Hello everyone!! For over six years, Wired Productions and Tomas Sala have built worlds together. From soaring across the skies of The Falconeer to rebuilding civilisation in Bulwark: Falconeer Chronicles, our partnership has always been about creativity without compromise. Tomor
Hello everyone!! For over six years, Wired Productions and Tomas Sala have built worlds together.
From soaring across the skies of The Falconeer to rebuilding civilisation in Bulwark: Falconeer Chronicles, our partnership has always been about creativity without compromise. Tomorrow, that journey continues as we officially reunite to publish Tomas’ newest project: ShipShaper.
Those of you who have already been playing the game since it's announcement know that this is a game built around experimentation and expression. A creative toybox where the fun comes from pushing things too far and seeing what happens.
Even during the demo period, players have already gone wildly beyond expectations. The community has created ships Tomas himself never imagined possible, which says everything about the spirit behind
ShipShaper. There's also the added bonus of being able to bring your creations from ShipShaper INTO The Falconeer!
We’re incredibly proud to be working with Tomas again. He remains one of the most original creators in games, and ShipShaper perfectly captures why we first partnered all those years ago.
The ShipShaper demo is available now on Steam.
Wishlist, play, experiment and show us what you create.
Hi everyone Time for a maintenance update for the Falconeer, here's the breakdown updated to a newer unity version, should improve performance and compatibility fixed a fresh game corruption where you would start with several items, permits and locations unlocked fixed that the s
Hi everyone
Time for a maintenance update for the Falconeer, here's the breakdown
updated to a newer unity version, should improve performance and compatibility
fixed a fresh game corruption where you would start with several items, permits and locations unlocked
fixed that the starting treasures near Dunkle wouldn't spawn
fixed a visual issue with sails
fixed that the "find the cave entrance" message pops up with the train mission
rebalanced the scramble and defense missions, they are now epic in scale with lots of defenders added so they become more accesible without feeling smaller.
prevented a zero vector causing raycasting failures
reset the player rigidbody after death and respawn to prevent weird jitters and slowdown
increased price of green sublime ammopot
Sorry this took a bit longer, have been otherwise engaged with shipshaper and this franchise has gotten a lot larger
Hello Falconeers! Earlier this month we shared that Tomas had announced his passion project 'ShipShaper'. The demo has been in a soft launch state for the past couple of weeks gathering feedback and content requests (those of you who were here as part of Bulwarks development will
Hello Falconeers!
Earlier this month we shared that Tomas had announced his passion project 'ShipShaper'. The demo has been in a soft launch state for the past couple of weeks gathering feedback and content requests (those of you who were here as part of Bulwarks development will no doubt know his working process!)
Well today the big pivotal moment in ANY pc games lifecycle went live with NEXTFEST - and Tomas pushed a brand new update out that players can access now with some brand new parts, features and a host of quality of live adjustments.
This comes on top of his most recent updates allowing you to place your creations in a bottle (as well as the Ursee Dioramas) AND the ability to 3D print anything you shape!
You can find details on his latest demo right here :
View game page If you like what you see, then feel free to give the demo a try and see what vessels you can create!
Don't forget to drop a wishlist and a review if you enjoy it, and of course feedback on the forums is always seen and appreciated.
Oh, and of course on actual launch you'll be able to import your ships INTO his other game, Bulwark or even export them into your own game creations as models, which is pretty neat.
Tell your friends, and help creative sparks like Tomas continue to do things a bit weird, but always cool.
Something new arrives, something that is about my love for boats and ships. As you may have noticed , ships play a vital role in the Falconeer, and each ship is unique. Handcrafted little homages to the age of sail and early steampowered warships. And For Bulwark (my other game)
Something new arrives, something that is about my love for boats and ships. As you may have noticed , ships play a vital role in the Falconeer, and each ship is unique. Handcrafted little homages to the age of sail and early steampowered warships. And For Bulwark (my other game) I wanted to make a ship designer expansion, and that's what I've been working on for the lasts months.
It's gone really well and it's turned into a versatile design tool called ShipShaper that I am spinning of into its own application, And the demo is available right now !!
For you FAlconeer users, no the demo does not export to FalconeerYET!, but the final product will allow you to design boats for use in Bulwark 100% and perhaps even Falconeer. It's already in the remastered world. And it opens the door to modding and so much more.
