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Bulwark Evolution: Falconeer Chronicles News

New feature update and Hotfix #2 now live for all

[h3]A new proper update live for all.[/h3][p]So time to put a bunch of hotfixes, balancing changes live for all and release a suprise new feature.
It's been such a joy to see all the positive vibes around behemoths, that I was super energized and actually woke up earlier this week with a new feature in mind. Which I proceed to make and was live on beta for a short bit. It's formations. or a formation toggle
[/p][h3]Formation Toggle[/h3][p]
You can now use the floorUp/floorDown to change the formation and behaviour of your escort fleet.

Aggresive/loose [/p][p]Your escorts spread out and will select targets according to their own proximity and decisisions, focusing on nearest targets and targets that are attacking them.

Defensive/tight[/p][p]Your escorts form up into a tight pack and they will now prioritize targets that are closest to your cursor. This isn't a toggle or a button thing, they simple look where your cursor is, and if there is a legitimate target nearby that will be their next target. This only works for turrets and airships, warbirds will alrady prioritize other small fighters. Again this isn't aiming, it's just selecting which targets, the ships and turrets will aim themselfes. This should however feel like you have some indirect control on where to focus the battle. You can focus fire on ground guns much more effectively if you wanna pick those of first. [/p][previewyoutube][/previewyoutube][p]Anyways, this is literally positive vibes causing a developer to work that tad bit harder and just feeds the passion. So this one is thanks to you all.

I've got to get cracking on the Falconeer Remaster, but will monitor for bugs..

Don't forgot to leave a review or follow me as developer
https://store.steampowered.com/developer/TomasSala

881 now!! Lets get a thousand followers.. Trust me following developers is going to be the best thing you can do for a dev in the future.

Changelist[/p]
  • [p]You can now toggle between aggresive and defensive fleet formation/stance[/p]
  • [p]your fleet escorts and guns when set to defensive will try to acquire targets close to your cursor so you can direct the battle during play. no clicks are required, vessels simply look to your movements to acquire targets. Not targeting itself, just picking the targets when their old target is no longer valid.[/p]
  • [p]Escorts warships and random factions ships buffed hitpoints by 25-35 % , to make em more durable and deadly[/p]
  • [p]Defending forces of major settlements de-buffed by 15% fewer hitpoints[/p]
  • [p]Commanders you gained from conquest or subterfuge would not show up as assignable, once you unassigned them, now fixed[/p]
  • [p]Commanders acquired thru subterfuge or conquest have a chains icon around their portrait[/p]
  • [p]Random encounters with buildings may not spawn next to the fixed questionmark locations.
    Hovering with the cursor over the mawspring on the map would freeze the game
    Combat will deliver substantially more splinters after an engagement[/p]
[p][/p]

New formation feature on Beta and hotfix #2 pushed live

[p]Hi Everyone.[/p][p]
I got super motivated by all the positive response and got cracking on fixing the reported issues. Some of those fixes are live as we speak.

But I also put up on beta something different, and something I think is really cool. [/p][p][/p][h3]Air fleet formations/stances on the beta branch.[/h3][p]This feature allows you to change the formation from tight/defensive to loose/aggressive with the floor up/down keys. This not only changes the visual formation it actually changes the targeting behavior of your larger escorts as well. Giving them either less or more freedom to engage, in a loose formation they will pick targets closest to them and engage at will, but when in defensive/tight formation they will search for a target closest to your targeting cursor. (this is frightfully new interactions so hence It's up on beta first). I think it's actually a really cool little feature that will make combat just that tad more interactive .[/p][p]Try this new feature out via game properties/betas and select the beta patch branch.[/p][p]
I made a video showing the new formations at work. I am not a youtuber, so god help me it's probably not super entertaining ;)[/p][previewyoutube][/previewyoutube][h3]

Hotfix # pushed live
[/h3][p]The previous beta patch got pushed to live.
here's the changelist.[/p][p]\
    [/p][p]\
  • escorts warships and random factions ships buffed hitpoints by 25-35 % , to make em more durable and deadly[/p][p]\
  • defending forces of major settlements debuffed by 15% fewer hitpoints[/p][p]\
  • commanders you gained from conquest or subterfuge would not show up as assignable, once you unassigned them, now fixed[/p][p]\
  • commanders acquired thru subterfuge or conquest have a chains icon around their portrait[/p][p]\
  • random encounters with buildings may not spawn next to the fixed questionmark locations.[/p][p]\



So hard at work, and this formations thing is just sheer enjoyment at all the positive vibes. Your support hard at work;) (I should be doing other things, but this was just a spark)

Cheerio
Tomas[/p]

beta hotfix #2

[p]Hi everyone

go to game properties/betas and select the beta branch to try this hotfix[/p]
  • [p]escorts warships and random factions ships buffed hitpoints by 25-35 % , to make em more durable and deadly[/p]
  • [p]defending forces of major settlements debuffed by 15% fewer hitpoints[/p]
  • [p]commanders you gained from conquest or subterfuge would not show up as assignable, once you unassigned them, now fixed[/p]
  • [p]random encounters with buildings may not spawn next to the fixed questionmark locations.


