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Milestones, Celebrations and a Thank you!

Hey everyone,

We hope you've been enjoying the recent blogs about the upcoming Naval Command Update, we have some exciting news about when you can expect to play it as well as some new screens, a personal thank you from Tomas, and more! Let's get started!

The Naval Update


So first of all, get hyped - the Naval Update will be dropping onto your public Beta access branches on 13th August! We don't have a SOLID date for the full on release yet until we've seen how you react to the beta branch - but mark the date down in your calendars!

[h2]Naval Update Preview[/h2]

Just to get you warmed up to the idea of what to expect - Tomas sat down and played with it to demonstrate the new features in an early iteration, and talk through the differences to the Bulwark play experience that you can expect. Put the kettle on and set aside 30 minutes so you can hit the water running on the 13th.

[previewyoutube][/previewyoutube]

[h3]New Naval Update Screens [/h3]

It wouldn't be an update without some shiny new Ursee eye candy - so here's some new screens fresh from Tomas PC for you to admire!













Thank You Surveyors


Moving on from the Naval Update for a moment. We had a little peek at the player counts across Bulwark and The Falconeer, taking into account all of you who have played on Console, the cloud, downloaded on services such as Gamepass, and of course - the hardcore who have been part of our beta tests since day one.



Turns out that there are over 2 Million of you across both games and all platforms combined. Which is WILD!!

It is every developers ambition to take an idea they've had in their head and see people resonate with it the world over, and the fact that over the course Tomas creation of The Falconeer Universe, from a aerial dogfighting RPG on Xbox, to an evolving sandbox builder - so many of you have joined into the fantasy, shared your creations and helped spread the word of this unusual series - is just mind blowing.

As a little thank you - Tomas is currently putting together a free unit DLC pack containing some new trade ships that you'll be able to recruit and set to work. No set date on these, but we'll keep you updated!

Naval Update Patch Notes


Wrapping things up here on this mini update - we know there's more than a few of you that like reading the nuts and bolts and raw numbers of how the game world is changing - so here's the update notes for what to expect for those of you that like to see behind the curtain. WARNING! It's Long!

[h3]New Features:[/h3]

  • Added new total conquest mode
  • Total conquest you start at war with the other factions except your starting faction and freehouse
  • You gain one officer and commander when starting total conquest
  • Hostile attacks are increased
  • No diplomacy
  • Survive
  • unit commanders now have three possible tactical groupings
  • defensive grouping lets unit patrol around the command tower
  • escort lets units follow the surveyor
  • assault adds units to an assault group that can be given a target via the map or from the surveyor.
  • Extra units can now be bought in the commander select screen
  • Splinters are earned in more ways
  • Population growth is your base splinter income
  • Trade and banking may provide additional repeating splinter income
  • ancient fortresses can be found in the world and purchased for splinters
  • Ancient fortresses require stone,iron and workers to expand
  • Ancient fortresses have either a giant missile dome or giant anti shipping gun
  • Ancient fortresses can be expanded with smaller gun batteries
  • added new stone curtain walls that spawn beneath skyways for stone towers.
  • added new metal curtain walls that spawn beneath skyways for command towers.
  • Different wallguns are spawned from different commanders
  • Wallguns arenโ€™t spawned from empty command towers
  • Wallguns may be point defense, naval batteries or multirole guns
  • turrets now prefer their proper class of targets, point defense will hit warbirds and fighters, default guns will hit all, big guns and giant batteries will only hit airships, fixed turrets and surface vessels
  • guns on naval vessels or airships have deadlier ordnance and longer range, with a preference for targeting gun batteries or other capital ships first.
  • naval vessels of other factions patrol the Ursee between faction settlements
  • War behavior for factions improved
  • attacking enemies will form in waves at a rally point until a force is formed and then
  • attacking enemies will retreat back to the rally point after a few minutes and reform
  • Factions may spawn their own fortresses to defend their settlements
  • wars will allow faction settlements that have a commander HQ to spawn appropriate units to attack you, size of the fleet is dependent on the war levels and your empire size
  • A command flagship is summoned when you first build the naval command harbor, or if you repair your fleet or if you rebuild the naval command harbor.
  • You can control your command flagship similarly to the surveyor
  • you can switch to surveyor or command flagship via the map or via selecting it with the switch button
  • you can assign two combat captains to your naval command to form a surface fleet.
  • surface fleet vessels will follow your command flagship
  • surface fleet vessels shown on map