I am also adding something special to ShipShaper, and the reason it's its own thing, a license to use whatever you create in shipshaper in mods, indiegames, 3d printed minis, whatever. You can create and use what you make.
Here's the important bit.. This is an entirely new and more creative direction for the entire franchise, and the Tech in ShipShaper will power my future big sailing game. ut in order to develop that over years, your support is invaluable.
Just a simple wishlist or follow on the Shipshaper page or demo is gonna mean the world to me.
Nextfest is in two weeks and any boost going into that is vital for all of this to work.
PLAY THE DEMO HERE! NOW:
View game page
"I hope you can find the time to try out shipshaper the demo and hopefully like what you see and wishlist"
And here's a longer session of me fooling about with it
As you can see the plans are ambitious and all connect back to Bulwark and the Falconeer as much as to new games. The Falconeer Chronicles will keep growing for a long time,
A new set of bugfixes is ready for testing on the beta branch. go to game properties/betas and select the remaster beta and hotfix branch to get these latest fixes. tuned down first basilicus battletrain turret health. fixed mancer octofort hitbox issue prevented ships from spawn
A new set of bugfixes is ready for testing on the beta branch. go to game properties/betas and select the remaster beta and hotfix branch to get these latest fixes.
tuned down first basilicus battletrain turret health.
fixed mancer octofort hitbox issue
prevented ships from spawning upside down
removed tremble from ships (attempted)
prevented units from spawning during the battlemap and causing needles cpu cycles
changed center of gravity of ships
fixed the fortress discover zoom reading 12 instead of the correct 13 fortresses
fixed the map stats saying the wrong amount of races to be found
There are a few more, but these should be good for testing and then live release. Thanks for reporting these ;) cheerio, Tomas
Hi everyone an update on the Steamdeck verification. For the Remaster I famously removed the linux native build. As I explained I didn't have the pipeline setup for linux anymore and honestly Its been a bunch of years and It wasn't practical to make a native build anymore. Also y
Hi everyone an update on the Steamdeck verification.
For the Remaster I famously removed the linux native build. As I explained I didn't have the pipeline setup for linux anymore and honestly Its been a bunch of years and It wasn't practical to make a native build anymore.
Also you cannot mix and match native and non native versions in the Steam backend, so either the remaster wouldn't work at all (and only the old native version) or visa versa. I chose for the Remaster to be the standard launch option.
BUT this broke the autodetect on Linux and SteamOS.. Cuz the old verification pointed the steam app to a no longer existent native build and not the new proton build .
This required every linux user to manually turn on proton in the game properties to get it to work. Which in turn I suspect make some folks think it no longer ran on Linux.,
Well the proton build of the Remaster runs very well on Linux and Steamdeck using proton 9, and Valve has just verified that after spending some weeks in the que to be re-tested.
The Falconeer has re-earned the Fully Steamdeck (and linux) verified badge from Valve.
This means it should detect Proton automatically and offer install and play options without having to open game properties and manually setting it to proton as before.
This took some time as Valve requested improved readability and cloud save options, which I delivered a few weeks ago, and thanks to that its verified at the very latest Valve standards.
So I cannot entirely verify, but I'v been assured it should now pop up as playable and installable.
Let me know if this isn't the case on your linux machine, so I can forward that to Valve support.
Cheerio and apologies this took so long, lots of games in the que to be tested for verifications and the requirements are a lot stricter now.,. but it got done.
So folks mentioned some of the following items, so a hotfix is on the beta branch -you can lock much further away -you cannot accidentally lock onto a friendly target when you accidentaly shoot, unless you use the lock button unless there is nothing else to target -fishing is bit
So folks mentioned some of the following items, so a hotfix is on the beta branch
-you can lock much further away
-you cannot accidentally lock onto a friendly target when you accidentaly shoot,
unless you use the lock button unless there is nothing else to target
-fishing is bit easier.
enjoy, let me know if the changes are good so this can go to live branch
Hi everyone. Global changes today: Your settings and controller bindings will no longer be cloud-synced. This so you can play the falconeer with different controller settings and quality settings on different devices.. This is live for all users now. Beta changes The game is unde
Hi everyone.
Global changes today: Your settings and controller bindings will no longer be cloud-synced. This so you can play the falconeer with different controller settings and quality settings on different devices.. This is live for all users now.
