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Airships: Conquer the Skies News

Version 1.2.0.2

  • Fixed a combat desync bug.
  • The governor icon is no longer drawn on top of the plague icon in the map.
  • Fixed fleet ship list layout for long ships with medals.
  • Gust of Wind and Sudden Storm are now weaker at the edges of the map, making them less able to smash ships together.

As previously noted, if you have balance feedback on heroes or abilities, do let me know.

Version 1.2.0.1 - Fixes, Settings

Welcome to the inevitable post-release bugfix update!

  • The DLC now works on Macs!
  • Trebuchets no longer block airflow.
  • AI should no longer send so many insults and delegations.
  • Reduced frequency of heroes appearing slightly.
  • Added settings for frequency of heroes appearing and frequency of diplomatic incidents.
  • Added toggle for hero victory.
  • Better spacing of modules in editor module list.
  • Disarm and Cripple abilities deactivate properly once they've taken out all weapons/propulsion.
  • Added one new player-contributed fleet.
  • Added the proper portrait for powered-up Zotullah. (Zotullah!)


I've been reading people's feedback and reviews. The most common negative feedback was the heroes happen too frequently, and that in general, messages for players to deal with turn up too frequently.

During development, I was frankly worried that the DLC wouldn't have enough of an immediately noticeable impact. So I erred on the side of too many things happening rather than too few. I've now toned down the frequency of heroes a bit, and also added game setup settings that let you choose if you'd like heroes to be a rare thing, of if you'd like to play Steampunk HR Simulator 2023.

As for balancing individual heroes, that will be an ongoing process based on your feedback, so do let me know about specific heroes that you find overpowered or underpowered.

For now, I hope you continue enjoying the game!

Airships: Heroes & Villains Available Now!

I am very pleased to announce that Heroes & Villains, a DLC for Airships: Conquer the Skies, is now available!

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In Heroes & Villains, you can recruit commanders for your airships and governors for your cities, and use their special abilities to conquer the world.



Commanders can outflank enemy ships, supercharge their engines, or repurpose random objects as ammunition. And some commanders are sorcerers who can blind enemies, control the weather, or summon creatures to aid them.



Meanwhile, governors increase the productivity of cities, quiet unrest, and can pronounce edicts and events such as martial law, forced labour, or a fun masked ball.

Based on your actions, these characters can gain experience, gain or lose their loyalty, or become more angry, stressed, insane, powerful, famous. Over time, some will change into different versions of themselves - experienced or embittered or empowered. Disloyal governors can be great liabilities, while some heroes can become famous or magically powerful enough to help you win the game.



Diplomatic incidents can now arise between empires, where you have to decide whether to trust or betray your neighbours. Risk war to burnish your own reputation? Encourage cultists? Fight pirates together? The right answer depends very much on where you are, what you need, and what you know about the other empire.



Ship crew now gain experience with each battle - assuming they survive it, that is. So here's an incentive to keep those little air sailors alive, maybe give them a sickbay, maybe some better armour. Or don't bother - there's always more where they came from.

Also, here's a an extra surprise feature: You can design and award medals to ships based on their experience level. Each medal tier only has a small number of medals, and the medals are permanently lost along with their ships, so make sure you keep your medal-bearing ships alive.



Also note that if you join a multiplayer game, you can use the DLC during the game even if you haven't bought it. I wanted to avoid splitting the player base along DLC lines.

And as always with any big release, there are probably bugs, so if you encounter any problems, please report them on the Steam forums or on Discord, and I'll get to fixing them right away.

And now go enjoy the DLC!



I am also happy to announce that Airships is part of Simfest, the Steam festival celebrating all things related to simulation games. From today through July 24, Airships is 50% off! Do check out Simfest to see a wide variety of the latest and greatest simulation titles, both newly released and coming soon.

Version 1.2 - Wurms, Trebuchets, Balance

Alongside the DLC release, the baseline version of Airships is also getting an update with some new things and rebalancing.

Landships are now available at tier 0, using wheels instead of tracks. Of course, these landships need to be propelled somehow, which is why there's now teams of lizards you can attach to your vehicles. They're not very fast, but they're cheap and work perfectly fine.



The game now supports weapons with arcing ballistic trajectories. Most weapons still have flat trajectories, but grenades, ballistas, and heavy bombards have arced ones. In addition, there's now trebuchets as a tier 0 siege weapon, and mortars, which you get along with cannons.



Some modules got a major redesign, such as imperial cannons, which now do splash damage, acid spitters, which are now rapid fire, and targeting computers that now assist guided missiles.



The weather will now sometimes change during a fight - rain starting or ending, dusk turning into night, dawn into day, and so on. And there's a bunch of performance improvements and bug fixes, including a fix to a desync bug that's been plaguing the game for about a year now.

Here's the complete list of balance changes:

