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  3. Harbor Path-finding work ongoing

Harbor Path-finding work ongoing

The last couple of days have seen substantial mechanical changes. First in the organic population manager that is now creating more factional sprawl radiation outward from inhabited command towers and citadels (basically little houses of the controlling faction now spawn further away).

But also a the removal of limitations on building in deep water. You can never build a tower in the deepwater but you can now always connect a walkway or wall, taking away some of the guessing here.

This has lead to it being very easy to wall up your harbors and prevent them from connected. I already had little harbour bridges that could open and close, I worked yesterday to allow ships to pass these without much effort.

Here two harbours are enclosed and the traderoutes pass thru the raised bridges.


To do this I've had to refactor the traderoute pathfinding a bit also leading to "tighter" traderoutes

As seen here also better able to pass narrow gaps.

So this post is to update on the new capabilities, but also to notify this was a deep refactor and it might be rough, be good to hear if any funny business occurs with traderoutes.

here's the changelist.

  • Benedict made better sounds for the move swoosh and snap squish
  • improved trade-route path-finding so that it may path thru bridges and narrow gaps better
  • prevented trade-route path-finding from going behind the harbors.


p.s Benedict Nichols the award winning composer and partner in crime on The Falconeer is back to do the soundtrack and sound design on Bulwark and he's starting work;) So a few first audible changes are appearing in the changelists, expect more the coming months.

For those enjoying the ingame music all the current music is placeholder from the Falconeer OST, which you can buy here on steam, on BandCamp or Spotify or even Vinyl!!:

here's the spotify link so can check it out. https://open.spotify.com/album/4WIJ1qwdkPsZuQeqhMHfdc?si=sb-90Sq8RRSY4XAWJBefJg