Major Update 3 - Out on Monday 23rd May at 4pm UTC!
Dear Players,
There are just a few days left until the big major update release!
As a reminder, major update 3 includes new dedicated server support, public server lists, mods-over-wire, and more!
Public server lists and dedicated servers are something that players have been asking for, and for a long time! We are really excited to bring these tools to players and support the community with this new and convenient way to meet and play with others. It is an obvious next step for Carrier Command 2, with multiplayer being such a fun aspect of the game.
Mods will be supported over multiplayer, in an automatic way, with no need to sync your subscriptions in order to play on servers. You will be able to see if a server is using mods from the server list before you join. Only certain files can be modded in Carrier Command 2, and the scripts are sandboxed meaning that access is limited to a set of API game functions that we provide, with no access to files, internet, or any other function that we haven't specifically added a function for.
See you on Monday for the big update!
Much love <3,
The Carrier Command Developers
Announcing Major Update 3 - Dedicated Servers & Public Server Lists - 23rd May!
Dear Players,
On the 23rd May 2022, we are releasing Major Update #3, including dedicated servers, public server lists, and mods-over-wire support!
From the 23rd May, you will be able to host and join public dedicated server games! This has been a popular and frequent request from players and we are really excited to introduce this to Carrier Command 2.
The new dedicated servers allow hosting multiplayer games without running the client. These servers are designed for non-attended operation and will automatically restart as required. Servers have various options and can be passworded, or otherwise open to anyone.
Dedicated servers will appear in the new public games server list in game, and in the Steam server browser. From the new public server list, players will be able to see a list of all dedicated servers, player counts, if they are modded, etc. and be able to join these servers.
Any modifications installed on the server are automatically downloaded and synchronized to all clients (for both dedicated and locally hosted games) meaning that servers can be run with their own custom modded content, and all players will see and use that same content.
This makes modding much more multiplayer friendly, where mod creators can have confidence that all players in a game are running the same mods, and players are not required to subscribe to join multiplayer games.
We are very excited for the big release and can't wait to share it soon! See you on the 23rd May for the big release!
Much love <3,
The Carrier Command Developers
v1.2.7 - General Fixes and VR Improvements
Dear Players,
We have just released v1.2.7 which includes some bug fixes as well as some long awaited VR features and fixes.
We are very busy completing the next CC2 major update but have found some time for some of the fixes and improvements, which are included in this build.
With much fewer issues remaining on the issues board, some of these fixes are minor, for example some spotlight rendering artifacts could sometimes be still seen through waves, which has now been resolved.
We have also revisited the VR tasks, most of which where cleaned up shortly after initial release, but a few remained where they were minor issues. Recentering now recenters orientation rather than just position (to be more consistent with other VR games), hearing now uses the correct VR head orientation, you can now see the hover info for achievements in VR, and input is correctly passed only to the hovered screen, which hasn't always been the case.
With regard to VR, our original plan was to have the VR edition be a separate App on Steam to make it clear to players that Carrier Command 2 is both VR and non-VR (which is otherwise very confusing). Ultimately, this hasn't worked well for the game. Because the apps are linked, Steam assigns all sales to the base game and considers CC2 to have sold zero copies, meaning zero promotion in the VR category. There is also the issue with cross-platform play where players need to start the game in an unusual way to play CC2 VR in multiplayer.
We have now decided to integrate the Carrier Command 2 VR client in the base game, and add a VR launch option to the base game. This doesn't affect anyones access to the VR version of the game, or changes our support plans for VR, it just moves the launch button in the Steam client. It makes it easier to play multiplayer and it makes it easier for us to release updates.
These changes will be rolled out over the next week or so.
We have big plans for the next major update and will be back here very soon to talk about what is in the next major update, release dates, and more!
Much love <3,
The Carrier Command Developers
v1.2.7
Fix - spot light volume rendering appearing in front of ocean waves Fix - map data now correctly synced in all situations after loading a game or connecting to an MP game Fix - some safety code to avoid most common CTD Fix - VR corrected head orientation for hearing audio Fix - VR can no longer interact with the tablet from the back Fix - VR screen interactions now always consider which screen is being hovered so input isn't shared between tablet and other screens Fix - VR interaction reworked so hovering achievements now shows achievement data Fix - carrier_command_vr.exe now included in base game AppID.
v1.2.6 - Hotfixes and Improvements!
Dear Players,
Today we release the latest Carrier Command 2 hotfix.
Many of these fixes are relatively minor, as there are only a couple of dozen live bugs on the issue tracker, and we aim to get this number right down.
The most impactful change is a fix for weather and ocean current sync - as we discovered a bug in our saving/loading that meant this data would not always save / load / sync over multiplayer correctly. This fix should mean it always works, and weather and ocean is now also seeded by the world seed when a game starts, rather than starting in the same state. This means that weather will now follow unique patterns, and match reliably between players in multiplayer.