  • Imperial Cannon: 400 -> 120 Piercing damage, Added 5m piercing splash radius, 7s -> 9s Reload time
  • Suspendium Ray: 12 -> 15 Piercing damage
  • Junk Sails: +50% HP
  • Acid Spitter: +133% Shot speed, 3s -> 0.35s Reload, added 3.5s clip reload, 3 -> 20 Clip size, 10 -> 8 Blast damage, 8.5m -> 5.7m Blast splash radius, 30 -> 16 Direct damage
  • Aerial Charges: +45% Shot speed, 3s -> 2s Reload, 1 -> 2 Number of shots
  • Big Tracks: Added 600 ship HP bonus
  • Small Tracks: Added 250 ship HP bonus
  • Bomb Bay: -20% Shot speed, 6s -> 0.6s Reload, 1 -> 3 Clip size, Added 7s clip reload time, -33% Accuracy, 40 -> 30 Blast damage
  • All cannons: -10% Reload time
  • Command Centre: 400 -> 250 Cost
  • Kinetic Bomb AKA Droppy Rock: +40% Shot speed, 2 -> 4 Clip size
  • Flamethrower: 5 -> 6 Blast damage
  • Giant Flamethrower: 15 -> 16 Blast damage
  • Aircraft Command Deck: 500 -> 260 Cost
  • Gaff Sail: 25 -> 20 Cost
  • Grapeshot Cannon and Sponson: 8 -> 14 Piercing damage per shot, 28m -> 43m Shoot troops range
  • Guided Missile: 25s -> 35s (25s with Targeting Computer) Reload, 3x (2x with Targeting Computer) Inaccuracy, 105 -> 90 Blast damage, 13m -> 14m Blast splash radius, 214m -> 285m (186m with Targeting Computer) Minimum range
  • Hussar Rifle: +10% Accuracy
  • Large Suspendium Chamber: 240 -> 220 Fire HP, 200 -> 180 Explode HP
  • Suspendium Cannon: 90 -> 100 Piercing damage, Now obeys fire mode
  • Targeting Computer: 400 -> 300 Weight, 20s -> 60s Coal reload, 3 -> 2 Crew, improves Guided Missile (see above)
  • Heavy Bombard: 44 -> 50 Blast damage, +30% Accuracy, Made trajectory ballistic, Added 450m max range, Added 28m max up range, Added 0.7x accuracy multiplier against airships
  • Ballista: Made trajectory ballistic
  • Grenades: Made trajectory ballistic
  • Aerial Hussars: +40% Acceleration
  • Steel Wall: 36 -> 40 HP, 5 -> 10 Blast damage absorb
  • Steel Armour: 50 -> 60 HP, 16 -> 22 Blast damage absorb, 6 -> 8 Piercing damage absorb
  • Heavy Steel Armour: 90 -> 80 HP, 24 -> 30 Blast damage absorb
  • Brick Wall: 2 -> 4 Blast damage absorb
  • Stone Wall: 80 -> 85 HP, 4 -> 6 Blast damage absorb
  • Massive Stone Wall: 130 -> 150 HP, 6 -> 10 Blast damage absorb
  • Wooden Wall: 24 -> 30 HP, 2 -> Piercing damage absorb
  • Heavy Wooden Armour: 75 -> 90 HP, 6 -> 8 Blast damage absorb, 12 -> 24 Piercing damage absorb, 12 -> 16 Weight

Heroes & Villains Design Notes

With Heroes & Villains releasing in one week, here's a post about some of the design decisions I made.

Last year, I taught a class at the Zurich University of the Arts about using game mechanics to tell stories. It was a very small class, and so we spent our time sitting together, playing games, and discussing them. We played Crusader Kings 3, Rimworld, I Was a Teenage Exocolonist, Six Ages: Ride Like the Wind, and more. I'm not sure if we figured out what was intended to be the core theme of the class, but we did learn a bunch of things about characters in games and procedural narratives.

Conveniently, I then immediately got to apply these things to the design of the Heroes & Villains expansion.

One of the surprising strengths of I Was a Teenage Exocolonist, a game about surviving your teenage years on an alien planet, is that its characters are handcrafted rather than procedurally generated. It's a game that's meant to be played through repeatedly as you figure out how to achieve your goals, and so you meet the same people again and again. My assumption would have been that you get bored of the characters, but in fact your emotional connection to them deepens with repeated playthroughs.

In comparison, Rimworld has a pretty sophisticated system for generating characters with all kinds of different traits - but because these traits get jumbled up each time you play, repeated playthroughs actually alienate me from the game characters. As I see more and more recombinations - and as people keep on dying from random rabid squirrel attacks - I stop seeing them as people and just see them as collections of traits that are more or less useful.

So for Heroes & Villains, I intentionally chose to go with handcrafted characters - quite a lot of them, more than sixty, but you'll still see them again and again. So that when you see a familiar face pop up, you'll go "oh, it's that guy!"



The second decision I made was to express stories through mechanics as much as possible. Both characters' stories and diplomatic incidents focus on mechanics and tradeoffs rather than having large amounts of flavour text.

This is a response to another game we looked at, Crusader Kings 3, which has elaborately written events with text that I read maybe once, if at all. It's just too much text, and the text is so specific and detailed that reading it actually breaks my suspension of disbelief. Oh, your dog gets lost the same way as the dogs of ten previous rulers?

They're doing their best, pumping the game full of hundreds and thousands of events - but it's a losing battle. To make people notice that there's new events in an update, you need to have a significant proportion of new ones, and so each time you have to add even more for it to be noticeable. I'm one dev. I can't possibly write hundreds of events.

Instead, I concentrated on creating interesting decisions and very little text. Heroes have different stats - Loyalty, Pride, Fear, Rage, Sanity, Stress - depending on what kind of person they are, and your game actions affect those stats. So you have Commander Bertelli, whose pride can overtake his experience and turn him into a jerk, or the Aukhan Band of Brothers, whose oath of brotherhood weakens as your empire enters modernity, or Captain Bui, who is consumed with desire for revenge on one specific empire.



The expansion also adds diplomatic incidents, which are events that happen between two empires. They're prisoner's dilemma type decisions, so you have to take into account the situation both empires are in, and their personality, be they human or AI. Perhaps you can afford to antagonise the other empire. Maybe you desperately want to reduce their reputation. Maybe they have grievances towards you, and this is your chance to get rid of them and avert war.



All together, I made those design decisions to provide interesting gameplay experiences and choices, rather than things you numbly click through. You'll be able to see them in one week, when the expansion comes out!