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Bulwark Evolution: Falconeer Chronicles News

New balancing update

Hi everyone,

here's a new update focusing on balancing this time. This one is based on more user feedback. The goal is to keep a fast and grind free style of game , yet provide a bit more challenge when you get into the war and strategical elements. And for instance you can now unlock a factions wonder if you conquer or destroy them.. Kinda fun reward

This all requires a good bit of testing and feedback so will remain in beta for some time.

More to come.

  • Vassalization can only occur if more than 50%of the faction's population has been conquered (with bigger settlements counting heavier than small ones).
  • Vassalized factions will unlock the wonder quest for that faction.
  • Fully destroying a faction will unlock the wonder quest for that faction
  • vassalized factions won't ever send out their leader
  • destroyed factions won't ever send out their leader
  • boosted the survivability of other faction's defending units (buffed health equal to highest xp player units)
  • increased the distance you cannot build near other factions settlements somewhat.
  • Murenal hitpoints increased
  • Skullship hitpoints increased
  • Manta hitpoints increased
  • Hammerhead hitpoints increased
  • Piranha hitpoints increased
  • Increased War waves being spawned in size when your population is larger than 3000
  • Increased War waves being spawned in size when your population is larger than 5000
  • Increased War waves being spawned in size when your population is larger than 1500
  • capital ships in your fleet shout have more vertical spacing , so less bumping in together

hotfix to beta

Hi everyone,

quick hotfix for yesterday's beta patch
-fixes sentry tower that doesn't spawn
-also prevented the surveyor teleporting out of combat when switching to the command flagship

The goal is that under no circumstance will the surveyor leave a combat encounter thru teleportation. Thus increasing the risk and danger of combat . You can still switch to other locations but your surveyor will remain in the combat area.

Resuming regular cadence of updates

Hi Everyone.

I'm still juggling two projects at the moment, but together with some community members (here and on discord) I've been looking at further balancing and QoL Improvements (thanks Kikiwill for a clear feedfback document!) for Bulwark. As some may know another big content update is in the works. I cannot reveal much, but it will likely focus around some lost technology of the ursee and something called "the behemoth"..

But to get there I first want to do further balancing and co development with you all on various elements.

So expect a cadence of regular updates to resume , these will either be released fully as part of a new content update or separately in the coming months. But always as fast as possible on Beta. If you are not on the beta branch, simply go to game properties/betas and select it.

Beta branch will remain a work in progress state where you can test out the latest chances that will make it into the default game.

Here's the first changelist in no particular order.

  1. Prevented Arc tower and lightning weapons from dealing friendly fire
  2. reset the population counter to 0 when resetting a scenario save
  3. removed the word tutorial from the scenario title if you turn off tutorial
  4. prevented some scenario settings from resetting incorrectly after a wipe or defaulting
  5. prevented wiping a scenario save from duplicating inventory items
  6. prevented the advisor mentioning a fortress if the fortress event failed to spawn
  7. the sentry tower has been nerfed by having two point defense turrets rather than artillery guns
  8. if you have depletion enabled and a resource location gets depleted, your output is capped to the capacity of the location. So if you only have 3 wood left at a location the maximum range of the wood mill will also be only 3.
  9. resources locations added to faction settlements that trade them
  10. faction settlement trade can deplete if depletion is enabled in scenario settings
  11. trade-harbours and extractors will show the word "depleted" above them in the flow view
  12. integrated a safeguard for when more resource locations get added to the game to protect savefiles
  13. your surveyor won't teleport to your ground location if it's engaged in combat.
  14. Large NPC Fleets defending settlements are now larger with close to double the capital ships and more smaller escorts.


Expect more soon. But take note , some of these changes are fairly critical systems so bugs may occur, please report anything strange..

Cheerio,
Tomas

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Update now live

Hi everyone, time for an update!

So I have been working on a set of changes that have been available on Beta for several weeks. There are some visual improvements to the sun, sun halo and sun reflection that will mostly be most apparent in photomode. These are backported improvements from my 'secret project' that I just had to get into Bulwark cuz they were simple and good. And at the same time several folks on the Discord have been offering very practical improvements for the "total conquest" gamemode. These have resulted in a more mixed set of units that attack (including the new Verne units and other varieties that were under-utilized in war in general). But also in more spacing between attacks and hopefully slightly better challenge level.

This re-balance is ongoing so even more feedback is always welcome or hop into the discord and be part of the conversation.

I've also learned that folks didn't see that the help/manual ingame actually has 11 pages that explain a fair few mechanics.. Oops added a page number to that interface, bit off an oversight on my part.

Here's the changelist

  • The fast travel button (and a few others) also respond to LMB if you changed the bindings for the 'build' or 'move order' away from LMB
  • Changed windows app icon (lemme know if this is nicer).
  • lowered ground fog a bit.,
  • improved sun effect and reflection in the ocean
  • fiddled with the holy color gradients to add more color subtlety
  • improved lava/volcanoes visuals
  • made waves a bit smoother
  • fixed water/buoyance discrepencies
  • fixed giant invisible sink hole in water at game start
  • increased total conquest wave cooldown
  • rebalanced the hammerhead and skullship , price and small hp increase
  • made the top tier war waves a bit more "mixed units"
  • fix the volcano fog on the edge
  • fixed hungarian language
  • buffed hammerhead and skullship
  • renamed the bannerless capital ship to "caldera" in honor of the famous Ursee prison
  • Changed the war-wave system to provide more mixed units pern wave
  • Changed the war wave system also spawn some more diverse untis like razor beetles, ormir and verne ships
  • Darkened the ocean a bit to make things feel less "underwater"
  • balanced how many floors and balconies and foundations you need to max the amount of unit output a commander has.
  • Added page nrs to the ingame help as folks where missing there are 11 pages of help there (oops)
  • Made it that enemy fortresses cannot spawn in the maw or over the edge


let me know if these changes are to your liking or not. More news on the secret side project will also happen at some point.

Cheerio,
Tomas