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NEBULOUS: Fleet Command 0.6.2.5 fixes campaign bugs and overlap exploit

Patch 0.6.2.5:260727-1341 for NEBULOUS: Fleet Command is out now (July 28, 2026). It's a large bugfix patch targeting campaign, co-op, save/load, craft, and editor issues. The headline fix resolves an exploit that let ships be placed inside each other: overlapping ships in an initial formation are now broken into independent units during spawn selection.

Campaign and co-op fixes

  • Campaign map underlay star labels now save their size parameter, and deleting an underlay element also removes its child elements.
  • Ships owned by co-op clients that cross the border for an invalid destination are now turned back into the map.
  • The final line of dialog in the Anacrusis intro now has the correct character, and some subtitles that didn't match spoken dialog after retakes were corrected.
  • Fixed save/load exceptions involving pursuit records with unavailable ships, out-of-date pursuit records with no referenced ships, craft groups with matching weapons but different ammo loads, and large craft groups saved/loaded mid pre-flight after half had been launched and destroyed.
  • A destroyed enemy carrier with a craft ready on the pad no longer prevents travel to the next room.
  • Workshop campaigns whose cover image was in an unloaded mod no longer throw an InvalidKeyException in the campaign list.
  • Campaign editor fixes: invalid GetAIShip nodes no longer throw update warnings, deleted ship templates no longer break room loading, spacecraft template references survive save/load, and Initial Formations is no longer available when editing campaign fleets.

Combat and craft fixes

  • Fixed craft weapon group authorization with two same-type weapons using different ammo loads, plus the related save-blocking exception.
  • Joining two spacecraft groups while paused no longer makes all member craft unresponsive.
  • Craft can no longer be ordered to land on ships without landing pads or hangars; bulk-hangar/no-launch-pad transfers now work, and EVADE ships dock properly.
  • Landing queues now re-check when hangar space opens, and "last known inventory" no longer duplicates craft items.
  • Hybrid missiles with direction-only seekers now stage correctly when sprint range is below seeker range.
  • Fixed MLS firing with full programming channels, arm launcher NREs when the magazine is destroyed during programming, and adding an existing missile template.
  • Large formations no longer land inside map geometry, and escort-of-escort formations no longer default below the minimum spacing.
  • Focused Particle Accelerator is no longer available to OSP.

Editor, UI, and misc fixes

  • Some events have been moved to a new safe-invoke system so exceptions in event handlers stop causing disconnects.
  • Camera bobbing is disabled when Temporal Anti-Aliasing is selected to prevent screen artifacting.
  • Cutscene keyframe scale handles now stretch the initial tangent toward the handle when no tangent is set; tangent velocity is capped at 10,000 m/s.
  • Fixed master node copying between graph types, SequenceForLoop infinite recursion crashes, quick tests from the current room with an entity selected, and loading the testing range with a missile component selected.
  • Main menu options no longer get cut off on ultrawide monitors up to 32:9, the power status tooltip typo is fixed, and translations were updated.
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