Nebulous: Fleet Command cover
Nebulous: Fleet Command screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Tactical

Nebulous: Fleet Command

Hotfix - 0.3.2.21:240603-2336

Hello Spacers!

I hope you're all enjoying the minor update from last week. This is a minor hotfix patch to fix a number of issues that were identified over the last week.

Changes/Features:
- Using the EMCON button in the action menu will no longer disable COMM.

Bug Fixes:
- Fixed scenarios which required central or home objectives being shown as invalid for any maps using the new management system.
- Fixed skirmish player list showing duplicate entries in some cases.
- Fixed map names not being displayed in Steam rich presence.
- Fixed formatting of name text in the ship info bar when in formation mode.
- Fixed map mods using the new addressable system not being correctly loaded on linux dedicated servers.
- Fixed top left radar panel on Keystone destroyer being labelled incorrectly on the DC board.
- Fixed clients failing to load an addressable map with custom lighting if they had vsync disabled.
- Fixed Ocello DC board aft thruster block overlapping other components.
- Fixed exploit allowing fleet prefixes with more than 4 characters.
- Fixed ship names not appearing on container decoys.

See you in the battlespace,
- The NEBULOUS Team

NEBULOUS: Fleet Command is ON SALE NOW!

NEBULOUS: Fleet Command is 35% off until June 11th!



https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/

Take command in Nebulous: Fleet Command, a tactical space warfare simulator where every decision impacts the outcome of battle. Customize your fleet from robust multi-role ships to specialized vessels, and engage in intense, strategic combat across a vast 3D battlespace. Utilize advanced weaponry, electronic warfare, and strategic positioning to outmaneuver your opponents in real-time battles where no reinforcements are coming—every loss counts.




  • Deep Customization: Tailor your fleet to match your tactical style, choosing from various ship classes and configuring their weaponry, electronic warfare capabilities, and more.
  • Dynamic Fleet Management: Control every ship’s movements and combat roles dynamically, adapting to the ever-changing battlefield conditions.



  • Intel and Stealth: Use electronic countermeasures and stealth tactics to shield your fleet from enemy detection, making strategic use of the environment.
  • Strategic Combat: Engage in methodical battles using environmental cover and radar occlusions to gain the upper hand.

You can also check out the latest patch, which just released on May 28th!
https://store.steampowered.com/news/app/887570/view/4170974735580366404?l=english

Update 0.3.2.21 - New Coat of Paint

Hello Spacers!

First off, let me apologize that it's been quite a while since our last minor update. The team and I have been hard at work on Conquest development, and that hasn't left us much time to return to the main branch. If you haven't checked out Devlog 33 to see where all that effort has gone, you can do so here: https://www.youtube.com/watch?v=371mP5886Mc

Because it's been a while and we've been tinkering in the background continuously with the help of our internal testers, as well as the broader community playing on the public test branch, this patch is pretty large.

Updated Skirmish Interface



If you watched Devlog 33 you've seen the updated Conquest UI, and now with this minor patch we're bringing the same look and feel to the Skirmish UI! This one is really exciting for me because it makes the game look much more professional without losing the efficient clarity of the old design.

A few minor things have been moved around, most notably the swapping of the Mount Status Display and the Posture Controls. This has been a long-requested change, in order to keep the actual buttons you interact with in a consistent location regardless of what ship is selected, and this overhaul was the perfect time to do it.

In the Action Menu we've also dropped the "PPR" button. The PPR button had originally been planned to be a customizable order macro system, but as the complexity of the game grew it just wasn't practical. We've replaced it with an EMCON button which will turn off all radars, comms, jammers, and fire control lock orders to help evade ARAD missiles, which is probably what most people would have used PPRs for anyway.

And finally, all of the Damage Control Boards have been updated with a completely new look! The new design makes it much easier to locate the specific component you're looking for without having to trace tiny lines everywhere.

