After some delays due to translation, I present you with the newest update to Airships, which improves the tech tree, mitigates lag, and opens up many new modding possibilities.
Nearly all module stats can now be modified with bonuses, allowing you to do interesting new effects with techs, coats of arms, and monster nests. You can read all about how to mod with bonusable values here.
The game now has additional strategies to prevent lag caused by machines taking different amounts of time to generate maps, or by changing network conditions.
I've also rebalanced the way the tech tree works. You can now unlock improved versions of weapons by doing further research, and I've added four more tech choices. I also improved the way it looks.
New Tech Choices:
Active Stabilisation: +60% Rocket accuracy
Rapid Rocket Fire: Fire 4 small rockets for +100% damage
Armour-Piercing Rounds: +50% Gatling gun and rifle damage
Lightweight Rounds: +50% Gatling gun and rifle accuracy and clip size
High-Pressure Jelly: +70% Flamethrower range
High-Temperature Jelly: +1 Flamethrower direct damage
Loot Box FAQ
All the information you need about the new loot boxes in Airships: Conquer the Skies, including detailed drop rates.
[table]
[tr][td]Q[/td][td]Spiders?[/td][/tr]
[tr][td]A[/td][td]Spiders.[/td][/tr]
[tr][td]Q[/td][td]Why?[/td][/tr]
[tr][td]A[/td][td]To create new revenue streams and maximise shareholder value by exploiting existing IP.[/td][/tr]
[tr][td]Q[/td][td]But why spiders?[/td][/tr]
[tr][td]A[/td][td]An informal office poll determined that spiders are a delicious snack.[/td][/tr]
[tr][td]Q[/td][td]What if I don't like spiders?[/td][/tr]
[tr][td]A[/td][td]Then I'd suggest you don't open the loot box.[/td][/tr]
[tr][td]Q[/td][td]Where's my loot box?[/td][/tr]
[tr][td]A[/td][td]The loot box unlocks at the start of April in your local time zone, and requires the game language to be set to English, French, German, or Russian.[/td][/tr]
[tr][td]Q[/td][td]What are the drop rates?[/td][/tr]
[tr][td]A[/td][td]
[table]
[tr][td]Common (20%)[/td][td]Spiders, Spiders, Spiders[/td][/tr]
[tr][td]Uncommon (10%)[/td][td]Spiders, Spiders[/td][/tr]
[tr][td]Rare (5%)[/td][td]Spiders, Spiders, Spiders[/td][/tr]
[tr][td]Very Rare (2%)[/td][td]Spiders, Spiders[/td][/tr]
[tr][td]Ultra Rare (1%)[/td][td]Spiders[/td][/tr]
[/table]
[/td][/tr]
[/table]
Version 1.0.6.5 - Improvements
Edit: Version 1.0.6.6 now has resource bars that use the original quantities of the ship as the baseline.
1.0.6.4 - Pipes
We're in one of those periods of drought where I'm working on major new changes - co-op multiplayer and diplomacy - where there isn't anything new to show you. So I took a quick break from the coding and added more pipes. T-junctions, cross-junctions, pipes as decals, and the ability to paint them. I also redid the mad science tower to make use of these new things:
Fancier things to come in the future...
1.0.6.3 - Bugfix Release
The colors in paint and roundels for arms that don't obey the rule of tincture are now better-chosen.
Fixed an issue caused by mods with modules that take zero time to walk through. Please don't break the laws of physics!
Planes kept being blown up by friendly fire from bombers and torpedo bombers, so I made them immune to splash damage from their own side. Only, I got the logic the wrong way around and instead made them immune to splash damage from the enemy side only. This is now fixed.
Toggling mods while in the process of placing a construction in the mission editor causes a crash from stale data in the construction you're placing. Made it so you can't toggle mods mid-placement anymore.
Fixed "the service ceiling looks fine but when I go place the ship it has a service ceiling of zero" bug. Caused by job assignment system getting too excited about hunky high-HP modded crew.
The game install folder now contains up to date information on how to run your own standalone multiplayer server. No "and then they shut the servers off and the game stopped working" for Airships!
So what's next? I've got a working prototype of co-op combat multiplayer which I'll put up as a beta branch soon. After that, diplomacy and conquest co-op.
As always, if you want to talk to me or other players, come join us on the Discord.
Wanna be a modder?
I've written a comprehensive, up to date guide on how to get started with modding the game. No programming skills needed, and all the tools are freely available. Add new modules, armours, monsters, AI factions, and more.
(Let's go for really old pop culture references now! At this rate, the next post will contain a really funny pun from 13th century France.)
1.0.6.2 - Bugfix and Lamps
Save files are now about seven times smaller, which should also help with out of memory crashes when auto-saving large maps.
Functionality for re-downloading mods and ships you published to Steam is finally restored!
