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Bulwark Evolution: Falconeer Chronicles News

A tease

And now for something completely different.

Did you know the Ursee might not be an entirely normal place? Perhaps Oberon's refuge or Oberon's Prison is a better term (depending on how you interpret the ancient myths from the Falconeer). There's Star-gates and gravitational anomalies. There is a story to these things.

One thing I could never get to work for the Falconeer, back in the day, was an actual "edge of the world". I did intent to , hence that game's major expansion being called that.

But as I was unwinding today I kinda solved the major issues there. So here as a tease for a future update perhaps, the results of today's experiment.



now I know lots of folks folks want a better trade-management screen and other major features, but sometimes you gotta re-energize and make something fun and crazy. I can kinda imagine this edge being a lawless area ,with crime lords and mercenaries for hire. Perhaps a bit more mongress culture down south.

Anyways certainly the next update will contain QoL features and improvements, but should it contain this "edge of the world" , would it excite you all to build on the edge of the literal abyss?

If so let loose with some like so I know you all are up for it ;)

Cheerio,
Tomas

Evolution Update

Thanks!


I wanted to to give a quick shout out to all of you who have been playing the game, leaving feedback and reporting bugs. This Evolution update was so mighty, I've been doing hotfixes daily.

There were balancing improvements and bugs and everything in between.

[h2]oops[/h2]
And last night even made a mistake that prevented connections from being demolished, causing all kinds of issues. Luckily this was fixed as soon as I woke up.

(make sure to restart steam fully to see the hotfix roll in).

I'll be winding down updates as this isn't normal nor ideal, but I feel the game is in a good spot and your positive reception has done a great deal to motivate me for future content.

I know trade screens are highly requested, also saw some cool suggestions for mercenary captains and units which kinda sounds like a fun pallet cleanser to make. But before that I little calm to make sure all changes are good and focus on the console version of the update.

But thanks everyone, this was a big one.

Demo updated


I just updated the demo to evolution as well. Cuz the tutorial is slightly better and there have been multiple requests for a slightly larger build limit. So that is both there to try for people curious about the game. I think the old demo was too generous with some players reporting they had 200 hours in it (lol), and it might have overshot.

The build limit is now 20 towers, which should allow 2 separate colonies to be build. Most of the world content though has been locked out as before,, but one buy-able location and one small faction settlement have remained intractable.

I think that demos that are live after the game have launched are a tricky thing to get right. Hope it feels a bit better now.


Cheerio, Tomas

And please as soon as you spot a potential bug, don't hesitate to report and I'll get right on it.

One hotfix to far

Last nite's hotfix broke connections, they could not be removed and would not transport.

This should be fixed now. many apologies, perhaps worst mistake ever.,.

Latest update caused some problems. Looking into it. Reverted for a bit

It seems pathing was broken in the latest update. Have reverted while ini investigate.

Apologies

finally fixed the untargetable small airships

-warbirds and fast fighters will now when a target has no more subtargets or turrets , attack the main hull, instead of ignoring an airship that has been stripped but is still alive.
-The Naval Command Harbor AND Crabton remain on the map after you die, so you can attack it in waves.