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NEBULOUS: Fleet CommandNewsPatch Notes - 0.5.2.7:250317-0242
In-game event

Patch Notes - 0.5.2.7:250317-0242

NEBULOUS: Fleet Command · published 17 Mar 2025, 19:13 UTC · build 17746847

All newsPlayers around this dateRead on Steam

Hello Spacers,

I'm back from a short break visiting family and have a quick bugfix patch before we get to our next balance PTB cycle. Some of these notes may be a little cryptic so let me mention a few of the more important ones and what they mean.

For one, beams will no longer completely miss their first shot against a new target by holding steady on a point in the void. Additionally, a slight offset of the aimpoint selection volumes on some Marauder LN configurations has been fixed, so aimpoints will always be inside the hull. This happened for other weapons as well but was a lot less noticeable. The issue is fixed for all weapons.

Ships will also no longer get stuck in space when trying to maneuver in tight quarters, such as when changing direction while trying to back out of D point on Pillars or when trying to navigate canyons on some modded maps. This was most noticeable with small, fast ships. The changes made to fix this also made it so ships no long get dragged down to a tiny fraction of their top speed when maneuvering close to obstacles.

Missiles will no longer be missing visual tracks on their first use, and some exploits in the behavior of submunition containers with End-of-Path staging have also been fixed. There are also a few other minor issues fixed, which you can find below.

Bug Fixes:
- Fixed some cases where failed pathfinding requests would be repeatedly re-run after a game had ended.
- Fixed ships being significantly slowed down when moving close to rocks.
- Fixed fast ships attempting to change direction to a distant waypoint in a constricted area being stalled by the collision avoider.
- Fixed ship deployment positions being able to overlap other ships or terrain if the mouse did not intersect the map's bounding sphere before another ship was selected.
- Fixed visual tracks not appearing for missiles the first time they are spawned.
- Fixed ships without radars still having an interactable EMCON button if they had weapons with integrated FCRs (which ignore EMCON).
- Fixed movement widget time estimate tooltip not accounting for HBRN state when issuing craft move orders.
- Fixed NullReferenceException when the first selected ship has defensive missiles and the HUD disabled.
- Fixed announcer declaring the enemy is capturing a point when the enemy stops contesting a point.
- Fixed weapons retaining the aim point offset from their previous target for the first period, resulting in misses when switching from a larger target to a smaller one.
- Fixed random modular hull aim point volume segments not being offset correctly.
- Fixed missile status bar not having an icon for a failed launch state.
- Fixed submunition missiles with no seeker indefinitely retaining the initially-fired-on track from the ship.
- Fixed cruise missiles without seekers not being able to use TRPs.

See you in the Battlespace,
- The NEBULOUS Team

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