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
[ 2019-01-18 11:58:00 CET ] [ Original post ]