Map Memory Optimization


This is another one of the Conquest features which I've decided to implement on the main branch and then merge down so you can get the benefits now. Because of the nature of Unity's asset bundles system, we've unfortunately had to keep all maps loaded in memory at all times. I've upgraded the map management system so that only the map which is currently being played is actually loaded, reducing the memory consumption on the main menu by over 500 MB for the vanilla game.

Modded maps will still work under the legacy system, but map creators can update their maps to the new system in order to take advantage of this optimization.

Lock Heading to Track


A minor change with a huge impact. When you right click on a track you'll now see that the HDG button turns yellow, like ORB and DCY, meaning you can issue this order relative to a specific track. Now the H key will no longer be the most pressed key on your keyboard.

Control Starting Score


We have a small but extremely active multiplayer community, and through the years our players have collected friends they like to play with regularly. Given their collective high skill and Neb's emphasis on teamwork and communication, these teams have become known as "Stacks".

Stacking has always created a rough environment for new players which isn't always offset by the willingness of these more experienced players to teach the newer ones, and auto team balance has been frequently requested because of this. Unfortunately, in such a small community, people want to play with their friends and if they can't then they just won't play. So instead of auto balance I have added a setting in the lobby for adding a starting score to either team in the Control game mode, allowing experienced players to give a leg up to their less experience opponents while giving themselves more of a challenge.

Container Liners and Missiles


As promised, we took a hard look at Container Liners for this patch and made a number of changes which have been extremely well received in public testing. We've reduced the hull cost substantially, boosted its base channels, and added a unique XL compartment which acts as a beefy programming bus. You now no longer have to dedicate an entire player to one ship. Because of the new compartment, we've locked the existing programming modules to the AN faction. The Ocello will still have access to them due to its unique properties, and because MLS doesn't require programming channels this shouldn't affect many existing builds aside from S1 spam meme liners.

We've also made a few other changes to missiles in this patch. S2 conventional missiles have been given a slight discount to their components to help improve their viability, and a few module costs have been adjusted. Temporary memory has also been added to the ARAD validator, allowing it know remember a valid target even if it stops radiating, so better hit that EMCON button early.

Exploit Fixes


There have been a few exploits fixed in this update, and I want to thank the maturity of our community for not taking advantage of them as they became more broadly known. These include being able to overflow a fleet's point cost, rename missile classes (e.g. labeling an SGM-H-3 as an SGM-2), and injecting color tags into text.

A Final Note on Mods


The version number for this update has been incremented in a way that will now show all mods as incompatible. You can still play with them, but because of all of the changes to UI structure and map loading there may be many mods which cause issues. It is highly recommended to disable any mods which modify the skirmish UI, and map modification mods like Rotated Maps and Large Maps until they have been updated.

As always, full patch notes follow:

See you in the battlespace,
- The NEBULOUS Team

Changes/Features:
- Updated Skirmish UI with new look and feel.
- NOTE: If you are using the expanded mount display mod, you MUST disable it until it is updated.
- Updated non-colorblind color palette with new colors.
- Updated all Alliance and OSP DC Boards with new appearance.
- Optimized memory consumption for skirmish maps, only the actively played map is now loaded in memory.
- NOTE: Modded maps will not be automatically optimized and will require the creator to update it.
- Added audio alert to multiplayer lobbies. Alert will play for:
- unready spectators if more than half of actual players are ready.
- unready players if they are the last one.
- players in the fleet editor if all other players are ready or in the fleet editor.
- Added starting score handicap setting to Control game mode.
- Added ability to lock heading to a track.
- Added keybinding options for Cease Fire, ORB Track, HDG Track, and EMCON commands.
- Replaced PPR button on action menu with EMCON button to turn off radar, comms, and cancel lock orders.
- Increased velocity of 450mm AP and HE shells to 800m/s (was 750) and decreased flight time to 14.05 seconds (was 15).
- Decreased 400mm Plasma Ampoule flight time to 12 seconds (was 14) for a new max range of 7,200m.
- 100mm Grapeshot can no longer cause catastrophic events.
- Decreased TE45 Mass Driver DR to 30 (was 40) and HP to 150 (was 450).
- Decreased 500mm Fracturing Block damage to 300 spread across 20 rays (was 400, 12 rays), added "ignore DR" flag, decreased random effect multiplier to 0.05 (was 0.1), and decreased crew damage multiplier to 0.05 (was 1.0).
- Increased fragment count for 600mm Bomb Shell to 12 per target (was 10).
- Increased damage of 600mm HE-SH Shell to 420 spread across 7 rays (was 300, 5 rays), increased armor penetration to 85 (was 75), and disabled overpenetration.
- Decreased C65 cost to 30 points (was 40).
- Increased C30 Cannon cost to 20 (was 15).
- Decreased Keystone destroyer continuousweapon-overheatdamageprob:beam intrinsic hull modifier to -50% (was -75%).
- Added visual effects for beams in the tactical view.
- Increased volume and falloff curve for beam weapon sound effects.
- Removed power requirement from Reinforced Magazine and Citadel Magazine.
- Added a 1x compounding cost multiplier to Auxiliary Steering
- Command components that don't provide full control (e.g. Aux Steering) will no longer suppress the "No CIC" warning in the fleet editor.
- Removed hull-linearmotor modifier from Prowler drive.
- Increased Sundrive HP to 200 (was 100), decreased cost to 20 points (was 30), and added -25% hull-angularmotor modifier.
- Reduced CHI-777 Yard Drive hull-maxspeed modifier to -7.5% (was -10%) and increased hull-linearmotor modifier to 15% (was 10%).
- Removed CHI-9100 Long Haul drive's hull-linearmotor modifier (was +20%), added -10% hull-angularmotor modifier, and reduced hull-flankdamageprob modifier to 25% (was 50%).
- Added +30% hull-linearmotor modifier to CHI-7700 Yard Drive.
- Decreased Monitor base speed to 18m/s (was 20) and increased linear motor force to 700 (was 500).
- Reduced hull linear motor force on Bulker and Container Line Ships to 3200 (was 4000).
- Increased Bulker and Container Line Ship braking thruster power to 100% (was 80%) and lateral thruster power to 40% (was 30%).
- Increased Jury-Rigged Reactor power output to 2,500kW (was 500) and added +25% discreteweapon-reload:energy debuff.
- Added +5% hull-component-max-repair and +10% powerplant-prodefficiency instrinsic hull modifiers to the Ocello.
- Decreased Sprinter hull cost to 75 (was 100) and increased base crew complement to 55 (was 40).
- Reduced storage volume of all mine types to 25m^3 (was 30).
- Reduced M-30 Mattock Mine cost to 5 (was 6).
- Reduced CM-4M Mine Container cost to 12 (was 15).
- Decreased EA12 chaff cloud signature size to 22,000m2.
- Added EA14 Chaff Decoy with 40,000m2 signature size, restricted to OSP.
- Added radar signature size to all radar decoy descriptions.
- R400 Bloodhound is now identified as "Long Range Tracking" by ELINT.
- Increased Mk20 Defender PDT cost to 25 points (was 20).
- Increased P11 Pavise PDT cost to 20 (was 15).
- Increased Rapid DC Locker HP to 100 (was 70).
- Increase Small DC Locker HP to 150 (was 100) and reduced cost to 20 (was 30).
- Increased Large DC Locker HP to 200 (was 150).
- Increased Reinforced DC Locker HP to 250 (was 200).
- Increased SGM-2 engine lower speed bound to 180m/s (was 150).
- Added 25% fixed component cost reduction to SGM-2 body.
- Decreased programming time for decoy containers to 2 seconds (was 20).
- Hovering over enemy decoy containers will now provide a false intel report.
- Decreased point cost of Weave terminal maneuvers in missiles to 1 point (was 2).
- Increased Fixed Semi-Active Radar Seeker cost to 0.5 (was 0).
- Increased HP for MLS-2, MLS-3, and ML-9 launchers to 200 (was 100).
- Increased VLS-3 and CLS-3 HP to 250 (was 175).
- Increased VLS-2 HP to 200 (was 100).
- Increased RL18 and RL36 launcher point cost to 30 (was 15) and decreased R-2 Rocket point cost to 2 (was 3). Works out to -3 point buff to RL18 and -21 point buff to RL36 when fully loaded.
- Missiles will now choose when to lock to their current target based on time to impact rather than a fixed distance.
- Increased Self-Screening Jammer range to 2.5km (was 1.5) and radiated power to 5 (was 2.5).
- Added memory to ARAD validators, allowing them to remember whether a target was valid for 30 seconds.
- Reduced Container Line Ship hull point cost to 600 (was 1000).
- Added Container Datalink Array extra-large compartment.
- Locked Missile Programming Bus and Array to Alliance faction. Ocello still has access due to its unique hull properties.
- Increased Container Line Ship base missile programming channels to 6 (was 4).
- Increased Bulwark Huntress radar cost to 30 (was 20).
- Removed discreteweapon-recycle:energy bonus from Rapid Cycle Cradle.
- Removed 'energy' recycle type tag from T81 and C81 cannons.
- Updated fluff blocks for some components and hulls.
- Renamed all civilian OSP hulls with new class names.
- Updated starter fleets.
- Added new OSP starter cap fleet, Tantalum Squadron.

