1. Airship: Kingdoms Adrift
  2. News

Airship: Kingdoms Adrift News

The Skies Ahead

Dear Airship Kingdoms Adrift Community,

We hope you’ve been having a fantastic time since the Reclamation Voyage patch went live last week. We're immensely grateful for the valuable feedback you've shared with us on both Discord and Steam discussions. In response to your insights and in alignment with our team's vision for post-release content, we're excited to unveil our roadmap for upcoming updates, leading to the reveal of Airship: Kingdoms Adrift’s Final Chapter.

Here's a breakdown of the improvements, new content additions, and general changes we'll be rolling out, complete with a roadmap outlining when you can anticipate these enhancements to enrich your gameplay experience.

[h3]Accessibility and Quality of Life[/h3]

There are many requests coming in regarding ease of use on some of the features, along with time taken to perform certain tasks. This is currently our top priority as we want to make sure you enjoy what is already in the game to their maximum potential.

[h3]Combining Ship Merchants with Shipyards[/h3]



You will be able place merchant items onto your ships, try them out, then check out from within the shipyard. No more having to make purchases in advance or reverting and redoing because your inventory is full afterwards.

[h3]Quest Log Screen and More Detailed Quest Descriptions[/h3]



You will be able to browse quest items in a format that is much easier to read than the current treasury tab and turn their tracking icon on and off. We will be adding quest submission requirements onto quest items description.

[h3]Item Tracking and Market Rating Screen[/h3]



You will be able to click on an item to check for buyers and sellers from places you already discovered. You can bookmark items so that they are always highlighted everywhere you see them. This should help you find items you need and also make exploration more rewarding.

[h3]Sending Ships and Their Cargo to Other Ports[/h3]



You will be able to load local cargo into your ships remotely and task them to move somewhere else where you have your hangar already set up. You will then be able to unload your cargo there. There will be some more micro-management options when it comes to logistical activities.

[h3]Checking Industries Recipes in Advance[/h3]



You will be able to see what each production facility produces and their recipe requirements before you commit your resources into building them up. Small improvements such as being able to check out the local warehouse and being able to issue repetitive orders would also be introduced.

[h3]Game Map Faction Overlay[/h3]



You can now find out where you can go to hunt certain enemy fleets as well as avoiding hunting fleets belonging to some factions. This new map overlay should make it a lot easier to plan your voyage and your hunt.

Other notable quality of life improvements
  • You will be able to transfer goods and issue production order remotely
  • You will be able to trade between merchants and your warehouses remotely
  • You will be able set preference to your speed up options
  • You will be able to sell escort ships and starting ships
  • You will be able to see cargo count on ships while you browse hangar
  • You will be able to filter settlements by name and mark your favorite ports for ease
  • We will be optimizing use cases in various actions


[h3]Balancing and Gameplay Content[/h3]

At present, we have received a lot of praise regarding fun and engaging combat while also receiving some criticism on certain builds and tactics being too favorable. We will be looking into reducing shields and some other officers' skill effectiveness, as well as increasing the potential of some underperforming weapon systems. The aim is to promote a larger variety of tactics and playstyles.

Some of these balance issues have been unintended, as we have been duct taping a lot of problems caused by the launch and the lack of some quality of life features by making things easier than they should be balancing-wise. For example, right now hauling quests that let you pick up and transport goods to destinations is overly profitable to the point that it overshadows other activities.

There will be major balancing shifts following major updates as ease of doing certain things allows us to be a little more strict on some existing revenue streams. These changes are going to be introduced in response to upcoming updates, more details in the next section.

The Skies Ahead: Official Roadmap


Following is the list of planned updates that will enhance your gameplay experience features and content requested by the players community.

[h3]The Trade and Industry Update (Oct 2023)[/h3]

This milestone is where most of the quality of life features will be introduced, which would allow trading and manufacturing to become your mid and late game high reward activities. We will be introducing ship parts and a full list of ships from the game that you can produce.

[h3]The Questing and Officers Story Update (Nov 2023)[/h3]

We will be introducing another feature set which lets questing and the journey around the open world map become easier. While we might be introducing the quest log a little earlier than this major update, features such as being able to refuel without having to descend into the port would probably arrive in this update. The main attraction in this update, however, would be quests to your officers personal storylines which lead to unlocking their full potentials and some of them would even offer unique ships and ship parts.

[h3]The Final Update (Jan 2024)[/h3]

The final chapters to the main story will arrive in this update with an epic final reveal that concludes the whole narrative. These chapters will also bring about truly difficult in-game enemies that would challenge your gameplay progress up until the point where the update takes place.

[h2]A personal note[/h2]

I would like to express my sincere gratitude once again to all of you for continuing to enjoy the game and for actively engaging with each other, even as our studio's debut game has been rough around the edges. We will make sure to keep on delivering the post launch improvements as we promised and see to everyone enjoying the epic end of the tale together when the final update arrives.

