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Bulwark Evolution: Falconeer Chronicles News

hotfix for resolution issues on boot

Some people are experiencing weird resolutions and non responsive boot menu (where you select a controller template)

to fix this I reverted the window mode back to "fullscreen exclusive" at native resolution the first time you boot. not a fullscreen window.

to access this beta patch just go to game properties/betas and select beta patch from the dropdown.

Also fixed some wayward broken rocks westerly on the edge ;)

small beta patch

  • prevented an error on opening settlement menus that prevented them to open
  • fixed resource trade for the Mancer north settlement to be correct to the text
  • fixed some things in the initial controller choice menu you get at boot
  • reduced the glow on some GUI icons
  • When saving if your dominant faction has changed it will respect that in the scenario slot icon next time. (so no wrong icons on the load screen).,

Fixed missing Russian language option

  • Russian is back as option
  • Fixed some visual errors on Imperial Surveyor
  • prevented a nullref in the scenario view on ancient save files

The Edge of The World Arrives

I've just uploaded the latest free expansion to Bulwark. Yey we can now all go over the edge.


Lets start off with a new video that sort of reintroduces Bulwark and shows some of the new features
[previewyoutube][/previewyoutube]

This one had a long time cooking, but it's finally here and it comes with a lot of new content as well as plenty of bits and bobs. Here's the full changelist

[h2]New Content[/h2]
  • Added a literal Edge to the Ursee, south of the Mongres Expanse
  • Added many more rocks and cliffs to the Edge and the general southern area
  • Added Admiralty settlement, which increases unit cap +10
  • Added Gallery Borgia location, which increases unit cap +10
  • Added Silence of the Cycles settlement, which increases unit cap +10
  • Added Leviathan's Toothache settlement, which increases unit cap +10
  • Added three Squidbelly mercenary market locations where mercenaries can be hired
  • Added Rekker Freehouse Capital units to the mercenary market
  • Added Murenal Freebooter Capital units to the mercenary market
  • Added Mantaraider Freebooter Heavy Fighter units the to mercenary market
  • Added DLC Verne Bannerless units to the mercenary market
  • Added DLC Piranha Bannerless units to the mercenary market
  • Added random ambushes to the Edge area
  • Added random hostiles spawn to the Edge area
  • Added new top-tier buildings to the Mancer faction
  • Added a wider arch to stone curtain walls to pass foundations or balconies
  • Added Mancer battlement props to pie-shaped foundations
  • Added a Mancer stone first-floor tower
  • Added an Imperial stone first-floor tower
  • Added a Freehouse stone first-floor tower
  • Added a Bannerless stone first-floor tower
  • Added a memorial location and the wreckage of Oberon's Gate to the Maw

[h2]QoL Improvements[/h2]
  • You can no longer build near a ‘for sale’ small settlement
  • Made it so that enemies from random encounters are also shown on the map
  • Removed the curtain wall going to normal bridges over a foundation or balcony
  • Made the little foundation extension appear at the same height as its parent
  • Splinter balance is now shown when buying units from Commanders
  • Resource flow is no longer hidden when opening a dialogue
  • The selected tower political overlay is now always visible in resource flow mode, for every tower
  • Prevented the command Flagship from setting a course across the Edge or into the Maw
  • Commanders and Captains now correctly show up in freebuild
  • You can now buy units for free in freebuild
  • Zoom in photomode allows for greater and smaller FOV values


[h2]Balancing[/h2]
  • Prevented random Imperial houses from spawning
  • Random encounters are matched better with respect to your fleet, having a chance to scale upwards
  • Slowed down some of the smaller airships for more coherent air fleet behaviour
  • Shuffled a few Merchant Princes around to make space on the soultree (they changed faction)
  • Rebalanced the soultree a bit
  • War levels in normal mode progress a tad more slowly, allowing for a longer low-intensity war to occur
  • Balanced defending units from other factions to be 140% tougher

[h2]Visuals[/h2]
  • Improved the Maw/Edge visual effects further
  • Changed the nighttime colour setup to be moodier and added purple tones.
  • Added more detail to existing Mancer top-tier buildings
  • Added more wave splashes on shores and optimized the overall system
  • Corrected wind direction across sails, flags, waves and windmills to be more consistent
  • Fixed the stone aqueduct model gaps and other general visual fopars
  • Fixed the balloon-spawning shader
  • Added more detail to capital Aairship balloons and added detailed rigging to most
  • Added an underside to the Mawspring, for folks trying to place it in the Maw or on the Edge.
  • Fixed up map layout placenames
  • Revamped Shard settlement
  • Revamped Imperial Thunderstrike balloon and added more rigging and general detail.
  • Revamped Bannerless capital Airship balloon and added more rigging and general detail.
  • Revamped the Imperial Surveyor balloon and added more rigging and general detail.
  • Revamped the Freehouse Surveyor balloon.

