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Bulwark: Falconeer Chronicles News

Pre holiday Update

So I'm going on a holiday;) first time in 6 years, insanity.

That means also there will be some changes to how and when the evolving demo is run going forward, more more on that later this week.

For now there's a new update and it adds a few new things

[h2]New first time control choice menu[/h2]
firstly it adds a menu you will see only once at the start of the game, asking you to pick from one of the four control schemes. (controller, controller right handed, mouse and Mouse alternative).

The mouse and mouse alt are the most interesting, with the mouse scheme being basically the 'old' default Bulwark controls, but with orbit mapped to the WASD (q and e still pan) and the mouse alt setting it to the new scheme introduced a while back.

that scheme moves building away from the RMB, (puts orbithold on the RMB) and builds with spacebar and moves some other bits around and WASD is camera panning. Offcourse it doesn't suddenly add a conventional command bar, but it should feel less confusing for new players. So that's why there is now a choice at the start.

You can still rebind and change everything manually from the control menu.

[h2]Changes to make foundation building more predictable[/h2]
Second big thing is that , stone towers now have 1 extra floor. You can upgrade a single stone tower to a two story tall stone tower, which then transform again into a command tower.


this new taller stone tower adds new options like skyways to stone towers and combinations with command towers to allow for a few more cool short tower variations. But more importantly it allows changes to the foundation system. Now circular fortress pieces are build always from the ground floor and square expansion foundations only from floor 1 and 2 (balconies are unchanged).

this makes things more predictable, which is good, I hope!

here's the full changelist for this update:

features
  • added control template menu with 4 templates
  • changed that the mouse template now has rotation back under wasd (to be completely old school)
  • changed how the buildline works for balconies and foundations, there the buildline doesn't drop to the ground, this to improve depth perception. (seeing as the height is rarely the height of the spawned item anyway)
  • added a second floor to the stone towers
  • triangle shaped foundations are now always build from the ground floor
  • square shaped foundations are now always build from the 2nd and 3rd floor.


fixes
  • reworked control menu reset option
  • made sure the glowing "mouse hold" circle isn't visible when you start scenario 2
  • back button now works predictably on map and scenario selection
  • various small bugfixes
  • changed how the height of foundations is limited



Alternate control scheme for Mouse +kb

Hi everyone,

Today's' upload adds the 'mouse alt' control scheme setting in the controller menu.
This scheme changes things around and seems to be better for some MKB users that come from a traditional rts background . By default the controls will still be set to the regular mouse scheme , so set it manually.

  • Building = Spacebar
  • Switching between ground and air = TAB
  • showing resource flow = CTRL
  • orbiting the camera =RMB


Remember these bindings can be changed in the controller screen, just click on a binding and a prompt to press the new binding appears.


In the future a prompt will pop up when a users plays the game for the first time where they can pick the control scheme of their choice.

Let me know if bugs appear, control changes are always tricky.

Cheerio,
Tomas

A small update , mostly adding options to skip stuff

A small update with the following changes:

-you can now skip the dialogues (left shift or B)
-you can now skip the tutorial title roll down (any button)
-some walkways would auto destruct themselves cuz they thought they were blocked
-prevented captains from talking when a voice over from the advisor was running

fixed a bug that prevented switching between surveyor and ground

  • so if the UI had faded out, you could not switch between surveyor and ground and back. Now fixed

big pathfinding and world update

Hey everyone

this update literally changes the world. Before rocks and islands would have no real logical relation to the shallow area's . Now most rocks and islands are in a shallow area making the world feel like it makes a bit more sense.

this looks better but also allows for a radical upgrade to the pathfinding as there are no rocks or obstacles in the deep water the AI can use the shallows 'map' for it's pathfinding instead of checking the real world obstacles.

so gone is the hickup when building a connecting harbor or the issues with captains sailing their ships thru rocks.

ooh I also pimped the watershader to be a bit more subtle and less repetitive.

Enjoy, this is a reasonably big update so stuff will break! let me know if it does

Cheerio,
Tomas