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
Air resistance and leg springiness are now calculated differently. Hopefully in a better way. Let me know about weirdnesses.
Unarmed ships no longer try to go for clever positions just neatly outside the enemy's fire arcs but super-close to the enemy.
Your final city can no longer be lost to revolt.
Fixed weird graphics glitch in simple graphics mode where Stone Guardian shots were causing the entire sprite sheet to be drawn.
Ships that are at exactly ground level during combat no longer cause autosave crashes to happen later.
As always, you can access the current beta by right-clicking on the game in your Steam library, choosing "Properties", going into the "Betas" tab and choosing "Beta -" from the drop-down.
This will probably be the last beta update before merging the beta into the main game. I still need to update the AI ship designs to use the new modules, which will take a few days.
Modules and decals with flipped versions are now directly integrated into the editor list instead of being listed separately.
Tech connectors are a bit prettier
Bonuses from tech choices no longer apply in single combats.
Stained glass windows display properly again
Minor stat adjustments, giving turrets a wider fire arc and reducing the ammo consumption of light sponsons and aerial charges.
The second version of the beta is now available, with changes based on player feedback and new techs for the new modules.
Short version: Sponsons are improved. They're now specifically weak in HP and firing angle but good in DPS. Turrets are less heavy. Bombs are very inaccurate to start with but benefit from an upgrading tech.
Torpedo Bomber Hangar Now requires torpedo planes tech.
Added bottom versions of medium turrets. Added light sponson. A bit wider firing arc, pretty good DPS for the price. Added techs for sponsons, torpedo planes, aerodynamics. Note that the AI ship designs don't use any of these techs yet!
I've put up a beta that adds a number of new modules and re-balances others. You can try it out by right-clicking on the game in your Steam library, choosing "Properties", then going into the "Betas" tab and picking "Beta" from the drop-down. Let me know what you think of the new modules and changes - do they make the game more interesting? Are they well-balanced?
New Modules
Ballista
Front Turret and Back Turret
Sponson
Aerial Charge
Torpedo Bomber
Balance Changes
Planes have more damage and HP
Aerial dragoons are faster
Gatling guns require more crew and are less accurate
Heavy turrets are better
Bombs are less accurate
Lift curve has changed - harder to make high service ceilings, easier to make very low ones
Notes
The sponson and torpedo bomber modules will get their own techs. None of the stats on the new modules are final.
Oh, and one last thing - there's now a "no command cooldown" option, available in single-player and multiplayer, combat and conquest. For all your high APM micro needs.