[h2]Bugfixes[/h2]
  • Fixed stone quarry’s not improving inside Maw
  • Fixed a bug where the naval gun would jump around on a settlement that just turned hostile
  • fixed free house top tier houses from having a weird glow
  • The player fleet health bar is limited to 100%
  • fixed a major issue where freebuild would autosave over slot 1


As always let me know if any bugs pop up and how these additions feel to you.

And here's a little sneak preview of a location I have been dying to share , especially for those deep into the Lore or those that played the Falconeer. A place that felt underwhelming for its significanse in the games. The Gate Memorial

Cheerio,
Tomas

"the Edge of the World' update coming mid february,

Edge of the World content preview update


Hi everyone,

About time to update you all with some more visuals from the coming update, so sit back and enjoy some new stuff. The Edge of the World update is also slated to come to steam mid february ;).

[h3] Please support the game's visibility:[/h3]
Before I continue, let me also impress how much any user review is appreciated, even critical ones, they are there to learn from, but also they influence the steam algorithm and the amount itself is critical to the survival of the game. As you can see the review numbers are still modest in this genre and hitting 1000 user reviews in the first year is definitely one of the biggest goals for any game to reach. Every review is appreciated beyond believe and powers me on to keep adding more to this game and universe, thank you.



[h3]On with the Important stuff!:[/h3]
Here's a video look off that new Bannnerless building, the "Leviathan's Toothache" as it's now called.
this one is going to get a little refurbish likely as it will match some new enemy units that I've just finished.
[previewyoutube][/previewyoutube]
[h3]New Enemies[/h3]
Here' are those new enemy units I'm adding as a Bannerless clan. They represent the most criminal and least constrained Bannerless Clan and also will be the ones raiding your traderoutes. More like actual Pirates. There's what basically amounts to a missile frigate called the "Verne" and a smaller fast airship called a "piranha"

[h3]Squidbelly Mercenary Market[/h3]
There is also a new location on the Ursee called the "Squidbelly Mercenary Market" these are dotted across the map and aren't for acquisition rather they are neutral locations where you can buy units directly, These units are attached to your escort fleet only and serve as an early game source of units for splinters.

This new green stone style architecture is a really new discovery for me, quite into it. It has a whiff of freebooter to it which is exciting for various reasons.
[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]
The market sells some basic units, that freehouse capital ship of the last blogpost but also it sells some Freebooter units previously only sparesly seen in random encounters (if at all).

Here's the default list of units it will sell. You can also get rid of your existing units at the market, a much requested feature.
  • Freehouse Warbird
  • Freehouse Wrekker Capital Ship
  • Freebooter Mantaraider
  • Freebooter Murenal

[h3]Another new unique building that raises population cap[/h3]
The Imperial Admiralty is somewhat less dramatic than the other two new buildings I showed off last time, as someone on the forums mentioned. This actually gave me the kick under the ass to finally do what needed to be done. Make Shard proud of its historical legacy and make it more unique. Befitting its important role in the War of the Tree. Thus the Borgia Gallery was borne, a hub of spycraft and a memorial to their most illustrious spymaster (play the Falconeer to understand that ;). It also got some much needed fortifications making it a much tougher nut to crack.


Finally here's a little preview vid of the new units in action above "Leviathan's Toothache" .
[previewyoutube][/previewyoutube]

[h3]Thank you all![/h3]
And thanks everyone for the maintained support, I know this game and myself are doing things differently and experimentally sometimes, but the fact so many of you let me know you are enjoying all this work really helps me keep going. This industry isn't kind to things that go off the beaten path and the fact that I'm still here making this games fairly on the outside of things is a testament to Steam and the gamers therein like yourself.

And don't forget to leave a recommendation, it's literally survival out here.
Cheers,
Tomas