Apparently there is no devblog coming today, so here are my key takeaways from the livesteam regarding DLC11 for those who missed it. Feel free to add stuff, these are only the things i remember.
DLC:
- the new mines required to produce the new goods will be autogenerated into your existing new world savegame, no need to start a new one
- Airship factory is build like a monument in the new world, landing platform needed for trade is a "normal" building and can be build in all sessions.
- Airships landing platform modules provide a Commuter Pier mechanic to share workforce across islands for the new world
- New way to transfer Items between islands and sessions within seconds.
- New good called mail. Special because it transforms when carried between islands or sessions. Transformation can only happen via trade-route, not manually.
- 5 types of airships, 2 of them can be produced armed or not-armed meaning 7 total buildable.
- Airships are build with a new gas produced in the new world or with arctic gas. Arctic ships do have a buff.
- Armed Airships can only shoot other airships, no ships.
- HOWEVER you can load special items onto airships and drop them. There are items that have positive and negative effects like Bombs to destroy or care packages to boost or water to extinguish fire
- New defensive building against airships in harbors
Scenario:
- The new scenario is based around the mail system
- The new scenario is not as tighly timed as the last one so you can explore it more.
Free Update:
- 2 new ship-defense cannons available in the habor to counter certain ships
- New ship (flamethrower)
- New category of needs for population called "lifestyle needs". Increases population for goods. Some are cross-dlc so those only show up if you have other DLCs.
- While trading with NPCs, there is a small icon showing you that you already have this icon
Release:
- No release date yet
- Devs talked about meeting them at gamescom for more dlc11 info at the end. Gamescom is end of August so release is likely not in August.