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Airships: Conquer the Skies News

Version 1.2.10.1

The inevitable hotfix the day after a major feature release. Fixes a crash caused by a spy action trying to create a new empire.

Empire Co-Op & PvP Fest

Airships: Conquer the Skies is part of the PvP Games Fest this week. To celebrate, I've been working on a new feature that uh exactly isn't PvP: a new co-op mode for conquest!

In this new mode, Empire Co-op, multiple players can control the same empire. They can all give orders simultaneously, even using direct control mode on different ships during combat. You can set up this mode in the multiplayer lobby by having multiple players join the same empire.


And of course there is plenty of PvP to be had: quick matches between airship fleets as well as long strategic campaigns. Head over to the Discord to find like-minded individuals to fight against.

Version 1.2.9.6

Fixed another bug relating to loading ships from mods. Your mod list settings may have changed due to this.

Version 1.2.9.4

After several months of poking away at things, here's a large bugfix update, plus some new features for modders:

Changes / Features
  • Unilaterally cancelling receiving tribute now costs you reputation.
  • Per-ship AI control button.
  • Removed Vlambeer Mode in the settings because I needed the vertical space.


Fixes
  • Diplomacy desync fix.
  • Fixed tentacle stat display bug.
  • Boarders stay ready in their quarters rather than doubling up as guards.
  • Prettier em dashes, making the game ready for the Exciting AI Future.
  • Slightly faster tentacle performance.
  • Better scroll bar and chat performance.
  • Provoking an age of unrest from the industrial revolution now triggers the OutrageOverFlowException achievement.
  • Better tech screen layouting.
  • No longer showing that background parchment with the spider on when you're in arachnophobia mode.
  • No longer showing pointless AI control button during replays.
  • Medals for the recently introduced new charges now have names.
  • Removed some cyrillic letters from ship files that were causing crashes on Arch Linux.


For Modders
  • Data loading now deals with removes properly. You can remove things with dependencies as long as you also remove the dependencies.
  • Better targeting logic for non-flying crew shooting at ships.
  • Added numShots parameter for CrewType.
  • Resource regen for modules using ammoRegenerationEvery, repairRegenerationEvery, coalRegenerationEvery, amd waterRegenerationEvery to specify regenerating one resource unit every x milliseconds.
  • Added requiresNoCoast flag to make a city upgrade only available to non-coastal cities.
  • New ConstructionName system replacing the old naming system for airships, landships, and buildings. Names can now be modded, and can be tied to specific AI personalities and heraldic charges.


Edit: Version 1.2.9.4 caused a bunch of mods to stop working. I've now released version 1.2.9.5 which should fix this problem.

Version 1.2.9.3

  • Fixed a major cause of desyncs!
  • Game setup now remembers hero and incident settings.
  • Guardian sprites summoned by heroes now go home again after a while.
  • You no longer get incidents that can spawn heroes when heroes are turned off.
  • Saved games that use Cataclystic Expansion are now loadable. (I made the game ignore the bit of bad data in the expansion that was causing the problem.)
  • Surplus guards now distribute themselves across all modules that need guarding, rather than sitting in their barracks.
  • Increased mechanical tentacle length by 40%.
  • Modding: ground troops set to shoot airships now do so consistently.