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Airships: Conquer the Skies News

Birthday Stream

It's my birthday on April 18, so I'm doing a birthday stream on the Steam store page of Airships on at 19:00 CET. Q&A, key giveaways, dressing up as air sailors. Be there!

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.