1. Carrier Command 2
  2. News

Carrier Command 2 News

Upcoming - More Info on Major Update 1! (November 15th)



Dear Players,

With Major Update 1 just around the corner, we want to share more details on the new features and changes to the game!

New Feature - Mouse Control!

From Major Update 1, you can fly aircraft with mouse control! This new control scheme is super smooth and fun, and gives much higher precision. There are several different settings - motion (where your mouse self-centers itself over time) and offset (where your mouse remembers it's position), as well as yaw/pitch and roll/pitch modes for selecting which axes map to which controls.

The aircraft flight models have also been replaced with entirely new code which feels much smoother and more natural. This results in a much improved flying experience, and makes manual control of aircraft much more viable and engaging.

Barges and Logistics!

Forget everything you already know about barges! We have completely reworked how barges work - in response to lots of player feedback and our own experiences playing CC2. This rework will probably prove controversial with some players - because we have removed some functionality from barges - so we are explaining our process here and ask players to give it a fair try and make up their own minds.

The problems with old barges were that it took too long to get items from factories to the carrier - they had to go via the warehouse (which made no sense) and their capacity was small so it often required several trips.

Old barges also had complex logic to decide when they would allow an item to load and when they would unload - and this logic was too complex to explain on UI so the whole system was a black box where it was hard to understand why something didn't work! So, we wanted to simplify the rules and mechanics.

Barge capacity is now greatly increased - meaning you rarely need more than one trip and can often load from multiple islands before unloading!

Forget the old barge routes system - you now set barge waypoints in a similar way to other vehicles - just drag a route out and loop it if you want to, and the barge will get on with it. This gives you much more control over routes, ordering, and is straight forward to understand.

Barge logic is now greatly simplified - it is only possible to load items at an island where those items are on order, and it is only possible to unload items to the carrier. This does mean you can't stockpile on islands, or unload from the carrier, but the greater barge capacity and direct deliveries more than makes up for this.

The resulting effect is that when you capture an island, you have very quick access to items manufactured on that island, and as you fight in an area of the ocean, the nearby islands provide the easiest and most immediate logistics support.



Rebalancing!

As many players have reported, there are several areas of the game that needed urgent rebalancing! We have completely rebalanced the economy so that resources are a greater factor and operations are no longer mostly funded from naval kill rewards! Manufacturing times and costs are also adjusted. The result is a much more balanced game which is much more rewarding to beat.

Modding Support!

We are really interested in supporting modding as best we can and have been adding new API features regularly when requested via the support tracker. We have also been chatting with modders and are integrating some of their mods into the base version of the game. Screen scripts are now based on the server so when you join a multiplayer game, you use the servers versions of the scripts - which is a big deal for modders as it keeps the experience consistent within multiplayer games, and also allows modders to customize the network replication of screens.

We are also adding "real time updating" support for modders, so that as they make changes to scripts, their changes appear immediately with no need to reload the game. These changes also propagate across multiplayer games, so any other clients can also see the updates immediately too. We are really excited about this as we think it may be the first time real time modding has been possible in this way in any game!

Is modding important to you as a player? Other than screens, what else would you like to see modded? Do let us know, as it is possible we can do more in the next major update and would love to hear your thoughts.

Don't forget to join is for the Lauch Party Live Stream on Monday where we will be releasing the major update, playing CC2, chatting to players and answering your questions!

Much love
The Carrier Command Developers

Major Update 1 Launch Party Stream!



Dear Players,

Join us on 15th November at 1600 UTC (just 1 hour before the big update launch) and we will be streaming CC2, discussing the new update, chatting with players and answering questions!

You can join the launch party stream by simply visiting the Carrier Command 2 Steam store page at the time above!

The major update is just around the corner, lets quickly go over the headlines:

New Aircraft Handling and Mouse Control

We have completely reworked aircraft handling - expect much smoother, responsive aircraft that are easier to control and much more fun! We have also added support for mouse input control of aircraft, with a host of options to customize in the settings. This is a huge deal as it greatly improves aircraft gameplay, and makes it much easier to engage targets in the air and on the ground with accuracy and effect.