[h3]New world Content[/h3]
  • 24 new locations added on the map where you may buy Outposts, fortresses and unique buildings
  • combat zone "the Hole" added , farm combat for splinters and xp, opposition scales with your assault force
  • combat zone "the Stump" added , farm combat for splinters and xp, opposition scales with your assault force
  • Mosaurs may attack your trade routes
  • Mosaur Hunting Lodge unique building can be found in the world
  • Treewatchers unique location added
  • Several existing random encounters such as the lighthouse now have fixed locations on the map
  • Dynamic fishing boats spawn near settlements
  • mongres mercenaries are joined by a mongres banker
  • mongres commanders can only be acquired by traveling to New Nerevin.
  • mongres banker adds interest to any splinter earnings


[h3]Qol:[/h3]
  • friendly units are tracked on the map, different groupings have different colors
  • Enemy patrolling ships are tracked on the map
  • Map shows the level of a settlement (from colony to capitol)
  • Map shows unique building locations, buyable outposts and fortresses on the map
  • You can fast travel to tradeships on your trade routes
  • You can select both the end or start harbor of a route on the map
  • You can edit the captains of a route from the start or end
  • Cycling through captains and clicking on the little portraits is now doubleclick
  • You can open up the captain selection on an endpoint harbor without it teleporting
  • A red outline on the little captain portraits shows when a click will un-assign them
  • turned on available action prompts on map
  • wood industry can spawn on hills and rock
  • factions will only surrender to vassal state if they have lost the majority of their settlements
  • when selecting a trade route from a harbor if the cursor is closer to a building it will select that and de-snap
  • captains and commanders from pacified factions don't protest who is in charge and still spawn
  • industry population buildings don't get demolished in an attempt to upgrade
  • The next nearest tower building indicator has the height of the buildline UI.
  • splinters are now calculated and shown in the resource flow mode
  • building near volcanoes less janky
  • scenario screen shows populations of your save
  • scenario screen shows flames if total conquest mode
  • range of shown resources and points of interest increased on the map
  • range of surveyors HQ on the map increased to unlock the entire map
  • scenario screen show population of each savegame
  • removed some advisor messages if your save file is already progressed
  • the camera can be tilted lower when controlling vessels
  • added expanded commander menu tutorial texts
  • tutorial end texts have been improved
  • camera sensitivity when zoomed in reduced


[h3]Balance:[/h3]
  • cannot build floors without resource access
  • top tier housing cannot spawn close to resource locations, except on foundations
  • harbor population building spaced out more..
  • harbor population buildings earn more splinters
  • defending units on faction settlements mostly spawn beyond visual range
  • defending units on faction settlements only respawn after being defeated after 5 minutes.,.
  • defending units on faction settlements remain guarding even after you attack them. making escape easier and conquest more consistent as you whittle down their forces
  • depletion is no longer default in any scenario.
  • trade profits from all ships increased
  • raised total unit cap from 30 -50
  • population of the soultree raised to 5000
  • population will build top tier houses only when the worker access is high enough
  • old raids are removed
  • requirements for spawning the lighthouse reduced.
  • the amount of guns the Mancer gunner can spawn on a tower is 6, he does spawn special wall guns now
  • removed captains giving splinters upon rejection
  • anytime a business appears from a craftsman you get additional splinters
  • trade route raids start further out.. giving more time before units attack and more space to respond
  • ordnance doesn't get triggered when hitting friendlies or settlement


[h3]Visual Improvements:[/h3]
  • improved the colors of low hanging mist
  • made the low hanging mist variable
  • Volcanoes improved
  • Added red and green storms
  • gun turrets reset to default position
  • gun turrets start scanning when enemies are near but not yet in range
  • reduced jitter on ship floatation
  • captain and commander select screen has been positioned off center so players can see the hq or harbor
  • particle fx for splashes and gun impacts improved
  • explosion fx improved
  • on the map all harbors are shown with a harbor icon,
  • made impact of dead enemies on the water more epic



