Version 1.0.8 is out, focusing on usability and prettiness.
Bonuses are a system in Airships used to give players access to new modules, armours and constructions, and change their stats. You can use them to add new technologies, heraldic charges, and monster nest rewards.
Nearly all of the data in Airships: Conquer the Skies can be modded, and modders have created some excellent additions to the game. I want to encourage you to try modding too, so here is a detailed guide.
If you have any questions about modding, it's worth joining the Discord, where you can find helpful, seasoned modders. You can also contact me directly with any questions. If you get stuck, you can even send me the mod you're working on and ask me to help you.
To learn how to mod, you can read this guide, watch this video, or if you just need a starting point and are happy to explore on your own, here's the very very short version:
This is now an incredibly cold take, but I finally wanted to write down my thoughts on Civilization: Beyond Earth (BE), and how it compares to Sid Meier's Alpha Centauri (SMAC), which is sort of its predecessor.
Occult Defence Agency Budgeting Simulator: Defend the realm from vampires, werewolves, pixie swarms. Cut your budget mercilessly. Survive.
Things have been a bit quiet because I've been taking a break, but new things are coming. The next release, due next month, is going to focus on user interface improvements. After that, I'll be working on the previously described long-term improvements to conquest.
Meanwhile, it's time for the Steam Awards again. Airships has never won an award. You could help it win an award. "Most Fun with a Machine" seems appropriate, doesn't it?
I bring you a seasonally appropriate monstrous update!
Version 1.0.3 brings a whole bunch of fixes and balance changes.
So I've been chewing at game design to figure out how to best improve the game and address the issues in the previous post. So here's the basic plan for getting the game into a good final state.
It's been a few weeks since the release. I've squashed the immediate bugs, and while I'm generally very happy with the state of the game, it's clear that the conquest mode needs improvement.
The latest Airships update fixes a bug in the combat AI for ships. It was a rather weird and stupid bug, and so I'd like to tell you about it. I hope to entertain you and also give you a view into the game development process.
This is the first bugfix release for Airships: Conquer the Skies.
I have returned from gamescom, an event of truly biblical proportions. Launch week has ended, and I'm now pretty much caught up on email and tech support, so it's time to see what's next for the game.
Thank you for helping me find some cool GIFs of the game. Below (converted to video for space reasons) are the three best ones.
With the game gearing up for release, I'd like to show people all the cool things about it. For this, I've put a GIF creation tool in the game's replay system. So when you replay a combat, you can hit the GIF button and record a short animation.
Now it's a question of finding some cool-looking GIFs, and this is something you can help me with.
Anything that shows off the game, the details, the combat, the designs - modded or not. Make them, share them in places, link me to them. Of those I get sent in the next week, the creators of the three I like best will get a custom coat of arms and a sticker, and the very best one will also get a gold-print Airships T-shirt.
Would you like to make videos or streams of Airships: Conquer the Skies? Here's some helpful info.
I am happy to announce that Airships: Conquer the Skies will be released on August 16, 2018.
It's been five years of development, nearly all of it with public builds available, going from a ship construction prototype with weirdly greenish-tinged wood to its current state, with multiplayer, dragons, landships, and well, more ship design.
Today also marks the release of dev 10, the final major pre-release version, featuring conquest multiplayer, a tech tree, and graphical improvements.
Doctor Heidegger. Thank you so much for taking the time out of your busy schedule to meet us.
No problem at all. It's important that the public understand the important work we do here.
Yes. Can you give our listeners a brief introduction?
Of course. The Ontology Ward is a somewhat unique part of the hospital. While elsewhere, purely physical ailments are treated, here we concern ourselves with problems of meaning and categorization.
For Global Game Jam 2018, my partner Rae made a great short twine game about numbers stations. When they decided to make an extended version of it, I promised to write a soundtrack. Now, I'm mostly a programming type of person, but I do like to dabble.
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.
The next content update - and the final one before dev 10 - is going to focus on ways to make your ships prettier.
I did Ludum Dare 41, which was about combining genres. I was looking at random genre combinations when I got horror/sports. This piqued my interest because:
So I decided to make a gruesome turn-based hotseat sports horror game. Potentially as a way to process school sports memories.
With the conquest multiplayer alpha on the way, my gaze now turns towards upgrading the conquest gameplay in general. If you recall, I did a big thing late last year where I asked players what they'd like to see in the finished game. Apart from conquest multiplayer, the most popular item was deeper conquest gameplay.
I'm implementing this on top of the changes I made to the game for multiplayer, which means you're going to have to wait for quite a while yet for this all to arrive, but then it will arrive all together in one glorious dev 10 update.
The first step I'm working on is the introduction of smaller towns. There's a big demand for bigger maps that take longer to play through. But instead of making a huge mosaic of dozens of empires, I'm instead keeping the number of empires the same and making them bigger. Each empire will start out with a capital city and three smaller towns (usually) surrounding it. By conquering towns, you can chip away at the might of other empires and increase your own.
So here we are, two months later, with the third instalment of the strategic multiplayer dev log. While Christmas and a busy January took their time, a lot of work has gone into making the details of conquest multiplayer work.
The setup GUI now works in the same way as resume, with a set of slots available to players. Any number of players can join in LAN and server-based MP mode, and players can also spectate.