This update is all about aesthetics. Ships in the game, being made of blocks, have always looked very, uh, blocky. Numerous mods have been made to address this, but mods are limited in what they can do.
The main technical change this update introduces is pixel-perfect collision for modules. This means that you can have complex, rounded shapes that collide correctly, rather than having weird non-collisions or collisions at a distance.
To take advantage of this, beyond adding pixel-perfect collision to rams and turrets, I've added a whole bunch of slopes and curves to shape your ships. These slopes and curves can also be armoured like normal modules.
In addition, there are figureheads:
Lanterns:
More sails:
There's also two new weapon modules, muskets and heavy turrets:
The appearance of many weapon barrels has also been updated to be more distinctive:
But wait, that's not all! There's flags and pennants that move based on wind and ship movement:
Oh, and around 50 new decal items, such as new gold leaf:
And "greebles", small textural details like tanks and panels:
The aim of all of this is to enable ships to have all kinds of distinctive looks, such as the following three:
Age of Sail
Battleship
Mad Max
Beyond all these new things, there are of course also some bug fixes and balance adjustments:
- All shots now do at least one point of damage, which means you no longer get into a situation where your weapons mysteriously don't fire.
- Module adjacency bonuses have been significantly decreased, to prevent penalising ships that aren't just flying bricks.
- Fleshcrackers now have a maintenance cost, preventing mad scientist nests from spawning an infinite number of them.
- Crew can no longer avoid being hurt by boarders by hiding behind the corpses of their fallen comrades. This should resolve problems with boarding stalemates.
- Fixed animation logic for bees, wasps and air dragoons - boarding flyers.
- Flamethrowers have a wider firing arc.
- Gatling guns' shots now wander rather than spraying around wildly.
- Increased armour HP by 50%.
- Doubled Air Hussar reload time.
- Spider legs now have a lot of propulsion power.
- Increased Suspendium Dust Tank HP.
- Fixed a mission editor crash.
Airships: Conquer the Skies
David Stark
David Stark
2018-08-16
Action Indie Strategy Singleplayer Multiplayer
Game News Posts 306
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(5250 reviews)
http://www.zarkonnen.com/airships/
https://store.steampowered.com/app/342560 
The Game includes VR Support
Airships Linux 53 [139.2 M]Airships Linux 64 [545.79 M]
Airships: Conquer the Skies - Soundtrack
Airships: Heroes and Villains
In the game, ships are viewed side-on, and their modules are operated by individual crew members. During combat, players give high-level commands to a small fleet, positioning their ships, ramming and boarding others. Ships and terrain are fully destructible: they can catch fire, explode, break apart, and fall. Players can also compete against one another in Internet and LAN matches.
The ships are highly detailed, teeming with sailors moving around at their individual tasks, like an ant farm or a cut-away drawing. The player's choices in ship layout are crucial, and an important part of the game is exploring the design space of different airships and their matching tactics.
- OS: Ubuntu/Debian/Mint
- Processor: 1.8 Ghz+Memory: 256 MB RAM
- Memory: 256 MB RAM
- Graphics: 1 GB VRAM+
- Storage: 1 GB available spaceAdditional Notes: Not currently compatible with Intel HD graphics controllers. May run on other Linux distros. but no guarantees.
- OS: Ubuntu/Debian/Mint
- Processor: 2.2Ghz+ Dual-coreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2 GB VRAM+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Not currently compatible with Intel HD graphics controllers. May run on other Linux distros. but no guarantees.
[ 5166 ]
[ 1903 ]