Bulwark Evolution: Falconeer Chronicles

Bulwark: Evolution mixes elements of a chill builder with grand strategy and exploration elements. It's a genre bending experimental game that can be both a peaceful building experience or a total conquest with airships, warbirds and fortresses. It's up to the player to decide.

Hi everyone, preparations for the the Architecture II update require some testing , not all content is ready so expect more goodies. But most is in here to play around with. I will be working on a some more content, and there hopefully might be some surprise new language options for the update. Here's the changelist: (in no particular order) [b]Features:[/b] [list] [*] resource icons on traderoutes on the map go red if they are supplied but no captain is transporting them. (was already on beta , but not released) [*] new architecture flourishes for the Mongress style [*] new top tier Freehouse buildings. [*] polished and improved the ambient occlusion post processing effect, making for a more defined settlement. [*] advanced captains cost an amount of splinters to hire [*] commanders now cost an amount of splinters to hire [/list] [b]Improvements:[/b] [list] [*] if you had a traderoute with no captains assigned and have no captains the right advisor text is now shown when trying to open the menu [*] opening the captain menu doesn't set you to the highest floor [*] fixed capital ships not running away from your flagship when escorting [*] changes the formation flying to be tighter. [*] Patrolling faction ships aren't seen as hostile by your forces if you aren't at war [/list] let me know if you spot any issues or have suggestions. ;)