Bug Fixes:
- Fixed hot-launched missiles fired from the same VLS following different paths depending on the orientation of the cell.
- Fixed missiles with cruise guidance and no seeker never igniting their engine when fired on a track.
- Fixed new player settings not defaulting to DCTRN for PDMSL salvo size.
- Fixed bot skirmish players not having PDMSL salvo size set to DCTRN.
- Fixed missiles which share a VLS with defensive decoys incrementing the battle report "Expended" counter for the last decoy type that was fired.
- Fixed fleet point costs being able to be overflowed.
- Fixed players being able to override missile designations by editing the fleet file.
- Fixed buffer overflow in Steam network transport causing some disconnects.
- Fixed exploit allowing injection of color tags into names.
- Fixed salvo items in the ship list getting pushed to the bottom when adjusting formations.
- Fixed being able to change MLS missile type after a reload completes with no new reload starting.
- Fixed withdraw line warning countdown messages blocking mouse clicks.
- Fixed dual-purpose PD weapons sometimes being prioritized over available dedicated PD weapons.
- Fixed bomb shells throwing fragments at lifeboats.
- Fixed firing a CMD/CRUISE missile on a track with no TRP resulting in the final waypoint being placed on top of the target.
- Fixed missiles missing narrow targets due to ideal track distance being too loose.
- Fixed ship glance bar icons blocking mouse clicks.
- Fixed orderable directional sensors tac-view cone remaining visible after the sensor was disabled/destroyed.
- Fixed mixed salvo planning buttons being locked in some valid cases.

Devlog #33: Fleet Intelligence

Hello Spacers!

Devlog #33 is now available. This episode covers the addition of the strategic intelligence and ground battle capture mechanics. Check it out below:



See you in the battlespace,
The NEBULOUS Team

NEBULOUS: Fleet Command is 35% Off!

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

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Hooded Horse Spring Sale

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Devlog #32: Romeo Corpen

Hello Spacers!

Devlog #32 is now available. This episode covers the addition of the industrial and full logistics mechanics, as well as a sneak peak at intelligence at the end. Check it out below:



As mentioned in the video, if you're interested in applying to be a Wave 1 tester for the Conquest Update you can apply here (please keep in mind you must be a member of the official Discord to participate in testing): https://forms.gle/iAVUGGzgn92FHe6b7

See you in the battlespace,
The NEBULOUS Team

Update 0.3.1.20 - Beam On, Crazy Diamond

Hello Spacers!

"Void Fairies" have been one of the longest standing in-jokes in the Nebulous community basically since we entered Early Access. The meme below was posted in our discord all the way back in May 2022, illustrating the most frustrating thing about using beam destroyers. Despite the humor surrounding it, the beam aiming controller has gotten many a player's fleet wiped, myself included, and it's certainly not fun to experience.

In this first update of 2024 Weapons Officer Gerald is finally getting some prescription-strength medication so he'll stop hallucinating, and everyone else is also getting some 800mg ibuprofen with all of the bug fixes and quality of life improvements.