[h3]Fixes [/h3]
  • prevented audio flanging on buttons that scale
  • prevented audio flanging in scenario selector
  • removed endless repeating requests for tribute from vassals
  • imperial wonder quest has the correct title
  • fixed captains not appearing if you went hostile against the other major factions
  • fixed that unique craftsman house events get properly saved.
  • fixed that after resetting a scenario you might lose track of the surveyor on the map
  • fixed sluggish photo mode camera controls at high fps
  • reduced amount of building instructions for wonders
  • the commander selector won't jump back to the first commander sometimes after you already scrolled to another.
  • mines don't animate back to reset mode when resetting a scenario or all saves
  • the circle cursor around the active tower will be red if it cannot upgrade
  • buzzing sound from razorbeetles toned down
  • floating items don't bounce when unpausing
  • camera cannot go below the waves
  • prevented unfriendly captains from delaying the spawn of friendly captains
  • optimized the resource calculations, though it may still have inefficient outcomes at massive scales (Where multiple routes are possible for supplying resources, it might not find the optimal).
  • sometimes warbirds would fire at targets beyond the horizon
  • improved map scrolling snappiness
  • icon for sentry tower changed to separate from fortresses
  • turrets that were prevented from firing cuz they were obscured ignore any colliders that is part of their vehicle or building
  • camera shouldn't be dragging on low fps
  • unit xp now correct in all scenario
  • turrets that were prevented from firing cuz, rescan for enemies twice as fast
  • resource flow output prioritization, biggest extractors calculated first and dominant.
  • prevented ghost harbor walkways from being saved and loaded


Told you it was extensive!

Anyway - that should do it for now - keep an eye out over the next couple of weeks where we can show some more of both the Naval Update and the upcoming Free ships - and get ready to see the Ursee evolve once more!


- Gary from Wired Productions

Wired Facebook | Wired Twitter | Wired Youtube | Wired Discord | Wired Instagram | Wired Twitch | Wired Tiktok | Wired Instagram

First look at the next free content update "Naval Command"

[h3]Hi Everybody![/h3]

It's time for a personal update on what's going with Bulwark. Today we're gonna have a peek under the hood at the tentatively named 'Naval Command' update, though it's grown a bit bigger than that.

[h2]NAVAL COMMAND[/h2]
So this update has been cooking for a while and the contents have been changing with all the incoming feedback. One of the common criticisms for instance is the lack of depth to the combat. Well I've been working hard to incorporate some major changes.. Let me run down what's coming

  • Commanders with units can be set to Assault, Defensive or Escort grouping.
  • Assault grouped commanders send their units to a separate marker you can set from the surveyor or the world map, so you now have independent units to command around the map.
  • Defensive commanders defend around their HQ towers
  • Escort commanders are like they are now, escorting your surveyor
  • New game-mode 'TOTAL CONQUEST', everybody hates your guts, no diplomacy, only war at an increasing level, survive and wipe the map.
  • New types of hostile attacks tied to the settlement source and their command HQ buildings
  • All enemies and friendlies are tracked on the map
  • Ancient fortresses can be found around the map and purchases
  • Enemies will spawn fortresses specialized in anti-air or anti capital ship combat
  • Two perpetual combat zones on the map (The stump and the Hole).
  • A whole new system of purchasable refugee/outpost locations that are fixed on the map (no more refugee spawning randomly to get outposts)
  • Whatever else I can cram in.


So there are also a new type of 'curtain walls' and a ton of small additions and changes, such as wood industry now spawning atop rocks as well. Just QoL stuff galore.

Ooh I forgot, you'll be able to unlock a Naval Command building that lets you sail your own surface flagship just like the surveyor, and Crabton is back..

So that sounds good, here's me running through it on 20 minutes
[previewyoutube][/previewyoutube]

[h3]Screenshots[/h3]

I like big Guns and I cannot lie

Your weavers are volunteering, chop chop get out there

You're telling met the map is less empty?

