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Airships: Conquer the Skies News

Version 1.0.15.4

  • Fixed a crash in combat in graphics compatibility mode. (Side note, don't use graphics compatibility mode if you can avoid it. It's slower than normal graphics.)
  • Fixed crash when a fleet you had selected was destroyed.
  • Changed the way shiny/non-shiny materials are rendered slightly. (Shinyness now slightly affects ambient lighting.)
  • Fixed one whole typo.

State of Diplomacy

Back nine months ago I wrote an update on the upcoming diplomacy features for Airships. Understandably, you'd like to know how they're getting along. The short version: yes, they're still coming, things just take forever, ugh.

As a matter of policy I don't want to give you a detailed breakdown of how I spend my time, because that way lies madness and frustration for players and developer. But suffice it to say that life and hardware failures get in the way sometimes.

And I'm basically transforming Airships from a ship-building game with a simple online battle map into something more like a fully-fledged grand strategy game. These usually are made by teams, not individual developers. So all of this is a lot of work.

Where is the big diplomacy update now?

Diplomacy between human players is done, as is cooperative multiplayer battles. I spent a lot of time doing some careful testing to ensure that this actually works right: players ending up on the right side of battles, logic like "if you declare war on someone, you also declare war on people they have a defensive pact with" working correctly.

What's next is a bunch of secondary features meant to fix pain points with the strategic game as it is, and to flesh it out.

The first one is a supply system intended to prevent what's called "doom stacks" in Stellaris - players simply lumping all of their ships into one megafleet that zips from city to city conquering, not bothering to rebuild or defend its conquest. You end up with a bunch of doom stacks chasing one another, which isn't all that much fun.

The second is a resources system. Towns and cities will produce different resources required for effectively making certain modules and armour. (You'll always be able to make anything you have the tech for, it may just get expensive.) Right now, each place you can conquer is much like any other, but with resources, it will matter what you actually need.

The third is a system for upgrading towns and cities, specializing them and increasing your output.

Then, I want to rework espionage. Spying was meant to be a catch-up mechanic, but it doesn't really work as that, nor is it very fun. So I'll either make it work or maybe just remove it from the game.

Finally, I need to update the AI so it actually understands all these new concepts.

I understand that you're probably excited to try out multiplayer and diplomacy, but I do want to deliver all those things at once as a well-balanced package. This is mostly because I don't want to go up to people and say "try multiplayer, it's really good now", while I know that there's still gameplay issues I haven't addressed.

Version 1.0.15.3

  • More graphical upgrades and new decals by YellowMiner. Some modules now change appearance as tech level increases.
  • Decals are now organised into categories, like modules.
  • You can now paint modules like hatches with the paint tool.
  • You can now hold down space to paint decals with the paint tool.
  • Multiplayer world generation is no longer stuck indefinitely if one of the players disconnects while it's going on.
  • Added confirm dialog to flee/surrender button.
  • The AI now leaves after fully raiding a city in multiplayer.
  • Fixed impact force for beam weapons.
  • Fleshcrackers no longer shoot crew held by their own tentacles. After all, they're about to eat them.
  • The targeting AI is no longer supernaturally aware of the location of pressurised suspendium chambers, making them more viable.
  • You can now make mods that use bonusable values to change the appearance of modules and armour. This would previously crash the game.
  • Miscellaneous other GUI improvements.

Version 1.0.15.2

  • Rebalanced suspendium dust tanks again: endcaps have more lift again, and large tanks also have more, but they're more expensive and a bit more fragile.
  • Large explosive weapons now also have an impact force.
  • Fixed various decal display issues.
  • Fixed an issue with flipped pipes and ornate charges displaying incorrectly in graphics compatibility mode.
  • Known issue: Detailed module fragments are currently missing.
  • Known issue: Due to Apple's increasing restrictions, the game may no longer launch on OS X Catalina. I'm looking to see if I can fix this.
  • Known issue: lantern chains are not displaying correctly.

Version 1.0.15

Bugfixes and balance improvements:
  • Rebalanced large dust tanks, reducing endcap lift by 50%. (Note: I will be releasing another balance update soon that reverses most of this nerf, so don't panic and redo all your designs just yet. :D )
  • Fixed endless reconnect loop when resuming a conquest game with mods.
  • Fleets that only have boarders and no weapons no longer just surrender.
  • Fixed some AIs failing to research technologies and getting stuck on old ship designs.
  • Updated all translations.
  • Armoured doors are no longer weirdly super-heavy.
  • Projectiles now have an impact force, pushing back the target they hit, defaulting to half their recoil.


YellowMiner has been updating and adding to module and decal graphics:
  • Many more decals are now flippable and colourable.
  • Many new decals, including anchors, side lamps and lanterns, smaller ornate coats of arms, bigger roundels with charge, more masts, struts.
  • Struts and solid shapes have been reworked and have their own category.
  • Stained glass windows are now paintable and have more variants.
  • Other minor graphics rework.


Modding-related stuff:
  • You can now adjust the targeting weight of modules, making them more or less likely to be targeted by enemy gunners. See the keels for an example.
  • Graphics are being moved around and shifted to the new modules spritesheet, but the original spritesheet will remain forever so as to not break mods that refer to it.
  • You can now set ammoPerClip = 0, clip to something greater than one, and clipReloadTime to some number of milliseconds to make ammoless weapons that fire in bursts.
  • You no longer need to specify the offset in external appearances if it's 0, 0.