custom Match Now it's possible to create an all-customized match! Just click on Custom Match in the game main screen and become the room's creator to play with your friends! Creator's skills: move a player to the other team, ban, close lobby, start a match and send Access Codes. Access Code: the creator can copy and send the Access Code to any player he wants to invite to play along. Players can use the Access Code to play a Custom Match. Other changes Ping and server information will now be displayed when hovering the mouse on "Finding Match". Players won't be able to see other team's characters choice before the match starts. So now you no longer need to wait until the last second to pick. Improvements on veteran skins have been made. Balance General Temporary hit points now start to decay after 0.25 seconds instead of 0.5. Out of combat regeneration now will only be stopped if the player takes damage. Previously it was stopped on using weapons as well. Black Lotus Weapon 2 (Spectre): Damage increased from 50 to 70 Upgrade - Eerie Veil: No longer affects allies. New effect: Black Lotus receives recovery of 50%. Wildfire Weapon 1 (Whirling Dragon), Upgrade - Hell is for Everyone: Removed the damage gain for each enemy in the area. New effect: Overheat time increased from 5 to 7 seconds. Full Metal Judge Weapon 1 (Missile Gun): Temporary hit points reduced from 40 to 35. The advantage no longer affects the weapon fire rate. Weapon 2 (Blockade Breach): Removed the jump forward when the player uses the weapon. Resistance to pushes and pulls reduced from 100% to 75%. New effect: Machine receives speed and acceleration bonus during the entire use of the weapon. All effects of the weapon now have the standard duration of 2 seconds. Upgrade - Black Engine: Increase the duration of the effects from 2 to 2.7 seconds. Upgrade - Old Wild Wheel: Increases the Dazed effect from 0.5 to 1 second. Special Weapon (Iron Storm), Upgrade - Rattlesnake Bullets: Temporary hit points maximum is reduced from 70 to 65 (Interface will still say 70, but it's 65). Little Monster Weapon 1 (Devourer's Maw): Weapon range has been increased by 30%. Enemies hit by Little Monster are now dragged towards her. Weapon 2 (Crushing Pouce): Cool down reduced from 10 to 7.5 seconds. Area of effect increased by 40%. Jump duration increased from 0.5 to 0.75 seconds. Rampage Special Weapon (Wrathquake): Damage reduced from 250 to 100. Now applies Dazed to enemies for 3 seconds. Warmup increased from 0.25 to 0.5 seconds. Dirt Devil Weapon 2 (Harpoon and Chain): Now deals 10 damage per second. Upgrade - Electric Chain: Increases damage per second by 30%. Stingray Weapon 2 (Power Wave), Upgrade - Power Feedback: Effect duration increased from 5 to 7.5 seconds. Special Weapon (Double Kienzan), Upgrade - Explosive Kienzan: Extra damage removed Area explosion that pushes enemies removed New effect: Increases the sphere's area by 50% Killer J Weapon 1 (Round-a-Blast) Cooldown increased from 2.5 to 3 seconds Upgrade Spinning Wheel cost reduced from 800 to 600 Upgrade Fire-Cracker cost increased from 400 to 800 Upgrade Mountebank cost reduced from 600 to 400 Weapon 2 (Friendly Rockets) Upgrade Kaboom! cost increased from 400 to 800 Upgrade Tire Puncher cost reduced from 800 to 600 Upgrade Higher Caliber cost reduced from 600 to 400 Clunker Advantage (Repulsive Machine): Pull strength slightly increased.
  25. New Shiny Things: If a player disconnects from a match or goes afk, an AI controller bot will replace them - which means not more cars standing still at the base doing nothing! This was a heavily requested feature by the Community, and we're happy to have implemented it! Both the voice and the text chat should now be visible and usable during the pick screen, as well as during the statue scenes - its layout was slightly adjusted to better accommodate the chat. You'll also be able to talk to people after the end of the match - some screens also had their layouts slightly adjusted for it! This is another feature that was requested by the Community, so do keep your feedback coming! Fame Bug: We have also fixed the Fame issue in this version, now everyone who levels up in a match should get their deserved and hard won fame - we are now getting ready and writing the code to give everyone who missed a Fame gain everything that they are due. You won't need to do anything about it, it will show up in your account soon
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