Update log
Full Bulwark: Falconeer Chronicles update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Compatibility
- Store
Hi Everyone, Time for a bigger development update and announcing the next bigger update : Architecture and Economy. This is isn't a massive content drop, but rather overhauling some core systems so they become better and more fully rounded.. and this specific latest addition is all about roundings.
Check out this video on the new curved walls available in the beta.
You can also get curved curtain walls, basically any wall will curve itself to connect to the previous wall, if you want straight walls, just break the connection and then connect backwards.
The entire wall system has received a new algorithm that should create smoother wall gradients and now also curved walls. This more or less does away with the single fixed pre-curved walls, in favour of something much more user controlled.
New changes to the beta:
trees spawn further away from the source also
you can now build curved walls of any type and any length and varying angles
the system now attempts to keep walls smoothly aligned with curves, make longer or shorter ones to keep em straight or increase the angle
freebuild has a bunch of new starting locations
friendly gun turrets ignore friendly items blocking them
Changes previously in beta:
fortresses don't destroy traderoutes (to prevent traderoutes mis-connecting to the wrong harbours)
wrekker and verne more expensive
piranha and murenal cheaper
wonder quest may spawn if you kill or vassalize a faction (or absorb), if you meet the 5000 pop criteria
improved the wallbuilding algorithm to prevent edge cases where walls end up too high or flying in the air
high bridges are placed to actually cover gaps in the rocks
resources are now distributed based on a better algorithm makings sure any tower takes from the highest possible source.
resource industry buildings can now spawn on foundations as well
resource power and outpost worker output counts second generation towers as well (so you can make more complex /diverse resource setups)
traderoute profits vary based on distance and amount of resources transported (longer and more resource output equals a higher splinter profit)
the accurate profits are shown in the captain selector screen for the harbour
all captains get bonuses from trading with a tradingpost.
merchant princes get an overall 40% trading bonus
Don't forget to support future development by wishlisting Shipshaper:
yes !shipshaper will export to Bulwark!
[dynamiclink href="https://store.steampowered.com/app/4339280/ShipShaper/"] Or follow me on steam: https://store.steampowered.com/developer/TomasSala
cheerio
Source
