In this update9
Full notes
Full NEBULOUS: Fleet Command update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Spacers!
What changed
- Maps
- Gameplay
- Balance
- UI and audio
- Server
- Fixes
NEBULOUS: Fleet Command changes
There’s a new kind of battle coming to NEBULOUS: Fleet Command. For the first time, you’ll be able to take your fleet through a single player campaign, carrying your ships, ammunition, and fuel from one mission to the next as you fight your way through a connected chain of tactical scenarios. But this update goes far beyond simply adding a set of single player missions. It also includes the Campaign Editor, allowing players to build their own campaigns with connected battle maps, branching paths, cutscenes, scripted events, persistent resources, and different mission setups across difficulty levels.
Steam Reviews: Your Feedback Matters
We'd love to hear your feedback and reviews of NEBULOUS, positive or negative. If you've been enjoying the game, whether in skirmish, the new campaign, co-op, or building your own missions in the Campaign Editor, leaving a Steam review is one of the best ways to help us keep working on the game and bring more Spacers into the battlespace.
Now here’s an overview of many of the new features coming in the update:
Single Player Campaign
First and foremost, this update adds the first half of a new narrative campaign which can be played solo or in co-op. Act 1 includes 16 missions, each designed as a tactical puzzle, showing off the depth and complexity of NEBULOUS’s gameplay within a story-rich setting.
Unlike a normal skirmish, your ships, fuel, damage, and ammo persist across the campaign. That means every missile fired and every ship damaged will matter later. Destroyed enemy and friendly ships can also be boarded to loot munitions, allowing you to recover useful resources from the scattered ruins.
The story of the campaign is told through fully voice acted scenes during gameplay, using in-engine cutscenes, and in hand-drawn animatics.
For All Skill Levels
The campaign of NEBULOUS is designed to have something for everyone, whether you are a brand new midshipman or a returning veteran. Each successive mission throws new and unique challenges at the player, building up their skillset as each new type of enemy ship, tactic, and mission objective is introduced. Three difficulty levels control the numbers of enemy ships and the tactics they’ll use against you.
New Ship Hulls
The newly-added Worden-class fleet carrier serves as the player’s flagship in the campaign. The Worden is the great grandmother of the Levy-class escort carrier introduced in the last update, giving the player a larger carrier hull to anchor their fleet through the campaign. You’ll also find the Mercator class fleet replenishment ship, with its unique equipment allowing it to keep your fleet stocked up with ammunition and fuel as you fight your way to your final objective.
New Battlespaces
Almost all of the missions in Act 1 take place on unique maps developed specifically for the needs of each mission. These new maps range from simple asteroid clusters to the massive space stations which serve as some of your primary objectives. The campaign also introduces many new mechanics around these stations such as boarding, docking, looting munitions and craft, and field repairs.
As part of our graphics update we’ve also introduced camera-stacked skybox rendering, adding beautiful planets and other nearby objects in the background of each map. These move in relation to the campaign overworld, giving you visual context for your position in the Bethel system as you move from mission to mission.
Co-op Campaign Play
The campaign can also be played in co-op. Co-op is locally hosted, similar to how skirmish lobbies work now, and does not use dedicated servers. Ship gifting determines which player controls which ships, and this can happen mid-mission. This means players can divide up command of the fleet between each other, hand off ships as the situation changes, and work through the campaign’s missions together.
Campaign Editor
The Campaign Editor is the other major half of this update. It allows creators to lay out a network of connected battle maps, with each node defining a different battle, encounter, cutscene, or campaign moment. Each node can also have different content depending on the difficulty level being played. Creators can mark nodes as having primary and secondary objectives, define which ships appear in a mission and which difficulties they appear on, determine whether they start damaged, set their ammo stores, and configure a wide range of other mission conditions. On top of that, the Campaign Editor includes a node-based script editor that lets you create and trigger in-engine cutscene moments, bring in reinforcements, complete objectives, define AI behavior, and control other scripted events during a mission.
The editor also includes an in-engine cutscene editor for building story moments inside your campaigns. This allows creators to control the camera, trigger dialogue, and run additional scripts during the timeline of the cutscene.
These are the exact same tools we used to create the official campaign, made available to you as part of this update. We can’t wait to see what you make with them.
