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Update 4: Ship Commands, Rebindable keys, Controller support

It's here! The long awaited ship command system is ready as well as a complete revamp of the input system. Here are the details:

New Input System
Rebindable keys and controller support is here with improvements to mouse steering as well. The new default setting adjusts the virtual stick size to your monitor's height and the flight model has been updated to increase angular drag when your stick is within the deadzone. We'll continue to make improvements to ship handling throughout early access from your feedback.

Command and Control
You can now give commands in the tactical map! Attack, Defend, and Mine orders will allow you to micro to your heart's content. Assemble strike teams of bombers and escort them with wings of fighters, split your miners for max efficiency, set a permanent guard to the mothership and its refinery's. We'll be adding extra functionality in the future to make selecting ships and giving orders easier with a controller.

Economy Changes
Resource Asteroids now give varying yields at different rates, this allows us to tweak the economy towards an income curve with a more gradual pace. Resource Asteroids will be getting updated art to reflect their new stats very soon. We're also experimenting with increasing the number of Mules spawned by each Refinery while increasing the respawn time to give miner raiding a greater payoff.

The Future
Our next big focus will be on content, the goal is to completely revamp the Campaign with replayability in mind. New objectives, roguelike elements, ships, enemies and new worlds to explore are all in the works. Expect some experimental builds to start appearing in the test branch late January/early February.

Smaller changes we're looking at include:

  • Reworked target select
  • New tutorial text, weapon/ability descriptions and icons
  • Camera shortcuts to make jumping between ships easier
  • Better warnings for when critical ships under attack
  • Improved projectile collisions
  • End of match stats
  • Netcode improvements for smoother skirmish matches


Improvements

  • Rewired Input System: Custom controls and controller support
  • Improvements to mouse steering, virtual stick will now auto size based on screen height
  • Added toggle option for flight assist under the Gameplay tab
  • Ship Command System: Attack, Defend and Mining commands
  • You can set RTS style control groups in the sensor screen
  • Orders given to Refineries are now passed on to their Mules
  • Removed personal income bonus to make piloting Mules less of an obligation
  • Resource Asteroids now have varying collection rates and yields
  • Increased number of Mules per Refinery from 2 to 4, increased respawn time to
  • Added ship sell animation
  • Improvements to AI decision making and target selection, ability use now factors in distance
  • Reimplemented Leviathan Bio Missiles, fear them
Fixes

  • AI will now empty their mules before upgrading to a new ship
  • Fixed sensor screen camera losing alignment with spectate camera
  • Improved Ultrawide UI formatting
  • Fixed some projectiles culling when out of sight of the host
  • Fixed Capital Ship AI collision avoidance false positive
  • Fixed ship counter getting stuck on after map transition



Thanks to everyone on the forums who helped get this update out the door, enjoy the holidays!