Beta changes
The game is undergoing new certification for steamdeck to fix it not detecting proton automatically, I had to increase the text size of many ingame items as a new requirement.. So that is live on beta for testing.
bugfix. If you had any sort of superscaling or downscaling the mouse cursor would not point to the right spot on the worldmap,, this is fixed on beta
Hey a small hotfix is live: I removed some micro stutters when using v-sync, this was apparent when orbiting the camera. Should be smooth now reduced the Verne capital airship base health reduced the piranha health to be the same as the base pirate skullship improved base health
Hey a small hotfix is live:
I removed some micro stutters when using v-sync, this was apparent when orbiting the camera. Should be smooth now
reduced the Verne capital airship base health
reduced the piranha health to be the same as the base pirate skullship
improved base health of the freehouse warhship escort in several missions, making it more survivable.
So some helpful players brought some very precise feedback on why the aiming and controls weren't clicking. Developer tunnelvision was in full effect here cuz basically the vertical controls weren't the same sensitivity as turning controls. Making everything feel slightly off and
So some helpful players brought some very precise feedback on why the aiming and controls weren't clicking. Developer tunnelvision was in full effect here cuz basically the vertical controls weren't the same sensitivity as turning controls. Making everything feel slightly off and causing much nosediving. Also fixed the rolls not responding
Vertical sensitivity reduced to match horizontal sensitivity, without sacrificing agility, just matched
reduced the auto leveling so vertical aiming isn't fighting the auto leveling
fixed the rolls and dives not triggering if you pressed the directional controls after pressing the roll button modifier (trigger or E).. so it feels more responsive now.
Hello everyone - Tomas here! First of all thank you to EVERYONE who decided to to play the remaster over the Free Weekend - as of this moment the free weekend period has ended, and it's been fantastic seeing new people discover the Ursee, leave feedback and get to know about my g
Hello everyone - Tomas here!
First of all thank you to EVERYONE who decided to to play the remaster over the Free Weekend - as of this moment the free weekend period has ended, and it's been fantastic seeing new people discover the Ursee, leave feedback and get to know about my games.
As of right now, The Remaster is now 50% off as part of Steam Daily deal, running for 2 weeks right up until November 24th. It would mean THE WORLD if those of you who played it over the free weekend decided to pick it up fully - or if you cant / already own the game - simply share it with a friend!
I've left an isolated before and after here for you to see the stark difference between the original and the visual differences today (not forgetting all the voice over improvements and general gameplay tweaks based on your feedback over the past 5 years)
As a solo developer all the funding from this will allow me to eventually bring the remaster to other platforms - as well as make my 3rd game a reality.
Thank you as always for your patience, and for sharing my strange water world together.
Hi there, I added a detection system at first boot, if you pass the title screen with a keyboard or mouse press it will set the controls to mouse and keyboard. If you press with pad, it will set it to pad. After that the setting is saved and can be changed in the control menu. Th
Hi there,
I added a detection system at first boot, if you pass the title screen with a keyboard or mouse press it will set the controls to mouse and keyboard. If you press with pad, it will set it to pad.
After that the setting is saved and can be changed in the control menu. This won't affect existing saves. It will show you what control method is loaded at the title screen tho.
I also fixed that during the tutorial it says to roll left stick + left Trigger.. and the same for mouse, so people know its a combo press..
Originally released in 2020, The Falconeer is an aerial combat RPG about piloting enormous predatory birds through the skies of a crumbling oceanic empire. It was warmly received on release, nominated for a BAFTA and earning a respectable score of 78 in our The Falconeer Review .
Originally released in 2020, The Falconeer is an aerial combat RPG about piloting enormous predatory birds through the skies of a crumbling oceanic empire. It was warmly received on release, nominated for a BAFTA and earning a respectable score of 78 in our The Falconeer Review... Read more.
Hi Everyone , the firs proper hotfix is now live. It fixes some user reported issues and hopefully some minor QoL issues. Mouse and Keyboard players will hopefully find that the targeting reticule is closer to where shots land and overall more usable. In the meanwhile steam input
Hi Everyone , the firs proper hotfix is now live. It fixes some user reported issues and hopefully some minor QoL issues. Mouse and Keyboard players will hopefully find that the targeting reticule is closer to where shots land and overall more usable.
