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Carrier Command 2 News

Major Update 2 - The Steam Workshop and Fleet Update - OUT NOW!



Dear Players,

Major Update 2 is now live!

In this new major update, we have added the new modding development kit, with all the tools you need to modify game textures, meshes, sound effects, screen scripts and more! With this, we have also added Steam Workshop support so it is very easy to share your creations or download modded content! The technical reference guide for modding is available on the new official wiki.

We have also added fleet ships, where both you and the enemy team may now manufacture patrol ships of various load outs, and build your naval presence. Carrier battles will now be fleet battles, and so introduces a major new dynamic to the naval gameplay.



With this update is also a host of new bug fixes and improvements. See the changelog below for full details!

Much love
The Carrier Command Developers

v1.2.0

Feature - Improved modding support
- Mods can be enabled/disabled from main menu
- Steam workshop support
- Enabled modding for textures/meshes/audio/shaders
- Mod SDK included in game folder with source game assets
- Modding wiki tutorial available at http://geometa.co.uk/wiki/carrier_command_2/view/modification_development/
Feature - Warehouse island can now manufacture ships
- Ships available with multiple loadouts
- Ships can be set to follow the carrier in formation
- Ships automatically resupply from the carrier's inventory when close enough
Feature - Enemy carrier will manufacture support ships over time from their warehouse island
Feature - General improvements and fixes to enemy carrier AI
Feature - Added option when starting new game to control initial blueprint unlocks

Rework - Loadout options when starting new game now control what inventory stock the carrier starts with
Rework - Increased range for scanning ships when using observation cameras
Rework - Removed unused secondary attachment key binding
Rework - Rocket pod attachment no longer has perfect accuracy
Fix - Vehicles spawn with 1 hitpoint when changing chassis to avoid chasses swap repair exploit
Fix - Aircraft debris no longer bounces on the ocean after being destroyed
Fix - Fixed enemy island aircraft not launching or getting stuck/crashing when launching
Fix - Fixed some enemy carrier vehicles spawning with no weapon attached
Fix - Vehicles no longer continue to attack island turrets after they have converted to their own team

Launch Party Live Stream! (21st February - Stream: 1600 UTC, Release: 1700 UTC)



Dear Players,

Carrier Command 2 Major Update 2 - The Steam Workshop and Modding Update - is coming on Monday the 21st February at 1700 UTC!

Please join us one hour before for the launch party live stream, where we will be deploying our own fleet of ships as we battle the enemy fleet, as well as making a simple mod to show how the new modding and steam workshop support works. We will also be chatting to players, answering your questions, talking about this new update, and what could be next!



Thank you to all the players who have already been creating incredible modifications and those who have inspired this update or made suggestions on the official issue tracker!

We can not wait to see what creations and content the community create with these new tools, and we are looking forward to the player feedback on what we have been working on the past few months.

See you on Monday!

Much love
The Carrier Command Developers

Announcing Major Update 2 - Releasing on 21st February 2022!



Dear Players,

Major Update 2 is nearly here, and includes the new modding development kit, Steam Workshop support, and player manufacturable and controllable fleet ships!

The Modification Development Kit

We are extending modding support in Carrier Command 2 to include the ability to mod 3D models, textures, shaders, audio, localization, as well as the existing script modding. In Major Update 2, the game will include the complete development kit for creating these new types of mods, including the source assets, a simple compiling tool, the modification developers manual, and new in-game UI for activating and uploading mods to the Steam Workshop.

This is all in response to the huge levels of interest that players have shown to modding, with some players already putting huge effort and time into creating mods, and many mods already available. The new development kit will make more possible, and everything easier.

This new modding support will enable various new types of cosmetic game modding. This is the second big modding update we are pushing and will continue to listen to players and modders for what other types of support they would like to see next.

Steam Workshop Support

With Steam Workshop support, it will be much easier to share and download mods. You will be able to browse, subscribe, comment and vote up modifications.

It is also a much safer way to get mods, with Carrier Command 2 only allowing specific files to be modded, such as the textures, meshes, and audio. The scripting files are already sandboxed for safety.

