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NEBULOUS: Fleet Command News

Patch Notes - 0.3.1.16:230424-0026

In the last week we've had two minor patches to address issues discovered since the release of the dedicated servers update. You can find the notes for both of them below.

Patch Notes - 0.3.1.16:230418-1140

Bug Fixes:
- Fixed server chat commands not being enabled by default.
- Fixed multiplayer match list formatting.
- Fixed both Raider drives thrust bonus being equalized to 20% when they should be 30%.
- Fixed fleet file path being formatted wrong when designating a fleet for a server bot.
- Fixed match list refresh sometimes never stopping.
- Fixed filters not being applied to dedicated servers.
- Fixed games played on dedicated servers not contributing to rank progress.
- Fixed dedicated servers not applying map default settings if the map is the first selected.
- Fixed server admins not retaining permissions when returning to the lobby after a game completes.
- Fixed NullReferenceException in game start causing some disconnects in P2P games.


Patch Notes - 0.3.1.16:230424-0026

Changes/Features:
- Changing a map will now revert scenario settings to defaults before applying map preferences.
- Changed default sorting order in multiplayer match browser to give preference to populated, not-in-progress games.
- When hovering over a dedicated server's mod list icon (green wrenches) only mods which affect fleets (hulls/components/munitions) will be listed.
- Fleets can no longer be dragged to new folders when selecting fleets in the lobby.

Bug Fixes:
- Fixed exceptions when receiving end-of-game message causing disconnects.
- Fixed multiple fires being able to spread to the same component.
- Fixed several edge cases which could cause a dedicated server to stall and never return to the lobby.
- Fixed player action dropdown menu being behind the window in the abbreviated battle report screen.

Update 0.3.1.16 - Dedicated Servers

One of our most-requested features is finally here: dedicated servers! The patch notes below are huge and the culmination of several months of work that began before the end of last year. It required major rewrites of a lot of the netcode but it was definitely worth it both for the current skirmish game and as a stepping stone for Conquest in the future. And don't worry, the peer-to-peer hosted games you're used to will still be around.

There's a lot here, almost like a mini-major-update, so let's get started:

[h2]Dedicated Servers[/h2]
Dedicated servers provide a persistent hosted game which players can use without having to host it on their own computer. This provides a lot of benefits such as improved performance and a more reliable network connection. Most importantly, you don't need to worry about your host ragequitting because their BB ate a dozen hybrids. The new server build of the game can be hosted on any computer, but a dedicated host is best.

You can recognize a dedicated server by the special icon in front of the name in the multiplayer match browser.

These server games will loop continuously between lobby, battle, debriefing and back to the lobby. You don't need to exit the debriefing to go to your next game, just click the ready button.

There will be 6 official server instances to begin with. We're also in the process of getting the server binaries available both through a Steam Tool installation and through a hosting provider so you can host your own easily. Unfortunately, this is a man-in-the-loop process and will take time to coordinate with these providers. In the meantime, if you're interested in setting up your own server you can contact me on our official Discord via the ModMail bot and I'd be happy to send you the server build for use.

You can find the guide on setting up your own dedicated server here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2963605370

[h2]CPU Armor Model[/h2]
There has been a known issue for a while where players running older computer with Windows 7 had issues with our GPU-based armor damage system. If one of these players was hosting a multiplayer game then armor shredding mechanics simply didn't work. Because servers don't usually have GPUs I have implemented a secondary version of the armor system that runs on the CPU. If your computer is running Windows 7 it will automatically fall back to this CPU system. You will not see damage effects on the hulls (which you probably didn't anyway), but at least armor damage will work properly.

If you do want to see damage effects, you can enable a special setting in the graphics settings menu which will periodically copy the armor damage to a texture. This is extremely slow and you will experience a significant performance impact, so it is disabled by default.

[h2]New Player Experience Improvements[/h2]
The two most common roadblocks for new players are TF Ash and Tutorial 6.