In the meanwhile steam input has been turned on as this seemed to fix a lot of controller troubles, with controllers not being detected.
I will try to make a linux build at some point, I can make that promise, and if its easy then yes I've heard all the messages loud and clear. But will only try some time after launch launch, it's also a bit dangerous to put anything up that is that untested or some quick slopwork cuz I wanna please folks fast. But its been bumped up on my agenda for sure. I don't own any linux hardware besides a dying steamdeck (it is currently refusing to charge, sigh).
VR wise, Thanks for all the positive responses, it's really illustrated the lack of easy statistics cuz I think there are a lot of VR fans out there I was simply never aware off. (I don't see you in the forums or discord often, are there never any support issues with the VR version?, you are very quiet audience, or technically very competent). At the moment I cannot tell if Falconeer can afford more work yet, but VR is on my list as well, reasonably top of mind. I have an old index, I suspect off which the lighthouses are defect(making the VR falconeer was the last time I used it), and I promise if that next gen VR gear from valve happens to see if I can acquier a devkit or borrow one.
So changelist:
made the right stick camera softer
tied the camera more directly to the left stick on gamepad, removed unnessecary deadcurve
added colored aiming reticules, its the white box in the gui colors settings, so the 4th box is the reticule color.
fixed ships from going upside down
fixed localisation text typos
moved the mouse aim reticule closer to the bird, so your shots land on the reticule , and the reticule isn't showing long distance aiming for a more accurate feel.
enemy flyers won't investigate first contact if you are stealthy in the maw (important for chapter 4 missions and epilogue)
tried to reduce hiccups in the camera orbit code
fixed that the wrong key prompt was shown when you need to fire in the tutorial
made it that using the subtarget button if you don't have anything targeted, will then target something near.
Hi everyone I saw a few issues about controllers not being recognized, it turns out a lot were solvable by turning on steamInput, so I've made that the default. If you had your gamepad not being recognized, please check again if its better, or check in game properties if Steaminp
Hi everyone
I saw a few issues about controllers not being recognized, it turns out a lot were solvable by turning on steamInput, so I've made that the default. If you had your gamepad not being recognized, please check again if its better, or check in game properties if Steaminput is turned on.
Other issues and Improvement came out of the forums , here's the list:
from the earlier hotfix on BETA:
tied the camera more directly to the left stick on gamepad, removed unnessecary deadcurve
added colored aiming reticules, its the white box in the gui colors settings
fixed ships from going upside down
fixed localisation text typos
moved the mouse aim reticule closer to the bird, so your shots land on the reticule , and the reticule isn't showing long distance aiming for a more accurate feel.
enemy flyers won't investigate first contact if you are stealthy in the maw (important for chapter 4 missions and epilogue)
new changes
made the right stick camera softer
tried to reduce hiccups in the camera orbit code
fixed that the wrong key prompt was shown when you need to fire in the tutorial
made it that using the subtarget button if you don't have anything targeted, will then target something near.
the Dash wasn't rebindable , now fixed
These changes are available if you go to game properties/betas and select the remaster beta in the pulldown. Then the game will update. I am hesitant to put these changes live, since its evening.. but if anyone wants to confirm they are good, that would be nice. if not I will launch this hotfix tommorow morning
Hi everyone, A first small hotfix is live on the beta branch, go to game properties/betas and select the remaster beta branch. changelist tied the camera more directly to the left stick on gamepad, removed unnessecary deadcurve added colored aiming reticules, its the white box in
Hi everyone,
A first small hotfix is live on the beta branch, go to game properties/betas and select the remaster beta branch.
changelist
tied the camera more directly to the left stick on gamepad, removed unnessecary deadcurve
added colored aiming reticules, its the white box in the gui colors settings
fixed ships from going upside down
fixed localisation text typos
moved the mouse aim reticule closer to the bird, so your shots land on the reticule , and the reticule isn't showing long distance aiming for a more accurate feel.
enemy flyers won't investigate first contact if you are stealthy in the maw (important for chapter 4 missions and epilogue)
Likely I will put this live in a few hours cuz they are good changes and the live weekend has only just kicked off, please confirm if a change you requested is indeed performing as intended ;) Confirmation of fixes is super appreciated.