Downloading and installation of mods is automatic, and there is convenient in-game UI for selecting and activating the mods you want to use.



Fleet Ships

We are adding the ability for fleet ships to be manufactured and controlled by both the player and AI teams. This is a very popular and frequent request from players and we are very excited to add this.

In Major Update 2, you can manufacture several loadout variants of the smaller fleet ship from your drydock. These ships are controllable from the map with waypoints, and can also be navigated from first person. They can be equiped with several loadouts, including the main artillery gun, cruise missiles, anti-air missiles, and CIWS.

These ships can also be assigned to support the carrier, in which case they take up vic formation. Note that their engines are less powerful than the carriers, and the fleet can only travel at the speed of it's slowest member.

Fleet ships resupply from the carrier when in proximity. This this visible on the map where you can see the mechanism and the resupply state.

The enemy AI will also manufacture fleet ships, which will also assist in capturing islands and fighting the other carrier teams, so expect carrier duels to have a new dynamic, with more firepower on the battlefield.



We have also been making various bug fixes and improvements with the upcoming release. Today we release hotfix v1.1.4 with several fixes to enemy aircraft and airfield behaviour, but we have continued to make improvements and expect all enemy airfield issues will be resolved in major update 2.

We are very excited to share this major update soon and thank all our players for the feedback and support.

Much love
The Carrier Command Developers


v1.1.4
Fix - Fixed enemy aircraft not considering air/sea targets as valid when docking in a hangar.
Fix - Fixed island aircraft docking and operation states not being updated to correct states during dock/undock.
Fix - Increased enemy aircraft detection range and fixed aircraft not launching from hangar.
Known Issue - In some situations, enemy aircraft may have issues taking off from airfields. However these are fixed in v1.2.0.

v1.1.3 - AI Flight Control and Other Improvements Hotfix



Dear Players,

Hotfix update v1.1.3 is now live! We have fixed a series of issues and added improvements to several systems. The most important gameplay changes include improving AI aircraft behaviour to reduce accidental crashes, mouse flight control improvements, and some modding support issues. Please see the changelog below for full details.

Thank you to all the players who gave feedback and reported issues on the official issue tracker using the in-game buttons. This is really helpful to us and these bug fix and improvement updates are direct result of player feedback.



We are busy preparing for Major Update 2 - this is an ambitious update that will open up new possibilities in Carrier Command 2 involving mod support. We are working hard completing the new features and are really excited to share. We will announce more in the coming weeks.

Much love
The Carrier Command Developers



v1.1.3

Fix - Increased waypoint consume distance of aircraft so they no longer get stuck circling waypoints
Fix - Increased Petrel yaw power to fix them flying sideways
Fix - Fixed aircraft crashing into the ground when attacking ground targets
Fix - Helicopter landing mode when docking now activates at 400m instead of 3200m to reduce chances of them crashing into islands
Fix - Improved aircraft attack order behaviour when approaching targets from high altitude
Fix - Fixed mouse flight controls not working for TV-guided missiles
Fix - Fixed mouse flight controls not working for vehicles that are very far away from the carrier
Fix - Torpedoes steer more aggressively when facing away from their target
Fix - Players can no longer interact with buttons through walls
Fix - Fixed stationary island turrets not displaying hitpoints on their HUD
Rework - Minor localisation fixes and improvements
Rework - Vehicle HUD script is synced to clients in multiplayer games

v1.1.2 - Patch Notes



Dear Players,

Update v1.1.2 is now out! This is a hotfix release with several bug fixes and improvements.

Many thanks to all those players who have reported issues using the official issue tracker.

Enjoy!

Much love
The Carrier Command Developers



v1.1.2

Fix - Barges cancel transferring items to carrier/from islands if they move too far away
Fix - Barge inventory item weight hidden from production UI as it cannot be stored in the carrier's inventory
Fix - Mouse flight inversion settings are correctly applied in offset mode
Fix - Observation camera zoom controls are consistent for land/air vehicles in mouse/keyboard mode
Fix - Updated some Chinese translations
Rework - Rockets and bombs are significantly less effective against the carrier's main hull hitpoints