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Airship: Kingdoms Adrift News

[BETA] Update 1.5.3.5

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 1.5.3.5[/h2]
Status:
In Beta
Older Saves: Safe to continue

[h3]Improvements:[/h3]
  • Improved inventory sorting and caching so that players with large inventories should no longer experience reduced performance

[h3]Bug Fixes:[/h3]
  • 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

[BETA] Multiple bug fixes and groundwork for Workshop support

[BETA] Multiple major bug fixes and groundwork for Workshop support


Update Note for 1.5.3.2 ETA to default: Less than a week
Status: IN BETA
Older Saves: Safe to continue

[h3]New Stuff:[/h3]
  • You can now opt out of Unity’s telemetry and analytics from the settings menu
  • Chinese localization and translation errors have been updated

[h3]Improvements:[/h3]
  • Reduce the volume of bulk transaction audio queue

[h3]Bug Fixes:[/h3]
  • Addressed 11 instances of crash and instability caught by crash reporters
  • 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 Multiplayer Menu
  • Fixed language consistency on ship destruction confirmation sequence

The Beginning of it All, The Way Here, & The Way Forward

After the "Ending Update" release, we have been rolling out fixes and beta builds for Kingdoms Adrift. Many of you are wondering where we are going next with future updates and maintenance. This article is going to address these curiosities.

The Retrospective Article


A group "photo" of the team. 3 years before the production started

With the game completed according to its launch scope, whether good or bad, it was what we set out to do. We learned a lot from this experience, as it was the first game of the studio. I'd like to continue the tradition as an old-school game developer by publicly releasing our project's retrospective (or postmortem if you would have it that way).

I hope you find this article enjoyable to read and that it helps everyone who wants to learn more about our plans. Additionally, it may provide valuable insight for industry professionals interested in understanding Steam's recent launch.

Read it now on our website. Airship: Kingdoms Adrift - A Director's Retrospective

Roadmap for Airship: Kingdoms Adrift


What lies ahead for Airship: Kingdoms Adrift? We've consistently emphasized that Kingdoms Adrift is a complete game with post-sales services, and our commitment to supporting it has always been clear. If you just came here from the retrospective article above, you’d know that there are limitations to what we can improve further, given the state of the design and engineering. So, allow me to discuss those and address them before we delve into the roadmap to elaborate on what we can and will continue to do.

What we can't do? While we hold Kingdoms Adrift dearly as our first game, certain adjustments cannot be made without essentially creating an entirely new game. We believe it's more beneficial to learn from our mistakes and apply those lessons to future projects rather than continuously attempting to fix parts that are irreparably broken. These are:
  • Rewrite and retell the story
  • Enable engagement between NPCs
  • Improve AI behavior
  • Add more PvP features
  • Introducing more quest variety

What we will do in the upcoming months? Despite the limitations, there are still opportunities to enhance the player experience and gain insights into various aspects of design and technology. By leveraging our existing resources, we can make meaningful improvements and lay the groundwork for future projects.
  • Continuing the Beta Program: We're extending the beta session and opening up the Beta branch to the public. Confidentiality restrictions will be lifted, allowing everyone to switch to the Beta branch if they desire. We'll streamline our Discord server accordingly, and unless urgent, the new progress will remain Beta for at least a month before being promoted to default.
  • Maintaining Regular Updates: We'll consistently address bugs, adjust balancing, and improve performance to ensure stability. We'll also incorporate the latest hardware/software compliance standards whenever possible.
  • Implementing Automation to the Industry Feature: We'll focus on improving the well-structured Industry feature over time. Game designers will provide devlogs to discuss these enhancements and gather feedback periodically.
  • Further Addressing Issues with Travel Time: We understand the complexities involved in travel time between places, as discussed in the retrospective. We'll closely engage with the community to explore additional improvements in this area.
  • Expanding Modding Capabilities: Gradually, we'll introduce enhancements to facilitate modding. This effort aims to simplify base-level architecture for modders and provide players with options to customize their experience on aspects beyond our control.
  • Initiating a Community Translation Project: Due to repeated requests, we've made our localization file publicly available. In the previous update, we released the project’s .csv file. Additionally, we'll establish a localization section on Discord and kick-start the translation project there.