Because Ash starts with an A, it is the first fleet automatically selected for new players. It is also one of the hardest fleets to play. Starter fleets now have a special sorting mechanism by their difficulty, so Oak is now the default fleet if you have only starters.

Tutorial 6, the Advanced Missile Tactics tutorial, has turned many a midshipman's face red with frustration. What's worse, missile pathing is not a commonly used tool except by the most dedicated missile players. To help remove this roadblock we've separated the missile-specific tutorials into their own set of advanced tutorials so they will not interrupt the basic tutorials with a difficulty cliff.

[h2]More Optimizations[/h2]
Another pass on optimization was done for this update, specifically on cutting down unnecessary memory allocations and frequent HUD updates when gaining and losing lots of sensor tracks in a short period of time. The time it takes to start the game from your desktop has also been massively reduced.

[h2]Point Defense Exploits[/h2]
Some of our players figured out that looping large missiles like containers in circles around a target, but outside its PD range, could exploit the PD Controller's prioritization logic and prevent it from shooting at smaller missiles like S2s. This has been fixed with a rework to the priority logic: the PD Controller now groups missiles into buckets based on their time to impact, and then sorts by other metrics inside those buckets. You should no longer watch helplessly as your PDTs stay pointed at the S3 missile outside of range while a dozen S2s crash into your hull.

[h2]OSP Weapons[/h2]
With the help of the remaining OSP testers we did another pass on plasma balancing. Plasma's armor damage has been increased to 60cm BUT it now experiences a cooling in flight, so it will have its highest damage potential up close and rapidly deteriorate down to 30cm of damage at its max range. This makes plasma excellent at close range but not able to wreck all of your armor instantly at 8 km.

We've also changed the firing rates of some weapons. The T81 plasma turret is still a burst fire weapon, but the C81 plasma casemate is now oriented towards providing sustained-fire: one shot with a much shorter reload time. The base rate of fire is unchanged, but it now receives increased benefit from Energy Regulators. The C60 has also been changed to a sutained-fire paradigm to differentiate it from the C65, which previously was strictly better in all cases where it could be taken. There is now a choice between fitting your lineship to provide massive alpha damage or sustained damage.

[h2]Community Moderation Tools[/h2]
With control of some games now moving out of the hands of a lobby host, we've added some additional tools to help with community moderation. The first of these is a voting system which can be used to not only change maps but also to kick players who are being belligerent. You can access all of these commands in chat (type !help for information).

Additionally, we've added a Report Player feature which allows players to report violations of community standards to our official database. Players who have more than a certain number of reports in the last 30 day rolling window will be flagged in the lobby with a yellow name. Our multiplayer terms of service have been updated and you will see it again the next time to open the multiplayer browser.

As always, full patch notes follow.

