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Demo Build 7

Added extra on-pause UI:



This new interface allows several handy features:
  • Jump to a vessel by clicking its button (0-9 hotkeys work as well)
  • See vessel status - OK, Escaped, KIA, Arriving, HP level
  • ETA time for the arriving vessels is displayed
  • Browse a short vessel info (hover to get a tooltip)
  • Can switch the team focused by pressing left/right arrow buttons (located at the top)
  • Quickly check the ally/enemy status of the team by comparing their flags


Improved post-mission grade calculation. It now takes non-monetary goods into account (e.g. resources and score points).

New weapons:
  • Avalancher missile launcher - long-range guided missile that deals damage proportional to the distance it travels
  • Howitzer - an improved, much more accurate version of the Flak weapon
  • Vorpal Slinger - somewhat similar to Chaos Gun, but its blade-shaped projectiles form a perfect circle and spin around the location for longer


There was also a Hydra missile launcher weapon that almost made it into the demo, but I still need to improve the way bots use it. More information will be available when it's released.

Other new equipment parts:
  • Subquasion Engine
  • Micropulse Engine
  • Mini Spacepaddle Wing
  • Crusader Body


New pilot trait: Ambitious. +1 INT when set as leader, -1 ATK otherwise. Also decreases the mission fee by about 10% (regardless of the leader slot status).

Added 3 new, higher-level bosses (the list of bosses hits 9 - each with its unique design and behavior). They are significantly more challenging than previously existing ones. For instance, they use an experimental feature: destroying enemy missiles with a Zapper weapon. This tactic will be more achievable for players when the Tracker bridge is made available (it's in the game, but can't be obtained in the campaign yet).

Here is a video demonstration of one of these new bosses:

https://www.youtube.com/watch?v=aUgz7qsIDzA

The Repair Bay flagship module is replaced by a new module - Blast Lab. This module increases the damage dealt by missile-based weapons (Firefly, Hound, Avalancher, Torpedo Launcher). It allows for a basic damage-armor tradeoff when configuring your hangars. More options will come later.

Balance changes:
  • Improved Photon and Plasma bolters "effective DPS" calculation, the price is lowered by ~30%

Demo Build 6

The main change of this patch are persistent bosses. They will exist on the map until you defeat them.
Unlike other enemies, they don't have a randomized behavior - they have a special program written for every one of them, just for their vessel. For now, there are 6 types of bosses (more to come!)

I tried to make them challenging and interesting to fight. Just don't hesitate to press the "restart" button and retreat from combat if you've tried to attack them too early - they're very tough.

This update includes a few changes suggested by the players. I am going to try including at least a couple of these every now and then.

Programming changes:
  • Increased "radar count" command max range from 400 to 500
  • Sysvar command gets a new mode - "arena radius" to query the arena size


Other changes:
  • Added warlord squads - travelling boss markers
  • Reworked post-combat equipment damage calculation (it's more forgiving now)
  • 0% condition equipment now has reduced stats
  • Made chaos gun and ice dagger lighter
  • Increased missile projectiles' hitbox area
  • Added "repair all" button to the vessel design screen
  • Player movement on the map is now smoother and avoids the star (most of the times)
  • Added combat rating text (should give new players a hint about the restart feature)
  • Added weapon sub categories (e.g. Kinetic Weapon, Thermal Weapon, ...)
  • Added a way to restart a combat before its finished (hit Esc and press "restart")
  • All in-test links now have square brackets
  • Hovering over the pilot's mission fee label gives a helpful tooltip
  • Added shopping "have unbought items" window, no accidental unequips should happen from now on
  • Added pseudo traits to androids - programmable and uncommandable; hover on them to learn move
  • Added mission goals to the combat (hit "?" in the bottom-left panel)
  • Added weapon facing icon (a small yellow triangle near the item slot, in the inventory)


Flagship changes:
  • Flagship tiles are now brighter (hopefully, it's easier to distinguish between the tiles now)
  • Can move flagship modules even if they're in the process of being moved


Bug fixes:
  • Velocity Direction's mode for operator now works properly
  • Sandbox arena combat now includes the pause/fast forward buttons
  • Fixed a bug when "the last chance" event would trigger after leaving the planet (should be post-combat only)
  • The 4th vessel button in the vessel designed was half-clickable (invisibly obstructed), now it's fully operational

Dev stream: spaceship design/programming session

I am going to go LIVE in about one hour, give or take :D

The stream agenda is quite simple:
  • Make a somewhat efficient space vessel design
  • Program it to become competitive
  • Then create a manually-controlled vessel and try to beat it


The programming part of the game is one of the least covered parts right now. I am going to address this issues today!

The stream will (hopefully) be accessible from the game's Steam page. I will probably upload it to YT later as well.

Vessel Design Contest

[p]The game has a Creative Mode now, so it's time for us to have a vessel design contest![/p][p]Create your vessel designs in the game, then share them as screenshots:
https://steamcommunity.com/app/3024370/discussions/0/591773574503651985/[/p][p][/p][p]☑ If you need more than 1 instance of a certain part, right-click and "clone" it[/p][p]☑ You can rotate/mirror/paint the vessel parts![/p][p]☑ You can post more than one screenshot[/p][p]☑ The vessel doesn't have to be fully functional and/or pragmatic

1. Run the game[/p][p]2. Play->Creative mode->Vessel Editor[/p][p]3. Design a vessel of your liking[/p][p]4. Press F12 to take a screenshot of your vessel[/p][p]5. Make that screenshot public (press "share on Steam")[/p][p]6. Obtain a link to that screenshot (copy a URL)[/p][p]7. Post that URL here; an optional comment for your vessel design is welcome[/p][p][/p][p][/p][p][/p][p][/p]