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NEBULOUS: Fleet Command News

Devlog #30: Making Port

We’re back with Devlog #30, which is all about the latest developments as we work on the strategic mode.

This latest devlog focuses on some of the logistics systems that will underpin the strategic layer, with a specific focus on stations, what their function is, and how things currently work with regards to the repair and resupply of your ships. Check out the full video below:

[previewyoutube][/previewyoutube]

See you in the battlespace,

The NEBULOUS Team

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Update 0.3.1.18 - Missile Mixing

Missiles are such a huge part of NEBULOUS, and it's been a while since they've gotten much love. I think a lot of our players know that I'm a hardcore missile main, so it's time that was fixed. And don't worry, if you're not that into missiles there are plenty of other things in this update that might interest you. Let's get started!

[h2]Mixed Missile Salvos[/h2]
Up until this point, the art of mixing different types of missiles together for a simultaneous strike was only achievable by the most skilled of single missile players or extremely coordinated teams. The core feature for this update is new UI functionality to allow the easy mixing of multiple missile types into a single salvo.

The size of a salvo is dictated by the number of programming channels on the ship, but you can mix any types of missiles you want within that constraint. You can even group missiles of different sizes together, with different programming times, and they will all launch together (but won't fly at the same speed, so design accordingly). For ships in formation, the missiles you want to group need to be present on all of the ships. The last mixed salvo you launched from any given ship will also be saved for easy re-use later, until you start a new mix.

This feature should breathe new life into the flexibility and utility of S2 missiles by allowing players to combine different seeker heads and support modules without having to pay expensive penetration aid costs across every missile they want to fire.

There is also a new advanced tutorial mission covering the basics of using the new UI.

[h2]Torpedo Rework[/h2]

On the Alliance side, torpedoes have sadly fallen by the wayside. This is mostly due to the fact that during the Modular Missile Update the torpedo body was made as flexible as all of the other missile types, leading to it being outclassed in everything by being exceptional at nothing. This update restores the SGT-3 to its original place as a close range, high durability, and high damage weapon.

We've also added the new TLS-3 launcher, the first turreted missile launcher for the Alliance, to help with low maneuverability weapons at close range.

[h2]Interceptor Missile Rework[/h2]
Interceptor missiles, or AMMs as the community colloquially knows them, have been significantly improved in this update. Their warheads now determine probability of doing damage based on intercept angle instead of intercept velocity, with a head-on or tail-on intercept producing the best probability. This means you can build faster interceptors, to get out and defeat threats early, without having to sacrifice reliability.

The PD Controller logic has also been upgraded to allow ships to coordinate their AMM use and only fire from one ship at any given threat. This will significantly reduce wasted missiles and increase effective magazine depth. If you want to force a ship to fire even if it is not the chosen shooter you can still use the PD Prioritize order (hotkey Z) to queue up the engagement. This logic will also receive further improvements in the near future.

[h2]Capital Ship Buffs[/h2]
Alliance capital ships have received a durability and repairability buff in this update. The Solomon has had its armor upgraded to 58 cm, allowing it to tank 450 shots at steeper angles and especially when bow-on, and the Axford has been given some more resilience in the form of a boosted repair ceiling for damaged components.

The most common complaint I hear from capital players is how quickly they become disarmed due to the size of the hitboxes of their main weapons. To remedy this, the Mk65, Mk66, and Mk68 guns have all had their HP and DT (damage threshold) significantly boosted. These main weapons should now last much longer in battle, comparable to the ships they are mounted on.

[h2]Deception Module[/h2]
And finally, the least-used module in the game (aside from Battle Dressing Station), has been given a rework. The E15 Masquerade is now capable of producing a deceptive signature similar to Protectorate decoy containers on the ship they are mounted on. The type of ship you intend to mimic is selected in the fleet editor, and will appear as that type of ship on the enemy's radar until visually confirmed.


We hope you really enjoy this one! See the full patch notes below:

Changes/Features:
- Added mixed missile salvo planning. Click the green + buttons next to any pooled missile to being a mixed salvo.
- Added TLS-3 Torpedo Turret to Alliance weapons.
- Increased SGT-3 Torpedo speed envelope to 175-300m/s (was 125-200m/s) and increased turn rate slightly.
- Decreased SGT-3 Torpedo flight time per engine increment to 1-4.5 seconds (was 3-17 seconds).
- Added cost to increased SGT-3 maneuverability, minimum 0 points and maximum 3 points.
- Increased SGT-3 Torpedo HP to 160 (was 110).
- Decreased SGT-3 programming time to 3 seconds (was 6).
- Added missing barrel glow to OSP cannons.
- Dedicated servers will now refresh their global ban list every 6 hours instead of only on restart.
- Dedicated servers will now reject joining players during the launch countdown.
- SGM-2 and SGT-3 missile body warhead slots can now also accept support modules.
- Decoy Launcher and Cluster Decoy Laucher missile support modules can now scale the number of decoys with the slot size (when put in a warhead slot). Decoy counts are unchanged for basic support slots.
- Boosted Self-Screening Jammer will now steer to the target's position (within 30 degrees) rather than being fixed in missile's forward direction.
- Increased Boosted Self-Screening Jammer range to 5km (was 4km), FOV to 20 degrees (was 10 degrees), and radiated power to 5 (was 0.5).
- Increased Self-Screening Jammer radiated power to 2.5 (was 0.5) and radius to 1.5km (was 1).
- Jamming support modules for missiles now activate on launch instead of at the start of the terminal guidance phase.
- The probability of Blast Frag warheads doing damage is now related to the angle of intercept rather than relative velocity magnitude, with head-on intercepts having the highest pK and perpendicular intercepts having the lowest.
- PD Controllers will now deconflict AMM use with other friendly ships to reduce wasted missiles.
- Command seeker can now use TRPs natively without requiring another seeker to be present.
- Increased SGM-H-2 sprint stage engine flight time envelope to 1-3 seconds per increment (was 0.75-2.5).
- Decreased top-end speed cost for SGM-H-2 sprint stage engine to 5 points (was 8).
- E15 'Masquerade' module can now produce a deceptive identity for enemy intel. Target identity can be selected in the fleet editor.
- Changed E15 full name to E15 'Masquerade' Deception Module.
- Added "Evacuated" intel report information for ships that have finished launching lifeboats.
- Increased Mk66 Cannon HP to 550 (was 350) and DT to 40 (was 30).
- Increased Mk68 Cannon HP to 650 (was 450) and DT to 40 (was 30).
- Increased Mk65 cannon HP to 450 (was 325) and DT to 40 (was 30).
- Added new stat hull-component-max-repair, default value is the current 10%, capped at 50%.
- Added intrinsic hull modifiers for max repair to Axford (+20%) and Solomon (+5%) hulls.
- DC section of Fleet Editor stats list now shows max repair amount.
- Increased Solomon battleship armor thickness to 58cm (was 52).
- Decreased PD20 Bastion fire rate to 3 rounds per second (was 4).
- Changed icons on missile glance bar to have a new icon for "Searching" and a green crosshair for "Seeking".
- Missile glance bar now indicates seeker jammed status.
- Beam seekers will no longer force the current target to be considered validated if it was selected before a valid target was detected.
- Added mixed salvos tutorial.
- Changed Nyx's Eye to be 10 players (was 8).
- Dedicated servers now have the option to block players with too many conduct reports from connecting.
- Updated starter fleets to account for new point costs.

Bug Fixes:
- Fixed selection circle remaining around a selected enemy ship when it was no longer visible.
- Fixed anti-aliasing not working.
- Fixed formation weapon groups for missiles showing the launcher count in the name when grouped.
- Fixed turreted launchers continuing to play the traverse sound even after firing was completed.
- Fixed NullReferenceException when toggling the pause menu in a tutorial mission with no voice over.
- Fixed LOD levels on VLS-2 culling cell doors too early.
- Fixed direct guidance module not leading targets when fired on a track.
- Fixed HoJ seekers on AMMs flying towards the launching ship instead of the missile with the jammer.

Minor Update 0.3.1.17 - Tumbleweed

It was hard to decide on a name for this update, since it's mostly general improvements across the board with no headline feature, but there's still plenty here for everyone to enjoy!

[h2]New Map: Tumbleweed[/h2]


We've added a new map to the game, our first in a while, called Tumbleweed. This is a complex twisting asteroid maze which leads to some really interesting dynamics. Close-range ships and waypointed missiles thrive on this map but there are still plenty of long sight-lines...just watch out for someone sneaking up behind you. We've been playtesting this one for almost two months with our tester group and it's proven to be a lot of fun, so we hope you enjoy!

[h2]Pre-Game Coordination[/h2]
A very highly-requested feature is the ability to show your teammates your fleet composition in the skirmish lobby. I held off on this for a while due to the risks of a player swapping over to the enemy team, seeing their fleet comp, and then returning. In this update, I've added a fleet display next to the chat pane in the lobby which you can use to manually reveal your fleet to your teammates when you're ready. If anyone new joins your team all fleets will be automatically hidden and you will have to choose to reveal them again. Clicking on each ship in the list will show its weapon fitting.

[h2]Tactical View Stenciling & Radar Display[/h2]


The range circles seen in the tactical view, which show sensor and weapon coverage, have been improved to no longer create a giant mess. The circles are now merged together and overlapping lines are stenciled out,

I've also added a small but helpful set of lines around your currently selected ship showing radar panel coverage, with red lines showing panels that have been knocked out.

