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Patch Notes - 0.6.2.5:260727-1341

NEBULOUS: Fleet Command · Community Announcements · July 28, 2026

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Hello Spacers,

We have a large bugfix patch for you today, which includes fixes for a lot of the remaining campaign-related bugs that have been reported to us. Here is the full list of changes:

Changes/Features:

- Started replacing some events with a new safe-invoke system to prevent exceptions in event handlers from causing disconnects.

- Camera bobbing is now disabled when Temporal Anti-Aliasing is selected due to the screen artifacting it produces if the camera is not moved frequently enough.

- Initial Formations fleet editor submode is no longer available when editing campaign fleets.

- Updated some translations.

- Dragging the scale handle on a cutscene keyframe with no tangent will now stretch the initial tangent in the direction of the selected handle instead of setting it to <1,1,1>.

Bug Fixes:

- Fixed campaign map underlay star labels not saving their size parameter.

- Fixed ships owned by co-op clients not being turned back into the map when they have crossed the border for an invalid destination.

- Fixed the final line of dialog in the Anacrusis intro having the wrong character assigned.

- Fixed being unable to change craft weapon group authorization if there were two weapons of the same type with different ammo loads.

- Fixed an exception preventing saving when a craft group had two or more craft with the same weapons but different ammo loads.

- Fixed an exception when loading a save which has a pursuit record for ships which are not loaded in the current room.

- Fixed an exception when traveling to a new room with an out of date pursuit record with no referenced ships.

- Fixed being unable to travel to the next room if a destroyed enemy carrier in the previous room had a craft on the pad ready for takeoff when it was killed.

- Fixed several errors when the first half of a large group of craft had been launched and destroyed while the second half was being pre-flighted, and then the game was saved and loaded.

- Fixed being able to copy master nodes from one graph type to another.

- Fixed an exception when updating campaign editor warnings if an AI graph had a GetAIShip node with an invalid ship selected.

- Fixed hybrid missiles with a direction-only seeker not staging if their sprint range was less than the seeker range, despite the editor warning saying they would.

- Fixed an exception when trying to add a missile template to a fleet through adding an ammo type to a magazine when the missile already existed

- Fixed spacecraft template references being lost after saving and loading a fleet.

- Fixed joining two spacecraft groups to each other while the game is paused causing all member craft to become unresponsive.

- Fixed a InvalidKeyException being thrown in the campaign list when a workshop campaign which had its cover image in an unloaded mod.

- Fixed some subtitles not matching spoken dialog after retakes.

- Fixed being able to order a craft group to land on a ship which has no landing pads or hangars.

- Fixed an infinite recursion in the SequenceForLoop node causing the game to crash when the node was used in a script.

- Fixed ships set to EVADE struggling to dock.

- Fixed an exception when starting a quick test from the current room with an entity selected.

- Fixed deleting an underlay element in the campaign editor not removing all of its child elements from the map as well.

- Fixed an exception caused by loading the testing range from the fleet editor with a missile component selected.

- Fixed being unable to fire missiles from an MLS when a ship's programming channels were all full.

- Fixed the bottom of the main menu options getting cut off on ultrawide aspect ratios up to 32:9.

- Fixed craft only attempting to enter the landing queue once and not re-checking if hangar space has been made available since their first request.

- Fixed craft items being duplicated, up to one per hangar, in the "last known inventory" list.

- Fixed an NRE when firing an arm launcher manually and the magazine containing the ordered missile type was destroyed during programming.

- Fixed large formations sometimes landing with some ships inside map geometry.

- Fixed rooms failing to load in the editor if the ship template used by a ship entity had been deleted.

- Fixed being unable to transfer craft via the docking menu to/from a ship which had a bulk hangar but no launch pads.

- Fixed a typo in the power status icon tooltip.

- Fixed an exploit allowing ships to be placed inside each other. Ships which overlap in their initial formation will be broken up into independent units during spawn selection.

- Fixed ships default formation position being closer than the minimum limit when setting a ship to escort an escort in the fleet editor.

- Fixed Focused Particle Accelerator being available to OSP despite being useless to them.

- Fixed dragging the scale handle on a cutscene keyframe to extremely large values causing errors. Keyframe tangents now have a maximum velocity of 10,000 m/s.

See you in the battlespace,

-The NEBULOUS Team

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