AI Improvements
A singleplayer tactical experience can only be as good as its opponent, so we’ve invested a lot of time in building on the improvements to the AI from the previous major update. These include updates to mission and target prioritization, spatial understanding, tactical pathfinding, attack preparation like pre-alignment, counter-jamming, softkill behavior, and much more.
Graphics Update
And finally, our artists put a lot of time and care into a total overhaul of the meshes and textures for all of the ships in the game. All of our ships have been redone with face-weighted normals, 4K texture resolution, parallax occlusion mapping, and a new set of decals adding additional detail to all of the surfaces. On the technical side, we’ve also overhauled our damage shaders to eliminate the ugly seaming artifacts that could be seen with large damage hits. Shadows and lighting have also been dramatically improved.
We hope you enjoy this update, and thank you so much for playing our game.
See you in the battlespace, - The NEBULOUS Team
NEBULOUS Fleet Commandstore.steampowered.comConsolidated Patch Notes
Campaign:
- NEWAdded singleplayer/co-op campaign game mode.
- NEWAdded first act of 'The Bethel Rebellion' campaign.
- NEWAdded campaign editor tool set.
- NEWAdded a node-graph scripting system.
- NEWAdded an overworld map for campaigns.
- CHGOverhauled and re-enabled the save game system.
Ships:
- NEWAdded Worden-class fleet carrier.
- NEWAdded Mercator-class resupply ship.
- NEWAdded civilian bulk freighter and civilian faction.
- NEWAdded ability to dock ships to stations.
- NEWAdded ability to board destroyed ships in campaign only.
- NEWAdded ability to dock ships to special replenishment ships.
- NEWAdded a new model-space damage mapping system to eliminate seams in damage effects on hulls.
NEW: Ship engines and thrusters will now receive visual damage effects from the underlying hull.
- NEWAdded ability to repair components of docked ships up to an increased percentage of their HP, varying by station.
- NEWAdded ability to salvage friendly ships that have been destroyed using another friendly ship in campaign only.
- NEWAdded ability to have neutral ships on the map in campaigns.
- NEWAdded a lazy loading mechanism for ship hull textures to reduce idle graphics memory consumption.
- CHGUpdated all ship hull meshes with face-weighted normals.
- CHGUpdated all ship hull textures with 4K resolution, parallax occlusion mapping, and new decals.
- CHGUpdated ship engine and maneuvering thruster particles.
CHG: Ships on FLANK speed will now alter their engine effects with a subtle blue glow.
- CHGUpdated the Mk61 Cannon and VLS-2 module with and experimental system to receive damage decals matching the hull, with more to come later.
CHG: The ship departure countdown will now be paused if the ship has been issued a move order heading back into the map.
FIX: Ships beginning their withdraw animation are now automatically deselected.
- FIXFixed being able to select ships which had left the map.
- FIXFixed resizing and packing issues with ship nameplate texture generator.
- FIXThe Assume Lead order will no longer cause a formation to hold position, the new guide will continue to the next waypoint of the old guide.
- FIXFixed escorts at flight quarters accelerating ahead of the guide.
- FIXFixed being able to set FQ throttle on ships which don't carry craft by setting the throttle for the whole formation with a carrier selected.
- FIXFixed carriers being able to launch craft without power.
- FIXFixed radar jamming LOBs not being visible when selecting a ship which was comms jammed.
- FIXFixed bulk magazine contents not being loaded correctly if the available space was less than the peak quantity of the ammo type.
- FIXFixed Journeyman structure hitbox not covering front hangar area.
- FIXFixed Superstructure 1 overhanging the mounting area on Marauder Bow A.
Spacecraft:
NEW: Craft launch pads now impart the ship's velocity onto craft upon release, preventing them from getting stuck on the hull if they initially fall behind.
- NEWAdded an "RTB All" button to the flight ops board.
- NEWAdded numbers showing total craft aboard and craft in preflight/postflight in the flight ops board craft list.
- NEWAdded ability to search wrecks with skiffs.
- NEWAdded a new craft RANGE posture setting "GUN" which overrides new loiter-and-lob behavior to close and dogfight.
NEW: Issuing an attack order against a ship will now force craft out of the evasion state so they can engage immediately.
NEW: Pressing Shift+Z a second time after starting a manual craft evasion will cause all members of the group to drop countermeasures immediately.
- CHGUpdated craft base thrust, turn speed, and evasion values.
