Version 1.0.6 - New Modules!
Light and medium cannons sticking out of the side of ships. They have no placement restrictions but a narrow fire arc.
Available in top and bottom versions, these turrets have some of the flexibility of the larger dorsal and ventral turrets but can be placed in a staggered line.
A cheap, low-tech weapon that offers better range than muskets or grenades.
How about a bomb that goes up? That's what an aerial charge is.
A new high-tech plane based on the historical Fairey Swordfish. Torpedo planes take off and release a single aerial torpedo before returning to base to re-arm.
The tech tree has been expanded with three new techs:
Aerodynamics, which now unlocks Biplanes and more accurate bombs.
Sponsons, a Tier 2 tech that gives you sponsons.
Torpedo Planes, which is a high-level tech that gives you Torpedo Bombers.
To support the new modules, there are both updated and new sets of AI ship designs, some created by me, some contributed by players.
In terms of balance adjustments, many types of armour are now significantly lighter and cheaper, making them more viable options. Planes and Aerial Hussars have also been strengthened significantly. Large Suspendium Chambers and Heavy Turrets now require less free space around them. A full list of changes is available below. I've also re-worked the game physics a bit, which means that airships now fly in more of a straight line and landships are faster. The ship editor GUI no longer lists flipped versions of modules and decals seperately. Instead, there's now horizontal and vertical flipping buttons in the list, which makes the list more compact.
Finally, there is now an option to turn off the cooldown between commands issued for ships, letting you micro the movement, priorities, and targeting of your ships as fast as your hands can manage. Available both in individual combats and in conquest mode.
Enjoy!
Normal Difficulty Level Capital City Income 70 -> 80 AI Attack Interval 25s -> 32s Hard Difficulty LEvel Player Extra Money for Ships and Defences 300 -> 600 Final Player Extra Money after Placing Ships and Defences 500 -> 200 Extra AI Starting Techs 3 -> 2 Guaranteed Player Starting Ship No -> Yes Wooden Armour HP 40 -> 50 Weight 3 -> 2 Reinforced Wooden Armour Weight 18 -> 15 Steel Armour Cost 8 -> 6 HP 40 -> 50 Weight 16 -> 10 Heavy Steel Armour Cost 14 -> 10 Weight 30 -> 20 Brick Wall Cost 1 -> 0 Heavy Stone Wall Cost 8 -> 6 HP 120 -> 100 Aerial Hussar Weapon Reload 2s -> 1.8s HP 15 -> 20 Triplane Piercing Damage 6 -> 9 HP 19 -> 23 Bomber Weapon Reload 2.2s -> 1.3s HP 30 -> 36 Biplane Piercing Damage 4 -> 6 HP 14 -> 18 Air Dragoon Speed 25km/h -> 50km/h HP 7 -> 8 Aerial Torpedo Blast Splash Radius 5m -> 7m Bomb Bay Max Accurate Range 271m -> 195m (386m with Aerodynamics) Deck Gun HP 50 -> 40 Max Accurate Range 480m -> 675m Dorsal and Ventral Turrets HP 180 -> 240 Piercing Damage 70 -> 80 Flak Cannon Blast Damage 8 -> 14 Gatling Gun Crew Required 1 -> 2 Shoot Troops/Planes Range 36m -> 57m Clip 50 -> 35 Clip Reload Time 3s -> 2.5s Max Accurate Range 271m -> 226m Grapeshot Cannon Piercing Damage 10 -> 9 Number of Shots Fired 12 -> 14 Heavy Turret HP 500 -> 650 Cost 450 -> 500 Reload 4s -> 3s Fire Arc 70deg -> 100deg Musket Reload 1.5s -> 1s Max Accurate Range 338m -> 226m Piercing Damage 9 -> 8 Slopes and Blocks Cost / Block (approximate) 8 -> 4 Weight / Block (approximate) 10 -> 4 HP / Block (approximate) 40 -> 30 Suspendium Cannon Max Accurate Range 13km -> 3km Piercing Damage 70 -> 90
[ 2019-01-18 11:58:00 CET ] [ Original post ]
Version 1.0.6 is out, bringing new modules, balance adjustments, and quality of life improvements.