See you in the Battlespace,
- The NEBULOUS Team

Consolidated Patch Notes - 0.3.1.16

Changes/Features:
- Added dedicated server support.
- Added chat command processing system, available on dedicated servers only. Use "!help" to see all commands.
- Added a system to vote kick players from a dedicated server. Kicked players cannot rejoin until the next round.
- Added prompt for reporting players for bad conduct.
- Added dedicated server listing to the multiplayer match browser.
- Added multiplayer match browser filters for P2P and Server games.
- Match browser list is now sorted alphabetically by default, with dedicated servers at the top.
- Double-clicking in the campaign list now opens the selected item.
- Starter fleets are now sorted by their difficulty for new players.
- Added ability for modded factions to unlock an entire faction's equipment by adding that faction's key to the definition asset.
- Added authentication ticket processing for connecting clients.
- Added "IN DEBRIEFING" tag to lobbies which have are at the after-action report.
- Changed lobby ready lamp to purple when a player is in the fleet editor.
- Remaining players are now re-validated when a player leaves the lobby.
- Updated loading screen with new images, and added dark background to tip text.
- Added "permanent" flag to some stat modifiers like illuminator RCS increase so they aren't removed when power is lost.
- Increased map boundary radius of Caltrop.
- Updated Caltrop textures to be slightly darker and reduced opacity of trail particles.
- Increased Caltrop player count to 4 (was 3).
- Brought F and G points on Canyon, and their corresponding rocks, closer to the center.
- Re-organized tutorials into beginner basics and an advanced set for missiles.
- Kicking a player from a lobby will now show a "You have been kicked" message instead of connection lost.
- Optimized HUD updating when large numbers of tracks are being gained or lost.
- Optimized some common non-game-object data structure allocations with instance pooling.
- Lost tracks will now show as the Pending icon instead of reverting to a Ship icon for one frame.
- Split stock asset bundle into five smaller bundles to load in parallel and decrease update size.
- Added preferred scenario settings to maps.
- Canyon's default Victory Points for Control is now 1500.
- P2P lobby hosts and dedicated server admins will now show a badge next to their name in the lobby.
- Impact effects are now positioned relative to the hit ship, so slight position lag on clients will not show impacts offset in space.
- PD Controller threat priority sorting is now based on time-to-impact buckets, with threats in each bucket sorted by size.
- Plasma damage changed to be falloff-based. Damage is 60cm immediately after firing and falls off to 30cm at max range.
- Plasma shots will now fade to blue as they age.
- Changed C81 Plasma Cannon to fire 1 round every 12 seconds (was 4 rounds every 52 seconds).
- Increased accuracy of C81 and T81 Plasma Cannons.
- Changed C60 Cannon to fire 1 round every 18 seconds (was 4 rounds every 72 seconds).
- Changed name of Mk550 Mass Driver to Mk550 Railgun.
- Players running Windows 7 or earlier will now have the CPU armor system used as a fallback for the GPU version.
- Added new graphics option to enable copying of damage masks to the GPU if using the CPU system, with significant performance cost. Only visible if fallback system is necessary, and disabled by default.
- Updated multiplayer terms of service.
- Power generation stats now show percent change instead of percent difference, to match modifiers.

Bug Fixes:
- Fixed skirmish lobby being broken after being disconnected from a game by an error.
- Fixed modular missile bodies not being shareable with modded factions.
- Fixed hulls not being shareable with modded factions.
- Fixed badges being converted back into PNGs for transmission sometimes exceeding the 32kb limit.
- Fixed missiles spamming log with look rotation warnings after impact.
- Fixed component debug gizmos not being drawn when Nebulous.DLL was imported into editor for modding.
- Fixed collider error with Cargo Feeder hull causing some portions of the bow to not take damage.
- Fixed RPF rounds teleporting into asteroids when they trigger.
- Fixed components not removing their stat modifiers when losing power.
- Fixed EO seekers not rejecting decoys when used as a validator.
- Fixed Whiplash description to match changed stats.
- Fixed linear thrust bonus discrepancy between FM280 and FM580 drivers.
- Fixed geometry error on Pillars D rock.
- Fixed cruise guidance missiles resetting their flight time accumulator when switching from travel to search phase.
- Fixed cold gas bottle applying its affects for the entire duration of flight.
- Fixed semi-active seekers being able to see illumination from behind the target.
- Fixed PD Controller assigning weapons to high priority targets that are out of range instead of closer, in-range lower priority targets.
- Fixed discrete weapon stat report showing "UNUSED" if switching to a new ammo type on a target that has already been engaged.
- Fixed THE CYLINDER.

Balance Patch Notes - 0.3.0.57:230323-2011

We've just crossed the one month birthday for the Protectorate Update, and to celebrate we've got some balance changes to address the biggest issues that have been brought to our attention. We tested the major update for quite some time with a broad range of testers, but there are always going to be some issues that slip through the cracks in a game with this many moving parts, so thank you for bearing with us.

All three of the primary areas of changes have a significant overlap, but I'll try to cover them individually here.

