Airships: Conquer the Skies

Airships: Conquer the Skies

cataclystic expansion
Hiển thị 51-60 trong 84 mục
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Cập nhật: 30 Thg04, 2017 @ 3:42pm

minor update
- ballanced lazor
- added text to things that did not have text
// still need to add more text
- updated commerce text to reflect true generation
- buffed mechsuits
- changed the income(upkeep) from trash to cost you instead of generate you money

. more modules are planned
. expect multyple updates coming over the next few weeks
. i still need more feedback
// mod has started pestering youtubers, so if you post vidoes with mods of modder in it, modder will show up and peek at you while you play by yourself.

Cập nhật: 29 Thg01, 2017 @ 5:11am

- temporary disabled new ai mini-tanks untill they stop crashing

Cập nhật: 21 Thg01, 2017 @ 12:42pm

- fixed problems with unlockable modules being only usable in campaign after unlocking them
- minor text edit's
- first implimentation of other languages
- contieud tweeking and extending of the abilities of nest's
- re-added explosives, they are ment as a one-time use weapon that does a ton of damige to only weak enemies
- added shotgun behaviour to my shotgun

Cập nhật: 16 Thg12, 2016 @ 12:53pm

% changed the visibility of some red-text things
% the clockwork nest now has a update boss

Cập nhật: 16 Thg12, 2016 @ 10:11am

- added extra enemies(monster nest)
. pirate air raiders
. bandits(land raiders)
. prirate lord
. ruins, that give you a random chance to get goodies and events
. a huge clockwork horror that when defeated unlocks automanous technolagies(in campaighn)
. merchants that give a bonus income to the empire they reside in.

> new modules
- omnigun harpoon, effectivly twice the grapple length and strength as a normal one.

% allot of the v9 functionality that layed dormant in v8 works now
. units now don't self-destruckt anymore after a batle
. structural braces now work as intended

# econmic stuff needs tweeking
# monster nest still need balancing
# need to look into a wierd mater where you can't use modules that need a unlockable tech in combat sim

Cập nhật: 27 Thg10, 2016 @ 8:35am

- re-uploaded the mod
- if you want to use beta use my beta branch mod...

Cập nhật: 24 Thg10, 2016 @ 11:14am

- re-uploaded the mod in the beta version of the game, heres to hope that it works...
(edit)
nope did not work...

Cập nhật: 23 Thg10, 2016 @ 11:35am

redid the commerce balance and added new modules
- modules are less expensive, but produce the same amount, effectively have been 10x what they used to.
- added lumber yard
- added metal works
- added trash (small, medium, large), has negative effects on stuff but allows you to get a instant cash boost.
- split the modules into universal, ship only and building only types.
- soft cap(available space) for how much money you can generate in a city, allows you to trade defence for money.

added omni-guns
- wide angle guns
- 150 degree variants
- 250 degree variants
- heavy cannon
- triple cannon
- 8-barreld rifle

added/changed units
- tank, land based and able to take a beating
- buzzer, has a wide angle heavy gun with armour piercing projectiles
- mono-cycle, tiny cheap fighter with a fast 'wide' angle angle gun
- mech, now has a smaller arc and is meant as anti-fast/light armoured counter
- tadpole is still the same but has it's effects rebalanced over it's parts and

added another propulsion method
- helicopter blades
- small, normal and big
- combines the lift of a equivalent sized suspendium chamber with the equivalent size of a propeller divided by 0.75.
- more fragile than either

added structural braces
- reinforces the ship like a small keel would
- modules touching it gain a bigger hp boost than if they would a normal module.

added a aid-post
- 1*1 medbay.
- does not need a crew to operate but can have one to speed it up.

added drone-tracks
- 1*4 shape.
- has the same stats as small tracks.

added/edit misc weapons
- tracer rifle, rifle that fires incendiary rounds that give a boost to accuracy
- piercing rifle, fires rounds that partially ignore armour and do damage to the module underneath
- rebalanced the solar lazor to do special withering damage

Cập nhật: 27 Thg09, 2016 @ 12:25pm

*tried to make it work with v9*

Cập nhật: 26 Thg09, 2016 @ 3:50pm

experimental beta9 update
- reblances to how good some things are
* commerce has been nerfed, may change this

- added new things
* 1 more commerce module(giant city mod)
* 2 more monster nest
* clockwork creations now are able to be indipendant and having only a mind it counts as a valid ship

- remooved modules
* removed island parts and they are now thier own mod