[h2]Balance and Drag[/h2]
It wouldn't be an N:FC patch without balance changes. First off, for OSP we've fixed C81 being extremely tough (which was not intended) by reducing its integrity values to match the C65. The Ocello also had one of its CR75 comms antennas swapped for a CR10, and the small Yard Drive has had its linear thrust bonus decreased to prevent the Ocello from taking too much advantage of it. On the Alliance side, the Axford and Solomon have had their thrusters beefed up by increasing their damage threshold (the amount of damage necessary in one hit to destroy them), making their maneuverability more resilient to long range mass-driver fire. The OSP also got a buff to grapeshot, increasing its velocity, range, and armor damage, to make it more useful against groups of frigates.

One of the longest running jokes in Nebulous is space drag. Drag exists for a few reasons, mostly to prevent disabled ships from careening into rocks or off into the ether. It also had the secondary effect of making it more difficult for ships with damaged thrusters to reach their top speed with reduced thrust. Unfortunately, after the last thruster/flank changes, this made Alliance capitals unable to reach their top speed laterally and made them complete sitting ducks after losing a thruster or two. To remedy this, the global drag value has been cut in half. While capitals will now find it easier to reach higher speeds later in the battle, it also means changing direction is harder because you can't count on drag to supplement your braking thrusters.

[h2]Optimization[/h2]
In my endless quest to make the game run better, I've also optimized the CPU-based armor system which is used on the dedicated servers. Servers should no longer stutter or freeze for several seconds when large amounts of armor damage, such as a reactor bloom hitting multiple ships, occurs. I've also significantly cut down on the game's memory usage by purging the decompressed asset bundle data after loading. The stock game should occupy almost 1.5GB less space in memory when running, and my tests with a ton of mods took memory usage from 8GB to 5.5GB.

As always, full patch notes follow:

Patch Notes - 0.3.1.17:230630-0454

Changes/Features:
- Added new map Tumbleweed.
- Added fleet display to help teammate coordination in the skirmish lobby.
- Added "Hide Empty" multiplayer game filter.
- Lobby point values now have comma delimited numbers.
- Parallelized and optimized CPU armor damage application, dedicated servers should no longer freeze for several seconds when multiple ships are caught in a reactor bloom.
- Overlapping range circles in the tactical view are now stenciled out.
- Added tactical view lines to show radar coverage for the selected ship.
- Changed C81 Plasma Casemate health and DT values to match the C65.
- Increased 100mm Grapeshot flight speed to 1,100m/s (was 900) and range to 8km (was 5.5km).
- Increased 100mm Grapeshot armor damage to 16 (was 10).
- Halved drag force for non-disabled ships to 0.015 (was 0.03).
- Reduced CHI-777 Yard Drive linear motor bonus to 10% (was 30%).
- Increased damage threshold for Solomon and Axford strafe thrusters to 20 (was 15).
- Increased damage threshold for Solomon and Axford main and braking thrusters to 25 (was 15).
- Changed Ocello aft antenna from a second CR75 to a CR10.
- When switching PDTRT mode to DEDI, any dual-purpose weapons, fire-control radars, and illuminators currently targeting missiles will be set to idle.

Bug Fixes:
- Freed unnecessary memory usage left after loading an asset bundle.
- Fixed reactor blooms doing armor damage to the same hull segment multiple times.
- Fixed Bulker LN Stern A engines 5 and 6 not playing particle effects.
- Fixed PD prioritization and MAN setting being exploitable to ignore missile decoys.
- Fixed mod faction equipment sharing via "Shared Faction All" unlocking hulls as well, which was not intended. Hulls can still be added to the shared equipment list directly.
- Fixed Solomon thruster 7 missing from DC board.
- Fixed several zero-length vectors causing look rotation failures and log spamming.
- Ships owned by a disconnected player can no longer be transferred to former teammates who have previously disconnected or retired.
- Fixed Cargo Feeder structure hitbox being scaled incorrectly.
- Fixed exception when collecting after-action report on dedicated servers.
- Fixed a case where server would stall at "IN PROGRESS" even if all players had disconnected.
- Fixed firing cooldown UI visuals not being timed correctly for buffed ewar modules.
- Fixed subscribed workshop ship templates not appearing in the ship template list.
- Fixed disconnect caused by having a teammate's ship selected when they disconnect and the selected ship is transferred to you.
- Fixed disabled (red) modules not removing their stat modifiers if receiving power.
- Fixed plasma focusing component damage into one component instead of spreading.
- Fixed Self-Screening Jammer spawning as a cone instead of a sphere.
- Fixed missile with cruise guidance not doing terminal maneuvers when using a direction-only seeker.
- Fixed rocket turrets being stuck in bearing to target state when extremely close to their target.
- Fixed missile engine sounds not being affected by volume controls.

Devlog #29: The Strategic Level

Here is the long-awaited devlog covering the first stretch of the development of our next major update, Conquest! This covers the design process, new game setup and faction creation, and and introduction to some of the strategic map mechanics. Check it out below:

[previewyoutube][/previewyoutube]