[h2]NEBULOUS: Drift Command[/h2]
In hindsight, it was probably a bad idea to balance plasma around the ability of the highly maneuverable AN ships to dodge in the hands of a skilled player. This opened up a pretty major skill gap between players who knew dodging was possible and those who didn't. The primary culprits in this were linear acceleration buffs from the Raider drive and the fact that FLANK throttle gives an additional 1.5x boost to acceleration. Throttles were only ever intended to get you somewhere faster, not to have combat dodging implications.

We've rebalanced some of the Alliance drives to reduce these buffs and increase their negative effects. Additionally, FLANK throttle will still provide its 1.5x top speed bonus in all directions but the linear thrust bonus will only apply in the forward direction. Finally, in order to help close that skill gap, the EVADE maneuvering posture will cause ships that are stationary to randomly translate around their stopped position.

[h2]Capital Survivability[/h2]
While these drive changes seem like a nerf to the Alliance (they are, but mostly for frigates, which we'll talk about in a second), having a more narrow skill gap between dodging and not dodging allows us to better balance Plasma.

Originally, we made plasma hits devastating because they were so slow and easy to dodge with certain engine configurations. With the reigning in of dodging, we've reduced the armor damage of plasma so it will not strip the armor off a huge area of a CH or BB in one hit. We've also improved the splashing logic to create a more even spread and not apply damage to the same spot twice. Plasma also originally had very long range so you could soften targets before getting into 100mm range, but once again this created a punishing micro gap where players who were traveling in a straight line would take the full brunt of plasma salvos at 12km while players dodging would not be hit at all.

We've also reduced the armor penetration of rockets so that leakers getting through capital PD will not immediately do devastating damage and knock the PD offline so a second salvo can finish the ship off.

In all, these changes should significantly increase Alliance capital survivability and reduce micro load.

[h2]Frigate Blobs[/h2]
The most frustrating problem brought to our attention by players was the trend towards fleets of 10 frigates, which were just not fun to play against (or really to play as). They're a small target, they're highly maneuverable, and they have excellent redundancy because hits to one ship won't reduce the effectiveness of others. The drive changes above were a big component of making these fleets more vulnerable, so they can't just set a tight perpendicular orbit and dodge every shot at more than 4km. Removing the power output from the small Raider variant also prevents them from being stacked on smaller ships without creating power concerns.

One of the big strengths of these fleets was their ability to rely on RPF to cover their PD needs. The volume of RPF in use often led to them being invulnerable to missile salvos in addition to dodging every shell. The probability of RPF doing damage to missiles has been reduced in order to force more build sacrifices in these fleets by creating a tradeoff between DPS and dedicated PD.

Full patch notes follow:

Changes/Features:
- Flank speed 1.5x linear thrust bonus now only applies in the forward direction, top speed in all directions is unchanged.
- Increased FM280 and RM580 Raider Drive's flank damage to +50% (was -30%).
- Decreased FM280 and FM580 Raider Drive's linear motor bonus to 30% (was 40%).
- Decreased FM280 Raider Drive's power generation to 0 (was 300).
- Decreased FM230 and FM530 Whiplash Drive's flank damage to -15% (was 25% and 35% respectively).
- Decreased 400mm Plasma Ampoule armor damage to 30cm (was 45cm) and range to 8.4km (was 12km).
- Smoothed out armor damage of splashing damage slugs (e.g. Plasma) to prevent double application.
- Decreased R-2 Piranha Rocket armor damage to 38cm (was 70cm) and increased armor damage radius to 4 (was 3).
- Ships holding position while set to EVADE will shift laterally in random directions.
- Reduced airburst damage probability of 120mm and 250mm RPF to 50% (was 80%).

Bug Fixes:
- Fixed thrusters receiving flank damage when only turning the ship and not providing any lateral thrust.
- Fixed Focusing Element Misaligned debuff being triggered by battleshort damage.

