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Airship: Kingdoms Adrift News

Airship: Kingdoms Adrift is part of Freedom Games Publisher Sale!

Hi everyone - if you were thinking about getting the game, now is a great time to do so.

[h3]The game will be 34% off from April 15th through the 22nd![/h3]

Make sure to check out Freedom Games Publisher Sale page to pick up some awesome indie games at great prices. Whether you like to play alone or with friends, there are some great deals you won't want to miss out on!


https://store.steampowered.com/app/1597310/Airship_Kingdoms_Adrift/

Update 1.5.4.1 Bulkheads and Bug Fixes

Greetings Skyfareres!

Since the integration of the crash report and feedback system, we have received a very useful dataset that has helped us improve the game's stability to a great extent. It made me wonder why we didn’t have it integrated since the playtesting phase. Well, lesson learned, and thanks to everyone who has been playing and hitting those “submit” buttons!

[h3]Update Note for 1.5.4.1[/h3]
Status: LIVE NOW: 15th April 2024
Older Saves: Safe to continue as always

[h3]Now for the NEW STUFF![/h3]
We recognize that many players have encountered difficulties stripping ships for parts. While we couldn't code the game to allow unfinished ships to leave the shipyard, we were somewhat stuck and couldn't find a solution for some time. However, thanks to our community member @DasIrrlicht, who proposed a solution, we were able to implement it as soon as possible!

We added a couple of items to help you fill up those pesky parts that you want to remove from a ship. You can find these items at every merchant available in all the shipyards.



While we've designed the freight automation feature, our engineers are still in the process of finding time to work on it. Currently, we're focusing on the beginning stages of a new project that we'll soon be announcing.

Once we reach the first milestone on that project, we'll share it with all of you and then return to work on the automation feature. So, once more, the feature's ETA remains "Soon." We've already taken note of all the feedback and concerns everyone has regarding the design.

We have also been working on these:

[h3]Improvements:[/h3]
  • Text display areas in the "How to Play" section will now be easier to accommodate localized strings.
  • Fixed some Chinese localization

[h3]Bug Fixes:[/h3]
  • Officers will no longer provide active tactic performance once their respective command slots are destroyed.
  • Fixed some battle conclusion conditions related to surrendering that caused the game to crash.
  • Fixed instances where advancing dialogs crashed the game.
  • Fixed cases where location panel switching caused the game to crash.
  • Fixed ships' cruising speed calculation for UI display, preventing crashes.
  • Corrected ships' grid panels to update parts condition accurately.
  • Addressed instances where inventory handling resulted in crashes.
  • Fixed UI transition issues in the shipyard that caused crashes.
  • Resolved various bugs reported via crash handler. Thank you to everyone for submitting them.
  • Fixed issues with firing arcs not being displayed correctly sometimes.

Devlog: Freight Automation

Greetings Skyfarers!

In this developer update, we introduce you to the feature on our drawing board, the “Automated Freight” which will enhance the player gameplay experience by adding item transfer automation and restocking to the world of Airship: Kingdoms Adrift. The date of availability for this update is still not set in stone but we would like to invite you to have a look and discuss your thoughts on the design direction this feature is taking.

The overall goal of this feature set is to improve the gameplay experience focusing on one of the most important aspects of the game: item production, which in the current version, requires a lot of manual execution. At the same time, as the game progresses, most of the players will obtain airships that are underutilized. So we are giving them more purposes as well.

Let’s explore the current item production and transfer issues, and then we will look into the automated freight in detail.

[h3]Item production[/h3]
Item production is one of the key features of Airship: Kingdoms Adrift. This feature allows the players to produce almost all items in the game including exclusive airships, ship parts, and valuable goods. But to produce such complex recipes, the factories also require a lot of resources, materials, and components that need to be collected and transferred from many regions of Suthseg.

Right now there are two ways to transfer items between ports, firstly, direct transportation using the player’s fleet, secondly, the players can fill an unassigned airship with items and then utilize the send airship feature.

[h3]Excess airships and send airship feature[/h3]
In Airship: Kingdoms Adrift, the players can capture most enemy airships by winning a boarding battle against them. Once the players get a new airship, they can add it to their fleet, sell it by its base value (ship parts not included), or store it at any available port. And this is where the “send airship” system shines. Because the players can use all unassigned airships to transfer items within Suthseg, feeding items into the production chains or just selling the goods for profits. The only problem is, while fully functional, this method requires a fresh input for every single trip, afterward the players still need to transfer the items to the warehouse manually.

[h3]Automated freight feature[/h3]
The automated freight system is our new addition to improve the player’s quality of life as an item transfer automation. Let’s look into this feature in detail.

[h3]Updated Hangar panel[/h3]

Let’s start with the updated Hangar UI, we added a third button to the bottom part of the UI which is the “Freight Duty” button. The button will be available for any unassigned airship with an empty cargo hold. By clicking this button, the freight management panel will show up, allowing the players to create a freight route between ports. For the airship with an established freight route, the players can click on the same button (which will change to a “leave duty” button) to cancel the duty and return the airship to its former state.

[h3]Freight management panel[/h3]

Upon opening the freight management panel, these are the adjustable parameters:
  • Freight destination - The players can select any port with an active warehouse as their destination. On the other hand, the home base will always be assigned to the airship’s current port (each freight route will occupy one hangar slot of its home base but can be sent to any port with a full hangar as they are only visiting instead of staying).
  • Enable cruise - The players can pay a fee to hasten the voyage. (The Eagles will be deducted before starting each voyage.)
  • Outbound and return items - The automated freight feature allows the players to assign any possible items to be transferred between ports. By default, the players will see all available local warehouse items in their grayed-out version. Clicking on them and giving them an amount to transfer will set them active. Instead of viewing only warehouse items, deselecting the “View warehouse items only” button will let the players select all possible items instead.
  • Voyage capacity - For an airship to start its voyage, one of the two conditions must be met. Firstly, all assigned items are already in the cargo hold, secondly, the voyage capacity is reached, meaning the players can adjust the voyage frequency as they see fit.

