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Airship: Kingdoms Adrift News

Major Update #2 has Arrived!

Dear Airship Kingdoms Adrift Community,

Two months have passed by very quickly, and it's time for another update! Finally, the ship + shipyard integration, which was overdue from last month, has now been completed! You can now upgrade some officers to level 10 as you assist them with their personal questlines.
[h2]Status:[/h2]
  • LIVE NOW: 20th November 2023
  • Older Saves: Safe to continue
Major Update #2 - V.1.3.0.8

This release marks the final step toward the full officers' side stories content, scheduled for release at the end of this month. It encompasses all the quality-of-life (QoL) improvements necessary for players to enjoy the game to its fullest. The update introduces new accessibility features and fine-tunes existing content, aiming to make the onboarding experience smoother and less punishing for new players learning the game mechanics.
[h2]Shipyards and Parts Shops are now Integrated[/h2]
One of the most highly anticipated improvements has arrived! Now, you can place ship parts from merchants onto your ships and test them out before deciding to buy or try other ones. The shipyard information panel also provides more in-depth information on various aspects of the ship, including shield recharge, power consumption, cruising drive multipliers, and more.


[h2]Storyline Progression Tracking Screen[/h2]
We've gathered diverse feedback regarding the game content, primarily addressing the absence of a mechanism to communicate the rewards associated with exploration and following the storyline. Consequently, we've introduced a new screen to provide a glimpse of the enticing elements awaiting players on their journey. This screen also serves to foreshadow upcoming challenges, giving players a heads-up before the game intensifies following specific milestones.


[h2]Clear and Relative Display of Fleets Power[/h2]
You can now assess your fleet's power and compare it with other fleets to determine whether to engage or return later after improving your roster. Weak hostile agents will no longer pursue your fleet but may still initiate a fight if you enter their engagement area.


[h2]Filtering Items, Destinations, and Settlements by Typing Names[/h2]
Kingdoms Adrift features a vast array of destinations and items available for exploration, use, and trade. Browsing through them one page at a time can be rather tiring. Therefore, we have introduced an incremental search box that continuously filters results, making it easier for you to find exactly what you are looking for.


[h2]Intel on Settlements is now Sold at Supply Stores in Region Hubs [/h2]
Alternative to visiting, you can now find information on merchants and factories for ports in each region by buying information from supply stores in region hubs, like Everspring Town for the Everspring Islands for example. You can now plan your route ahead to make more out of exploring new areas or grab things that are in demand at your quests destination.


[h2]Revised Hunting Faction Fleets Spawn System[/h2]
Stronger hostile hunting fleets and other significant threats are now gated behind main story progress. This provides you with the opportunity to build up your fleet and navigate through boss fights that serve as preparation for encountering more formidable hunting fleets. The enemy difficulties are categorized into five tiers: tier 1 unlocks at the end of Pirnmill’s prologue arc, tier 2 follows the defeat of the Blueglade pirates, tier 3 comes after obtaining the company’s plaque, tier 4 follows the first-time assistance of Heinrich and Charlotte, and tier 5 will be introduced in the final chapters update.

[h2]Other Notable Additions:[/h2]
  • Industrialists now have exclusive access to procurement agents offering to purchase produced components at higher prices and quantities.
  • Shipyard statistic tab now presents extra information and bonuses
  • You can now rename your ships directly from the ship roster.
  • Each faction's fleets are now appropriately themed and equipped.
  • You can now construct Tier 5 hangars and warehouses anywhere.
  • Smaller-tier hunting fleets can now spawn once their timer runs out, even if the larger ones have not been dealt with.
  • The Royal Rapid Recovery Shield is now producible at the Aecerlian Pattern Factories.
  • Officers now require smaller batches of items when leveling up.
  • Added a button to bring up the ship-sending dialog inside the warehouse screen.
  • Increased the purchase budget for commissioners and the purchase price for ships they need.
  • Press 'J' to bring up the journal (quest) screen.
  • Rebalanced and addressed multiple bugs for riders.
  • Some commissioners' quest demands have been lowered.
  • Increased the supply item replenishment amount and added the resupply quantity to their descriptions.
  • To address balancing issues, adjustments have been made to the skills of some officers.
  • Further balancing on ship parts, with more detailed changes in the section below.
  • Game audio will continue playing when out of focus
  • How-to-play panel now open on relevant page
  • Low tier ship parts balancing and pricing changes

