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The Falconeer: Revolution Remaster News

Falconeer Revolution Remaster Launches Today!

[h2]The Revolution Remaster live today! (1900CET)[/h2][previewyoutube][/previewyoutube][p]After weeks of intensive Beta testing and near daily improvements and new features, the Remaster is finally live. I am not going to wax poetic on the emotional journey, except that my anxiety is at peak levels. I hope and pray this remaster shows the dedication I have for my games and that playing them is more than a quick experience, it's taking part in a creative journey that is now going on for over a decade. Couldn't do it without all of you. Now lets get into some details.. There is a lot to go over here :[/p][p][/p][h2]Regarding VR:[/h2][p]The VR version has not been remastered, if the remaster gains enough traction, that might become an option. But at this time I don't have the means to allocate time to it.. Perhaps for the future. It remains Accessible as a Legacy boot feature.[/p][p][/p][h2]Follow me as a developer. [/h2][p]Buying the games is support enough, but if you want to take an extra step consider following me on steam, it doesn't offer much (tho Valve have indicated more social features are coming) but you will see notifications if I release or announce new projects. And it helps me remain visible within the algorithm,
https://store.steampowered.com/developer/TomasSala[/p][p][/p][h2]CHANGELIST:[/h2][p]it's important to note that even though I kept some notes, many changes were made at night or in the spur of the moment, so I cannot guarantee everything is 100% covered. Flying solo has massive drawbacks in certain areas. And making mechanics is often more passionate work than documenting changes.
[/p][h2]Mechanics[/h2]
  • [p]you can land by flying close to a perch, no button required[/p]
  • [p]Dash and acrobatics have separate buttons/controls[/p]
  • [p]added a deflection indicator to show where your bullets might land relative to the reticule[/p]
  • [p]enemies may spawn when escorting traders[/p]
  • [p]escorting trade ships may spawn enemies[/p]
  • [p]races give splinters[/p]
  • [p]races are optional and no longer required to unlock birds[/p]
  • [p]added caustic effects to shocklance[/p]
  • [p]added incendiary effects to shocklance[/p]
  • [p]improved collision accuracy and tighter movement to walls and so forth[/p]
  • [p]Added destructible  balloon visual FX and damage visualization. Tear holes into balloons[/p][p][/p]
[h2]Warbird mechanics[/h2]
  • [p]player warbird model updated with individual feathers and detail[/p]
  • [p]player warbird has a leveled head when turning (as birds of prey do).[/p]
  • [p]player warbird has wing flexing and steering animations[/p]
  • [p]added a subtle wing retract when it's about to hit a wall or obstacle[/p]
  • [p]improved landing and diving animations[/p]
  • [p]overhauled bird collision response[/p]
  • [p]improved player bird collision avoidance to be less annoying[/p][p][/p]
[h2]Balancing and QoL[/h2]
  • [p]more fast travel opportunities[/p]
  • [p]reduced every escort mission in length[/p]
  • [p]reduces distances for story escort missions[/p]
  • [p]reduced minimum distance for fast travel to 800 instead of 1000 units[/p]
  • [p]increased the explosion trigger range for the drop-able sea mines[/p]
  • [p]prevented overcharging all ammo pots[/p]
  • [p]removed the block from aim assist when targeting friendlies[/p]
  • [p]made distance a target may be locked greater[/p]
  • [p]easy mode provides generous auto aim assist[/p]
  • [p]added more randomness to the defense and scramble missions[/p]
  • [p]reduced the range at which random enemy patrols spawn, so they don't interfere with missions so much[/p]
  • [p]made it that random patrols or fortress patrols don't respawn instantly..[/p]
  • [p]when dropping a deliverable item in a mission the mini map target will draw a line to it instead of the end location[/p]
  • [p]rebalanced agility stat[/p]
  • [p]rebalanced player health points[/p]
  • [p]made friendly forces spawn earlier and in the center of the action[/p]
  • [p]enemy units may appear from the clouds rather than the distance[/p]
  • [p]spawn enemies in tighter formations[/p]
  • [p]certain battles feature more enemies[/p]
  • [p]improved enemy handling[/p]
  • [p]improved turret behavior[/p]
  • [p]improved turret aiming[/p]