[h3]Freight Routes table[/h3]

By clicking on the new “Data tables button” on the top of the travel screen, the players can choose to view all freight routes with the following details:
  • Airship’s name
  • Home base and destination
  • Outbound and return items (deduct transferred items)
  • Freight statuses
  • Cruise mode status which you can toggle on/off

When all assigned items are transferred, the freight route will be completed and be removed from the freight routes panel

[h3]Restock feature[/h3]

To make the system full circle, we will add one of the most requested QoL features: the “restock”.
There are three types of input you can use with the restock feature:
  • Full amount (keep buying until the amount is reached or the warehouse is full)
  • Maintain the desired amount (keep buying until the desired amount is reached or the warehouse is full)
  • Infinite amount (keep buying until the warehouse is full)

[h3]Restock list[/h3]

Within the same panel as the freight routes table, the player can select the “restock list” tab which displays the following details:
  • Merchant name
  • Restock item
  • Amount to buy (with the amount already bought)
  • Restock statuses

[h3]Can I remotely set the freight route?[/h3]
Yes, you can. You can assign any available airship to create the freight route anytime. The only thing to remember is all airships will use their current locations as their home bases.
[h3]Can I keep transferring items indefinitely?[/h3]
Of course! You can set any outbound and return item amount to “infinite”. This way you can keep this freight route active as long as you see fit.
[h3]What happens if I abort the freight?[/h3]
There are 2 possibilities for this question, depending on your ship’s freight state, if the ship is still traveling to the destination, remove the ship from freight duty and immediately return the ship to its home base with all items inside its cargo hold. If the ship is already at the destination or is returning, aborting the freight will result in your airship's immediate return but without any item inside its cargo hold (highly not recommended).

Join the conversation and comment on our Discord Server

Airship: Kingdoms Adrift is part of the Steam Spring Sale!

Hi everyone!

If you were thinking about getting the game, now is a great time to do so as we are part of the Steam Spring Sale! From March 14th until the 21st, the game will be on sale for 40% off! Make sure to check out Freedom Games' Steam Spring Sale page to pick up some great games to play.


https://store.steampowered.com/app/1597310/Airship_Kingdoms_Adrift/

Update 1.5.3.7 Language Modding and Workshops

Greetings Skyfarers!

I hope you’re all having a fantastic time! As a part of our continuous progress to enable access to editing the game’s moddable content. We’re happy to announce that the Workshops uploader has arrived and is now available along with the raw localization file. Everyone can now translate Kingdoms Adrift and upload the translation mod at their behest! Visit this link to start: A:KA Modding

And, along with the uploader, the Airship: Kingdoms Adrift Workshop section is LIVE!


Suppose you have been waiting for the French translation. In that case, you’re encouraged to check out the current progress on French language translation, courtesy of Elena Harlow Ravenwood at our Discord Community.

Following up with the promise to improve industry and freight automation in the game. We already have a new post thread coming that will highlight the feature design for the game. The article will be published soon by our resident game designer “Bay_Tharadol”. The design will be up for discussion over a certain period before we push it into implementation, which will then ship it into Beta for testing and improvement over a month before the release.

We are also going to publish a monthly community spotlight soon. The first one features “Whispers of the Abyss” a tale told by @Aika, a long-time member and one of the top contributors during the Playtest time.

As mentioned previously, we always push the recent build into Beta for testing before the release and we could always use extra hands. Check out this community post on How to Access Beta.

[h2]Update Note for 1.5.3.7[/h2]
Status:
LIVE NOW: 13th March 2024
Older Saves: Safe to continue

[h3]New Stuff:[/h3]
  • Steam workshop support for language and translation mods
  • You can now opt out of Unity’s telemetry and analytics from the settings menu
  • Chinese localization and translation errors have been fixed

[h3]Improvements:[/h3]
  • Improved inventory sorting and caching so that players with large inventories should no longer experience reduced performance
  • Reduced the volume of bulk transaction audio queue
  • Removed graphic options that are not well-optimized

[h3]Bug Fixes:[/h3]
  • Addressed 11 instances of crash and instability caught by crash reporters
  • Fixed capturing escort ships ended up yielding the enemy’s flagships
  • Fixed some stat modifier localization strings that were not localized
  • Fixed DLC not activating when starting a new game
  • Fixed ship parts store missing from the SilberblumHQ’s shipyard in the final arc
  • Fixed issues with surrendering destabilize the game in various cases
  • Fixed hotkey interference while naming a ship
  • Fixed crashes caused by loading the game too early after just loading in
  • Fixed cruising speed information display (by removing it temporarily)
  • Fixed post-battle damage report inconsistencies
  • Fixed boarding range and boarding calculation being inconsistent
  • Fixed unknown modifier appearing on ships statistic page
  • Fixed ships record statistics not counting up properly
  • Fixed crashes caused by beam weapons
  • Fixed the turn-back retreat message persisting after the battle
  • Fixed game soft-locking when losing the boarding duel
  • Fixed various crashes caused by search box filtering
  • Fixed energy weapons not firing when ammo ran out
  • Fixed the destroy ship button showing up in
  • Fixed language consistency on ship destruction confirmation sequence