Sponsons
Light and medium cannons sticking out of the side of ships. They have no placement restrictions but a narrow fire arc.
Medium Turrets
Available in top and bottom versions, these turrets have some of the flexibility of the larger dorsal and ventral turrets but can be placed in a staggered line.
Ballistas
A cheap, low-tech weapon that offers better range than muskets or grenades.
Aerial Charges
How about a bomb that goes up? That's what an aerial charge is.
Torpedo Bombers
A new high-tech plane based on the historical Fairey Swordfish. Torpedo planes take off and release a single aerial torpedo before returning to base to re-arm.
The tech tree has been expanded with three new techs:
Aerodynamics, which now unlocks Biplanes and more accurate bombs.
Sponsons, a Tier 2 tech that gives you sponsons.
Torpedo Planes, which is a high-level tech that gives you Torpedo Bombers.
To support the new modules, there are both updated and new sets of AI ship designs, some created by me, some contributed by players.
In terms of balance adjustments, many types of armour are now significantly lighter and cheaper, making them more viable options. Planes and Aerial Hussars have also been strengthened significantly. Large Suspendium Chambers and Heavy Turrets now require less free space around them. A full list of changes is available below. I've also re-worked the game physics a bit, which means that airships now fly in more of a straight line and landships are faster. The ship editor GUI no longer lists flipped versions of modules and decals seperately. Instead, there's now horizontal and vertical flipping buttons in the list, which makes the list more compact.
Finally, there is now an option to turn off the cooldown between commands issued for ships, letting you micro the movement, priorities, and targeting of your ships as fast as your hands can manage. Available both in individual combats and in conquest mode.
Enjoy!
Full List of Balance Changes
Normal Difficulty Level Capital City Income 70 -> 80 AI Attack Interval 25s -> 32s Hard Difficulty LEvel Player Extra Money for Ships and Defences 300 -> 600 Final Player Extra Money after Placing Ships and Defences 500 -> 200 Extra AI Starting Techs 3 -> 2 Guaranteed Player Starting Ship No -> Yes Wooden Armour HP 40 -> 50 Weight 3 -> 2 Reinforced Wooden Armour Weight 18 -> 15 Steel Armour Cost 8 -> 6 HP 40 -> 50 Weight 16 -> 10 Heavy Steel Armour Cost 14 -> 10 Weight 30 -> 20 Brick Wall Cost 1 -> 0 Heavy Stone Wall Cost 8 -> 6 HP 120 -> 100 Aerial Hussar Weapon Reload 2s -> 1.8s HP 15 -> 20 Triplane Piercing Damage 6 -> 9 HP 19 -> 23 Bomber Weapon Reload 2.2s -> 1.3s HP 30 -> 36 Biplane Piercing Damage 4 -> 6 HP 14 -> 18 Air Dragoon Speed 25km/h -> 50km/h HP 7 -> 8 Aerial Torpedo Blast Splash Radius 5m -> 7m Bomb Bay Max Accurate Range 271m -> 195m (386m with Aerodynamics) Deck Gun HP 50 -> 40 Max Accurate Range 480m -> 675m Dorsal and Ventral Turrets HP 180 -> 240 Piercing Damage 70 -> 80 Flak Cannon Blast Damage 8 -> 14 Gatling Gun Crew Required 1 -> 2 Shoot Troops/Planes Range 36m -> 57m Clip 50 -> 35 Clip Reload Time 3s -> 2.5s Max Accurate Range 271m -> 226m Grapeshot Cannon Piercing Damage 10 -> 9 Number of Shots Fired 12 -> 14 Heavy Turret HP 500 -> 650 Cost 450 -> 500 Reload 4s -> 3s Fire Arc 70deg -> 100deg Musket Reload 1.5s -> 1s Max Accurate Range 338m -> 226m Piercing Damage 9 -> 8 Slopes and Blocks Cost / Block (approximate) 8 -> 4 Weight / Block (approximate) 10 -> 4 HP / Block (approximate) 40 -> 30 Suspendium Cannon Max Accurate Range 13km -> 3km Piercing Damage 70 -> 90
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
Design steampunk pixel airships out of functional modules and conquer the skies!
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.
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.
MINIMAL SETUP
- 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.
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