I would like to extend my gratitude to everyone who has taken the time to read this article until the very end. I hope our experiences have provided valuable insights and learnings to you. Thank you for your attention and support. - Jay

Update Note for 1.5.2.5


Status:
LIVE NOW: 23rd February 2024
Older Saves: Safe to continue

[h2]New Stuff:[/h2]
Added an option to switch between metric and imperial units of measurement



You can now use Steam’s Launch option “-debug” to access the debug version of the game for test purposes. Find out more about debug commands in our Discord community: LINK


You can now scrap ships from the hangar permanently if you want to do so.


[h2]Improvements:[/h2]
  • Allow adding captured ships to the fleet in place of destroyed escorts
  • Improve the consistency of shield toggling behavior
  • Nuala's questline is now tracked on the quest log
  • Weapon range and reload calculation should now be more robust
  • Compulsive Beam ramping damage should now be more robust
  • The firing arc should flicker less when changing the firing chain and with fewer rendering issues
  • Added damage-resistant negation to Compulsive Beam
  • Added universally producible parts to the rest of the parts production workshop

[h2]Bug Fixes:[/h2]
  • Fixed prompt to officer level-up notification not appearing
  • Fixed memory leak caused by ship texture not unloading while switching between ships
  • Fixed Steam’s overlay and leaving/entering app focus locked up the keyboard input
  • Fixed font display errors on the main quest instruction panel
  • Fixed reload speed calculation logic
  • Fixed weapons range calculation logic
  • Fixed error and feedback pop-up closed the game upon exiting
  • Fixed another repair logic error which caused a miscalculation in the repair value
  • Fixed a shield toggle button being rendered off the screen
  • Fixed cruising not getting turned off on arrival at higher time dilation
  • Fixed Firwood logs being offered in Arran Town instead of the intended Pinewood
  • Fixed graphic glitches on Mana Grypon while in port
  • Fixed some logistic quest sizes not being labeled correctly
  • Fixed talents and functions that repair certain part types not repairing
  • Fixed talents that add specific parts repair not repairing

[h2]Detailed Balancing Changes:[/h2]

[h3]Drives:[/h3]
1. Mana motor
1.1 Torque 600000 > 660000
1.2 ManeuverPropulsion 46000 > 47000

2. Medium mana motor
2.1 Propulsion 420000 > 450000
2.2 Torque 1920000 > 2160000
2.3 ManeuverPropulsion 144000 > 150000

3. Large mana motor
3.1 Propulsion 640000 > 660000
3.2 Torque 2720000 > 3000000
3.3 ManeuverPropulsion 200000 > 208000

[h3]Cannons:[/h3]
1. Heavy Himmelrite Blitz Cannon
1.1 Potency 989 > 1116
1.2 Reload time 5.20 > 4.60

2. Heavy Viridite Blitz Cannon
2.1 Potency 952 > 1028
2.2 Reload time 5.40 > 5.00

3. Heavy Himmelrite Bustercannon
3.1 Power per shot 650 > 700

4. Heavy Viridite Bustercannon
4.1 Power per shot 650 > 700

[h3]Repeaters:[/h3]
1. Twin repeater
1.1 Potency 1448 > 1585
1.2 Reload time 5.65 > 5.15

2.Twin Viridite repeater
2.1 Potency 1500 > 1647
2.2 Reload time 5.45 > 4.95

[h3]Protection parts:[/h3]
1. Mechanized plating
1.1 Integrity 3200 > 4100
1.2 Repair/s 5 > 17
1.3 Power consumption 25 > 17

2. Medium mechanized plating
2.1 Integrity 6400 > 8200
2.2 Repair/s 10 > 35
2.3 Power consumption 50 > 35

3. Large mechanized plating
3.1 Integrity 12800 > 16400
3.2 Repair/s 25 > 70
3.3 Power consumption 100 > 70

4. Generative alloy plate
4.1 Integrity 6800 > 8800
4.2 Repair/s 25 > 70

5. Large generative alloy plate
5.1 Integrity 13600 > 17600
5.2 Repair/s 55 > 140

General Update - 1.5.2.1

This version kicks off our investigation into content authoring tools and potential Steam Workshop integration. We've introduced simple file and folder access to some customizable parts, such as allowing fleet emblems to be customized, and exposed the localization database for adding custom languages to the game. We will soon release a community and development roadmap along with the delayed retrospective write-up of Airship: Kingdoms Adrift, outlining the future of our line of airship games in general and how this first title helped us gain clarity tremendously. If you are interested in experimenting with the game's content, particularly adding new custom languages, please check out the pinned post in the Discord server here:https://discord.com/channels/824584233149923340/1205450153771794444

