Bulwark: Architecture and Accuracy Update
Author: kamil,
published 5 months ago,
[b]Bulwark: Architecture and Accuracy Update[/b]
Today is a big update and most excitedly a preview of some of the cool stuff that's coming in the Architecture and Accuracy Update.
I wanna remind everyone you can try on the Steam Beta patch already. It's a combination of a massive rebalance and systems refactor, mostly based on player feedback and some new top-tier buildings for the Imperial, Mancer and Bannerless factions. It's best not to tell but to show some of the changes as these are new buildings your population can build if they have access to enough resources. Yes, your population will now take resources into account when building their houses and industry, with the topmost result being these larger "apartment building" scale buildings. On top of that the factions have gotten a few more flourishes to make them unique. Especially the Mancer and Bannerless, their settlements should look more cohesive and well "factional" with more differences. Mancers, for instance, have ominous 'Minas Morgul' style floodlights to enhance their already dark vibes. All of this is still under development but have a gander ;), there is other news as well, nominations and all that (see below).
Hope you enjoy this new update and perhaps have a think if you wanna try out the beta branch if you already have the game!
You can briefly see all changes and content awaiting you in the upcoming update. Have a look at the update preview video:
[previewyoutube=WMSKmcxNL78;full][/previewyoutube]
The Bannerless gets an alternative citadel design just like the other factions in Bulwark: Falconeer Chronicles already had:
[img]https://clan.cloudflare.steamstatic.com/images//42854035/31e76c2787779db2573cb9f1b07db61d4dcbe8f6.jpg[/img]
Lighting settings are improved and expanded colour gradients:
[img]https://clan.cloudflare.steamstatic.com/images//42854035/888945acadce4bb6d029b45133a5eb6e248ff6d6.png[/img]
The Imperial architecture will be enhanced too, with its top-tier buildings, larger scale and stronger interior spaces. Take a look at their settlements:
[previewyoutube=RYoAAgaj-Ms;full][/previewyoutube]
[img]https://clan.cloudflare.steamstatic.com/images//42854035/ca7637e75e832b979e6f969618d202541f3f2343.png[/img]
Also expect changes and upgrades in: Soul Tree, resources system, inventory, merchants, Gotham City-like buildings, and lots more reasons to use built-in photo mode!
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!
[url=https://discord.gg/falconeer]Discord[/url]
[url=https://x.com/FalconeerDev]X/Twitter[/url]
[url=https://www.youtube.com/@falconeerdev]YouTube[/url]
***
[b]Patch notes[/b] (now live in beta):
- trade-posts don't accidentally give resource back without the appropriate captain
- demolishing will recycle resources
- houses build on the inside of breakwater walls can be further away
- resource access is taken into consideration when people build their houses.
- requirements for higher tier houses are more stringent (stone cannot be build upon wooden foundations for instance)
- fixed that npc settlement houses don't de-spawn over time
- suspension bridges and sky-ways won't block ships
- your population will downgrade their houses if resource access is lost.
- your population will upgrade their houses if resource access is gained.
