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Bulwark Evolution: Falconeer Chronicles News

Major holy gradient and balancing update now released

So this one has been cooking on beta for quite some time. It's decent sized update.

the core focus here is a set of changes brought on by player feedback, stuff like preventing players from teleporting away from combat (thus making combat harder and more consequential), but also improvements to the depletion system and war balancing.

On top of this the edge update introduced a murkiness in the visuals I had tried to offset with color grading, but turns out I made a lighting calculation error and by fixing that I could return to the more colourful color grading from pre-edge update. To me that's a major win, and I hope you notice a higher quality of lighting and color grading.

  • Prevented Arc tower and lightning weapons from dealing friendly fire
  • reset the population counter to 0 when resetting a scenario save
  • removed the word tutorial from the scenario title if you turn off tutorial
  • prevented some scenario settings from resetting incorrectly after a wipe or defaulting
  • prevented wiping a scenario save from duplicating inventory items
  • prevented the advisor mentioning a fortress if the fortress event failed to spawn
  • the sentry tower has been nerfed by having two point defense turrets rather than artillery guns
  • if you have depletion enabled and a resource location gets depleted, your output is capped to the capacity of the location. So if you only have 3 wood left at a location the maximum range of the wood mill will also be only 3.
  • resources locations added to faction settlements that trade them
  • faction settlement trade can deplete if depletion is enabled in scenario settings
  • trade-harbors and extractors will show the word "depleted" above them in the flow view
  • integrated a safeguard for when more resource locations get added to the game to protect savefiles
  • your surveyor won't teleport to your ground location if it's engaged in combat.
  • Large NPC Fleets defending settlements are now larger with close to double the capital ships and more smaller escorts.
  • Vassalization can only occur if more than 50%of the faction's population has been conquered (with bigger settlements counting heavier than small ones).
  • Fully destroying a faction will unlock the wonder quest for that faction
  • vassalized factions won't ever send out their leader
  • destroyed factions won't ever send out their leader
  • boosted the survivability of other faction's defending units (buffed health equal to highest xp player units)
  • increased the distance you cannot build near other factions settlements somewhat.
  • Murenal hit points increased
  • Skullship hit points increased
  • Manta hit points increased
  • Hammerhead hit points increased
  • Piranha hit points increased
  • Increased War waves being spawned in size when your population is larger than 3000
  • Increased War waves being spawned in size when your population is larger than 5000
  • Increased War waves being spawned in size when your population is larger than 1500
  • capital ships in your fleet shout have more vertical spacing , so less bumping in together
  • fixed some lights not turned on on imperial buildings
  • Fixed an ugly dark wash that had come over the world in the edge
  • Fixed ambient occlusion not properly fading down on the edge
  • Reduced base output of wood extractor
  • Reduced base output of stone extractor
  • Reduced base output of iron extractor
  • Increased the required power of a tower to reach max output of capital class vessels from a commander (it needs to be bigger)
  • reverted color grading
  • prevented capital ships from spawning super high
  • if a captain has an missing voiceline , no text or error text is shown.. they're just silent


So let me know if you encounter issues with this update, some of the balancing changes might affect your settlement. (the base ranges of extractors are a bit lower for instance).

There will be hopefully news on various new things I'm working on soon. But new content will come but as my franchise grows it's no longer a linear path. But Behemoth ahoy. Hope to share some visual teasers in the near future.

beta hotfix

Hi everyone,

A small weekend patch cuz I finally figured out why this sort of murky darkness had descended on the visuals. It was a faulty shading issue caused by the sort of low lying shadow the Edge cast. I had been trying to correct with post processing leaving the game a bit murkier than before the Edge update. Now that I found the culprit I reverted the color grading settings to a earlier setting.

