I've completely reworked the conquest mode victory and defeat screens. There are now pretty new artworks courtesy of Karina, and a set of graphs and replays.
There is now a calendar. Research, construction, and city takeovers now show how long they will take. The calendar is moddable, and different for cultist empires.
There are also seasons now, affecting the kind of weather you get.
Fixes
Injured crew now have visible wounds.
Injured crew no longer get up to flinch when they are hit.
Injured crew no longer change into an air sailor outfit when they are picked up.
Game logs older than 30 days are now automatically deleted to save your disk from filling up.
Particles now obey the combat speed rather than always moving at the same speed.
Harpoons no longer produce a disappointed message that they didn't penetrate heavy armour.
Recordings of combats run at fractional speeds may still diverge, but no longer complain about it.
Fixed a physics exploit that allowed landships to fly. Thanks kouwei32 for the detailed report, including a mission demonstrating the exploit.
The industrial production bonus from the bee heraldic charge now actually works. This would be less embarassing if I didn't make the exact same mistake for the scales heraldic charge, which also was non-operational for a long time. Oh well.
Community-sourced Balance Changes
Stone wall blast damage absorb 2 -> 4
Brick wall blast damage absorb 0 -> 2
Brick wall piercing damage absorb 0 -> 1
Dragon rider cost 3000 -> 2000
Grenade damage 30 -> 20 but +5 with advanced explosives
Guided missile explode damage 500 -> 250
Biplane, triplane and bomber costs 300 -> 200 (but not torpedo bomber)
Monocoque construction now reduces plane maintenance cost by half
Clarifications
Guided missile explode damage refers to the damage caused by the module exploding, not the damage the weapon does.
Game logs are technical files used for bug fixing. They're not your saves. Your saves are safe.
1.0.18.3.1 Hotfix AKA Let's Do The Time Warp Again
Fixed crash in conquest main map when sending fleets.
+5 damage bonus to grenades from advanced explosives now actually works.
In this release, I've focused on fixing up the rules of combat and what happens after combats, and the AI of boarders and planes. Also, there is now a "Send Feedback" button in the replay system that lets you send me the replay with a comment and bookmark of what you're seeing.
Combat and Post-Combat
There is now a one-minute countdown to a draw if nothing interesting happens in a combat. There's an overlay that turns up and counts down the final 20 seconds.
Landships are no longer lost if they're in the reserve or one side withdraws before the fight starts.
You can only move ships into or out of the reserve during combat once.
Post-combat report now indicates whether ships were repaired and why.
Modules that were about to explode when combat ended no longer continue exploding in the next combat.
Partial repair no longer restores decals.
Boarders and Planes
Boarding Action mission no longer causes grenadiers to smash themselves into the ground.
Fixed problems with grenadiers getting stuck on rocks halfway to their boarding target.
Boarders should no longer fall off ships when trying to move to the entrance.
Grenadiers should no longer release their grappling hooks early and fall to their deaths.
Robot spiders and marines should no longer walk back and forth failing to make a jump.
Removed some cases of animation flicker for boarders moving along the outside of things.
Grenadiers now account for the speed of the thing they're throwing a hook at.
Planes no longer attack ships that have gone into the reserve.
Planes that are landed should no longer crash to the ground on death.
Hussars have better acceleration and should no longer flicker back and forth.
Other
Feedback button in replays.
Pirates and guardians give a bit less money, shellwalkers a bit more.
This update has one major change: Ships no longer get all their crew and resources back after a fight. If you conquer a city, you have to wait until its takeover period is complete to get your crew and resources refilled. Edit: Or go back to a city or town you already control.
This has some important consequences: hit and run tactics where you repeatedly attack a city and retreat to get back resources no longer work. Not do blitzkrieg tactics where you conquer city after city without stopping.
Also, if your ship loses all its crew quarters, it now still retains its crew and is no longer lost, but if it actually loses all its crew in a hostile environment, it is lost.
Other changes:
Improved ramming AI.
Redid city notifications. Showing fewer unimportant notifications, like enemy cities recovering economically.
Indicator for fleets needing repair.
Fixed crash when trying to bribe a ship that has departed a city.
Small pirate boarder now has all-pirate crew.
Slightly more manoeuvrable hussars.
Next up, I'm looking at boarding problems and the reserve mechanic.
To celebrate Airships selling 100k copies, I'm doing an AMA (a Q&A session) on Reddit. If you have questions about the game, its development, future plans, game development in general, or just want to be told weird animal facts, come and join us right now!