Patch Notes - 0.3.0.56:230309-1200

After many tens of hours of meticulous testing, repeating reproduction steps, and forehead bruising, this patch brings fixes to two critical bugs (and a few other minor ones). The first is a long-standing but extremely rare case causing track numbers to desync between the client and server, preventing players from issuing orders against those tracks because the server does not recognize the track number. The second is the more recent but extremely frustrating issue of projectiles and missiles phasing through ships under certain conditions. I could probably do an entire devlog on tracking down the causes of both of those 2 bugs, but the important thing is that they should haunt us no longer.

I apologize to those of you with slow internet because even though this is just bug fixes it is still a full-size patch. Fixing the SGM-H-2 issue required a rebuild of the archive storing all of our game assets.

Changes/Features:
- Added line to DC locker stat cards showing whether the provided teams can perform restores.

Bug Fixes:
- Fixed tracks not updating to the correct identifier in rare desync cases, preventing players from firing on them.
- Fixed ship collider position in the physics engine desyncing from position of the ship object in the scene graph, causing shots to phase through.
- Fixed SGM-H-2 sprint stage warhead/engine tradeoff not being correctly linked, allowing incorrect total size.
- Fixed initial formations ship list in fleet editor being sorted incorrectly when ship 10 was formed with ship 1 as guide.
- Fixed discrete weapons with an autoloader size of 1 showing recycle time which is not used.

Patch Notes - 0.3.0.55:230305-0740

The Protectorate Update has been out for just under a week and we've been blown away by the reception! As is to be expected with any major update which changes huge parts of the game, there are a few bugs that were not caught in testing. Thank you all for the reports. This patch should fix the majority of the issues that have been brought to our attention.

Additionally, there is a known issue with missiles and projectiles phasing through ships under some circumstances which has not yet been fixed. This bug is extremely illusive and we haven't been able to nail down the cause just yet. If you have any additional information or can provide reproduction steps, please don't hesitate to contact us!

Changes/Features:
- R400 and R550 sensors are no longer controlled by the RADAR button, so they can be operated when normal search radar is off.
- Added difficulty level to starter fleet descriptions.
- Added better icons for decoy containers.
- Reduced reporting of component overkill damage.
- Updated Azurite Squadron starter fleet to not have a power deficit on the Ocello.

Bug Fixes:
- Fixed point defense weapons sometimes sitting idle if their assigned target was destroyed.
- Fixed NullReferenceException sometimes occurring at end of tutorial missions.
- Fixed R400 and R550 always drawing power.
- Fixed orderable radars not showing as Active in the mount status display.
- Residual weapon groups from upgraded pre-missile-update fleets which had their MLS launchers replaced will be skipped, preventing errors from starting the battle.
- Fixed gap in attachment point of Bulker Stern A.
- Fixed backwards triangle on Tug clipper hull.
- Corrected salvo size in MLS-3 description reading 3 instead of 2.
- Fixed error caused by entering parentheses into fleet list search bar.
- Fixed missiles with increased warhead/engine max size not having the extra size used without editing. Extra available size will be allocated to the engine automatically, to prevent cost from changing.
- Fixed AI bots not making movement orders until an enemy unit is detected in certain game modes.
- Fixed missing collider segment from Bulker Core C collider sampler.
- Fixed ASMD tutorial point defense turrets being enabled despite LT Hazel saying she has turned them off.
- Fixed serialization error when saving a skirmish game with missiles using the SSJ/BSSJ module.
- Removed mention of 3-round burst from Mk550 description.
- Fixed exploit allowing OSP fleets to use hybrid missiles.
- Fixed NullReferenceException when trying to focus the camera on objective points.
- Fixed exception when loading a station capture game.
- Fixed DC teams not obeying player priority for Low priority parts like thrusters.
- Fixed missile failure rate stat showing positive values in green.
- Fixed Self-Screening Jammer module showing beam angle even though it is a sphere.
- Fixed mine seekers detecting and engaging lifeboats.
- Fixed spelling mistakes in some descriptions and lore blocks.