Hi Everyone, A new update is here, called "Repairman" ... well cuz its a very practical update. Lets go through it: [i]Also, I am working in the background to prepare Bulwark to receive the ships created in ShipShaper, the ship design tool that is both freestanding but will also export to Bulwark. If you wanna support this franchise and solodev, consider wishlisting that or just trrying the free demo.[/i] [dynamiclink href="https://store.steampowered.com/app/4344070/ShipShaper_Demo/"][/dynamiclink]
'Repairman' Content:
The Repairman:
Gain a repairman commander that can be selected to rebuild and repair all ground turrets near him, its range is dependent on the size of the tower and the cost dependent on the amount of turrets, their damage and so forth. He's got his own gun themed top as well and can be found really early in the game if you're lucky.
[img src="https://clan.akamai.steamstatic.com/images/42854035/8682c30b83a042fb58671506b0a3381055bf389a.png"][/img]
New Fortresses
Fortress spawning and behavior has been upgraded, they now spawn later in a war and not from the start and at the end of the war may also blockade trade routes. There are also two new types of smaller fortresses , closer to the sentry tower, while the bigger fortresses again spawn even later when the war has escalated.
[img src="https://clan.akamai.steamstatic.com/images/42854035/11b4547249dd75aa464d56a7b5d97cb9ca876877.png"][/img]
More dynamic War behavior
Wars have seen a lot of changes, especially in how the waves behave. You might now see an incoming wave bend of and intercept your own attack, or defend their cities you are attacking.
You will also see the dynamic surface ships that sail around for factions go on the offensive and attack your settlements or rally at one of their own settlements that might get attacked. There are a variety of smaller changes that should make wars a bit more interesting and diverse, including occasionally seeing a fortress spawn close to your own settlements..
Better walls
[img src="https://clan.akamai.steamstatic.com/images/42854035/45823b88d53a2079fdf900b982353bd8c49ea97c.png"][/img]I spend some time improving the wall/walkway algorithm, this was very sensitive to the terrain beneath, making it very hard to create a clean castle or city. In the new algorithm it will try to slope more smoothly and avoid small crevacces or peaks, as you can see in the image the outcome may (no guarantees as it still needs to read the terrain) be somewhat more smoother and thus hopefully more interesting to construct with.
Improved Traderoutes
Trade routes now have improved pathing, its not perfect yet, but the super janky weird coast hugging should be greatly reduced and its now allowed to go straight with a new 'line of sight' algorithm. Performance should also be greatly improved, so that most ships now have more detailed /cost intensive settings. It's good to note that routes don't auto-adjust to a changing settlement, so if you build over them, you will still need to demolish the route, so that it can auto-respawn a better version.
[img src="https://clan.akamai.steamstatic.com/images/42854035/f092c65cb9687b43b991d7f50455332f6aa2309d.png"][/img]
Complete changelist:
fixed event GUI hiding during encounters
prevented loading errors from corrupting a save
massively improved the ship traderoute pathfinding..
improved economy performance
naval command ship reveals map|
improved shipping pathfinding
improved load performance
added a gunturret repair commander
enemy fortresses may also spawn on your trade routes as a naval blockade,,
two new smaller fortresses added for variety
as soon as you declare war the random warships( of that faction that sail around) will target your biggest port and come at you.. regular naval attacks will occur
some warships may sail to the settlement under threat by the player if the player hasn't yet conquered anything but is at war
in total conquest more faction diversity in the attacks
units en-route to the player for a war assault, may divert to defend a settlement under attack by the player
pirates and monsters on traderoutes now spawn more often close to your best warship on that route
refugees may spawn later in the game as well
prevents loading of old commander lists
prevents the "fortress message" from happening if there is no fortress
added more health to trading ships
reduced health on patrolling enemy vessels
improved ocean gerstner performance
tradeship try to flee combat
combat ships try to head towards combat
Cheerio, and always report bugs. Tomas
