Version 1.0.18 - Guided Missiles, More Tech, More Stuff!
Bug fixes:
[ 2020-08-20 11:20:56 CET ] [ Original post ]
This version adds a lot of new modules and content!
New Modules:
- Command Centre: Massive bridge with an additional +30% command points generated for all ships in the fleet.
- Observation Dome: Upgrade to the crow's nest, +15% accuracy instead of +10%, and more HP.
- Aircraft Command Deck: Triples the speed at which planes can be launched. Allows for more detailed commands to be issued to the planes launched by this ship.
- Aircraft Maintenance Bay: Doubles aircraft repair speed and makes rearming 25% faster. (All planes now need to return home every once in a while to stock up on ammo.)
- Guided Missile: Massive high-tech guided missile that actively seeks out targets. Does a lot of splash damage, uses a lot of ammo, takes a long time to reload.
- Kinetic Bomb, AKA a rock you can drop on your enemies. Eventually evolves to a metal teardrop with fins you can drop on your enemies.
- Biplane hook for attaching biplanes to the underside of ships.
- One-use versions of rockets, massive rockets, and torpedoes.
- You can now see aerial torpedoes and guided missiles being assembled bit-by-bit as ammo for them arrives.
- Option for dyslexic-friendly font in the settings.
- Cultist crew now have some special shouts more appropriate to their cultist nature.
- Modules that provide a ship-wide bonus, like telescopes, now specify which modules their bonus stacks with.
- Modules and armours now tell you which mod they're from.
- AI no longer tries to outmanoeuvre faster ships.
- Explosion damage overlay now uses same code as explosions to be accurate, and supports hovering over specific modules to see just the damage they do.
- Four new sets of AI ships by superieurerobot, Orang, h, and me.
Bug fixes:
- Desync at start of MP game should no longer happen.
- At least one case of boarders just kind of jumping to their deaths is fixed.
- Entirely new logic for deciding whether a ship/building will survive a fight. This should hopefully get rid of "ghost fleets" of grounded airships and other issues like that.
- When you bury grass with stuff (like ruins, logs, etc) on it, it now converts into normal soil.
- More helpful message when mods are missing when loading a replay.
- Feedback input field is now multi-line, so you can hit enter without submitting feedback early.
- Custom charges now render correctly in counterchanged and dimidiated coats of arms.
- Particles no longer adhere to dragonriders and some other monsters.
- Heavy wooden armour: Blast absorb 4 -> 6, Piercing absorb 9 -> 12
- Steel wall: HP 27 -> 36
- Turtle shell armour: HP 45 -> 60
- Aerial charges: HP 80 -> 100
- Suspendium Ray: +50% damage
- Pressurised Suspendium Tank: Lift 900 -> 1200
- Crew shouts are now moddable. Shouts are now loadables like everything else.
- You can add guidance systems to your weapons. See GUIDED_MISSILE.json for an example.
- Support for non-1024px sprite sheets is even better now, might actually work, you never know.
- You can now specify that the barrel of a weapon should not be displayed (see ROCKETS.json) or even a whole set of stages for how the barrel changes as it's loaded. (See GUIDED_MISSILE.json.)
- Use "canResupplyInCombat": false to make a module unable to be resupplied with ammo or coal.
- Tech tree rendering does bad stuff with confusingly overlapping dependency lines.
- Landship ramming AI is broken.
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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