Bottom-left combat commentary from torpedo bombers.
Red lanterns now redder.
Modders: decals can now have light sources attached.
Added some new decals: fake chimneys and lantern chains.
(I'm sorry)
Hi!
With the sale concluded, we have a great number of new players. Welcome! I hope you're having a good time.
If you'd like to talk to other players, we've got a Discord you can join.
If you have questions or suggestions, feel free to contact me directly at zarkonnen@gmail.com .
If you're experiencing problems, have a look at the troubleshooting page and contact me if needed.
There will be a small bug-fix release in the next few days, after which I'll post more on the future development of the game.
In the meantime, if you get bored, there's a whole universe of mods and user-created contraptions for you to explore. And if you'd like to learn how to mod, check out this video.
Version 1.0.6 - New Modules!
Version 1.0.6 is out, bringing new modules, balance adjustments, and quality of life improvements.
Sponsons
Light and medium cannons sticking out of the side of ships. They have no placement restrictions but a narrow fire arc.
Medium Turrets
Available in top and bottom versions, these turrets have some of the flexibility of the larger dorsal and ventral turrets but can be placed in a staggered line.
Ballistas
A cheap, low-tech weapon that offers better range than muskets or grenades.
Aerial Charges
How about a bomb that goes up? That's what an aerial charge is.
Torpedo Bombers
A new high-tech plane based on the historical Fairey Swordfish. Torpedo planes take off and release a single aerial torpedo before returning to base to re-arm.
The tech tree has been expanded with three new techs:
Aerodynamics, which now unlocks Biplanes and more accurate bombs.
Sponsons, a Tier 2 tech that gives you sponsons.
Torpedo Planes, which is a high-level tech that gives you Torpedo Bombers.
To support the new modules, there are both updated and new sets of AI ship designs, some created by me, some contributed by players.
In terms of balance adjustments, many types of armour are now significantly lighter and cheaper, making them more viable options. Planes and Aerial Hussars have also been strengthened significantly. Large Suspendium Chambers and Heavy Turrets now require less free space around them. A full list of changes is available below.
I've also re-worked the game physics a bit, which means that airships now fly in more of a straight line and landships are faster.
The ship editor GUI no longer lists flipped versions of modules and decals seperately. Instead, there's now horizontal and vertical flipping buttons in the list, which makes the list more compact.
Finally, there is now an option to turn off the cooldown between commands issued for ships, letting you micro the movement, priorities, and targeting of your ships as fast as your hands can manage. Available both in individual combats and in conquest mode.
Enjoy!
Full List of Balance Changes
Normal Difficulty Level
Capital City Income 70 -> 80
AI Attack Interval 25s -> 32s
Hard Difficulty LEvel
Player Extra Money for Ships and Defences 300 -> 600
Final Player Extra Money after Placing Ships and Defences 500 -> 200
Extra AI Starting Techs 3 -> 2
Guaranteed Player Starting Ship No -> Yes
Wooden Armour
HP 40 -> 50
Weight 3 -> 2
Reinforced Wooden Armour
Weight 18 -> 15
Steel Armour
Cost 8 -> 6
HP 40 -> 50
Weight 16 -> 10
Heavy Steel Armour
Cost 14 -> 10
Weight 30 -> 20
Brick Wall
Cost 1 -> 0
Heavy Stone Wall
Cost 8 -> 6
HP 120 -> 100
Aerial Hussar
Weapon Reload 2s -> 1.8s
HP 15 -> 20
Triplane
Piercing Damage 6 -> 9
HP 19 -> 23
Bomber
Weapon Reload 2.2s -> 1.3s
HP 30 -> 36
Biplane
Piercing Damage 4 -> 6
HP 14 -> 18
Air Dragoon
Speed 25km/h -> 50km/h
HP 7 -> 8
Aerial Torpedo
Blast Splash Radius 5m -> 7m
Bomb Bay
Max Accurate Range 271m -> 195m (386m with Aerodynamics)
Deck Gun
HP 50 -> 40
Max Accurate Range 480m -> 675m
Dorsal and Ventral Turrets
HP 180 -> 240
Piercing Damage 70 -> 80
Flak Cannon
Blast Damage 8 -> 14
Gatling Gun
Crew Required 1 -> 2
Shoot Troops/Planes Range 36m -> 57m
Clip 50 -> 35
Clip Reload Time 3s -> 2.5s
Max Accurate Range 271m -> 226m
Grapeshot Cannon
Piercing Damage 10 -> 9
Number of Shots Fired 12 -> 14
Heavy Turret
HP 500 -> 650
Cost 450 -> 500
Reload 4s -> 3s
Fire Arc 70deg -> 100deg
Musket
Reload 1.5s -> 1s
Max Accurate Range 338m -> 226m
Piercing Damage 9 -> 8