We continue working on the next major update and will announce the update closer to release when the update is locked in and complete!
We hope you enjoy these fixes and improvements!
Much love <3,
The Carrier Command Developers
v1.2.6
Fix - Fixed Petrel circling vehicle it was tasked to pick up instead of picking it up Fix - Weather correctly saves/loads with saved games Fix - Adjusted navmesh of some problematic cliff tiles to prevent land vehicles getting stuck on them Fix - Fixed being able to walk inside carrier deck weapons Fix - Fixed player being able to clip into carrier elevator shaft Fix - Fixed player getting stuck in the wall near carrier elevator Feature - Added screen mod script functions requested in issue #1824 (http://geometa.co.uk/support/carriercommand/1824)
v1.2.5 - Naval Combat Hotfix
Dear Players,
Today we release the v1.2.5 hot fix for naval combat in response to player feedback.
Torpedo behaviour and swordfish speed had been changed unintentionally, causing a change in balance to naval combat. We have now rebalanced this area of the game so naval combat is more effective and balanced.
We have reduced the Swordfish speed to be similar to the Needlefish, and improved torpedo tracking so that they lock by bearing rather than heading - allowing them to predict an intercept point and track ahead of the target. This torpedo change is very similar to the change we recently made to AA missiles and greatly improves their ability to hit targets at constant speed and course.
Separately, we have also decreased fuel consumption of the Needlefish and Swordfish, so that their effective range is much greater. This means your fleet vessels have the option to operate more autonomously, and depend less on the carrier.
Much love <3,
The Carrier Command Developers
v1.2.5
Fix - Improved torpedo target tracking Rework - Reduced swordfish force emitter magnitude so they go slower Rework - Decreased fuel consumption of ships so light ship can travel continuously at max throttle for roughly an hour before running out of fuel
v1.2.3-4 - Bug Fixes and Improvements!
Dear Players,
Today we release the v1.2.3 bug fix and improvement update including several important changes. Please see the patch notes below for the full list of changes in todays update.
Thanks to all other players submitting reproducible bug reports and feature requests on the official issue tracker. We are working our way through the reported issues that we are able to reproduce, and over the last few months we have made a huge number of changes, with only a small number of issues remaining active on the issue tracker.
We have more bug fix updates planned and are also working on the next major update! This next major update addresses a series of very popular player requests and we are excited to bring these changes to players. As always, we are more concerned with the doing rather than the talking, but we will announce more as we complete the update and are closer to a release!
Much love <3,
The Carrier Command Developers
v1.2.3-4
Fix - Improved AA missile tracking capability so they are better at hitting their target Fix - Fixed aircraft at the back of island hangars often getting stuck on vehicles at the front of the hangar when deploying Fix - Fixed helicopters getting stuck in a loop and failing to execute bombing runs Fix - Stabilised camera attached to aircraft no longer fights mouse movement when aircraft is rotating Fix - Carrier stock count updates when fleet ships rearm Fix - Fixed albatross aileron movement being reversed Fix - Boat engine sounds vary with throttle level Fix - Fixed some FBX mesh files not compiling with mod sdk compiler Rework - Barges no longer do large amounts of impact damage to ships Rework - Renamed gun attachments to have their ammo calibre displayed in their names
v1.2.2
v1.2.2
Rework - increased albatross wing size and lift to reduce albatross pitching up in forward flight Rework - reduced albatross and manta buoyancy to reduce skimming water behaviour Rework - inventory screen displays weight/capacity in red if carrier inventory is full Fix - fixed texture atlas and mesh compiling in the mod dev kit Fix - lowered rear CIWS so they do not float slightly above deck Fix - missiles no longer ignore terrain collisions or collisions with vehicles other than their parent during impact cooldown so rockets can't tunnel through the ground Fix - fixed rockets destroying carrier instantly in some cases Fix - fixed barge unloading items into carrier when its inventory capacity is full
Patch Notes - Hotfix v1.2.1
v1.2.1
Fix - Fixed game consistently freezing in some saves Fix - Observation camera remote support uses closest vehicle weapon to target location Fix - Aircraft no longer drop to 0 altitude and crash when set to follow a surface vehicle from a great distance Fix - Rebalanced fog causing camera vision range to be reduced even in clear weather Fix - Fixed no longer being able to lock on to targets with surface IR missile attachment Fix - Added individual descriptions for different ship types in warehouse production UI Fix - Missile single/double attack options no longer display for aircraft with AA missiles when setting attack order on land/sea vehicles Fix - Fixed unknown attachment being displayed on HUD for ship torpedo attachment
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 <3,
The Carrier Command Developers
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.