Also fiddled with some more minor balancing and fixed some streetlights and light fixures from not being fully lit.

changelist:
  • fixed some lights not turned on on imperial buildings
  • Fixed an ugly dark wash that had come over the world in the edge
  • Fixed ambient occlusion not properly fading down on the edge
  • Reduced base output of wood extractor
  • Reduced base output of stone extractor
  • Reduced base output of iron extractor
  • Increased the required power of a tower to reach max output of capital class vessels from a commander (it needs to be bigger)
  • reverted color grading

New balancing update

Hi everyone,

here's a new update focusing on balancing this time. This one is based on more user feedback. The goal is to keep a fast and grind free style of game , yet provide a bit more challenge when you get into the war and strategical elements. And for instance you can now unlock a factions wonder if you conquer or destroy them.. Kinda fun reward

This all requires a good bit of testing and feedback so will remain in beta for some time.

More to come.

  • Vassalization can only occur if more than 50%of the faction's population has been conquered (with bigger settlements counting heavier than small ones).
  • Vassalized factions will unlock the wonder quest for that faction.
  • Fully destroying a faction will unlock the wonder quest for that faction
  • vassalized factions won't ever send out their leader
  • destroyed factions won't ever send out their leader
  • boosted the survivability of other faction's defending units (buffed health equal to highest xp player units)
  • increased the distance you cannot build near other factions settlements somewhat.
  • Murenal hitpoints increased
  • Skullship hitpoints increased
  • Manta hitpoints increased
  • Hammerhead hitpoints increased
  • Piranha hitpoints increased
  • Increased War waves being spawned in size when your population is larger than 3000
  • Increased War waves being spawned in size when your population is larger than 5000
  • Increased War waves being spawned in size when your population is larger than 1500
  • capital ships in your fleet shout have more vertical spacing , so less bumping in together

hotfix to beta

Hi everyone,

quick hotfix for yesterday's beta patch
-fixes sentry tower that doesn't spawn
-also prevented the surveyor teleporting out of combat when switching to the command flagship

The goal is that under no circumstance will the surveyor leave a combat encounter thru teleportation. Thus increasing the risk and danger of combat . You can still switch to other locations but your surveyor will remain in the combat area.

Resuming regular cadence of updates

Hi Everyone.

I'm still juggling two projects at the moment, but together with some community members (here and on discord) I've been looking at further balancing and QoL Improvements (thanks Kikiwill for a clear feedfback document!) for Bulwark. As some may know another big content update is in the works. I cannot reveal much, but it will likely focus around some lost technology of the ursee and something called "the behemoth"..

But to get there I first want to do further balancing and co development with you all on various elements.

So expect a cadence of regular updates to resume , these will either be released fully as part of a new content update or separately in the coming months. But always as fast as possible on Beta. If you are not on the beta branch, simply go to game properties/betas and select it.

Beta branch will remain a work in progress state where you can test out the latest chances that will make it into the default game.

Here's the first changelist in no particular order.

  1. Prevented Arc tower and lightning weapons from dealing friendly fire
  2. reset the population counter to 0 when resetting a scenario save
  3. removed the word tutorial from the scenario title if you turn off tutorial
  4. prevented some scenario settings from resetting incorrectly after a wipe or defaulting
  5. prevented wiping a scenario save from duplicating inventory items
  6. prevented the advisor mentioning a fortress if the fortress event failed to spawn
  7. the sentry tower has been nerfed by having two point defense turrets rather than artillery guns
  8. if you have depletion enabled and a resource location gets depleted, your output is capped to the capacity of the location. So if you only have 3 wood left at a location the maximum range of the wood mill will also be only 3.
  9. resources locations added to faction settlements that trade them
  10. faction settlement trade can deplete if depletion is enabled in scenario settings
  11. trade-harbours and extractors will show the word "depleted" above them in the flow view
  12. integrated a safeguard for when more resource locations get added to the game to protect savefiles
  13. your surveyor won't teleport to your ground location if it's engaged in combat.
  14. Large NPC Fleets defending settlements are now larger with close to double the capital ships and more smaller escorts.


Expect more soon. But take note , some of these changes are fairly critical systems so bugs may occur, please report anything strange..

Cheerio,
Tomas