The following officers' quests are now available and can be leveled up to the maximum level:
  • Rodrigo
  • Nathaniel
  • Gabriel
  • Olivier
  • Nuala
  • Catlin

[h2]Detailed Changes:[/h2]

[h3]Ship Parts[/h3]

Combustion Dynamo
Power Storage 2,000 > 4,000
Explosion Damage 12,000 > 2,100

Medium Combustion Dynamo
Power Storage 4,800 > 9,600
Explosion Damage 18,000 > 6,200

Large Combustion Dynamo
Power Storage 9,000 > 18,000
Explosion Damage 32,000 > 8,500

Large Clean Generator
Power Generation 1,800 > 1,710

Small Reaction Dynamo
Power Generation 170 > 180

Medium Reaction Dynamo
Power Generation 720 > 760

Iron Rotary Gun
Cooldown Between Volley 0.30 > 0.31
Power per Volley 60 > 17

Gunmetal Rotary Gun
Cooldown Between Volley 0.30 > 0.31
Power per Volley 60 > 17

Steel Rotary Gun
Cooldown Between Volley 0.25 > 0.26
Power per Volley 60 > 17

Iron Quad Rotary Turret
Power per Volley 240 > 70

Gunmetal Quad Rotary Turret
Power per Volley 240 > 70

Steel Quad Rotary Turret
Power per Volley 240 > 70

Medium Wet Magazine
Power Consumption 0 > 12

Large Wet Magazine
Power Consumption 0 > 45

Combustion Drive
Explosion Damage 2,500 > 2,100

Armored Combustion Drive
Explosion Damage 2,500 > 2,100

Large Combustion Drive
Explosion Damage 12,000 > 8,500

Armored Large Combustion Drive
Explosion Damage 12,000 > 8,500

Allowed changes of orientation on some command parts:
Small Bridge
Observation
Weapon Calibration Room
Small Marine Barrack
Marine Barrack
Small Eagle Marine Barrack
Eagle Marine Barrack
Long House
Mead Hall
Infirmary
Hospital
Navigation Deck
Luxury Officers Quarters

Following command parts can now support additional officers:
Large Battle Bridge - Engineer, Quartermaster
Large Reinforced Battle Bridge - Engineer, Quartermaster
Ammunition Workshop - Gunner
Ammunition Factory - Gunner

Refinery
Material Generation +24 > +8

Large Generative Alloy Plate
Damage Resistant 12% > 15%

Generative Alloy Plate
Damage Resistant 15% > 12%

Large Weaved Alloy Plate
Resistance 15% > 20%

Weaved Alloy Plate
Resistance 20% > 15%

Adjusted pivoted guns reload time:
Iron 1.7 > 2.5
Bronze 1.7 > 2.5
Steel 1.5 > 2.3
Heavy Iron2.1 > 3.3
Heavy Bronze 2.1 > 3.3
Heavy Steel 1.9 > 2.9
Adjusted cannon batteries reload time:

Bronze 2.8 > 2.6
Iron 2.8 > 2.6
Steel 2.6 > 2.5
Reduced projectile count on carronades:

Twin Heavy Carronades
24 > 20
Twin Carronades
6 > 5
Carronades
6 > 5

Revise flechettes firing pattern:
Gunmetal
Firing Arc 35 > 30
Reload 7.5 > 4.5
Projectile per shot 4 > 3
Dendronium
Firing Arc 35 > 30
Reload 7.5 > 4.5
Projectile per shot 4 > 3
Heavy Caerulus
Firing Arc 35 > 30
Reload 8.6 > 4.2
Projectile per shot 12 > 9
Heavy Dendronium
Firing Arc 35 > 30
Reload 8.6 > 4.2
Projectile per shot 12 > 9