Hey everyone, Tomas here. First of all, thank to EVERYONE who has supported over the Remaster launch yesterday - I hope that you are enjoying this fresh updated trip through the Great Ursee and I'm eagerlya waiting your feedback. Part 2 of the remaster celebration is... well - th
Hey everyone, Tomas here.
First of all, thank to EVERYONE who has supported over the Remaster launch yesterday - I hope that you are enjoying this fresh updated trip through the Great Ursee and I'm eagerlya waiting your feedback.
Part 2 of the remaster celebration is... well - the game is free right now, fully, for everyone - until Monday the 10th - after which folks can pick it up for 50% off.
WHY? Well I recorded a video to break it all down - but if you're much more of a reading person, I'll stick a TLDR underneath
So there's a few questions I address the answers to in the video that are important - that I want to make sure you all read and see here :
Why is it free?
All my games are kind of weird, and eventually when I launch them, out to the wild - and once I've heard players feedback and input, I can see the areas where I can remove friction. My games evolve - I listen to what players say and try to improve the game.
My 2nd game Bulwark has benefited from this massively - with 6+ free updates and endless beta branch feedbacks, and a much wider audience than The Falconeer ever managed to gather.
This has become a passion project for me - The Falconeer for all of its imperfections has had so much room for improvement, and with the Remaster - I believe I've got the game in a much stronger position and much closer to the intended vision I have. This Free weekend allows me to gather EVEN MORE thoughts and feedback from people that would never have even looked at the Falconeer to begin with, and to potentially convert those people into long term fans of my weird games.
Porting to other platforms.
Will this go to other platforms? Hopefully. It's expensive to even port to other platforms - and takes much longer to go through all the processes compared to being able to manually do things directly here on Steam.
The remaster is here and now on Steam - they will likely reach all the other platforms at some point, not that I want anyone to feel like a 2nd rate citizen, but until I figure out how to clone myself or discover and infinite money hack - I am relying on new people buying the remaster so I can greenlight the porting in the future. I really want it, it's likely going to happen, but at the moment I have to be smart and selective.
I'm Making a 3rd game
It's called Ancient Waves, It's still in The Falconeer Universe. And it's a prequel that lets you design ships, sail, and of course - adventure. But I'll tell you more about that later...
I'm off to go sleep, I hope OG Falconeer fans enjoy the remaster - and I hope some of you who pick up The Falconeer for Free over the next couple of days, decide to stick around - and pick up the game on MONDAY 10th where it will be 50% off when the free period ends.
Please share the Franchise page for the next few days with all your friends, tell them to try out The Falconeer Remaster for free, to check out Bulwark and it's DLC's for a very different change of pace and something more creative whilst they are on discount - and more importantly, enjoy your time in my weird water world.
The Falconeer: Revolution Remaster is now available bringing a massive upgrade to the action-adventure game, but Linux gamers will now need to use Proton. Read the full article here:
The Falconeer: Revolution Remaster is now available bringing a massive upgrade to the action-adventure game, but Linux gamers will now need to use Proton.
Read the full article here: https://www.gamingonlinux.com/2025/11/the-falconeer-gets-a-huge-revolution-remaster-upgrade-but-drops-native-linux-for-proton/
The Revolution Remaster live today! (1900CET) After weeks of intensive Beta testing and near daily improvements and new features, the Remaster is finally live. I am not going to wax poetic on the emotional journey, except that my anxiety is at peak levels. I hope and pray this re
After weeks of intensive Beta testing and near daily improvements and new features, the Remaster is finally live. I am not going to wax poetic on the emotional journey, except that my anxiety is at peak levels. I hope and pray this remaster shows the dedication I have for my games and that playing them is more than a quick experience, it's taking part in a creative journey that is now going on for over a decade. Couldn't do it without all of you. Now lets get into some details.. There is a lot to go over here :
Regarding VR:
The VR version has not been remastered, if the remaster gains enough traction, that might become an option. But at this time I don't have the means to allocate time to it.. Perhaps for the future. It remains Accessible as a Legacy boot feature.
Follow me as a developer.