CHG: Refactored evasion behaviors to be more modular for easier expansion.
CHG: Modified some evasion behaviors related to craft gun threats.
CHG: Craft which are out of ammo or have all weapons de-authed will now form back up with the lead craft instead of orbiting the target.
- CHGAll craft JUKE maneuverability has been decreased by 85%.
- CHGAll craft EVADE maneuverability has been decreased by 90%.
CHG: Hi-Coherence chaff now has a modifier to only trigger proximity fuzes 33% of the time.
- CHGDecreased the max command guidance channels of the base Tanto, Barracuda, and Pike frames to 0 (was 1). Missile Control Computer is now required to use CMD missiles on fighters.
- CHGRemoved unlimited command guidance channels from Claymore and Sturgeon bombers, added a Missile Control Computer component to the support socket giving each 6 channels.
CHG: Craft movement style is now set to DIRECT by default.
CHG: Craft will now check for automatic weapon RTB when returning to a defend order after completing an attack.
- CHGUpdated flight ops board pad colors to distinguish when a pad was destroyed vs missing a resource.
CHG: Flight ops board pad tooltips now show the craft that currently has them reserved and what work is being done.
CHG: AI craft will now respond to being attacked by player craft even if they have another attack mission.
- CHGImproved craft obstacle avoidance.
- CHGDecreased visual range of all craft to 3 cells (was 5, identical to ships).
- CHGDecreased Sturgeon bomber cruise fuel burn rate so its cruise range is roughly equal to the Claymore's.
CHG: Fighters will now aggressively pursue missile targets instead of cycling attack runs, which allowed the missile to escape while opening distance for the next run.
- CHGRemoved "Boosted Missile/S2" munition tag from Tanto S2 Bay and Barracuda S2 Pylons.
CHG: Craft gun weapons now fire in short burst instead of a continuous stream.
- CHGCraft gun weapons have had their ammo counts significantly reduced.
All 20mm guns have been reduced to 300 rounds (previously 1000).
All 35mm guns, except the Halberd's, have been reduced to 250 rounds (previously 500).
- CHGReworked fighter craft behavior when targeting other craft:
Applies for all craft launched with missiles, craft launched only with guns will follow old behavior.
Craft ordered to attack other craft will now loiter near their missiles' maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.
Craft will not automatically close with the enemy group to use guns, even when out of missiles.
Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.
- CHGIncreased Claymore and Sturgeon bombers max off-angle look to 45 degrees (was 25).
- CHGIncreased submunition launch spacing for CBU-40 to 0.1 seconds (was 0).
- CHGDecreased unguided weapon lineup time to 0 seconds (was 3), as maneuver nerfs make up for time to get velocity vector aligned.
- FIXFixed Sundial having no grouped icon.
- FIXFixed craft targeting burnthrough tracks unless specifically ordered to.
- FIXUpdated craft engine trails to so they no longer kink.
- FIXFixed craft fuel transfers being calculated incorrectly.
- FIXFixed warnings from SplineNetworkTransform.ForceSendSnapshot when a craft landed.
- FIXFixed friendly craft group HUD icons not updating when their hotkey number was changed.
- FIXFixed craft avoidance colliders being active while sitting on a pad, causing the carrier to drop to a low speed.
- FIXFixed spacecraft groups which were transferred to a new owner being maintained in the old owner's group pool.
- FIXFixed spacecraft groups in flight not being transferred to a new player along with their carrier.
- FIXFixed spacecraft group icons not updating their IFF color when transferred to another player.
- FIXFixed craft weapon auto-auth being exploitable for identifying decoy containers.
- FIXFixed spacecraft groups not highlighting their own sensor and weapon tac view circles when selected.
- FIXFixed an unarmed lead craft preventing other group members from engaging targets with guns.
- FIXFixed craft being able to HBRN for evasion when at bingo fuel.
- FIXFixed furball tracker flickering when craft at right at the edge of their engagement range.
- FIXFixed track quality affecting unguided bomb aiming.
Weapons:
- NEWAdded new SSM-1 Remise missile body, an S1 dual seeker slot missile with a 50% cost discount that can only be carried on craft.
CHG: Beam weapons with BSHRT will continue to fire when inside the bounding radius of the target and will no longer turn on and off when shifting aim points inside a large hull like an LN.
- CHGRemoved "Boosted Missile" munition tag from the VLS-2 launcher.