Fair winds and clear skies,
Jay

Update 1.1.6.1

[h2]Minor Changes:[/h2]
- Removed the ship wave trail. It was causing unsightly stretch artifacts when the ship re-originated
- Removed the Large Turbine Impeller from both PVP mode and the store
- Adjusted the volume of the batch-selling sound for a more balanced audio experience


[h2]Bug Fixes:[/h2]
- Fixed a problem where fleets wouldn't resume auto-pilot after a battle
- Fixed the ship-editor tooltip to display the correct part prices
- Fixed an issue where players could receive logistic quests even when they didn't have enough cargo space
- Updated the Facility to properly remove Gerunn's marker in Moonvale Village
- Fixed a problem where recipes for the Philosopher’s Stone & Trained Gryphons showed incorrect sprites
- Ensured that the Camera Shake setting takes effect when the game is restarted
- Ensured that the Voice-over setting takes effect when the game is restarted

Update 1.1.5.2

[h2]1.1.5.1 --> 1.1.5.2 Hotfixes:[/h2]
  • Fixed crash on TarlandTown's dialog
  • Fixed missing Supplystation on Arranwatchtower


[h2]Minor Changes:[/h2]
  • Revised the descriptions of items in the License to Hunt quest to make them more accurate
  • Removed the Red Sparrow Trophy requirement from the commission quest in Suthsegian Garrison
  • Updated the wording of weapon names to reduce confusion
  • Removed the word "seconds" from the cruising countdown to avoid confusion
  • Updated officers on the Militia Commander frigate
  • Added Shipyard and Hangar to Emberglade Garrison
  • Aberdonia Town's Hangar now starts with Lv.1
  • Improved AI Evasion behavior
  • Improved AI Travel avoidance


[h2]Encounter Changes:[/h2]
  • Increased precision of hunting quests spawn areas


[h2]Bug Fixes:[/h2]
  • Fixed an issue where quest facilities would disappear during the Constantine Quest
  • Restored the "Parleyable" tag for militia and navy fleets
  • Fixed instances where Minerva shouldn't have spoken certain battle lines
  • Fixed broken layout of worldmap's destination window
  • Fixed missing page navigation for ship-selection during shipfitting
  • Fixed crash issue in PvP that occurred when creating a new vessel and proceeding to test the loadout before finishing it
  • Fixed mouse lock issue when leaving PVP battle via setting button


[h2]Ship Parts Changes:[/h2]

[h3]Protection[/h3]

Light Civilian Mana Shield
  • Shield capacity 24,000>23,200

Rapid Recovery Shield
  • Recharge rate: 70>80
  • Shield Power Modifier 130>140

Rapid Shield
  • Shield capacity 20,000>20,800
  • Recharge rate: 140>180
  • Shield Power Modifier 280>300

Capital Rapid Recovery Shield
  • Shield capacity 30,000>32,400
  • Recharge rate: 240>300
  • Shield Power Modifier 480>540


[h3]Command[/h3]

Crystallization Tank
  • Fuel Generation 4>8

Update 1.1.5.1

[h2]Minor Changes:[/h2]
  • Revised the descriptions of items in the License to Hunt quest to make them more accurate
  • Removed the Red Sparrow Trophy requirement from the commission quest in Suthsegian Garrison
  • Updated the wording of weapon names to reduce confusion
  • Removed the word "seconds" from the cruising countdown to avoid confusion
  • Updated officers on the Militia Commander frigate
  • Added Shipyard and Hangar to Emberglade Garrison
  • Aberdonia Town's Hangar now starts with Lv.1
  • Improved AI Evasion behavior
  • Improved AI Travel avoidance


[h2]Encounter Changes:[/h2]
  • Increased precision of hunting quests spawn areas


[h2]Bug Fixes:[/h2]
  • Fixed an issue where quest facilities would disappear during the Constantine Quest
  • Restored the "Parleyable" tag for militia and navy fleets
  • Fixed instances where Minerva shouldn't have spoken certain battle lines
  • Fixed broken layout of worldmap's destination window
  • Fixed missing page navigation for ship-selection during shipfitting
  • Fixed crash issue in PvP that occurred when creating a new vessel and proceeding to test the loadout before finishing it
  • Fixed mouse lock issue when leaving PVP battle via setting button


[h2]Ship Parts Changes:[/h2]

[h3]Protection[/h3]

Light Civilian Mana Shield
  • Shield capacity 24,000>23,200

Rapid Recovery Shield
  • Recharge rate: 70>80
  • Shield Power Modifier 130>140

Rapid Shield
  • Shield capacity 20,000>20,800
  • Recharge rate: 140>180
  • Shield Power Modifier 280>300

Capital Rapid Recovery Shield
  • Shield capacity 30,000>32,400
  • Recharge rate: 240>300
  • Shield Power Modifier 480>540


[h3]Command[/h3]

Crystallization Tank
  • Fuel Generation 4>8

Update 1.1.4.1

Major Changes:
  • Unlocked all available airships for PVP mode


Minor Changes:
  • Increased material storage parts' capacities
  • Increased large airships' cruising speeds
  • Revised weight of Armored Cargo Room and Plated Armory to the correct data


Encounter Changes:
  • Added passive version of 3rd SRN sentry fleet to spawn after the player has completed Alistair's recruitment quest
  • Both 3rd SRN sentries are now parley-able and respawn times are set to 48 hours
  • Updated Perimeter patrol fleet near Grambian Mountain Fort with 3rd SRN fleet and loots


Bug Fixes:
  • Updated Laventum Region's permit to appropriate one
  • Updated Sunvale Town’s permit to appropriate one
  • Removed duplication of Himmerite ingot recipe from all metalworks facilities
  • Fixed interceptor weapon aiming ghost object
  • Fixed non-interceptor weapon to not aim parasite fighter