Beam PID Tuning




The PID controller which is used to aim fixed weapons like the spinal beam has been completely re-tuned. No longer shall your Beam DDs crawl onto target at half their max turn speed only to then completely overshoot and whiff the first shot off into space. They'll also now be able to reliably maintain their beam on target when both the target and the destroyer are moving in opposite directions. This will greatly reduce the micro necessary to manage Beam DDs and make them much less frustrating to play.

Do note that the tuning was done for a stock engine configuration, and lots of modifiers may decrease its reliability (though only slightly).

Nameplate Optimizations


As we push the boundaries of ship counts in the development of the Conquest update it became clear that it was finally time to optimize the nameplate baking system. Instead of generating individual textures for each ship, the new system will combine all of the nameplates for all ships in a battle onto a single large texture and sample it as necessary. This vastly decreases loading times and memory consumption. In my test with 80 frigates this new system took the loading time from 1:30 down to only 18 seconds and cut texture memory consumption by 4.5 GB.

The legacy nameplate system will remain in the game for use with mods that do not intend to port to the new system, so you may still have to sit at "Finishing Nameplates" for a while if you play with lots of mods. We'll be making a guide and resources available to our modding community to make the porting process as easy as possible.

Hotkey Reassignment


As another side-effect of Conquest development, you can now reassign the hotkeys for your ships in the heat of battle using Left Ctrl + Number Key (rebindable in settings). For some reason people thought I was philosophically against this but no, it just never percolated to the top of the development queue. But if there was any time to do it, it was in a QoL-focused minor update.

ARAD Seeker Changes


The Anti-Radiation seeker has been updated to perform more realistically. Previously these seekers would always prioritize jamming if it was detected, regardless of the relative power of all other signals present. The updated behavior measures jamming power against the power of other radar signals and will select targets based on that power level. This means jamming will no longer be guaranteed to pull missiles with ARAD seekers away from their target. The seekers were also reworked so they can check jamming sources against any validating seekers the missile has.

Other QoL Changes & Bugfixes


And finally, this patch has dozens of other bugfixes and improvements including fixes to formation speeds, stopping distance calculations with damaged thrusters, ships wandering off their target on EVADE, dedicated server stalls, ships rolling oddly when translating directly up, new lock-target lines in the tactical view, and many more. See the full patch notes below.

Happy new year, and we hope you enjoy!

See you in the battlespace,
- The NEBULOUS Team

Changes/Features:
- Optimized ship nameplate baking to group all names, numbers, and badges onto a single large texture cutting baking time down to a single frame.
- Added blue dashed lines in tactical view showing active Lock Target orders from all friendly ships.
- Dedicated servers with a different version from the client will no longer appear in the multiplayer game list.
- Dedicated servers will now automatically return to the lobby after 2 minutes if the game is over and all players have been disconnected.
- EA99 Active Decoys will no longer explode when making contact with their launching ship.
- Decoy containers will no longer explode when making contact with their launching ship.
- All mine variants will no longer explode if they touch an obstacle during their pushoff phase.
- Passive decoys (chaff, flares) will now fly out to their target range and burst in 1 second instead of 4.
- All point defense weapons now have "Critical" power demand priority (was "High"), placing them above all other weapons.
- Position-firing weapons will now check beyond the target point for friendly ships.
- The range plane will now move to track the selected ship for spectators.
- Missile configuration can now been seen by hovering over the marker for the owning player, friendly players, and spectators.
- Removed mention of AP shells from HE shell descriptions and vice-versa.
- Missile body selection, legacy missile selection, and missile editor stats display now show wall thickness.
- Missiles with certain seeker/validator combinations set to REJECT will no longer stage prematurely, unless all validators are also jammed.
- CMD validators will now check if a target is within the track's area of uncertainty (based on TQ) to decide if a target is valid, and will no longer be 100% reliable.
- CMD validators will no longer validate targets only tracked via an ELINT LOB.
- Turreted missile launchers will correctly show "Out of Range" instead of "Launch Imminent" if unable to fire because the target is out of range.
- Added ability to reassign ship hotkeys with Left Ctrl + Number Key.
- Re-tuned fixed weapon aiming PID to improve beam accuracy.
- Cut down on unnecessary logging.
- Map voting command on dedicated servers now accepts partial map names if there is no ambiguity.
- Defender and Pavise 20mm round particle effects will (mostly) no longer clip through terrain and ships.
- Added ricochet effects for stopped 20mm rounds.
- Increased Shuttle structure hitbox coverage.
- Adjusted some Bulker and Container LN targeting volumes to better encompass the hull.
- Increased muzzle accuracy of Mk61 and Mk62 cannons to 0.05 (was 0.15).
- Reworked passive missile seeker acquisition cycle so jamming targets can be checked against validators and have their power compared to other radar targets.
- Added +50% flank damage probability to the CHI-9100 Long Haul drive.
- Added a half-second minimum time between being able to change ready states in the lobby.
- Removed holiday map theming.