New Stuff:

  • Players can now obtain the new Jormungandr layout through construction. Capturing the Jormungandr will yield an inferior ship layout compared to the one created by players' shipyards.
  • Custom emblem creation is now available. (More details will be available on Discord's modding section soon.)
  • Additional language glyphs have been added to the project.
  • The localization base file is now exposed and accessible for adding custom language translations. (More details will be available on Discord's modding section soon.)
  • Version number watermark is now visible on all screens for better error tracking.
  • Prior to crashing, a dialog will appear allowing players to send crash logs and save files to help with further improvements.
  • Players can now choose to continue playing an unstable game instead of terminating the game after a crash.
Improvements:

  • Increased Evasive Assault's (Georgiana & Elise) skill cost to match their performance.
  • Balancing adjustment for mana weapons
  • Balancing adjustment for shields
  • Allowed rotation on Engineering Decks
  • Various adjustments made to torpedo launchers for rebalancing.
Bug Fixes:

  • Fixed crashes on the PvP loadout creation screen
  • Fixed upgrade tooltip stuck on the screen after making facility upgrades
  • Fixed crashes caused by unused shaders being used by scenes
  • Fixed RSP generals dropping XXL Teutonic frames instead of blueprints
  • Fixed issue where right-clicking to sell ships would sell unintended ships.
  • Addressed some crashes related to the crash reporter....

[h3]Detailed Balancing Changes:[/h3]

Shields:
1.Rapid recovery shield
1.1 recharge consumption rate 280 > 270 /s

2.Capitol rapid recovery shield
2.1 recharge consumption rate 480 > 450 /s

Projectiles:
Mana bolt: damage 1070 > 963
Large mana bolt: damage 1320 > 1188
Explosive bolt: damage 820 > 765
Kinetic rocket: damage 1390 > 1460
Wasp rocket: damage 500 > 525
Light rocket: damage 890 > 935
Seeker rocket: damage 2950 > 3100
Heavy rocket: damage 3150 > 3308
Explosive rocket: damage 2780 > 2920

Weapons:
Mana Bolt Discharger
1.1 Potency: 312 > 291
1.2 Reload(s): 6 > 5.8
1.3 Power/shot: 175 > 140

Mana Bolt Turret
2.1 Potency: 1339 > 1223
2.2 Reload(s): 6.8 > 6.7
2.3 Power/shot: 875 > 662

Mana Bolt Array
3.1 Potency: 2009 > 1917
3.2 Reload(s): 13.8 > 13
3.3 Power/shot: 2010 > 1900

Heavy Mana Bolt Discharger
4.1 Potency: 694 > 644
4.2 Reload(s): 10 > 9.7
4.3 Power/shot: 450 > 470

Heavy Mana Bolt Array
5.1 Potency: 2618 > 2014
5.2 Reload(s): 10.4 > 12.2
5.3 Power/shot: 1360 > 1790

Explosive Bolt Turret
6.1 Potency: 1476 > 1377
6.2 Power/shot: 1050 > 1000

Explosive Bolt Array
7.1 Potency: 3729 > 3305
7.2 Reload(s): 9.3 > 9.8
7.3 Power/shot: 2100 > 3220

Kinetic Rocket Rail
8.1 Potency: 326 > 343

Kinetic Rocket Rack
9.1 Potency: 1305 > 1443
9.2 Reload(s): 11.5 > 10.9
9.3 Ammo/shot: 756 > 720
9.4 Power/shot: 960 > 914

Kinetic Rocket Turret
10.1 Potency: 1440 > 2261
10.2 Reload(s): 14 > 9.2
10.3 Ammo/shot: 1380 > 920
10.4 Power/shot: 1740 > 1162

Wasp Rocket Launcher
11.1 Potency: 316 > 315
11.2 Reload(s): 8.6 > 9.1
11.3 Ammo/shot: 135 > 149
11.4 Power/shot: 180 > 188

Hailstorm Rocket Hive
12.1 Potency: 3249 > 3748
12.2 Reload(s): 7.6 > 6.9
12.3 Ammo/shot: 1600 > 1300
12.4 Power/shot: 1600 > 1700