Buying the games is support enough, but if you want to take an extra step consider following me on steam, it doesn't offer much (tho Valve have indicated more social features are coming) but you will see notifications if I release or announce new projects. And it helps me remain visible within the algorithm, https://store.steampowered.com/developer/TomasSala
CHANGELIST:
it's important to note that even though I kept some notes, many changes were made at night or in the spur of the moment, so I cannot guarantee everything is 100% covered. Flying solo has massive drawbacks in certain areas. And making mechanics is often more passionate work than documenting changes.
Mechanics
you can land by flying close to a perch, no button required
Dash and acrobatics have separate buttons/controls
added a deflection indicator to show where your bullets might land relative to the reticule
enemies may spawn when escorting traders
escorting trade ships may spawn enemies
races give splinters
races are optional and no longer required to unlock birds
added caustic effects to shocklance
added incendiary effects to shocklance
improved collision accuracy and tighter movement to walls and so forth
Added destructible balloon visual FX and damage visualization. Tear holes into balloons
Warbird mechanics
player warbird model updated with individual feathers and detail
player warbird has a leveled head when turning (as birds of prey do).
player warbird has wing flexing and steering animations
added a subtle wing retract when it's about to hit a wall or obstacle
improved landing and diving animations
overhauled bird collision response
improved player bird collision avoidance to be less annoying
Balancing and QoL
more fast travel opportunities
reduced every escort mission in length
reduces distances for story escort missions
reduced minimum distance for fast travel to 800 instead of 1000 units
increased the explosion trigger range for the drop-able sea mines
prevented overcharging all ammo pots
removed the block from aim assist when targeting friendlies
made distance a target may be locked greater
easy mode provides generous auto aim assist
added more randomness to the defense and scramble missions
reduced the range at which random enemy patrols spawn, so they don't interfere with missions so much
made it that random patrols or fortress patrols don't respawn instantly..
when dropping a deliverable item in a mission the mini map target will draw a line to it instead of the end location
rebalanced agility stat
rebalanced player health points
made friendly forces spawn earlier and in the center of the action
enemy units may appear from the clouds rather than the distance
spawn enemies in tighter formations
certain battles feature more enemies
improved enemy handling
improved turret behavior
improved turret aiming
turrets that lose a target return to a neutral angle/mode
improved AI aiming
increased enemy damage
improved AI creature behavior and turn behavior in dogfights
improved wreckdive enemy spawn
improved the collision avoidance of AI units
enemies with rockets have a limited set of salvos
weavers gained a small set of rocket salvos
rocket damage reduced and different armor penetration values introduced (good against small turrets , bad against armored targets
reduced impact of explosions on the physics of airships
jet stream has been lowered|
corrected maw intersections /diving
changed fov
side mission locations are now more randomly placed
Mouse and Keyboard Controls
New singular mouse scheme
Fixed gun gameplay required removal of the flying turret scheme
Mouse movement always aims but also makes the bird follow
WASD can be set to separate acrobatics OR additional core flight controls
Arrow keys are additional core flight controls
MMB orbits the mouse
orbiting the mouse or tracking targets with RMB now doesn't cause weirdness.
reset mouse when taking off
changed that under mkb controls the fast travel on the map is LMB based and more button-ey
improved chapter selection mkb buttons
Added rollovers to perch NPC portraits.
General Controls
added a map button
made photomode turning on gamepad more sensitive
added a fire button prompt to the weapons section of the tutorial
added a drop item button prompt to the bombing tutorial
made sub target cycling much faster.
improved chapter select with rollovers and design
braking has been replaced by an upward boost
dash button only dashes
barrel rolls are combined with dives and upward boost into an acrobatics button
added a deadcurve to the controller update
implemented an auto target feature, where it targets what you are firing at. locking is only required for subtargets.