  • [p]turrets that lose a target return to a neutral angle/mode[/p]
  • [p]improved AI aiming[/p]
  • [p]increased enemy damage[/p]
  • [p]improved AI creature behavior and turn behavior in dogfights[/p]
  • [p]improved wreckdive enemy spawn[/p]
  • [p]improved the collision avoidance of AI units[/p]
  • [p]enemies with rockets have a limited set of salvos[/p]
  • [p]weavers gained a small set of rocket salvos[/p]
  • [p]rocket damage reduced and different armor penetration values introduced (good against small turrets , bad against armored targets[/p]
  • [p]reduced impact of explosions on the physics of airships[/p]
  • [p]jet stream has been lowered|[/p]
  • [p]corrected maw intersections /diving[/p]
  • [p]changed fov[/p]
  • [p]side mission locations are now more randomly placed[/p][p][/p]
[h2]Mouse and Keyboard Controls[/h2]
  • [p]New singular mouse scheme[/p]
  • [p]Fixed gun gameplay required removal of the flying turret scheme[/p]
  • [p]Mouse movement always aims but also makes the bird follow[/p]
  • [p]WASD can be set to separate acrobatics OR additional core flight controls[/p]
  • [p]Arrow keys are additional core flight controls[/p]
  • [p]MMB orbits the mouse[/p]
  • [p]orbiting the mouse or tracking targets with RMB now doesn't cause weirdness.[/p]
  • [p]reset mouse when taking off[/p]
  • [p]changed that under mkb controls the fast travel on the map is LMB based and more button-ey[/p]
  • [p]improved chapter selection mkb buttons[/p]
  • [p]Added rollovers to perch NPC portraits.[/p][p][/p]
[h2]General Controls[/h2]
  • [p]added a map button[/p]
  • [p]made photomode turning on gamepad more sensitive[/p]
  • [p]added a fire button prompt to the weapons section of the tutorial[/p]
  • [p]added a drop item button prompt to the bombing tutorial[/p]
  • [p]made sub target cycling much faster.[/p]
  • [p]improved chapter select with rollovers and design[/p]
  • [p]braking has been replaced by an upward boost[/p]
  • [p]dash button only dashes[/p]
  • [p]barrel rolls are combined with dives and upward boost into an acrobatics button[/p]
  • [p]added a deadcurve to the controller update[/p]
  • [p]implemented an auto target feature, where it targets what you are firing at.  locking is only required for subtargets.[/p][p][/p]
[h2]Content[/h2]
  • [p]added 5 sets of bird armor[/p]
  • [p]you can buy various armor sets at armorers throughout the Ursee[/p]
  • [p]added traderoutes to Kytera, saladmount and peteh's[/p]
  • [p]Verne piranha, pteron and capital ship added as pirate enemies[/p]
  • [p]added missing voice acting[/p]
  • [p]trader and mission giver NPCs also got voiced[/p]
  • [p]made a supporter DLC armorset that will be available at release[/p]
  • [p]added two new trading ships[/p]
  • [p]increased amount of trading ships[/p]
  • [p]added wreckdive missions to sark's hollo[/p]
  • [p]added more mission variety to npc mission givers[/p]
  • [p]moved fort falsestar South[/p]
  • [p]moved fort Hull to in between NorthGate and Basilicus Secundus[/p][p][/p]
[h2]World Content[/h2]
  • [p]remade Dunkle[/p]
  • [p]remade madoin[/p]
  • [p]remade Basilucus Primus and Secundus[/p]
  • [p]remade Castellus[/p]
  • [p]remade and expanded the Pirate town around Atun[/p]
  • [p]remade every pirate hidey-hole[/p]
  • [p]remade and expanded every fort and every faction variant[/p]
  • [p]remade and expanded Imperial Peak and Harbour[/p]
  • [p]remade Cleftspire[/p]
  • [p]remade Sark's Hollow[/p]
  • [p]remade and expanded Northgate[/p]
  • [p]remade and expanded Westgate[/p]
  • [p]remade and expanded Mawbridge[/p]
  • [p]remade and expandedOberon's Reach,[/p]
  • [p]remade and expandedStargazer[/p]
  • [p]remade and expanded Port Remit[/p]
  • [p]remade the Mawspring Neverin[/p]
  • [p]remade the Side mission locations, the trains, the dark falcon cave, the argon air fortress[/p]
  • [p]remade and expanded Redmouth[/p]
  • [p]remade and expanded Shard[/p]
  • [p]added lore teases to Shard[/p]
  • [p]remade and expanded Saladmount[/p]
  • [p]improved the Tree[/p]
  • [p]expanded the volcanoes[/p]
  • [p]remade Caldera[/p]
  • [p]expanded the caves and remade the cave entrances[/p]
  • [p]Added Entagon Buildings to settlements that lore -wise are under Borgia control[/p]
  • [p]Added Clocks[/p]
  • [p]The Entagon headquarters are spawned at appropriate chapters to indicate House Borgia progression[/p]
