New Pacifist Mode and Combat Range
[p]Hi everyone,[/p][p]We're back with another update! The game is 30% off for the occasion![/p][p][/p][h2]Pacifist Mode[/h2][p]This time its a new game mode: Pacifist Mode. [/p][p]As you know the main story mode in Airborne Empire, Adventure Mode, is set in a world that is full of sky pirates. Players have to defend their city and defeat a variety of enemies on land, in the air and at sea. We've spent a lot of time on the combat, and it has improved a lot during Early Access (that you for all the feedback!) but some people have asked for a different experience, something with a chiller vibe, like our first game, Airborne Kingdom. [/p][p]So, all that being said, we've added this new mode as a kind of relaxed non-combat remix of the game. It still takes place in the same large open world and players will still have to explore for resources and purchase new buildings from cities they encounter along the way. The main difference is in this mode there is no story and no enemies. The player just explores and builds.[/p][p][/p][h2]Combat Range[/h2][p]If you are playing Pacifist Mode or Creative Mode and you decide you would like to sample a little combat then you can now try that as well. Visit any city in the world and go to the Combat Range in the main City Menu and you can launch a test combat scenario, just to see how your city would hold up. You can stop the combat scenario at anytime by returning to the Combat Range.[/p][p][/p][p]We've added a number of bug fixes and game performance optimizations as well:[/p]
- [p]Fixed Tesla Coil cooldown starting when it is activated instead of when it has finished its attack[/p]
- [p]Fixed wrong update description for Park[/p]
- [p]Fixed being able to build Defense Tower in Havenmill before researching it[/p]
- [p]Fixed building entrance not facing paths for Bird Cage Bar and Charcoal Hut[/p]
- [p]Fixed resource generation rates not updating correctly when city tilts and affects worker speed[/p]
- [p]Fixed propulsion buildings still animating when there is no more coal[/p]
- [p]Fixed worker cost not updating in Quest Button[/p]
- [p]Fixed some rare bugs with road placement[/p]