Wave Rocket Launcher
13.1 Potency: 1375 > 1444
13.2 Ammo/shot: 1160 > 1105

Cluster Rocket Launcher
14.1 Potency: 1375 > 1444
14.2 Ammo/shot: 1160 > 1105

Seeker Rocket Rail
15.1 Potency: 615 > 647
15.2 Ammo/shot: 260 > 284

Seeker Rocket Turret
16.1 Potency: 2130 > 2042
16.2 Reload(s): 10.2 > 11.2
16.3 Ammo/shot: 1050 > 1080
16.4 Power/shot: 1440 > 1365

Heavy Rocket Rail
17.1 Potency: 986 > 1035
17.2 Reload(s): 7.6 > 6.9

Heavy Rocket Rack
18.1 Potency: 2151 > 2161
18.2 Reload(s): 11 > 11.5
18.3 Ammo/shot: 1040 > 1092
18.4 Power/shot: 1320 > 1380

Explosive Rocket Rack
19.1 Potency: 3887 > 4083

Torpedo:
1.Javelin Launch Tube (UC)
1.1 Potency: 1652 > 1817
1.2 Ammo per volley: 820 > 360
1.3 Power per volley: 1180 > 720

2.Javelin Launch Rack (UC)
2.1 Potency: 3717 > 3989
2.2 Ammo per volley: 1210 > 1180
2.3 Power per volley: 3150 > 2360

3.Nemesis Torpedo Tube (R)
3.1 Potency: 1502 > 1998
3.2 Ammo per volley: 1120 > 816
3.3 Power per volley: 960 > 816

4.Nemesis Torpedo Pods (E)
4.1 Potency: 3315 > 4783
4.2 Ammo per volley: 3400 > 2400
4.3 Power per volley: 2610 > 2400

5.Breach Torpedo Tube (UC)
5.1 Potency: 1350 > 1633
5.2 Ammo per volley: 505 > 336
5.3 Power per volley: 480 > 336

6.Dual Siluro Tubes (UC)
6.1 Potency: 1820 > 2183
6.2 Ammo per volley: 510 > 308
6.3 Power per volley: 480 > 308

7.Siluro Tube (UC)
7.1 Potency: 910 > 1001
7.2 Ammo per volley: 255 > 144
7.3 Power per volley: 300 > 144

8.Siluro Rack (R)
8.1 Potency: 1985 > 2386
8.2 Ammo per volley: 760 > 424
8.3 Power per volley: 830 > 424

9.Revolving Siluro Tubes (E)
9.1 Potency: 2183 > 2252
9.2 Ammo per volley: 1580 > 770
9.3 Power per volley: 1520 > 770

10.Heavy Torpedo Tube (UC)
10.1 Potency: 1360 > 1819
10.2 Ammo per volley: 630 > 374
10.3 Power per volley: 750 > 374

11.Heavy Torpedo Rack (R)
11.1 Potency: 3023 > 4375
11.2 Ammo per volley: 1870 > 1131
11.3 Power per volley: 2030 > 1131

12.Revolving Heavy Torpedo Tubes (L)
12.1 Potency: 6802 > 7275
12.2 Ammo per volley: 4500 > 2848
12.3 Power per volley: 4320 > 2848

13.Shielded Javelin Tube (UC)
13.1 Potency: 1353 > 1488
13.2 Ammo per volley: 410 > 390
13.3 Power per volley: 1170 > 780

14.Shielded Javelin Rack (R)
14.1 Potency: 3015 > 3628
14.2 Ammo per volley: 1210 > 1150
14.3 Power per volley: 3150 > 2300

15.Phase Javelin Tube (E)
15.1 Potency: 1502 > 1967
15.2 Ammo per volley: 490 > 418
15.3 Power per volley: 1260 > 840

16.Armored Torpedo Tube (R)
16.1 Potency: 1502 > 1819
16.2 Ammo per volley: 1105 > 816
16.3 Power per volley: 960 > 816

17.Mountain Buster Torpedo (L)
17.1 Potency: 8079 > 8886
17.2 Ammo per volley: 8640 > 5760
17.3 Power per volley: 4800 > 4800

Thank you for your valuable feedback!

Hotfixes - 1.5.1.4

Bug Fixes:
  • Fixed Iona Mk I's Acceleration Factor (-20 > 20)