  • [p]added a few static temples dedicated to the daughter at a few imperial spots[/p]
  • [p]Entagonized the Dreadnot![/p]
  • [p]added a few animated naval gun emplacements[/p]
  • [p]added a 'green district' to westgate[/p]
  • [p]added a 'stone district' to port remit[/p]
  • [p]added a few fishin boats and fish[/p]
  • [p]added some details to witchrock and kithera biochemists[/p]
[p][/p][h2]Visuals[/h2]
  • [p]improved all portraits[/p]
  • [p]improved clouds[/p]
  • [p]Added a dynamic light system for point lights, explosions and tracer fire[/p]
  • [p]increased the amount of clouds that may spawn, (not the density, just that here are fewer clear zones)[/p]
  • [p]improved wreckdive visuals[/p]
  • [p]added climbing rigging to ships[/p]
  • [p]added more detail to ships[/p]
  • [p]added splash fx to ships[/p]
  • [p]improved water splash effects[/p]
  • [p]improved cave water rendering[/p]
  • [p]improved cave light rendering[/p]
  • [p]improved wreck diving animations[/p]
  • [p]increased the amount of clouds that may spawn, (not the density, just that here are fewer clear zones)[/p]
  • [p]removed reflections from clouds and splashes[/p]
  • [p]changed fonts for readability[/p]
  • [p]reduced landing overshoot[/p]
  • [p]upgraded the nodbomb cutscene[/p]
  • [p]improved metallic surfaces[/p]
  • [p]improved capital airships and surface ship detail[/p]
  • [p]made lights more visible deeper in the depth mist[/p]
  • [p]added a drop shadow for readability[/p]
  • [p]improved chapter selection visuals[/p]
  • [p]fixed some wonky sails on trading ships[/p]
  • [p]improved sky and starscape[/p]
  • [p]improved sun and moon visuals[/p]
  • [p]new ocean water[/p]
  • [p]improved water reflection[/p]
  • [p]new maw effects[/p]
  • [p]new splash effects[/p]
  • [p]updated lava[/p]
  • [p]overhauled cave visuals[/p]
  • [p]lights go on at night[/p]
  • [p]added fish, sark and tentacles as food in the world[/p]
  • [p]upgraded mosaur design[/p]
  • [p]improved crabton visuals[/p]
  • [p]improved creature skin shading[/p][p][/p]
[h2]Bugfixes[/h2]
  • [p]prevented the undersea temples from bugging[/p]
  • [p]preventing mission ships being set to the bottom of undersea temples and preventing mission progression[/p]
  • [p]prevented capital ships from clipping thru buildings.[/p]
  • [p]renamed the duplicate fort Libertum, fort Hull[/p]
  • [p]multiple mission givers on a perch won't get confused with their missions[/p]
  • [p]fixed issues with settings menu[/p]
  • [p]removed a floating item at peteh's[/p]
  • [p]fixed some spelling[/p]
  • [p]FIX perch exit issue[/p]
  • [p]fixed that some enemies would not notice the player and fly away[/p]
  • [p]moved some traderoute nodes around so tradeships don't clip thru islands at points.[/p]
  • [p]fixed some npc genders to match the voice (hoping this week brings the missing voices)[/p]
  • [p]fixed the fenix tail from being misplaced[/p]
  • [p][/p]
  • [p]fixed crabton not appearing, chapter 1 finale not ending.[/p]
  • [p]fixed an issue where units would spawn much to far away.[/p]
  • [p]fixed pirate French voice lines[/p]
  • [p]fixed the water displacement a thousand times|[/p]
  • [p]improved perlin noise generation performance[/p]
  • [p]improved trade oute banter[/p]
  • [p]prevented ships from capsizing or other weird behavior[/p]
[h2]App features[/h2]
  • [p]supporting higher monitor refresh raters[/p]
  • [p]added window mode settings[/p]
  • [p]moved to il2cpp for performance[/p]
  • [p]improved memory usage[/p]
  • [p]added a music volume slider[/p]
  • [p]made playstation glyphs appear if a sony branded controller is connected[/p]
  • [p]added supersampling AA options[/p]
  • [p]improved framerate independent values[/p]
  • [p]screenshots save to my pictures folder[/p]
  • [p]updated to latest input system to support a wider range of controllers
    [/p]
[h2]Steamdeck[/h2]
  • [p]reduced the shadow quality in high to accommodate the steamdeck better.[/p]
  • [p]added 85%downsampling option[/p]
  • [p]attempted some performance improvements for steamdeck[/p]
  • [p]allowed all compatible resolutions on Steamdeck[/p][p][/p]
Linux
  • [p]The native Linux option has been removed. Its simply to much for me to support additional platforms for two games. The game runs good on Proton 9 and for now that is the official support. I hope Linux players can understand that for a Solodev there are constraints.[/p]
[p]

