Airships: Conquer the Skies

Airships: Conquer the Skies

Karda's Air Arsenal_balanced
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Update: 13 Sep, 2021 @ 1:32pm

Introduced the first of a new set of modules - Micro Guided Missiles

These small missiles fire in large bursts, dealing light explosive damage with some penetration. These will shred lightly armoured targets; but they struggle to penetrate heavier armours.

Update: 12 Sep, 2021 @ 4:48am

Spotted that I missed the SAMs. Have added smoke emiiters.
Also fixed price on the dual large pulse cannon

Update: 12 Sep, 2021 @ 3:44am

Changelog 12/09/21

Cosmetics
- Added basic emitter smoke for all long range howitzers/artillery
- Added basic emitter smoke for all missiles
- Added basic emitter smoke for all grenades
- Added basic emitter smoke for all mortars
- Added basic emitter smoke for all rockets
- Slightly improved 'jittermerge' for the long range howitzers
- Slowed the grenade shot speed so they look more like grenades and less like cannons.

If I've missed any modules, please let me know. There were a lot of changes this time.

Update: 4 Sep, 2021 @ 3:04am

- Fixed missing description of the pulse shotgun hatch
- Workaround for max-range tooltip applied to pulse shotgun hatch (reduced field of fire from 360 to 359. But it looks good now)
- Slightly increased pulse shotgun range on all three modules

Update: 3 Sep, 2021 @ 7:31am

Small Update

Have increased the firing arc for all LR (Long Range) artillery 120 degrees.
Some of them had smaller arcs, breaking the long range nature of them. They should reach most of the battlefield now

Update: 5 Apr, 2021 @ 9:32am

Changelog 05/04/21

New modules
- Light Accelerated Pulse Cannon: normal, deck, rotary
- Light Pulse AA Cannon: normal
- Medium Accelerated Pulse Cannon: normal, dual
- Large Accelerated Pulse Cannon: normal, dual
- Pulse Shotgun: deck, hatch
- Pulse Bombs: dribble, thimble, cup, bucket
- Accelerated Bunker Buster: normal
- Light Pulse Barrage: ventral
- Balancing and descriptions implemented
- Testing items removed - i did warn you in the last patch notes.
- Note - Be sure to check any pinned discussions. I have ideas where to take this mod and feedback will likely sway direction

Update: 1 Apr, 2021 @ 2:13pm

Changelog 01/04/21

New modules - balancing to come on a later update
- Pulse Carbine: normal, deck, hatch
- Accelerated Pulse Sniper: normal, deck
- Pulse LMG: normal, deck, rotary
- Dual Pulse LMG: rotary
- Unstable Plasma Rifle: normal, deck, hatch
- Pulse Shotgun: normal
- All new weapons are unlcoked when suspendium cannon is researched
- Includes new particle effects
- Includes new backgrounds for the modules
- Note - some secret testing items remain in the KAA Torpedos section, enjoy them while they remain, they will be removed when all the new modules are in place and balanced

Update: 19 Feb, 2021 @ 6:50am

Changelog 19/02/21

- Slightly increased cluster rocket accuracy
- Slightly increased chimera rocket accuracy
- Increased shotgun pellets from 7 - 10
- Fixed pathing for backblaster rocket
- Increased Shredder Cannon AOE and firing arc, increased the shot scatter. It should now be worthy of its price tag. Light armour should fear this weapon a lot
- Increased AOE of bombs: Bunker Buster, Cluster, Heavy, Heavy_Long, Titan
- Introduced new textures for the wooden armours (I understand now how labour intensive this part is at first. But for those interested, keep at-it and do them in bulk. You soon get into practice and gain speed)

*Note: didn't do the windows textures though. I was too happy to get the others working first and uploaded. Plus the backblaster pathing fix needed to get out

Update: 18 Feb, 2021 @ 5:03am

Changelog 18/02/21

- Fixed text for wooden armour level 3
- Shuffled the new wooden armour techs around the tech tree
- Changed the breech cannon projectile to a larger image
- Adjusted one of the core-weights I use for cost calculation. This has resulted in reduced costs for the below weapons. These weapons fit in to the low damage region (i.e. armour is effective against them). I wanted to adjust some of the fire rates without significantly increasing costs.
This has also resulted in some useless items now becoming useful again (shotguns)
CLSTR_SHOTGUN
CLSTR_SHOTGUN_DECK
GATLING_CANNON_SHREDSTORM
GATLING_ENHANCED
GATLING_ENHANCED_DECK
GATLING_ENHANCED_DORSAL
GATLING_ENHANCED_REVOLUTION
GATLING_LMG_HEAVY
GATLING_LMG_HEAVY_DECK
GATLING_LMG_LIGHT
GATLING_LMG_LIGHT_DECK
GATLING_MINIGUN
GATLING_MINIGUN_AP
GATLING_MINIGUN_DUAL
GATLING_MINIGUN_DUAL_AP
GRENADES_LAUNCHER_GS
GRENADES_LAUNCHER_GS_DECK
MORTAR_HEAVY_GS
MORTAR_LIGHT_GS
MORTAR_LIGHT_GS_AUTON
PRESSURE_OXYGENFLAME
PRESSURE_STEAM
RIFLE_CLOCKWORK
RIFLE_HEAVY
RIFLE_HEAVY_DECK
RIFLE_HEAVY_HATCH
RIFLE_LIGHT
RIFLE_LIGHT_DECK
RIFLE_LIGHT_HATCH

Update: 16 Feb, 2021 @ 8:14am

Changelog 16/02/21

- Repaired explosion radius effects on the following weapons - Note...this is a quick repair to get them working. I haven't adjusted any of the sizes yet
bombs_bunker
bombs_cluster
bombs_heavy
bombs_heavy_long
bombs_suspendium
bombs_titan
cannon_heavy_barrage (dorsal and ventral)
cannon_heavy_navel_burst
cannon_light_barrage (dorsal and ventral)
cannon_medium_barrage (dorsal and ventral)
cannon_medium_naval
cannon_ultra_aspis
flak_burst, dorsal, deck
flak_heavy, dorsal, deck
flak_light, auto, dorsal, deck
grenade_launcher_HE, deck
howitzer_elder_heavy
howitzer_elder_light
howitzer_modern_heavy, burst, burst_lr, lr
howitzer_light lr
mortar_light_he
rocketarty_ichor
rocketarty_ultra
sam_heavy, deck
sam_light, auto, deck
- Given all SAMs slightly larger firing arc
- Increased cluster bomb AOE from 3 to 4