Giant enemy crab, Massive dammage!

Are we getting into the next cozyfest?

So yeh I am gonna have to earn that strategy tag, and you can be the judge about that. Stay tuned for info on when you can try this out, some folks on discord are already beta testing what's done so far.

Cheers and thanks for all your support,
Tomas

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The Architect and Accuracy Update is out now!

Ahoy surveyors - today the brand new Architect and Accuracy update has made its way from the Evolving Beta branch into the main game - and been implemented both here and across all other platforms!

Take a look at the new features, visual improvements and more in the trailer!
[previewyoutube][/previewyoutube]

This update focuses on making the combat feel punchy, tighter and more rewarding, whilst altering how resources and population work along with brand new high tier Faction buildings, all combining to give more options when it comes to painting your civilisation across the Great Ursee.

[h2]Full patch notes can be found here :[/h2]

[h3]New Architecture Content[/h3]
โ— The Mancer Order have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Mancer population of 2500 and higher.
โ— The Mancer Order now have floodlights on some buildings as a flourish.
โ— The Mancer Orderโ€™s leader, โ€˜Lord Illuminatorโ€™, palace building has been improved.
โ— The Imperial Remnant have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have an Imperial population of 2500 and higher.
โ— The Imperial Remnant now have flags on some buildings as a flourish.
โ— The Bannerless have a new alternative second citadel type.
โ— Bannerless round walkways and foundations now have faction props.
โ— The Bannerless have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Bannerless population of 2500 and higher.
โ— The Bannerless now have flaming braziers on some buildings as a flourish.
New Mechanics
โ— Commanders and Captains unlocked within a scenario save are now available in free build.
โ— Demolishing buildings now recycles resources.
โ— Resource access is taken into consideration when workers build their houses.
โ— Workers will downgrade their houses if resource access is lost.
โ— Workers will upgrade their houses if resource access is gained.
โ— Special buildings give 40 splinters.
โ— All trade ships now give 1 splinter per journey, and merchant Princes give 30.
โ— Requirements for higher-tier houses are now more stringent (Stone cannot be built upon wooden foundations for instance)
โ— 1 splinter is given per population increase into your treasury.
โ— Splinters from trade and population growth can be added to your treasury from within the inventory or itโ€™s automatically collected after dawn.
โ— Splinters from trade and population are shown separately in the inventory.
โ— Captains and Commanders from vassalised factions will work for you, but not if a rejected Captain is assigned to the same route.
โ— Turrets can be individually destroyed on a ship or airship.
โ— The โ€˜Iโ€™ key, LB or L1 buttons now open the inventory.
โ— The worker cost for command towers is now only applicable when a commander is installed. It is equal to the tower's โ€œpowerโ€ and related to the number of units it spawns.
Balancing and Accuracy
โ— Late-game combat splinters should now always be at least 200 splinters.
โ— Hostile or neutral settlements have a reduced impact on trade-route security.
โ— Rebuilding surveyor cost has been reduced to 500 splinters.
โ— Speed and trigger distance have been increased for projectiles to improve accuracy/lethality.
โ— Unit amounts have been increased for most Commanders.
โ— Unit repair cost halved.
โ— Combat Captains have an increased impact on trade-route security.
โ— Traderoute length has an increased impact on trade-route security
โ— Ballistics prediction has been adjusted to aim tighter on the target (less predictive) to account for closer distances and higher projectile speed.
โ— Turrets re-acquire targets in front of their sights rather than general vicinity (less downtime).
โ— Turrets no longer fire when obstructed by friendlies.
โ— Turrets will engage with an enemy if it is firing directly at them (defend themselves).
โ— Enemy raid formations have been tightened to ensure that they stay closer together.
โ— Turrets part of a hostile settlement are double-checked as targets (prevent them from being targeted).
โ— Reduced the chance for Bannerless houses to spawn.
โ— Several Captains have expanded cargo manifests to help in managing large colonies.
โ— Unrest amongst factions will only lead to war if you have a sizeable war battlegroup, with the Bannerless being the easiest to trigger and Mancer the hardest.