[/p]

hotfix #8

[p]
Hi everyone, here's the changelist for todays and yesterday evening's updates.
[/p]
  • [p]added some details to witchrock and kithera biochemists[/p]
  • [p]Further cloud tweaking.[/p]
  • [p]reduced the range at which random enemy patrols spawn, so they don't interfere with missions so much[/p]
  • [p]made it that random patrols or fortress patrols don't respawn instantly..[/p]
  • [p]made a supporter DLC armorset that will be available thursday at release[/p]
  • [p]fixed an issue where units would spawn much to far away.[/p][p][/p]
[p]
cheerio,
Tomas[/p]

Beta hotfix #7

[p]Hi everyone,

You may have seen a bunch of updates the last few days, this is because when someone reports a bug , I tend to patch in a solution that can be tested right away. [/p][p]
I did today upload a build that was less performant, so that also got patched out earlier tonight with a build that should be a little bit more performant, especially if you go to high shadows instead of ultra. [/p][p][/p]
  • [p]bugfix for the dreadnot mission that refocuses if you lose the item[/p]
  • [p]attempted some performance improvements for steamdeck[/p]
  • [p]added a 85% downsample option to AA, this basically allows steamdeck users to have a lower gameplay resolution but keep the UI readable at native resolution.[/p]
  • [p]added a few fishing boats and fish[/p]
  • [p]upgraded the nodbomb cutscene[/p]
  • [p]improved cloud performance, better spread[/p]
  • [p]added window mode settings[/p]
  • [p]reduced the ridiculous aim assist values for easy mode[/p]
  • [p]reduced the shadow quality in high to accommodate steamdeck better
    [/p][p][/p]

Remaster Beta #hotfix 6,, content freeze

[p]Hi everyone, the remaster hotfix 6 is now available, [/p][h3]Here's the list:[/h3]
  • [p]added a WASD axis option to assign different options to WASD when in mkb mode.[/p]
  • [p]added a 'green district' to westgate[/p]
  • [p]added a 'stone district' to port remit[/p]
  • [p]changed that under mkb controls the fast travel on the map is LMB based and more button-ey[/p]
  • [p]fixed crabton not appearing, chapter 1 finale not ending.[/p]
  • [p]added missing voices[/p]
  • [p]tuned the sunset colors a bit[/p]
[p]So the WASD and mouse button changes are actually some of the last changes to the MKB that have been made. Any player should be able to recreate the "legacy" mkb controller systems, except the flying turret option, tho a hybrid of that is now possible. Basically you can set core flight controls to WASD (and then have to rely on E+wasd to do acrobatics) or the acrobatics. That way you can have a WASD for motion control setup, the mouse will also steer the bird, but if you remain in the middle dead zone of semi-fixed gun arc, then it's basically WASD + mouselook-esque.

All in all that brings the MKB up to something a bit more flexible, probably not perfect but more in line with what can be expected.

I also added the rest of the voice acting, this time it has been done on a shoestring budget, so some of the procedural sidemissions won't be voiced in-play, but most of the town npcs are now voiced, giving a much better quality feel. I've had to change genders on a few characters in order to accomadate the actors that were available, so let me know if I messed up a NPC. ;)

[/p][p]There are also a few bits of extra worldbuilding, cuz I tend to use that to wind down and relax. :)

Westgate got a district made of the greenstone, similar to a few temples I put up in Imperial cities. This is a bit more commercial with a SquidBelly Mercenary Company also being housed there.
Port Remit was a bit small, so i added a small stonequarry on an island, I might expand it a bit more cuz I love Port Remit.
[/p][p]Alright everything from now on is likely to be bugs and pressing Issues, so do keep reporting. [/p][p]Cheerio,
Tomas[/p]

hotfix #5 for the remaster is out

[p]The pace of improvement is going at a good clip. I've been busy pretty much on a whim to implement a really cool tech art solution for dynamic damage. Specifically for the blimp balloons. It always irked me that it was just shooting duds at what is a really vulnerable giant outerskin to a set of inner airblatters. I was really missing that "ooh the humanity" moment when the airships go down. So I tried to make that. It's certainly coming at the cost of some gpu cycles but its worth it I think.

The UX for the chapter selection and some other menus didn't have rollovers or really any good UX for mouse,, also improved that (ongoing). [/p][p][/p]
  • [p]final version of the dynamic damage system for airshops, now polished and applied correctly to all airships.[/p]
  • [p]Added rollovers to perch npcs portraits.[/p]
  • [p]improved chapter select with rollovers and design[/p]
  • [p]changed fonts for readability[/p]
  • [p]reduced landing overshoot[/p]
  • [p]fixed some npc genders to match the voice (hoping this week brings the missing voices)


    [/p]
[p]SteamdecK.

My wonderful sister repaired my steamdeck ! (which I won from a Unity3D contest at gamescom a few years back). This is wonderful cuz I don't buy much of that type of hardware for myself and now I can test again. Literally VR happened cuz I got a old index headset as a loaner... That's how ports happen .

Happy to report the game is still playable on deck. Just turn of reflections and tone down shadows to high. and you should get 50-60fps .
[/p][p]Cheerio,
Tomas
[/p]