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Architecture II Release

Architecture II Release


Hi everyone, today sees the release of another free update for Bulwark.

This closes of a modest period of rest and precedes the bigger "Edge of the World" update that will see a new area of the Ursee unlocked.

And I wanted to take the opportunity to quickly look back at the last 8 months since release, cuz it's seen a bunch of updates and it's perhaps nice to celebrate all that has been added to Bulwark in '24

[h3]March 28th, Bulwark got Released[/h3]
Pretty major milestone, though for me everything is just an evolving project. But the release saw epic bundles, a give-away PC, plenty of amazing reviews and a ton of small patches. Cuz when things hit the fan, we need patches!

[h3]May: Trade, Tribute and Spoils update [/h3]
This one brought splinters as a resource to the game allowing for a bit more conventional and meaningful progression. It also brought some more concrete "closing events" such as vassalizing other factions. I mean who doesn't wanna turn those pompous imperials into their vassal.

[h3]June : Architecture I and Accuracy update[/h3]
This released the top tier buildings for the factions besides Freehouse, something finally remedied with this update and actually the Freehouse get a few more than the others. Also the first attempt at improving combat.

[h3]September : Evolution update[/h3]
The big one, the 12 pages of changes and new content that introduced fortresses, command surface ships to sail around with, combat overhaul and literally doubling the amount of content available on the worldmap. Perhaps I bit of more then I could chew with that one, cuz needed a bit of a break after that ;)

And off course over the period I've added small supporter style DLC to the game. These are fun little additions that I made to not break the bank , but to support additional work on the game. I think it's good to stress Bulwark is a niche title, unconventional and innovative and for me to keep working on it, means I need to make more money than it takes for me to make a new game (3-4 years of work). So every so while I need to check if I haven't crossed that barrier in which I'm eating into my prospects and time for a new game. So to stretch my time with Bulwark the DLC help but also the general awesome support you all have given the game and made this the last update of 2024 possible. (more to come in 2025 of course).

In general to support further development in the future, buying the game is support enough, but if you wanna go the extra mile, a user review is literally the best way to influence the game's future and inform other players of your views and experiences with the game :)

[h2]So Architecture II , lets dive in:[/h2]

This update brings new content , new top tier buildings your population will erect when supplied with enough resources and with enough faction influence. There's a good selection of them and the generation system fort his also has improved to make your creations look even better.

New Content:
  • new architecture flourishes for the Mongres style
  • new top tier Freehouse buildings.
  • harbor wharves added when your harbor has access to wood
  • harbor iron works added when your harbor has access to iron
  • harbor gravel storage added when your harbor has aces to stone

It also brings in 2 new languages.

1. Russian, often requested for the entire Russian speaking language zone.
2. Hungarian.

It's important for me to thank the unwavering support of player and community member Hatlábú Farkas, who initiated and ultimately localized the game to the Magyar language. For a game like Bulwark to get such great fan service is truly amazing!

Now for a quick look at what's new :

Here's a little video preview.
[previewyoutube][/previewyoutube]

and some screens of the new harbor buildings, which hadn't been shown yet.
:

So Here's the other smaller changes and improvements

Balancing:
  • advanced captains cost an amount of splinters to hire
  • advanced commanders cost an amount of splinters to hire
  • reduced industry density in stone quarry so the animated objects don't overlap so much (reduces output slightly)


QoL:
  • reduced the illegal building zone around the rear of a harbour
  • resource icons on trade routes on the map go red if they are supplied but no captain is transporting them
  • opening the captain menu doesn't set you to the highest floor
  • fixed capital ships not running away from your flagship when escorting.
  • Russian Language Support added
  • Hungarian community translation added (Thanks To Hatlábú Farkas )
  • polished and improved the ambient occlusion post processing effect, making for a more defined settlement.


fixes
  • Patrolling faction ships aren't seen as hostile by your forces if you aren't at war.
  • iron resource buildings have more glow
  • made top tier buildings conform to their pathway better (aligned to the direction)
  • prevented top tier buildings from sinking into the shallows too much
  • added extra crane to stone quarry
  • flags are loaded properly for outposts
  • if you had a trade route with no captains assigned and have no captains the wrong advisor text is shown when trying to open the menu



As always report any fixes or anything you feel you have valid feedback on.
And see you all in 2025, when we go over the edge!!!