Adjusted firing arcs on various gun types:
All pivoted guns
Firing Arc 100 > 90
All Howitzer Turret
Firing Arc 20 > 45
All Talburger Turrets
Firing Arc 20 > 30
All Naval Turrets
Firing Arc 60 > 90
All Heavy Naval Turrets
Firing Arc 80 > 60
Kinetic Rocket Turret
Firing Arc 60 > 45
Mana Bolt Turret
Firing Arc 15 > 45
Explosive Bolt Turret
Firing Arc 20 > 45
Seeker Rocket Turret
Firing Arc 20 > 45
Flak Rounds
Damage 265> 150
Blast Radius 10 > 12
Fall off factor 0.1 > 0.2
Small Flak Rounds
Damage 100 > 50
Blast Radius 7 > 9
Fall off factor 0.1 > 0.2

Air-Burst Turret
Changed projective from small flak rounds to regular
Tweaked firing pattern

Himmelrite Air-Burst Turret
Changed projective from small flak rounds to regular
Tweaked firing pattern

Adjusted weight on some weapons that were out of place:
Bronze Cannon Battery
Integrity 7,632 > 8,000
Pivoted Bronze Cannons
Weight 1,040 > 1,200
Integrity 7,000 > 8,000
Pivoted Steel Cannons
Weight 1,040 > 960
Pivoted Heavy Bronze Cannons
Weight 2,340 > 2,700
Integrity 15,750 > 18,000
Pivoted Heavy Steel Cannons
Weight 2,340 > 2,160
Iron Rotary Gun
Weight 260 > 400
Gunmetal Rotary Gun
Weight 290 > 420
Steel Rotary Gun
Weight 240 > 380
Iron Quad Rotary Turret
Weight 260 > 1600
Gunmetal Quad Rotary Turret
Weight 290 > 1680
Steel Quad Rotary Turret
Weight 260 > 1520

Adjusted non-conformed lance weapons:
Repeating Heavy Kinetic Lance
Changed lance projective from normal to heavy lance
Shot per volley 10 > 3
Reload time 2.7 > 2.4

Battered Wood would nolonger be available in PvP

[h3]Officers Skills[/h3]

Jean
Intimidate tactic cooldown 2s > 15s

Nathaniel

Emergency Cruise
Cooldown 2s > 5s
Activation Cost
Morale 20% > 15% > 15% > 10% > 10%
Energy 20% > 20% > 20% > 15% > 10%
Sustenance Cost
5% > 5% > 4% > 4% > 3%
Elise

Learned Optimism
Activation Cost
Material 5%
Sustenance Cost
Material 1%
Rodrigo

Meet Your Maker
Activation Cost
Ammo 20%
Sustenance Cost
Ammo 2%
Giorgiana

Concealment
Surrender Penalty -30% > -35% > -40% > -50%
Witful Diversion
Surrender Penalty -40% > -45% > -50%
Nuala

There She Blows!
Activation Cost
Fuel 1% > 2% > 3% > 4% > 5% > 5% > 5% > 5%
Sustenance Cost
Fuel 1% Fixed
Alistair

One with the Wake
Activation Cost
Morale 10% Fixed
Sustenance Cost
Morale 2% Fixed
Helmut

Machine Whisper
Activation Cost
Material 5% Fixed
Sustenance Cost
Material 1% Fixed
Helmi

Warcry
Sustenance Cost
Material 1% Fixed
Gabriel

Assist Gunners
Reload time -10% > -11% > -12% > -13% > -14% > -15%
Raise the Barricade
Activation Cost
Morale 10% Fixed
Material 5% Fixed
Sustenance Cost
Morale 1% Fixed
Material 1% Fixed
Cadenza

Overly Radical
Explodable Power Plant Energy 10% > 11% > 13% > 15%
Harmonic Stability
Activation Cost
Morale 10% Fixed
Material 10% Fixed
Sustenance Cost
Morale 2% Fixed
Material 1% Fixed

Join us at WePlayExpo - Shanghai!



Airship: Kingdoms Adrift is attending WePlayExpo- Shanghai World Expo Exhibition
& Convention Center, China Nov 18-19!

Join us at Booth C04, Hall H4 ! Exciting to be part of an event showcasing indie games!

Open BETA - 1.3.0.2 Major Update #2 Testing

Major Update #2 is in BETA!