    [/p]
[p]Let me know if these fixes are solid,
cheerio
Tomas[/p][p]

[/p]

Behemoth Releases

[p][/p][p]**Note : I accidentally deleted the original version of this news item... sorry if this is a confusing duplicate**

It is time for BEHEMOTH![/p][p]but first a few requests to help keep Bulwark and a new game development going as a niche Solodev on steam.[/p]
  1. [p]please review the game, any review helps even critical ones.[/p]
  2. [p]please follow me as a developer, this will enable you to be notified of updates or new games, but also helps me establish a following that sticks around not just for one game.
    [/p]
[p]https://store.steampowered.com/developer/TomasSala[/p]
  1. [p]. Valve has told me many exciting things that will make this super worthwhile in the future.[/p]
  2. [p]Buying the support scoped mini-DLC helps me in many ways, mostly with food for my hungry dog and hungrier kids ;)[/p]
[p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][h2]Changelist:[/h2][p][/p][p]Upgradable Surveyors:[/p]
  • [p]Mechanics have upgrade interfaces when installed[/p]
  • [p]you no longer get the faction surveyor upon installation[/p]
  • [p]purchase the surveyor and subsequent faction upgrade at the appropriate mechanic[/p]
  • [p]Mancer, Imperial and Bannerless Surveyor now have a tier 2 upgrade[/p]
[p]Behemoth[/p]
  • [p]Added 'Master of Ammunitions' location/event in the silent sea[/p]
  • [p]Acquire the Master of Ammunitions to unlock the Behemoth[/p]
  • [p]The Behemoth has 3 distinct tiers to upgrade[/p]
  • [p]The Behemoth is OP AF![/p]
[p]Entagon[/p]
  • [p]Unique location south east of Shard , Entagon HQ[/p]
  • [p]Acquire the HQ to unlock subterfuge diplomacy events[/p]
  • [p]events for acquiring other faction settlements outright[/p]
  • [p]events for acquiring/corrupting other faction commanders[/p]
  • [p]events for undo-ing vassal-ization[/p]
  • [p]events for acquiring map info on other factions[/p]
  • [p]events for disrupting settlement defences[/p]
[p]Arbologies[/p]
  • [p]Freebooter secret locations are dotted around the map and near the Stump and Hole[/p]
  • [p]These locations harbour a Arbology tower[/p]
  • [p]any walkways connected to an Arbology and supplied with workers will spawn trees[/p]
  • [p]Trees cost splinters instead of providing them[/p]
[p]Curved Segments[/p]
  • [p]Curved segments are now indicated at the right pip on the buildline UI[/p]
  • [p]Curved segments are previewed with a curved build line[/p]
  • [p]Tier 1 wood has it's own curved segment[/p]
  • [p]Tier 3 iron also has its own curved segment[/p]
  • [p]interesecting curved segments with other walkways provides a gated segment (like the stone tier 2 had)[/p]
[p]Various QoL additions[/p]
  • [p]new Anti Aliasing settings for Supersampling (beware hella heavy)[/p]
  • [p]new 3D pointer/grid cursor to help with 3d picking and folks read that the cursor is a 3d cursor.[/p]
  • [p]new pacification system for commanders added. If you acquire a commander thru subterfuge or consquest they are now added and pacified to work (they are loyal to you now, their soul broken)..[/p]
  • [p]you can use the 'travel here' button in the soultree to instantly go to a commander or captain location/harbour[/p]
  • [p]Stuff I forgot to write down during development.. oops[/p]
[p]Balancing[/p]
  • [p]Balanced razor beetle rate of fire and health[/p]
  • [p]Balanced manta rate of fire[/p]
  • [p]You can mine resource points near fortresses[/p]
  • [p]Made it that fixed locations can also spawn aggressive units.[/p]
  • [p]unit costs increase with armysize as an upfront upkeep price[/p]
[p]Perfomance[/p]
  • [p]fixed v-sync and general frametiming to allow higher and more consistent framerates[/p]
  • [p]make sure to use Vsync if super high fps gives erratic results[/p]
[p]Bugfixes[/p]
  • [p]fixed uinique building description in inventory[/p]
  • [p]fixed commander events on the map having the wonder icon[/p]
  • [p]fixed a UIissue where you couldn't select a diplomatic message cuz you kept selecting towers[/p]
  • [p]fixed an issue with the resource range indicator not going away when near another settlement[/p]
  • [p]fixed the soultree action popups to switch state better[/p]
  • [p]made the transition from air to ground and back snappier and more direct[/p]
  • [p]fixed that "start" turns into "continue" if you have an existing save[/p]
  • [p]fixed selecting fx for ancient fortress[/p]
  • [p]made bigger surveyors more lumbering and less floaty[/p]
  • [p]changed flight characteristics for all but the base surveyor made the ground hugging effect smoother[/p]
  • [p]made title of settlement hide automatically when far away or inactivefixed spawn animations/effects to be more accurate[/p]
  • [p]when selecting a command tower from the air, if it has no cap, one is build[/p]
  • [p]added new logo to splash[/p]
[p]

This is another big one, and likely the last for quite some time. Behemoth is a lot of player requests combined into a nice big mix of stuff that really felt missing before. There are also some balancing suggestions integrated that should make conquest both in total conquest and regular play feel more challenging.

Offcourse there will be hotfixes and small balancing fixes the coming days and weeks, please post anything you find here and on discord.

Could not do this without all of you!
Cheerio
Tomas[/p]

Small hotfix and security patch online

  • Built with a newer version of unity that fixes the security issue reported by Unity3d
  • Capital ships in your air fleet will remain in formation during combat, this way you can can keep em out of the fight or bring em closer in, as they follow your surveyor. This started as a solution to the bunching up of capital ships during combat, but this is actually now a major gameplay change that brings much more effect from your movement orders when leading a large fleet.
  • clocks on the entagon are now the right way up
  • entagon coloring improved a tiny bit
  • New menu screen settlement
  • Fixed an error where if you were already flying another upgraded surveyor it wouldn't allow you to buy the surveyor of another type like the behemoth, without selling it first.
  • Master of ammunitions voice lines after upgrading are now audible.