Full notes
Full Airships: Conquer the Skies update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
Airships: Conquer the Skies changes
Alongside the DLC release, the baseline version of Airships is also getting an update with some new things and rebalancing.
Landships are now available at tier 0, using wheels instead of tracks. Of course, these landships need to be propelled somehow, which is why there's now teams of lizards you can attach to your vehicles. They're not very fast, but they're cheap and work perfectly fine.
The game now supports weapons with arcing ballistic trajectories. Most weapons still have flat trajectories, but grenades, ballistas, and heavy bombards have arced ones. In addition, there's now trebuchets as a tier 0 siege weapon, and mortars, which you get along with cannons.
Some modules got a major redesign, such as imperial cannons, which now do splash damage, acid spitters, which are now rapid fire, and targeting computers that now assist guided missiles.
The weather will now sometimes change during a fight - rain starting or ending, dusk turning into night, dawn into day, and so on. And there's a bunch of performance improvements and bug fixes, including a fix to a desync bug that's been plaguing the game for about a year now.
Here's the complete list of balance changes:
- Imperial Cannon400 -> 120 Piercing damage, Added 5m piercing splash radius, 7s -> 9s Reload time
Suspendium Ray: 12 -> 15 Piercing damage
Junk Sails: +50% HP
- Acid Spitter+133% Shot speed, 3s -> 0.35s Reload, added 3.5s clip reload, 3 -> 20 Clip size, 10 -> 8 Blast damage, 8.5m -> 5.7m Blast splash radius, 30 -> 16 Direct damage
Aerial Charges: +45% Shot speed, 3s -> 2s Reload, 1 -> 2 Number of shots
- Big TracksAdded 600 ship HP bonus
- Small TracksAdded 250 ship HP bonus
- Bomb Bay-20% Shot speed, 6s -> 0.6s Reload, 1 -> 3 Clip size, Added 7s clip reload time, -33% Accuracy, 40 -> 30 Blast damage
All cannons: -10% Reload time
Command Centre: 400 -> 250 Cost
Kinetic Bomb AKA Droppy Rock: +40% Shot speed, 2 -> 4 Clip size
Flamethrower: 5 -> 6 Blast damage
Giant Flamethrower: 15 -> 16 Blast damage
Aircraft Command Deck: 500 -> 260 Cost
Gaff Sail: 25 -> 20 Cost
Grapeshot Cannon and Sponson: 8 -> 14 Piercing damage per shot, 28m -> 43m Shoot troops range
Guided Missile: 25s -> 35s (25s with Targeting Computer) Reload, 3x (2x with Targeting Computer) Inaccuracy, 105 -> 90 Blast damage, 13m -> 14m Blast splash radius, 214m -> 285m (186m with Targeting Computer) Minimum range
Hussar Rifle: +10% Accuracy
Large Suspendium Chamber: 240 -> 220 Fire HP, 200 -> 180 Explode HP
Suspendium Cannon: 90 -> 100 Piercing damage, Now obeys fire mode
Targeting Computer: 400 -> 300 Weight, 20s -> 60s Coal reload, 3 -> 2 Crew, improves Guided Missile (see above)
- Heavy Bombard44 -> 50 Blast damage, +30% Accuracy, Made trajectory ballistic, Added 450m max range, Added 28m max up range, Added 0.7x accuracy multiplier against airships
Ballista: Made trajectory ballistic
Grenades: Made trajectory ballistic
Aerial Hussars: +40% Acceleration
Steel Wall: 36 -> 40 HP, 5 -> 10 Blast damage absorb
Steel Armour: 50 -> 60 HP, 16 -> 22 Blast damage absorb, 6 -> 8 Piercing damage absorb
Heavy Steel Armour: 90 -> 80 HP, 24 -> 30 Blast damage absorb
Brick Wall: 2 -> 4 Blast damage absorb
Stone Wall: 80 -> 85 HP, 4 -> 6 Blast damage absorb
Massive Stone Wall: 130 -> 150 HP, 6 -> 10 Blast damage absorb
Wooden Wall: 24 -> 30 HP, 2 -> Piercing damage absorb
Heavy Wooden Armour: 75 -> 90 HP, 6 -> 8 Blast damage absorb, 12 -> 24 Piercing damage absorb, 12 -> 16 Weight
Source
Changelog.gg summarizes and formats this update. How we read updates.