CHG: Locked SDM-2 missile body to OSP, as it can now only be fired from arm launchers.
- CHGDecreased C53 Cannon reload time to 50s (was 70).
- CHGAdded fragment splash damage to 500mm Fracturing Block. When hitting a target it will cast damage fragments at nearby ships that are visible from the impact point.
- CHGDecreased 600mm Bomb Shell fuze advance to -0.35s (was -0.5s) and fuze error margin to 0.2s (was 0.33).
- CHGAdded ability to lock a missile socket to a set of whitelisted warheads.
- CHGSDM-1 and SDM-2 missile bodies no longer have a fixed warhead socket and have the BF and BF EL warheads whitelisted.
- CHGDecreased SGM-H-2 body point cost to 3 (was 4).
- CHGDecreased HEKP warhead base cost to 1.75 points (was 2).
- CHGDecreased Mk29 Stonewall PDT point cost to 30 (was 40).
- CHGDecreased CM-4 warhead weight multiplier to 2x (was 4x).
- CHGIncreased Submunition Dispenser capacity-per-tick to 2.66 (was 1.33), net zero change with CM-4 warhead weight change.
- CHGDecreased LN Decoy Container range to 10km (was 15.6).
- CHGDecreased Shuttle Decoy Container range to 12.5km (was 21.6).
CHG: CBU-40 cluster bomb now locks in tracks to target submunitions on immediately upon launch, while tracks are still held by the launching bomber.
CHG: 100mm Grape shells are now tagged as dual-purpose.
- CHGRemoved 100mm Flak shells.
- CHGAdded 250mm Ballistic/Chemical/Timed munition tag to C53, C56, and Mk65 Cannons.
- CHGAdded 250mm Bomb Shell.
- CHGIncreased AOE explosion damage chance against craft/missiles to 15% for 600mm bomb shells (was 5%).
- CHGAdded dual-purpose flag to Mk65 Cannon.
- CHGAdded fratricide damage to RBU-15 (the CBU-40 submunition bomb).
- CHGRemoved 50% cost discount for the CM-4 warhead socket.
- CHGRemoved Mine missile type from Submunition Dispenser warhead.
CHG: Converted ML-9 mine launcher into a 5-cell burst-fire VLS.
FIX: LightweightClusterShell munitions (e.g. sandshot) which hit a piece of level geometry will now do a sphere overlap around themselves to ensure they don't miss a damageable object.
- FIXFixed dual-purpose weapons which are out of the defensive ammo type firing whatever their current ammo type is at PD targets.
- FIXFixed legacy missiles not reporting their seeker masks, causing ships to launch decoys for unguided rockets.
- FIXFixed the Sarissa have a randomly deviated reload and recycle time.
- FIXFixed decoy containers not displaying a heading indicator.
- FIXFixed weapon order unmasking/facing priority not being updated when the destroyed state of a component changed.
- FIXFixed continuous weapons immediately aborting their cooldown when switching targets with battleshort on.
- FIXFixed RPF damage rays being focused towards the center of large ships instead of the point of detection.
- FIXFixed proximity fuzed rounds teleporting to the point of detection after triggering.
- FIXFixed CBU-40 releasing submunitions through the target when directly impacting a ship.
- FIXFixed CBU-40 being able to launch submunitions backwards.
- FIXFixed CBU submunitions being fired at ELINT LOBs.
- FIXFixed missiles sometimes impacting ships and causing no damage ("clonking").
- FIXFixed SALS/TALS launchers with defensive missiles being read as out of ammo by the PD Controller if the first launcher in the pool was destroyed.
AI:
- NEWAdded ability to rotate navigation octrees.
- NEWAdded in-game AI scripting.
- NEWAdded new AI goals to hold areas on the map and engage enemy units from those areas.
NEW: Some AI ship roles will now use always use flank speed when attacking and approaching to attack.
- NEWAdded new Fast Attack Ship AI captain class for ships like rocket shuttles.
- NEWAdded new Air Defense AI captain class which will actively fire ACMs at nearby craft groups without relying on the PD controller.
- NEWAdded a SpotFor AI mission, and corresponding goal and mission nodes, to allow ships with directable sensors to spot targets for other AI units.
NEW: AI ships can now pre-roll and pre-face when preparing to engage a target.