- rewind animation in photo-mode doesn't affect population
- repair cost halved
- late game combat splinters should always be at least 200 splinters
- combat captains have increased impact on trade-route security
- hostile or neutral settlements have reduced impact on trade-route security
- trade-route length has improved impact on trade-route security
- rebuilding surveyor cost reduced to 500
- increased speed and trigger distance of projectiles to improve accuracy/lethality
- increased unit amounts from most commanders (edited)
- changed the ballistics prediction to aim tighter on the target (less predictive) to account for closer distances and higher projectile speed readability fixes for steamdeck
- patrol units spawn higher
- trade harbours connections would get removed in the scenario selection menu, now prevented
- soultree is gets golden color when it is your aligned faction|
- fixed resources not being transported along pathways more than 20 nodes (due to traderoutes for instance)
- turrets reacquire targets from in front of their sights, not general vicinity (less downtime)
- turrets don't fire when obstructed by friendlies
- turrets will engage with an enemy if it is firing directly at them (defend themselves)
- turrets can individually be destroyed on a ship or airship
- tightened enemy raids to stay closer together
- turrets that are part of a hostile settlement are double checked as targets (prevent them not being targeted
- spawning population gives a splinter to your treasury
- removed advisor saying "new units available" when fleet is full
- investigate bannerless inbalance
- special buildings give 40 splinters
- any trade ship will give 1 splinter per journey, merchant princes give 30
- population splinters and trading splinters are added at dusk every day
- fixed a small disbalance where there was a slightly larger chance for bannerless houses to spawn
- splinters from trade and population growth can be accessed in the inventory or collected after dawn from the player citadel
- splinters from trade and population are shown separately in the inventory
- the descriptive texts of the inventory screen is now correct and shows text for all extractor types
- i or left shoulder button opens inventory
- advisor doesn't pop up in settings , controller, game help or twitch menu
- commanders and captains unlocked in your scenario saves are available in freebuild
- splinters aren't shown or triggered in freebuild
- houses don't upgrade or downgrade in freebuild dynamically)
- some VOs regarding for instance businesses where never shown
- 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 acces route that was closer
- changed ship pathing to never be be blocked by small obstacles and move aside if near other ships
- prevented a half working pause menu to appear over the scenario selector menu
- scenario selector menu now fades out when exiting to main menu
- unrest amongst factions will only lead to war if you have a sizeable warfleet, with pirates being the easiest to trigger and mancer the hardest
- minor post processing and sky color changes
- increased bloom and AO a bit
- houses may sometimes have a tiny amount of tilt
- several captains have expanded cargo manifests to help in managing large colonies
- captains and commanders from vassalized factions will always work for you
- prevented a half working pause menu to appear over the scenario selector menu
- scenario selector menu now fades out when exiting to main menu
- unrest amongst factions will only lead to war if you have a sizeable warfleet, with pirates being the easiest to trigger and mancer the hardest
- minor post processing and sky color changes
- increased bloom and AO a bit
- houses may sometimes have a tiny amount of tilt
- several captains have expanded cargo manifests to help in managing large colonies
- captains and commanders from vassalized factions will always work for you
- Mancer Order has new top tier houses/buildings that ar e larger and unlock if you gain their leader, their alignment or a mancer population of 2500 and higher
- Imperial Remnant has new top tier houses/buildings that ar e larger and unlock if you gain their leader, their alignment or a cancer population of 2500 and higher
- Bannerless have a new alternative citadel model
- increased the size of the tier1 pirate foundation
***
[b]AMD Pixel Award Europe 2024[/b]
Bulwark: Falconeer Chronicles has been nominated for AMD Pixel Award Europe 2024 in the BEST GAMEPLAY and BIG BANG! categories!
[img]https://clan.cloudflare.steamstatic.com/images//42854035/994aef31f95a4e125b863b02dae28c54e22360c5.jpg[/img]
[img]https://clan.cloudflare.steamstatic.com/images//42854035/8cab44c20706bbe9234895e791e1e9e8667c331e.jpg[/img]
Fingers crossed for Bulwark and congratulations to all the nominees, I wish them the best of luck!
Pixel Heaven Games & Pop Culture Festival 2024 will take place on 7-9th June in Warsaw. More info: [url=https://pixelheavenfest.com/en/]https://pixelheavenfest.com/en/[/url]
***
[b]Bulwark Community Roundup 4[/b]
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.
[img]https://clan.cloudflare.steamstatic.com/images//42854035/74c90872cfd921ec791674642d2e1b04b5221dd4.jpg[/img]captured by Sachiel
[img]https://clan.cloudflare.steamstatic.com/images//42854035/d66467e8f4e5aba30ce6975168f9a10948ad055f.jpg[/img]captured by Grandmaster
[img]https://clan.cloudflare.steamstatic.com/images//42854035/0789772a8bda2aea69f3e30298debb5063c3c744.jpg[/img]captured by Brokenvegetable
[img]https://clan.cloudflare.steamstatic.com/images//42854035/34dc1879d1992a6abd6cb8ccfa666311dff15e66.jpg[/img]captured by mkrootPL
[img]https://clan.cloudflare.steamstatic.com/images//42854035/38e50e46196df84f1895a3405a4f956d50bf06ee.jpg[/img]captured by Final Cipher
***
[b]Play Bulwark: Falconeer Chronicles now![/b]
https://store.steampowered.com/app/290100/Bulwark_Falconeer_Chronicles_The_Creative_Building_Sandbox/