Content
added 5 sets of bird armor
you can buy various armor sets at armorers throughout the Ursee
added traderoutes to Kytera, saladmount and peteh's
Verne piranha, pteron and capital ship added as pirate enemies
added missing voice acting
trader and mission giver NPCs also got voiced
made a supporter DLC armorset that will be available at release
added two new trading ships
increased amount of trading ships
added wreckdive missions to sark's hollo
added more mission variety to npc mission givers
moved fort falsestar South
moved fort Hull to in between NorthGate and Basilicus Secundus
World Content
remade Dunkle
remade madoin
remade Basilucus Primus and Secundus
remade Castellus
remade and expanded the Pirate town around Atun
remade every pirate hidey-hole
remade and expanded every fort and every faction variant
remade and expanded Imperial Peak and Harbour
remade Cleftspire
remade Sark's Hollow
remade and expanded Northgate
remade and expanded Westgate
remade and expanded Mawbridge
remade and expandedOberon's Reach,
remade and expandedStargazer
remade and expanded Port Remit
remade the Mawspring Neverin
remade the Side mission locations, the trains, the dark falcon cave, the argon air fortress
remade and expanded Redmouth
remade and expanded Shard
added lore teases to Shard
remade and expanded Saladmount
improved the Tree
expanded the volcanoes
remade Caldera
expanded the caves and remade the cave entrances
Added Entagon Buildings to settlements that lore -wise are under Borgia control
Added Clocks
The Entagon headquarters are spawned at appropriate chapters to indicate House Borgia progression
added a few static temples dedicated to the daughter at a few imperial spots
Entagonized the Dreadnot!
added a few animated naval gun emplacements
added a 'green district' to westgate
added a 'stone district' to port remit
added a few fishin boats and fish
added some details to witchrock and kithera biochemists
Visuals
improved all portraits
improved clouds
Added a dynamic light system for point lights, explosions and tracer fire
increased the amount of clouds that may spawn, (not the density, just that here are fewer clear zones)
improved wreckdive visuals
added climbing rigging to ships
added more detail to ships
added splash fx to ships
improved water splash effects
improved cave water rendering
improved cave light rendering
improved wreck diving animations
increased the amount of clouds that may spawn, (not the density, just that here are fewer clear zones)
removed reflections from clouds and splashes
changed fonts for readability
reduced landing overshoot
upgraded the nodbomb cutscene
improved metallic surfaces
improved capital airships and surface ship detail
made lights more visible deeper in the depth mist
added a drop shadow for readability
improved chapter selection visuals
fixed some wonky sails on trading ships
improved sky and starscape
improved sun and moon visuals
new ocean water
improved water reflection
new maw effects
new splash effects
updated lava
overhauled cave visuals
lights go on at night
added fish, sark and tentacles as food in the world
upgraded mosaur design
improved crabton visuals
improved creature skin shading
Bugfixes
prevented the undersea temples from bugging
preventing mission ships being set to the bottom of undersea temples and preventing mission progression
prevented capital ships from clipping thru buildings.
renamed the duplicate fort Libertum, fort Hull
multiple mission givers on a perch won't get confused with their missions
fixed issues with settings menu
removed a floating item at peteh's
fixed some spelling
FIX perch exit issue
fixed that some enemies would not notice the player and fly away
moved some traderoute nodes around so tradeships don't clip thru islands at points.
fixed some npc genders to match the voice (hoping this week brings the missing voices)
fixed the fenix tail from being misplaced
fixed crabton not appearing, chapter 1 finale not ending.
fixed an issue where units would spawn much to far away.
fixed pirate French voice lines
fixed the water displacement a thousand times|
improved perlin noise generation performance
improved trade oute banter
prevented ships from capsizing or other weird behavior
App features
supporting higher monitor refresh raters
added window mode settings
moved to il2cpp for performance
improved memory usage
added a music volume slider
made playstation glyphs appear if a sony branded controller is connected
added supersampling AA options
improved framerate independent values
screenshots save to my pictures folder
updated to latest input system to support a wider range of controllers
Steamdeck
reduced the shadow quality in high to accommodate the steamdeck better.
added 85%downsampling option
attempted some performance improvements for steamdeck
allowed all compatible resolutions on Steamdeck
Linux
The native Linux option has been removed. Its simply to much for me to support additional platforms for two games. The game runs good on Proton 9 and for now that is the official support. I hope Linux players can understand that for a Solodev there are constraints.
Hi everyone, here's the changelist for todays and yesterday evening's updates. added some details to witchrock and kithera biochemists Further cloud tweaking. reduced the range at which random enemy patrols spawn, so they don't interfere with missions so much made it that random
Hi everyone, here's the changelist for todays and yesterday evening's updates.
added some details to witchrock and kithera biochemists
Further cloud tweaking.
reduced the range at which random enemy patrols spawn, so they don't interfere with missions so much
made it that random patrols or fortress patrols don't respawn instantly..
made a supporter DLC armorset that will be available thursday at release
fixed an issue where units would spawn much to far away.