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Bulwark Evolution: Falconeer Chronicles News

Beta update , inventory update

Hi everyone,

Got back from a small break after Evolution, now back to work making the content for the new beta, some of which is available on the Beta patch.

There are a variety of fixes and even some loading time improvements ;)
But the major new bit of content (which will be part of the next big free content update) is a minor overhaul of the inventory screen, which now includes the ability to inspect the types of units in your controllable fleet.

Check it out here
[previewyoutube][/previewyoutube]

now this is all just prep work for the "mercenary guilds" I wanna introduce where you can directly buy and perhaps sell units, which needs a 'unit inspector' of sorts.. So the inventory was the testbed for that, and it needed a new "universal" shader as well so the inspector has a technical schematic kindof a shader for the units.

Check it out , this is available now on the BETAS/beta patch here on steam.

here's the full changelist (including an older one that was never mentioned before):

  • added icons for traderoute resources to the worldmap showing which resources are being moved
  • added a prevention for traffic jams occuring with ships near their port docking phase
  • Fixed combat captains not giving all their lines in the captain selector
  • improved loading time
  • You can inspect each unit type in your controllable fleet in the inventory screen
  • combat ships assigned to the naval command harbor also get your faction trim color when spawned
  • faction icons for inventory now working properly (for surveyor and unique constructs)
  • Improved the look of the Mancer Questor and added faction trim


this update also makes it the start of the "Edge" beta, so these changes will be released as part of a big free update coming at some point in the near future (when I'm done), the beta will update and grow. Because this beta at some point includes major world changes, including new land masses, it might cause weirdness if you go back and forth between beta and non beta this time .. it's fine atm but be warned ;)

Hope to push out more updates soon.
Cheerio,
Tomas

fixing some fast travel issues v2 and a new feature on the map

-Fixing /reverting map travel a second attempt. this is mostly a reversion to how it was pre patch
-the command flagship will fast travel to in front of a harbor, and off course only to the closest harbor to a destination, so it may still be somewhat wayward .
-if you click a move command for the surveyor it will cancel the fast travel dialogue


new feature
-on the map every traderoute will show what is succesfully being transported across it, thru resource icons in the middle/halfway point of the route.
-on the map every traderoute will show how many combat ships are patrolling it with an icon in the middle/halfway point of the route.

the reason for the icons is clear, to make managing traderoutes a little quicker, I have a few more QoL features that are planned for the "edge" update, but this one was mingled in with a bugfix so you get it early.


This is has been on beta few days, but let me know of issues arise.


fast travel hotfix

- fixed the fast travel issue.

remember: restarting steam completely (so you see the daily deal popup), so not minimizing but full restart, is the guaranteed way to "force" an update,.

Lemme know if this worked :) apologies

Making waves, a new update is available

So as I teased last time the next update will add an edge to the Ursee, and you will be able to build on it, and likely meet some new folks who made their home there. (likely some mercenaries where you can buy and sell units)

But as part of that I've been working on the water FX and I found the improvement so profound, I decided to backport them into the current version and provide them earlier to you all.


Here are the changes in this update:

    New Content
  • Tips and Tricks have been added to the menu
  • Tips and Tricks section added to the game help


    Fixes
  • prevented an issue where factions settlements wouldn't load cuz the command flagship was very close to another settlement and it would assume the player was there.
  • Added a message about fast travel not being possible during combat on the map
  • if setting the mode to fullscreen window (default) the game will run in the background rather than be paused. if you go fullscreen the game will pause when not focused
  • fixed that if the mouse cursor was resting on a pausemenu when it opened it would function and not assume the continue button was selected
  • fixed that the pause menu could be broken by closing and opening the settings menu really fast
  • prevented resetting a scenerio from also setting some fortresses or small settlements as "bought"
  • random encounters may happen now even without a harbour but as long as you have 10 towers or more
  • reseting the original mouse template no longer resets to freecam mouse template
  • switching to controller with the camera panned from the center in mouse mode now longer gives control issues
  • fixed a shader error that caused the ocean to suddendly go dark if no shadow casters were in view.
  • attempt to make fast travel more consistent,
  • made the command flagship slightly less bouncy on the waves

    Visual Improvements
  • overhauled general water shader, made calm ocean more choppy
  • mawspring visuals improved
  • maw visuals improved


Here's a preview of the improved maw.;)
[previewyoutube][/previewyoutube]

Beta branch updated with fixes

There are two issues that might affect folks where npc settlements wouldn't load and wouldn't be interactable and situations where a woodmill wouldn't grow beyond a range of 4.

The rest is small stuff really.

If you are experiencing these issues then go to game properties/betas and select "beta patch" and accept the update.


  • prevented an issue where factions settlements wouldn't load cuz the command flagship was very close to another settlement and it would assume the player was there.
  • Added a message about fast travel not being possible during combat on the map
  • if setting the mode to fullscreen window (default) the game will run in the background rather than be paused. if you go fullscreen the game will pause when not focused
  • fixed that if the mouse cursor was resting on a pausemenu when it opened, it would not function and assume the continue button was selected
  • fixed that the pause menu could be broken by closing and opening the settings menu really fast
  • fixed an issue where removing a woodmil and re-placing it or having multiple woodmills near a site would lead to a output range calculated incorrectly as 4.



Most important feedback can also be, "hey I played this for a a bit and it looks solid" ;) cuz that means I can safely push it to the live branch.


Cheerio and have a good weekend ,
Tomas