Metamorphosen
Metamorphosen brings changes new additions for gameplay mechanics, historical authenticity, graphics, optimization/performance, and more. It offers a new experience all-around with an emphasis on realism.
-New textures for vanilla assets
-New environmental assets
-New vehicle and weapon sounds
-New maps of historical locations faithfully recreated via maps and period photographs.
-Noville, Belgium. December 1944
-Sarbogard, Hungary. March 1945
-Shevchenkove, Ukraine. September 1943
-New Game Mode: Conquest. New unit lists are included as factions representing historical military units with authentic, period-specific organization. These "Formations" are also playable in normal MP modes.
Conquest is an attack/defense mode that functions similarly to normal Battle Zones. Team B (the defending team) has an opening 15 minutes to set up defensive positions. To prevent Team B from setting up in Team A’s spawn, the map is sectioned off during this time. After this opening phase, the first line of capture zones become active. A second line of capture zones becomes active after a second fifteen-minute period and the final capture zones are active after a third period. From the beginning of the battle and in perpetuity, all players receive resources every 15 minutes to help prevent the battle from stagnating.
New Playable Formations:
Germany:
26th Volksgrenadier Division
246th Volksgrenadier Division
2nd Panzer Division
9th Panzer Division
116th Panzer Division "Windhund"
130th Panzer Division "Lehr"
506th Heavy Panzer Battalion
1st SS Panzer Division "LAH"
12th SS Panzer Division "HJ"
Soviet Union:
5th Guards Cavalry Corps
7th Guards Tank Corps
23rd Tank Corps
United States:
1st Infantry Division "Big Red One"
101st Airborne Division "Screaming Eagles"
2nd Armored Division "Hell on Wheels"
4th Armored Division
9th Armored Division
10th Armored Division "Tiger"
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-Overhauled systems
-Weapon range and penetration scaling is equalized across weapon types (with some exceptions). Single-shot cannons now have 500 m range, autocannons 350 m range, and small arms 200 m range. This helps to discourage the "range fighting" meta of moving just out of the enemy’s maximum range in order to win engagements. Instead, care must be taken to ensure you engage the enemy from an advantageous position of cover and/or concealment.
-"Zeroing" effect of the base game has been amplified to represent adjustment of fire in long range firefights.
-Each individual gun now has its own accuracy curve
-Tank gun accuracy is wholly dependent on crew skill. "Veteran" and "Ace" tanks do not have inherently better accuracy, and normal tanks with veteran crews get to reap the full accuracy benefits of said crew.
-Armor penetration scaling reworked such that the in-game maximum range penetration value == penetration at 1000 m in real life (1:2 scale). A 1:1 scale would be too great an advantage to long-range weapons, while 1:4 scale (2000 m) would have the opposite effect, limiting the utility of lightly-armored vehicles and static AT guns.
-In addition to individual accuracy, small arms now have their own recoil settings. In general, firearm accuracy and lethality is greatly increased over vanilla AS2.
-Artillery in multiplayer has been replaced with the "radio" mechanic.
-Officers and artillery observers can use their binoculars in tandem with radio operator infantry to call in artillery strikes of various types. Command tanks can call in artillery independently thanks to their on-board radio equipment.
-Machinegun support infantry can now automatically resupply gunners within a given radius (no more manual inventory management needed to keep MG gunners active so long as an ammo bearer is nearby)
-Fires now spread more realistically to trees and other flammable objects.
-More realistic vehicle mobility with speeds corrected for all vehicles. Terrain has greater influence. Real performance metrics are now used to directly influence in-game characteristics.
-More realistic vehicle crew setups (for example, radioman/bow gunners now exist. No more drivers reaching across the hull to operate machineguns)
-Lengthened engine startup times
-Diesel fuel new exists and vehicles can only use either petrol or diesel, not both.
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-Quality of Life Improvements
-Drastic reduction of memory usage via new assets and optimization of existing ones
-Performance improvements via optimization of code.
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All new content (i.e. 3D assets and their textures) are original work. Metamorphosen has a strict ‘no rip’ policy in that no content in the mod is taken from existing games. Before subscribing to this workshop page, be sure to read the End User License Agreement below. This EULA is also present within the mod’s primary folder.
We encourage those interested to join the mod’s Discord server where you can find a bit more info and stay up to date on the mod’s status. Public invitation link for the Mjolnir Studios Discord Server: https://discord.gg/HArRuCA
Special thanks to the following for their contributions:
Charles A, Colonel Rooster, Focus da Pocus, Hang ’em High, Normand, Zaqpak
Metamorphosen runs atop Robz Realism Mod. You will need to activate the latest RRM version by itself, then go back into settings to activate Metamorphosen on top once Robz is already applied. Credit for original code and assets carried over goes to the Robz team.
MoWAS2 runs on a 32-bit version of the GEM engine, which leads to instability. This mod makes several changes in pursuit of optimization and performance, but the large maps included are still resource intensive. As such, we highly recommend restarting the game frequently, reducing graphics settings, and limiting the number of different factions used in a single match to mitigate memory allocation crashes.