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Update notes via Steam Community

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.
Windows Nebulous Content Depot 887571
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