Cheerio and happy holidays
Tomas!

beta update

Hi Everyone,

Final beta update for Architecture II,



  • Hungarian community Language Support added (Thanks To Hatlábú Farkas )
  • made top tier buildings conform to their pathway better (aligned to the direction)
  • prevented top tier buildings from sinking into the shallows too much
  • added extra crane to stone quarry
  • added extra stone gravel storage harbour building
  • reduced industry density in stone quarry so the animated objects don't overlap so much (reduces output slightly)

small beta update

Hi everyone,

small update to the beta today:

-Russian added as language option
-iron resource buildings have more glow
-harbour wharf added when your harbor has access to wood
-harbour ironworks added when your harbor has access to iron
-reduced the illegal building zone around the rear of a harbour

more harbour buildings will be added the coming days.

Architecture II is slated for a monday release ;)
Cheerio,
Tomas

Beta patch update

Hi everyone,

preparations for the the Architecture II update require some testing , not all content is ready so expect more goodies. But most is in here to play around with.

I will be working on a some more content, and there hopefully might be some surprise new language options for the update.

Here's the changelist: (in no particular order)

Features:
  • resource icons on traderoutes on the map go red if they are supplied but no captain is transporting them. (was already on beta , but not released)
  • new architecture flourishes for the Mongress style
  • new top tier Freehouse buildings.
  • polished and improved the ambient occlusion post processing effect, making for a more defined settlement.
  • advanced captains cost an amount of splinters to hire
  • commanders now cost an amount of splinters to hire


Improvements:
  • if you had a traderoute with no captains assigned and have no captains the right advisor text is now shown when trying to open the menu
  • opening the captain menu doesn't set you to the highest floor
  • fixed capital ships not running away from your flagship when escorting
  • changes the formation flying to be tighter.
  • Patrolling faction ships aren't seen as hostile by your forces if you aren't at war


let me know if you spot any issues or have suggestions. ;)

Development Update

About time for an update !


Hi Everyone

After a brief hiatus I am back at development and this is a brief update as to what I've been working on.
Last I updated everyone was after the Evolution update while I was hard at work on the "Edge" update.

The Edge update is the bigger update that was originally scheduled for.... around now.. Sadly but much required I took some weeks off in october and early november to build up some energy for more updates. Sometimes you gotta chill, and the pace at which I had been pumping out updates had caught up with me.
So let me start with the bad news:

The 'Edge' update will be finished early in the new year, rather than before the winter sale.

But there is some good news as well:

There will be an "Architecture II" update before the winter sale.
This is an expansion focused on Freehouse and Mongres architecture.
Russian will be added as a language to the game (Wired Productions is working hard to get this in before xmas).

Here is a preview of the new architecture you can expect ;)
The vibe here is a bit of "laketown" style vibes that hopefully will also appeal to the more classical fantasy/medieval fans.

On the "edge update" :

So work on this is progressing and a lot of work already done
[previewyoutube]https://x.com/i/status/1843402683979358489[/previewyoutube]
As you can see this will be an entirely new area for you to explore, to build upon or get into scraps with.
Here's what I am aiming to add with the "edge" update
-The literal edge of the world, a unique are across the entire south side of the map
-several new faction settlements to wage war with
-mercenary guilds, several locations where you can buy and sell individual units (several new units as well)
-new combat events as I hope the entire southern side of the map will become a much more dangerous place, including more freebooter, Mancer and offcourse pirate fights waiting for you there.
- QoL and bugfixes offcourse ;).

So it's been a quiet fall, but hope the winter will be more productive and will see at least 2 new free updates and perhaps a few more supporter DLC as well.

let me know what excites you most and what you like to see after these two updates. ;)
Cheerio, and stay tuned for a proper christmas sale and the incoming " architecture 2" update.

Tomas Sala