NEW: AI ships will now jam by position instead of track on medium or hard difficulty.
NEW: AI ships will now jam incoming missiles.
NEW: AI ships will now enable BSHRT whenever the PD Controller is actively engaging targets.
- NEWAdded multi-parameter optimization for AI movement candidate selection based on target range, proximity to other friendly ships, and other factors.
- NEWAdded ability for specific AI captain types to express target preference.
NEW: AI ships can now receive a mission to fire offboard deceptive decoys into an area.
NEW: AI craft will now prefer to take routes to their targets which avoid enemy sensor coverage.
- NEWAdded AI missions to attack in support of another unit.
- CHGReworked AI missile salvo size calculation to allow salvos greater than the natural salvo size for missiles without programming times.
- CHGImproved several AI missile and carrier behaviors.
- CHGImproved AI behavior when performing an AttackFromArea mission.
- CHGUpdated PD Controller jammer logic to only automatically assign jammers which are effective against the target, and to avoid using jammers that will draw ARAD seekers.
CHG: Fast attack ships like rocket shuttles will now prefer to stay on their current target if they are in range and have LOS.
CHG: Pathfinding queries now run fully parallel on multiple threads, preventing long queries from bottlenecking other queries and delaying the AI from taking action.
- FIXFixed AI ships not attacking if they only had a visual track.
- FIXFixed general purpose frontline AI ships sometimes running directly into player groups if they happened to pick a destination during combat and the player moved into it.
- FIXFixed AI rounding salvo count down to 0 when trying to do a half salvo fired at a position
- FIXFixed inactive ships trying to start cruise missile salvo coroutines.
- FIXFixed craft missions not always being sorted correctly by priority.
- FIXFixed AI ships with FCRs having their pre-roll orders overridden by the PD controller directing the FCR at a nearby craft track.
- FIXFixed AI backline spotter ships not moving to acquire targets.
- FIXFixed AI ships having their weapon unmasking being negated by pre-roll orders when translating up and down.
- FIXFixed missions not being correctly assigned to a unit if the unit already had a HoldInArea mission with the same priority as the new mission.
- FIXFixed InvalidOperationException in AI TargetedFireSupportMission if the both compared mission units had no available salvos.
FIX; Fixed NRE in InterceptEnemyFlights craft mission node if a group was destroyed between when knowledge was collected and missions generated.
- FIXFixed an inconsistent AttackGroupMission comparison when both the unit and target for the two missions was different.
- FIXFixed AI craft not initiating an attack against their target ship until one command cycle after they had arrived within range of it.
- FIXFixed octree linecast queries returning true when the line segment was coplanar with a face of the cell.
Graphics:
- NEWAdded camera-stacked skybox rendering.
- NEWAdded planetary bodies for skyboxes.
- NEWAdded improved lighting for all campaign maps.
- CHGUpdated how shadowcasting directional lights are prioritized, allowing arbitrary directional lights to be placed as entities and only the highest priority will cast shadows.
- CHGReduced Very Low graphics settings texture resolution to 1/8th.
- FIXFixed craft and missile trail particles not having their HDR glow values.
- FIXFixed shadows only being visible when the camera was extremely close to the object receiving the shadow.
UI:
- NEWAdded localization in 12 languages.
- NEWAdded time acceleration controls to the top right of the skirmish UI when playing campaign mode.
- NEWAdded popup alert when a campaign objective is completed.
- NEWAdded intel-based danger marker on sensor tracks which have active reactor overloads.
- NEWAdded a menu to transfer ammunition, craft, fuel, and restores between ships and the entity they are docked to.
- NEWAdded menu to control ownership of player fleet ships, visible in co-op games.
- NEWAdded a "DEPART" button to the action menu move commands when a ship is over the withdraw line.
- NEWAdded tooltips to missile weapons and ammo selection buttons in the action menu weapon list.
- NEWCtrl+clicking a weapon's ammo type in the action menu will quickly switch the ammo type without issuing a new attack order.
NEW: Action menu weapon items will now show a yellow "Ineffective Against Target" warning if the damage type is incompatible with the target (e.g. Blast Frag vs a Ship).
- NEWAdded in-skirmish craft loadout editing.
NEW: Context menu foldouts which present a selection of options now highlight the currently selected value.
NEW: The FQ polar plot now shows a "DOCKED" warning when the ship is docked and can't do deck operations.