[h2]Shipyard + Shops = Awesome, Type and search, fleets power/threat level, better spawn patterns and more![/h2]

Dear Airship Kingdoms Adrift Community,

Two months have passed by very quickly, and it's time for another update! Finally, the ship + shipyard integration, which was overdue from last month, has now been completed! You can upgrade some officers to level 10 as you assist them with their personal questlines.

Status:
  • Public Beta: 15th November 2023
  • LIVE Estimate: 20th November 2023
  • Older Saves: Safe to continue


[h2]!CAUTION![/h2]
[h3]Make sure to back up your save file when playing BETA releases[/h3]

[h2]Major Notable Changes:[/h2]
  • Shipyards and Parts Shops are now Integrated
  • Revised Hunting Faction Fleets Spawn System
  • Clear and Relative Display of Fleets Power
  • Filtering Items, Destinations, and Settlements by Typing Names
  • Intel on Settlements is now Sold at Supply Stores in Region Hubs
  • Other Notable Additions:
  • Industrialists now have exclusive access to procurement agents offering to purchase produced components at higher prices and quantities.
  • You can now rename your ships directly from the ship roster.
  • Each faction's fleets are now appropriately themed and equipped.
  • You can now construct Tier 5 hangars and warehouses anywhere.
  • Smaller-tier hunting fleets can now spawn once their timer runs out, even if the larger ones have not been dealt with.
  • The Royal Rapid Recovery Shield is now producible at the Aecerlian Pattern Factories.
  • Officers now require smaller batches of items when leveling up.
  • Added a button to bring up the ship-sending dialog inside the warehouse screen.
  • Increased the purchase budget for commissioners and the purchase price for ships they need.
  • Press 'J' to bring up the journal (quest) screen.
  • Rebalanced and addressed multiple bugs for riders.
  • Some commissioners' quest demands have been lowered.
  • Increased the supply item replenishment amount and added the resupply quantity to their descriptions.
  • To address balancing issues, adjustments have been made to the skills of some officers.
  • Further balancing on ship parts, with more detailed changes in the section below.


[h2]The following officers' quests are now available and can be leveled up to the maximum level:[/h2]


  • Rodrigo
  • Nathaniel
  • Gabriel
  • Olivier
  • Nuala
  • Catlin


[h2]Detailed Changes:[/h2]

[h3]Ship Parts[/h3]

Combustion Dynamo
  • Power Storage 2,000 > 4,000
  • Explosion Damage 12,000 > 2,100


Medium Combustion Dynamo
  • Power Storage 4,800 > 9,600
  • Explosion Damage 18,000 > 6,200


Large Combustion Dynamo
  • Power Storage 9,000 > 18,000
  • Explosion Damage 32,000 > 8,500


Large Clean Generator
  • Power Generation 1,800 > 1,710


Small Reaction Dynamo
  • Power Generation 170 > 180


Medium Reaction Dynamo
  • Power Generation 720 > 760


Iron Rotary Gun
  • Cooldown Between Volley 0.30 > 0.31
  • Power per Volley 60 > 17


Gunmetal Rotary Gun
  • Cooldown Between Volley 0.30 > 0.31
  • Power per Volley 60 > 17


Steel Rotary Gun
  • Cooldown Between Volley 0.25 > 0.26
  • Power per Volley 60 > 17


Iron Quad Rotary Turret
  • Power per Volley 240 > 70


Gunmetal Quad Rotary Turret
  • Power per Volley 240 > 70


Steel Quad Rotary Turret
  • Power per Volley 240 > 70


Medium Wet Magazine
  • Power Consumption 0 > 12


Large Wet Magazine
  • Power Consumption 0 > 45


Combustion Drive
  • Explosion Damage 2,500 > 2,100


Armored Combustion Drive
  • Explosion Damage 2,500 > 2,100


Large Combustion Drive
  • Explosion Damage 12,000 > 8,500


Armored Large Combustion Drive
  • Explosion Damage 12,000 > 8,500


Allowed changes of orientation on some command parts:
  • Small Bridge
  • Observation
  • Weapon Calibration Room
  • Small Marine Barrack
  • Marine Barrack
  • Small Eagle Marine Barrack
  • Eagle Marine Barrack
  • Long House
  • Mead Hall
  • Infirmary
  • Hospital
  • Navigation Deck
  • Luxury Officers Quarters