New Inventory Mechanics

We have completely reworked the barge system to be more like the normal vehicle control - you now simply plot waypoints and the barges do as they are told. You can now deliver goods direct from any island rather than having to go via the warehouse - which is now just the starter island with the starter stock in it. There is much more to this and it will be explained in detail next week in the patch notes.

Improved Modding Support

We have been blown away by how awesome some of the user created mods, and want to do our best to support these incredible creations! Scripts will now be synced from the multiplayer host, so all players use the servers version of the scripts while in a game! We have also added a special "developer mode" to help mod creators test their creations, and we have also integrated some features of the popular UI Enhancement Mod by QuantX and others.



When CC2 first launched, a kind anonymous player sent us some pizzas - we have been trying to find out who this was to thank them - but have been unable to figure it out. This is probably a good point to accept that we will never solve the mystery, so whoever you are, thank you stranger! They were delicious! But no pizzas were necessary - just enjoying our game is more than enough!

We are really excited for the big launch and hope you will join us!

Much love
The Carrier Command Developers

Major Update 1 - 15th November 2021!



Dear Players,

Major Update 1 will arrive on 15th November 2021 at 17:00 UTC!

Major Update 1 comprises of several big changes, including reworked inventory and barge systems, reworked economy balance and production, improvements to modding support, new mouse-control for vehicles including flight, and integrations of some of QuantX's UI enhancer mod.

In developing this major update, our main focus has been to rework the areas most important to players. We have been discussing changes on the official issue tracker with players, reviewing player suggestions, and even playing multiplayer with some players.



Thank you to all the players who have made suggestions on the issue tracker. There is a huge wealth of intelligent and exciting ideas already built, with over 500 suggestions made of new ways to expand and improve the game. The community have proven themselves to be kind, smart, and passionate, and it's a privilege to be supporting this game with new updates.

With only 2 weeks remaining until the major update, it is too late to make new suggestions - but it is never too early for suggesting what could become part of major 2 - so please do let us know using the in-game buttons!

Today we also release a bug-fix update. Please see the changelog below for a list of changes!

Much love
The Carrier Command Developers



v1.0.22

Fix - Fixed carrier camera vertical tracking axis sometimes not working
Fix - Carrier engine sound responds to propulsion power as well as throttle
Fix - Fixed orientation of small attachments on Manta and Razorbill
Fix - Fixed torpedo bearing indicator not wrapping correctly and showing both 360 and 000
Fix - Fixed orientation of flight control sticks in front of vehicle control screens
Fix - Minor english localisation changes
Fix - Audio transmissions stop playing when returning to the main menu

v1.0.20

Fix - TV-guided missiles no longer try to maintain their initial travel direction causing them to pull to one side when manually flying
Fix - Aircraft are now sensitivie to all non-air vehicle collisions instead of only collisions with carrier
Fix - IR flare launcher can be manually fired
Fix - "Top Gun" achievement can be achieved within 150m of the bridge instead of 15m
Fix - Surface vehicles can timeout when undocking to avoid undocking system locking up in rare cases
Fix - Virus bots now timeout and self-destruct after 15 minutes from launch even if they fail to reach a command center
Fix - Carrier AA missile targeting logic more consistent with AA launcher logic for locking onto valid targets
Fix - Fixed trees spawning too close to hangar causing them to clip inside
Fix - Virus bots retiring no longer triggers a "vehicle destroyed" notification on the ship's log

v1.0.19

Fix - Missiles/torpedoes no longer disappear from the map when far away from the carrier
Fix - Vehicle attack targets are saved/loaded
Fix - Vehicle attack targets are synced to clients when joining a game
Fix - Fixed holomap islands/vehicles/grid always lagging one frame behind background layer when panning
Fix - Smoke launcher attachments have consistent icons across inventory and vehicle loadout screens
Fix - Fixed missing black border on BR CIWS button
Fix - Fixed barge ID not wrapping around at 1000 on delivery log screen collection logs