In this update8
Full notes
Full NebuLeet update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Maps
- Balance
NebuLeet changes
Since the demo is out, some of the players might wonder, how different the final game would be. What will be added and what's out of scope of this game is a valid question to ask.
Here is my attempt at clarifying some things. This list may not be 100% accurate, but it's as close as it gets to my understanding at this exact moment.
Overall, I am planning to make the Campaign better by adding more content and variety. Then I am going to focus on a multiplayer (async, offline) side of the game.
Content (uncategorized)
New equipment parts up to tech level 30
In-game achievements (plus Steam achievements integration for those)
Multiplayer
An ability to play against uploaded player-created teams
Periodical auto tournaments using the global server
Globally accessible multiplayer PvP leaderboard
Campaign
Save/load feature
+1 dominion faction (Fenero)
A set of final battles
Diplomacy and its effects on the world
More government quests
More mission types (especially for the later game stages)
Flagship/base buildign
Start with smaller flagship, unlock/build better ones as you play
Flagships will have different layouts, with different base stats and tiles available
Vessel designing
Better color options (more palettes, custom color input, color all/templates)
Sandbox mode
Pilot editor
Fleet editor (save several vessels as a template)
Combat/arena settings and rules (e.g. arena size, spawn rules, ...)
Programming
Program-level import/export
An ability to set part-specific default scripts
Debug settings: initial HP, allies, enemies
Extra/polishing
Configurable resolutions + windowed mode support
Steam cloud saves
Keymap binding via settings
Mac OS support
Source
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