Update log
Full Bulwark: Falconeer Chronicles update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Workshop
- Gameplay
- Compatibility
A MAJOR CITY BUILDING UPDATE!
An update with many features for people who like to focus on the city building elements of the game. It overhauls wall/walkway building allowing you to make curved settlements. It adds a new way to control a neighborhood theme via a tower cap, it overhauls tower building and adds new floors and caps so there is more variety in the actual core shape of towers. It improves interactions, it overhauls the economy and put in some foundations for more depth and challenge when designing resource locations, and it makes the ocean much prettier to look at, and every ship you own sailable. So this started out as the prep work to connect Bulwark to my ShipShaper Ship design game, so you can use that as a design tool for Bulwark. But it ended being perhaps the most fundamental citybuilding update since release! Enjoy and let me know if I did a good job. here's a link to shipshaper so you can check that out (exporting to bulwark will be part of the release, not the demo) [dynamiclink href="https://store.steampowered.com/app/4339280/ShipShaper/"]
The Salt of the Sea!
Don't forget to leave a review for Bulwark, I know a lot of you already have but I think a lot of folks who tried Bulwark 2 years ago might find a completely different game and I would love to see some older reviews reflect all the care and effort that's gone in this game !
ANNOUNCING THE "MEDIEVAL DLC"
oops I also am working on a new Bulwark DLC. This is slated to release in the future to support the ShipShaper release and Bulwark further development. I will be adding a bit more to this theme pack over the summer, ideas are always appreciated.
[dynamiclink href="https://store.steampowered.com/app/4669440/Bulwark_Falconeer_Chronicles__Medieval_Houses_DLC/?beta=1"]
On with the update!
Wall building Changes
you can now build curved walls of any type and any length and varying angles .
the curved walls are flexible and controllable based on the incoming walls on a tower, it tries to continue the existing walls as a starting tangent.
place a wall from an unconnected wall to make it straight or make it very short or long to force a straight wall
curtain walls placed underneath skyways also can be curved
improved the wall building 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
no curved walls for harbors
Harbor walls are forced to connect at water level.
Old non flexible curved sections removed and remade into new straight bridge sections that may spawn.
Some stone walls given deeper foundations so they look better
You may get curves, but you may not get order!
Resource Changes
The resource algorithm now counts the resource paths to find the highest providing path, not just the first calculated , providing a more predictable and logical outcome.
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)
trade route 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 harbor
all captains get bonuses from trading with a trading post.
merchant princes get an overall 40% trading bonus
A endpoint or trading harbor will show blue if captains are assigned
resource buildings can spawn on foundations
resources are counted from towers
Source
