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Bulwark: Falconeer Chronicles News

Latest updates released live

[p]Hi everyone,

An update that changes some fundemental things
[/p][p] The increased density from a few upgrades ago is now still posibble but the amount of workers at a location is much more influential[/p]
  • [p]workers access determine how many houses get build along a walkway[/p]
  • [p]worker access determines the quality (together with resource acces) of the house, the size and splinter revenue[/p]
  • [p]top tier houses can only spawn at top tier locations[/p]
  • [p]walkways with low worker access will spawn the worst and fewest houses[/p]
  • [p]I've toned it down a bit, but if this mechanic is enjoyed I can sharpen it up.

    [/p]
[p]I have improved the visuals in several ways[/p]
  • [p]The ocean looks fresher and colors in general less cloudy[/p]
  • [p]the draw distance has been substantially improved, reduce it in the visual quality setting if it affects performance.[/p][p][/p]
[p]Hope this patch is enjoyed, feedback is welcome,

Cheerio,[/p][p]Tomas



[/p]

the Falconeer Revolution Remaster is now available

[p]Alright folks, it's here and I can finally go have a lie down :) For those of you coming in Fresh, for the last year and more I've been slowly working to remaster and re-imagine my first solo game 'the Falconeer'. That remaster has now gone live as a free upgrade to any steam owner or new player.

Now for those wondering why? Check this epic trailer first ;)[/p][previewyoutube][/previewyoutube][p]So as you can see its a giant difference and a lot of passion went in to this, the goal isn't just to fund future games, but turn this franchise into a single cohesive body of work. And now both games are joined in visual quality, storytelling and value. My mission is to not be a throw-away hit driven developer but release original experimental games that are sustainable products that are lovingly maintained and evolved over time. [/p][h3]
Some facts you need to know if you are interested in getting into the Falconeer
[/h3]
  1. [p]The Remaster is a free upgrade to the base game, the Falconeer store page has been changed to reflect the remastered status.
    [dynamiclink][/dynamiclink][/p]
  2. [p]The VR version isn't upgraded, but is still playable as a legacy option[/p]
  3. [p]The old 2020 version is also still playable as a legacy option[/p]
  4. [p]This weekend the Falconeer Revolution Remaster will be the Steam free weekend promo[/p]
  5. [p]Monday will see the Falconeer as a Daily Deal, so plenty of options to try this and be easy on the wallet[/p]
  6. [p]Proceeds from all DLC and the Falconeer Remaster Sales will power development of my 3rd game 'Ancient waves' and future support and content for all games. [/p]
  7. [p]Follow me as developer and stay notified and help my games be seen by the algorithm (besides wishlist and game following)
    Follow me on Steam[/p]
[h3]

You can check the absolutely massive changelog for this remaster here:
[/h3][p][dynamiclink][/dynamiclink][/p][h3]Now it's time for a sleep........
[/h3][p]
Oooh don't forget to check out some of the big changes I've been experimenting with for Bulwark on the Bulwark Beta branch!! Nobody gets left behind. Actually many of the recent improvements to Bulwark have stemmed from the Falconeer Remaster work. This is truly one big project.

[dynamiclink][/dynamiclink]
More to come , after a good long sleep,
Tomas[/p]

New Beta with gameplay changes to density and further visual improvements

[p]Massive change incoming on beta -[/p][p][/p]
  • [p]imported more ocean tech/shading from falconeer [/p]
  • [p]improved lighting even more while bringing it back a bit from the bleak realism. [/p]
  • [p]Stone houses along walls are at at right angles so things look a tiny bit more decluttered[/p]
  • [p]whales should go over the edge anymore [/p]
[p][/p][p]big gameplay change..[/p]
  • [p]the density of housing AND industry is directly linked to the worker access at that location. So hive cities.. yes, but everything flows from your citadels,[/p]
  • [p]house upgrades are more tied to worker access now, as well as resource access. So at the outer edges of your settlement housing shouldn't spawn higher tier houses if the worker access isn't there.[/p]
  • [p]income is higher from houses to offset the lighter density in places. [/p][p][/p]
[p][/p][p]This does actually change a lot of the game,, it requires a bit more thinking to gain more splinters through growth, cuz mindlessly grinding walkways isn't an instant solution, and its not for resources either as you cannot insta-fill a resource area anyway.. not without good worker access. Anyways this came to me from a user review that said the most efficient settlements look the worst. Which was actually the case, this is a bit of a remedy for that.

Now available on beta[/p]

old savefile issue hotfix and population income nerf

[p]A new beta patch is available in game properties/betas/beta branch.

here's the changelist.[/p][p][/p]
  • [p]Old savefiles could break the game, new compatibility code added.[/p]
  • [p]population income nerfed to match the higher build density from the previous patch[/p][p][/p][p][/p]
[p]cheers[/p][p]Tomas

[/p][p][/p]

Beta update live

[p]Hi everyone.[/p][p][/p][p]I had a beta update cooking that mainly increases the amount of houses that spaw [/p][p]This comes with an increase in revenue that might get nerfed later a bit.[/p][p]But overal hive city style density wss greatly appreciated by discord players[/p][p] So i am going to push it live.[/p][p][/p][p]Enjoy.![/p]