Following command parts can now support additional officers:
  • Large Battle Bridge
  • Engineer
  • Quartermaster
  • Large Reinforced Battle Bridge
  • Engineer
  • Quartermaster
  • Ammunition Workshop
  • Gunner
  • Ammunition Factory
  • Gunner


Refinery
  • Material Generation +24 > +8


Large Generative Alloy Plate
  • Damage Resistant 12% > 15%


Generative Alloy Plate
  • Damage Resistant 15% > 12%


Adjusted all pivoted guns firing arc:
  • 120 > 100


Adjusted pivoted guns reload time:
  • Iron 1.7 > 2.5
  • Bronze 1.7 > 2.5
  • Steel 1.5 > 2.3
  • Heavy Iron2.1 > 3.3
  • Heavy Bronze 2.1 > 3.3
  • Heavy Steel 1.9 > 2.9


Adjusted cannon batteries reload time:
  • Bronze 2.8 > 2.6
  • Iron 2.8 > 2.6
  • Steel 2.6 > 2.5


Reduced projectile count on carronades:
  • Twin Heavy Carronades 24 > 20
  • Twin Carronades 6 > 5
  • Carronades 6 > 5


Revise flechettes firing pattern:
Gunmetal
  • Firing Arc 35 > 30
  • Reload 7.5 > 4.5
  • Projectile per shot 4 > 3



Dendronium
  • Firing Arc 35 > 30
  • Reload 7.5 > 4.5
  • Projectile per shot 4 > 3


Heavy Caerulus
  • Firing Arc 35 > 30
  • Reload 8.6 > 4.2
  • Projectile per shot 12 > 9


Heavy Dendronium
  • Firing Arc 35 > 30
  • Reload 8.6 > 4.2
  • Projectile per shot 12 > 9


[h2]Officers Skills[/h2]

Nathaniel
Emergency Cruise
Activation Cost
  • Morale 20% > 15% > 15% > 10% > 10%
  • Energy 20% > 20% > 20% > 15% > 10%

Sustenance Cost
  • 5% > 5% > 4% > 4% > 3%


Elise
Learned Optimism
Activation Cost
  • Material 5%

Sustenance Cost
  • Material 1%


Rodrigo
Meet Your Maker
Activation Cost
  • Ammo 20%

Sustenance Cost
  • Ammo 2%


Giorgiana
Concealment
  • Surrender Penalty -30% > -35% > -40% > -50%

Witful Diversion
  • Surrender Penalty -40% > -45% > -50%


Nuala
There She Blows!
Activation Cost
  • Fuel 1% > 2% > 3% > 4% > 5% > 5% > 5% > 5%

Sustenance Cost
  • Fuel 1% Fixed


Alistair
One with the Wake
Activation Cost
  • Morale 10% Fixed

Sustenance Cost
  • Morale 2% Fixed


Helmut
Machine Whisper
Activation Cost
  • Material 5% Fixed

Sustenance Cost
  • Material 1% Fixed


Helmi
Warcry
Sustenance Cost
  • Material 1% Fixed


Gabriel
Assist Gunners
  • Reload time -10% > -11% > -12% > -13% > -14% > -15%

Raise the Barricade
Activation Cost
  • Morale 10% Fixed
  • Material 5% Fixed

Sustenance Cost
  • Morale 1% Fixed
  • Material 1% Fixed


Cadenza
Overly Radical
  • Explodable Power Plant Energy 10% > 11% > 13% > 15%

Harmonic Stability
Activation Cost
  • Morale 10% Fixed
  • Material 10% Fixed

Sustenance Cost
  • Morale 2% Fixed
  • Material 1% Fixed

Update 1.2.3.4

[h2]Major Changes:[/h2]
  • Rider rebalance (details below)


[h2]Minor Changes:[/h2]
  • Improved rider's restocking precision


[h2]Bug Fixes:[/h2]
  • Fixed known exploits for instant delivery airship service