Bug Fixes:
- Fixed railgun slugs having their overpen damage penalty applied twice.
- Fixed ships in formation swapping sides while ordering the Guide to move backwards when using a locked heading in REL formation.
- Fixed ships calculating stopping distances incorrectly after receiving thruster damage, causing them to start decelerating much too late to stop on their target.
- Fixed ships with thruster damage traveling away from their target after arrival when set to EVADE.
- Fixed ships in a formation with different ammo selections not changing ammo type if the desired type was the Guide's current type.
- Fixed errors while generating a battle report for a player who disconnected during loading causing dedicated servers to stall.
- Fixed changing ammo types on mine launchers in the middle of a burst launch preventing the launcher from working.
- Fixed rocket container active seekers being able to see targets through obstacles.
- Fixed rocket turret bulk target add count being driven by available programming channels even though they require no programming.
- Fixed name generator first name list missing male names.
- Fixed Cargo Feeder hull antenna disabled particles being in the wrong position.
- Fixed all OSP drives being categorized as "Other" instead of "Engineering" in the cost breakdown.
- Fixed escorts leaving their Guide behind if it has extremely damaged thrusters.
- Fixed sensor debuffs not being applied to internal radar modules because of a class name change.
- Fixed SAH(RADAR) validators always seeing targets even without illumination.
- Fixed ships rolling when translating directly up or down even if they have a hold ROL order.
- Fixed 250mm AP and HE shells description being reversed regarding effectiveness against heavy warships.
- Fixed CM-4R12 having a shorter seeker range than the 6 variant.
- Fixed ships which do not have locking sensors from receiving a lock order that will never cancel automatically when issued via a formation order or the X key.
- Fixed escorts freezing in position when trying to form up with a stopped ship with a locked heading.
- Fixed some continuous weapons (e.g. beams) from beginning their cooldown if battleshort was enabled when a target was lost or WCON was changed to HOLD.
- Fixed tube launchers (e.g. MLS and ML-9) being able to eject missiles inside obstacles.
- Fixed nonphysical ballistic raycast weapons (e.g. Defender, Pavise) physics update order resulting in almost always missing targets traveling transverse to the mount.
- Fixed LN random target selection volumes not being adjusted properly in some cases, leaving dead zones which would never be selected as an aim point.
- Fixed escorts getting left behind if their top speed with thruster damage was less than 50% of the guide's top speed. Formations with engine damage will now accelerate together.

Discount (30% off) and upcoming price change

Hello Spacers!

NEBULOUS is currently on sale for 30% off. We're coming up on our two-year anniversary of entering Early Access and we've made huge expansions and improvements to the game in that time. We wanted to give everyone a heads up that at the end of this sale the price of the game will be increasing to $29.99 USD (with proportional increases for other currencies). Barring any economic catastrophes, we expect this to remain the final price for the game going into full release. If you or your friends have been holding off on buying the game and want to get it at its current price, now is the best time to do so.

Thanks for your continued support, and we'll see you in the battlespace,
- The NEBULOUS Team

https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/