1. Airships: Conquer the Skies
  2. News

Airships: Conquer the Skies News

Version 1.0.6.5 - Improvements

  • Ship resource quantities are now displayed as bars rather than numbers, which should make them easier to read. The numbers are still available in tooltips.
  • You can now explicitly tell a ship to move first and then flip, or flip first and then move.
  • The game now remembers where you previously placed your ships during combat setup in conquest, and will try to use the same placements.
  • Telling a ship to move vertically no longer causes it to move in a curved path. (Thanks Meowskyi for reporting this bug.)
  • Monster nests now reduce income by a fixed amount rather than a percentage.
  • The strategic map screen now stops you from scrolling away so far you can't see the map anymore.
  • Downwards antennae are now attached correctly.
  • When placing a module with upwards ladders, no longer showing connector hint into non-occupable tiles. (Thanks ImperatorRicardo for reporting this bug.)


Edit: Version 1.0.6.6 now has resource bars that use the original quantities of the ship as the baseline.

1.0.6.4 - Pipes

We're in one of those periods of drought where I'm working on major new changes - co-op multiplayer and diplomacy - where there isn't anything new to show you. So I took a quick break from the coding and added more pipes. T-junctions, cross-junctions, pipes as decals, and the ability to paint them. I also redid the mad science tower to make use of these new things:



Fancier things to come in the future...

1.0.6.3 - Bugfix Release

  • The colors in paint and roundels for arms that don't obey the rule of tincture are now better-chosen.
  • Fixed an issue caused by mods with modules that take zero time to walk through. Please don't break the laws of physics!
  • Planes kept being blown up by friendly fire from bombers and torpedo bombers, so I made them immune to splash damage from their own side. Only, I got the logic the wrong way around and instead made them immune to splash damage from the enemy side only. This is now fixed.
  • Toggling mods while in the process of placing a construction in the mission editor causes a crash from stale data in the construction you're placing. Made it so you can't toggle mods mid-placement anymore.
  • Fixed "the service ceiling looks fine but when I go place the ship it has a service ceiling of zero" bug. Caused by job assignment system getting too excited about hunky high-HP modded crew.
  • The game install folder now contains up to date information on how to run your own standalone multiplayer server. No "and then they shut the servers off and the game stopped working" for Airships!

So what's next? I've got a working prototype of co-op combat multiplayer which I'll put up as a beta branch soon. After that, diplomacy and conquest co-op.

As always, if you want to talk to me or other players, come join us on the Discord.

Wanna be a modder?

I've written a comprehensive, up to date guide on how to get started with modding the game. No programming skills needed, and all the tools are freely available. Add new modules, armours, monsters, AI factions, and more.

Read the guide here.



(Let's go for really old pop culture references now! At this rate, the next post will contain a really funny pun from 13th century France.)

1.0.6.2 - Bugfix and Lamps

  • Save files are now about seven times smaller, which should also help with out of memory crashes when auto-saving large maps.
  • Functionality for re-downloading mods and ships you published to Steam is finally restored!
  • Bottom-left combat commentary from torpedo bombers.
  • Red lanterns now redder.
  • Modders: decals can now have light sources attached.
  • Added some new decals: fake chimneys and lantern chains.

(I'm sorry)