[h3]Steam Deck[/h3]
โ— Improved readability on Steamdeck.
โ— Steamdeck starts with an increased UI scale.
โ— Twitch integration has been removed from Steamdeck.

[h3]Visual improvements[/h3]
โ— Horizon clipping is set further in the distance to prevent an ugly cutoff.
โ— Minor post-processing and sky colour changes.
โ— Increased bloom and AO a bit.
โ— Houses may sometimes have a tiny amount of tilt.

[h3]Improvements[/h3]
โ— The Soultree now has a golden colour when you align with a faction.
โ— Increased the size of the tier 1 pirate foundation.
โ— Skybridges no longer block ships from moving.
โ— Patrol units spawn higher up.
โ— Improved the Bannerless citadel foundations to spawn houses better.
โ— The Advisor now explains extractors when one is selected when resource flow mode is enabled and disabled.
โ— Ships are no longer blocked by small obstacles.
โ— Ships move to one side if near other ships.
โ— The scenario menu now fades out when exiting to the main menu.
โ— You cannot build for half a second after a menu to prevent accidental builds.
โ— Houses younger than 30 seconds cannot be de-populated or upgraded by the system.

[h3]Bug Fixes[/h3]
โ— Trade posts no longer accidentally give resources without the appropriate Captain.
โ— Fixed that NPC settlement houses don't despawn over time.
โ— Trade harbour connections no longer get removed when in the scenario menu.
โ— Fixed resources not being transported along pathways more than 20 towers away (due to trade routes for instance).
โ— The Advisor no longer pops up in the settings, controller, game help or Twitch menus.
Splinters aren't shown or triggered in freebuild.
โ— Houses don't upgrade or downgrade in free build dynamically.
โ— Removed some conflicts in the resource network, where superior resource access wasn't given to a tower because it was closer to a lesser resource route.
โ— Prevented a half-working pause menu from appearing over the scenario selector menu
โ— The descriptive text of the inventory screen is now correct and shows text for all extractor types.
โ— Rewind animation in photo mode now doesn't affect the population.
โ— Removed advisor saying "new units available" when the battlegroup is full.


That's a lot of updates! Thank you all for your feedback from the evolving beta branch that helped shape this update - and we can't wait to see what you create with this new sandbox!

Tomas will be looking to update the Evolving Beta branch with start of the next big 'Naval Command' update in the near future, we'll let you know when you can dive in and see how The Ursee is getting even bigger! As always, continue to share your creations with us on all the socials, be sure to join Tomas Discord, and keep that feedback coming!

Have a great week!

- Gary from Wired Productions

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Architecture and Accuracy Update Release Date (Updated)

The 'Architecture and Accuracy Update' is now going live later this month! Coming to Steam, PlayStation, and Xbox. Check all the major changes in Tomas's preview video:

[previewyoutube][/previewyoutube]
[h3]The Bannerless Architecture Update Preview[/h3]

12/06/24 Update: Originally we planned this to launch on June 13th, however, we felt a little more time was needed and also wanted to sync the update to a promo discount for new players. We're projecting the update to go live on or around June 27th.

"But what about me! I've been a loyal player since day one!" - Well, firstly Tomas and Wired love you - secondly, if you head into Discord you can gain access to the update beta preview! Yep - loyal fans can play the update right now and talk to Tomas live! Thank you for your support, and know that Tomas also has his eyes on the next big update!


Today we have a sneak peek into the Bannerless faction architecture update. Their settlements will look more cohesive and noticeably different than other factions. Changes will be available soon in the upcoming, free Architecture and Accuracy Update.


[h3]Bulwark Community Roundup 5[/h3]

Bulwark players keep surprising us with screenshots they have made in recent weeks. Some have caught our eye in the last few days, so we wanted to share them with you. Look at those magnificent structures and great shots captured by the Steam Community.

captured by Knuffy131

captured by zaccone2304

captured by mkrootPL

captured by Sachiel

captured by DKTamr

If you want to be up to date with all news from the Bulwark: Falconeer Chronicles universe, make sure you're following official Bulwark Discord and channels on X/Twitter and YouTube!

Discord | X/Twitter | YouTube

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