[h2]Rider Changes:[/h2]
Alphahawk
Integrity 1400 > 5600
ProjectileDamage 1310x2 > 1310x3
ReloadSpeed 3.80s > 1.17s
AmmoStorage/perVolley 2000/20 > 3024/84
ShieldCapacity 4800 > 6000
RiderSpeed 83Km/h > 104 Km/h
Resistance 0 > 25%
TrainingTime 15s > 10s

Aetherhawk
Integrity 175 > 750
ProjectileDamage 150 > 600
ReloadSpeed 1.50s > 1.31s
AmmoStorage/perVolley 2000/20 > 720/16
RiderSpeed 85Km/h > 106Km/h
TrainingTime 5s > 3s
Added interception capability

Pegasus Rider
Integrity 1400 > 2800
ProjectileDamage 240 > 420
WeaponRange 240m > 230m
ReloadSpeed 0.60s > 0.40s
AmmoStorage/perVolley 4800/200 > 900/6
RiderSpeed 76Km/h > 95Km/h
Resistance 0 > 10%
TrainingTime 8s > 6s
Added interception capability

Nightmare Rider
Integrity 1500 > 4800
ProjectileDamage 420x5 > 850x3
WeaponRange 300m > 265m
ReloadSpeed 3.00s > 2.20s
AmmoStorage/perVolley 2400/300 > 2400/60
RiderSpeed 72Km/h > 91Km/h
Resistance 0 > 20%
TrainingTime 12s > 8s

Griffon Rider
Integrity 3000 > 10800
ProjectileDamage 700 > 980x3
ReloadSpeed 2.00s > 1.36s
AmmoStorage/perVolley 2000/50 > 2160/60
ShieldCapacity 1500 > 3000
RiderSpeed 62Km/h > 78Km/h
Resistance 0 > 35%
TrainingTime 15s > 14s

Javelineer
Integrity 2000 > 8400
AmmoStorage/perVolley 2000/2000 > 2460/2460
RiderSpeed 51Km/h > 78Km/h
Resistance 0 > 30%
TrainingTime 15s > 14s
*Projectiles are now in a tight spread pattern

Cannon turret pod
Integrity 3200 > 5400
ProjectileDamage 980x2 > 3480
WeaponRange 240m > 230m
ReloadSpeed 2.00s > 2.32s
AmmoStorage/perVolley 6000/600 > 1656/92
RiderSpeed 20Km/h > 39Km/h
Resistance 0 > 40%
TrainingTime 10s > 8s
Added interception capability

Rotary cannon turret pod
Integrity 2400 > 4800
ReloadSpeed 0.20s > 0.22s
AmmoStorage/perVolley 6000/600 > 1650/15
RiderSpeed 22Km/h > 44Km/h
Resistance 0 > 35%
TrainingTime 10s > 8s

Carronade turret pod
Integrity 3600 > 6000
ProjectileDamage 640x5 > 640x7
ReloadSpeed 3.00s > 2.35s
AmmoStorage/perVolley 3000/600 > 2100/105
RiderSpeed 18Km/h > 37Km/h
Resistance 0 > 45%
TrainingTime 10s > 8s
*Projectiles are now in a tight spread pattern

Air-burst turret pod
Integrity 2400 > 4800
ProjectileDamage 100x5 > 100x4
ReloadSpeed 0.50s > 0.32s
AmmoStorage/perVolley 6000/400 > 1800/30
RiderSpeed 21Km/h > 42Km/h
Resistance 0 > 35%
TrainingTime 10s > 8s

Update 1.2.2.2

[h2]Minor Changes:[/h2]
  • Game's cursor is now confined to the game window only in Exclusive Fullscreen mode
  • Allowed the Royal Rapid Shield to be built in facilities

[h2]Bug Fixes:[/h2]
  • Fixed a crash that occurred when opening Pastures in Greenvale Town
  • Fixed the color inconsistency of the travel action buttons (Visit, Rob, Fight, etc.)
  • Riders now use ammo to deploy (previously, it was bugged to use Energy for deployment)
  • Fixed the issue where sometimes sending a ship is back to SilberblumHQ
  • Resolved an issue that blocked story progression at the unintended point
  • Airships that venture into void zones will be forced to return into the playable area properly (except in some occasions beyond the limits of our system)
  • Fixed the issue where Mana weapons' bonus damage from Ship Parts did not apply properly