Seven years ago, I started working on a simple game about building airships and blowing them up again. Over time, it became definitely not simple, and I’m very proud to announce that it’s now sold 100′000 copies!
You can build airships and landships from more than a hundred modules in a free-form way. You can ram enemy ships, board them, watch them break apart, fight against sky-krakens that eat your crew. You can conquer the world in multiplayer. You can replay fights and take over at any point to change the outcome.
I designed and developed the game, made most of the graphics and sounds, did the marketing and community management. Curtis Schweitzer has created an amazing soundtrack for it, Karina S drew beautiful art, Javier Zúmer improved the sound design, and many many community members have contributed graphics, ship designs, and vast amounts of feedback.
The game is a hidden gem : 95% positive reviews on Steam, thousands of user-created ships and hundreds of mods in the workshop, but not much media coverage.
So I admit I’m also here to say: Hey! Look! We made this thing, and it’s actually really cool and pretty big now!
Come and talk to me: I’m doing an AMA on Reddit on Saturday, August 22, 20:00 CEST.
This version adds a lot of new modules and content!
New Modules:
Command Centre: Massive bridge with an additional +30% command points generated for all ships in the fleet.
Observation Dome: Upgrade to the crow's nest, +15% accuracy instead of +10%, and more HP.
Aircraft Command Deck: Triples the speed at which planes can be launched. Allows for more detailed commands to be issued to the planes launched by this ship.
Aircraft Maintenance Bay: Doubles aircraft repair speed and makes rearming 25% faster. (All planes now need to return home every once in a while to stock up on ammo.)
Guided Missile: Massive high-tech guided missile that actively seeks out targets. Does a lot of splash damage, uses a lot of ammo, takes a long time to reload.
Kinetic Bomb, AKA a rock you can drop on your enemies. Eventually evolves to a metal teardrop with fins you can drop on your enemies.
Biplane hook for attaching biplanes to the underside of ships.
One-use versions of rockets, massive rockets, and torpedoes.
Improvements:
You can now see aerial torpedoes and guided missiles being assembled bit-by-bit as ammo for them arrives.
Option for dyslexic-friendly font in the settings.
Cultist crew now have some special shouts more appropriate to their cultist nature.
Modules that provide a ship-wide bonus, like telescopes, now specify which modules their bonus stacks with.
Modules and armours now tell you which mod they're from.
AI no longer tries to outmanoeuvre faster ships.
Explosion damage overlay now uses same code as explosions to be accurate, and supports hovering over specific modules to see just the damage they do.
Four new sets of AI ships by superieurerobot, Orang, h, and me.
Bug fixes:
Desync at start of MP game should no longer happen.
At least one case of boarders just kind of jumping to their deaths is fixed.
Entirely new logic for deciding whether a ship/building will survive a fight. This should hopefully get rid of "ghost fleets" of grounded airships and other issues like that.
When you bury grass with stuff (like ruins, logs, etc) on it, it now converts into normal soil.
More helpful message when mods are missing when loading a replay.
Feedback input field is now multi-line, so you can hit enter without submitting feedback early.
Custom charges now render correctly in counterchanged and dimidiated coats of arms.
Particles no longer adhere to dragonriders and some other monsters.
Crew shouts are now moddable. Shouts are now loadables like everything else.
You can add guidance systems to your weapons. See GUIDED_MISSILE.json for an example.
Support for non-1024px sprite sheets is even better now, might actually work, you never know.
You can now specify that the barrel of a weapon should not be displayed (see ROCKETS.json) or even a whole set of stages for how the barrel changes as it's loaded. (See GUIDED_MISSILE.json.)
Use "canResupplyInCombat": false to make a module unable to be resupplied with ammo or coal.
Known issues:
Tech tree rendering does bad stuff with confusingly overlapping dependency lines.
Switzerland! Mountains! Cheese! Also: Games! Here we present a delicious selection of homegrown Swiss games, from the artistic to the deeply nerdy.
Do you like machinery? We've got you covered with Farming Simulator, offering an in-depth farming experience with realistically simulated tractors. Or Transport Fever 2, covering trains, planes, trucks (no Superman, though, they didn't get the licence).
Too violent? Take a haunting journey across a dry sea-bed in Far: Lone Sails. Observe the behaviour of crowds in KIDS. Raise a tribe of adorable creatures in Niche, and learn about genetics while you do. Defy gravity in Octahedron! Adventure through varied terrain to build a railway track together with your friends in Unrailed!