NEW: Ship hotkey numbers now appear next to the name of the ship on the HUD.
- NEWAdded ammo detail tooltips to craft weapon items.
- NEWAdded system to indicate positions in world space during gameplay dialog.
NEW: Context menu foldouts now have a maximum number of 25 items before they create an additional foldout for the overflow.
- NEWAdded a badge to track icons which have been looted or otherwise inspected.
NEW: Once a destroyed enemy ship has been boarded/searched its inventory contents will display to the right of the action menu when right-clicking its track.
CHG: Reorganized the main menu to split skirmish and campaign.
- CHGAdded black outlines to all HUD icons.
- CHGUpdated action menu weapon UI with new ammo icons, allowing single-click ammo change and fire order issuing.
CHG: Overhauled skirmish objectives UI.
- CHGOptimized how tracks on the HUD are updated when sensor contexts are switched and when tracks are gained or lost.
- FIXFixed HUD markers which were behind the camera stacking up in the corners of the screen instead of staying on the horizontal level.
- FIXFixed ship icons not turning grey when eliminated until they are hovered over.
- FIXFixed ships maintaining records of magazines for ammo types that have been removed or depleted after undocking, leaving the ammo status icon always orange.
- FIXFixed tooltips opening when they shouldn't if the triggering object was deactivated before the open delay timer elapsed.
- FIXFixed AAR fate strings with times over 60 minutes rolling around to 0.
- FIXFixed ship selection UI remaining visible when a selected ship was fully deactivated (e.g. vaporized, left map).
- FIXFixed an NRE when the context menu tried to populate a foldout with no items.
- FIXFixed incorrect time format in AAR for ships with no offensive ability.
- FIXFixed ship tacview lollipops not changing color when IFF changed.
- FIXFixed being able to select other ships while the roll widget was active.
- FIXFixed the fill bar of a long-hold button filling up when clicked even if the button was not interactable.
- FIXFixed missile and spacecraft nicknames being able to exceed the 40 character limit.
- FIXFixed craft Stopped Hit DR stat reading incorrectly.
- FIXFixed craft gun weapon fire rate missing RPM unit.
- FIXFixed direction arrow not appearing when ordering an orbit.
- FIXFixed missile path length displayed on the widget being incorrect by the length from the ship to the first waypoint after removing any waypoint after the first.
- FIXFixed ship signature tooltip not updating unless the ship was re-selected.
Other:
- NEWAdded general framework for saving coroutines mid-execution.
- NEWAdded music override layers to provide smoother music transitions between cutscenes and gameplay.
NEW: Servers will now force a time dilation sync every 5 seconds in case a tidi packet was missed by the clients.
- CHGUpdated tutorial 1-2 for new weapons UI.
- CHGSignificantly decreased game startup time while loading stock assets.
- CHGDecreased intel report generation time by 50%.
- CHGUpdated how magazine quantity monitors are managed.
CHG: Firing orders against a taboo track are now automatically cancelled.
- CHGUpdated the way missiles and craft are keyed in save files so they can be renamed without breaking references.
CHG: Rebuilt caltrop octree with higher resolution.
- CHGUpdated all starter fleets.
- FIXFixed enemy ships remaining visible after visibility matrix override is disabled.
- FIXFixed sensor contexts for despawned ships not getting deleted on clients.
- FIXFixed the Routine achievement being earnable in campaign or singleplayer.
- FIXFixed Blindsided and Steal Strike achievements being unlockable due to a withdraw or evacuation.
- FIXFixed movement stuttering on clients under time acceleration.
- FIXFixed NetworkTransform and SplineNetworkTransform accumulating but not executing changes when time is paused, resulting in freezes on clients proportional to the amount of time paused.
- FIXFixed the settings shadow resolution dropdown changing the screen resolution instead.
- FIXFixed a disconnect if a visual sensor tried to acquire a null object.
- FIXFixed camera movement limits not being set when the deployment selection game state is never hit.
- FIXFixed being unable to see HDG and ROL pointers on the selection circle of enemy ships when dbgEnableEnemyControl is enabled.
- FIXFixed SegmentedMusicTrack causing an exception when multiple tracks were started in rapid succession.
- FIXFixed an NRE when exiting the fleet editor in a lobby with a new, unsaved fleet.
Source
Changelog.gg summarizes and formats this update. How we read updates.
