I'm impressed by how much of this update starts from "the players are doing this a lot so I'm making it work better". Definitely a good sign when you're experimenting with something this different from most games. I've had my eye on the game for a while as a curiosity, but seeing this makes me even more interested!
@@a-blivvy-yus its always gonna be a curiosity cuz that's fun to make. But I genuinely (contrary to some opinions) love engaging with players. I did the moonpath to elsweyr mods for Skyrim and really that is my best community experience ever. If I could do all of this for free and survive (I can't sadly ) I would
Wooow I really love the idea that you can control the ships near you, I will love to sail around my settlement and see it from the perspective of one of my ships ❤
Yes, waited for this since I knew this "could" be possible. It really gives another layer feel of the game, seeing the cities from that angle and just going from place to place, taking in the sights :). Cheers!
Man i love how you keep up this game, did bought and played it yet + it's sooo super cool and thank you for constantly upgrading it!❤ Didn't play much Fight scenarios yet but i hope they get Something like super weapons / special buildings in its unique Fashion 🎉
I'm so excited for this update I love this game so much and I know the community isn't the biggest but I'm so happy with the reworked random pois I was so far into a save I had almost every imperium outpost under me but because I didn't get any random refuge's I couldn't align with the imperium more and I couldn't have the city at the shard join me I'm so happy about this update I absolutely love this game and thank you for the amazing work
this game is shaping into one of my favorite RPG outpost managers really quickly, i do have a struggle figuring out combat though, also id love to support this game in more ways if possible
Hey Tomas, good-looking update as always! I was very excited to see you and talk to you today at the BUas Showcase day since I saw you on the guest list :). Unfortunately, I think I missed you. I loved your Unity tech talk on textureless art. It gave me a whole new perspective on what's possible and viable in games.
One thing that would be great to add at some point would be massive shallow spanning bridges that connect outposts/settlements to the major cities. In my first City tab (main menu option) I've got several wood and stone refineries on the go that are close to the main city, but I can't connect them properly to my city in a land based way. I appreciate doing it via ports and trade lines etc, but it got to the point in my end game where I had no more naval commanders that could carry either stone or wood. They were purely pirates who carried manpower, or naval battlegroup commanders that wouldn't do the trade routes (IE only protecting them). Also, I know this may take a lot of work on your side, but adding a expanded codex into the game much like the original Mass Effect did, would be very much appreciated. I'm unsure if there was a predecessor to this game, but I know next to nothing about the factions, world, deep gouge that we've messaged each other about in the past, or each factions 'wonder' (I unlocked the turtle but have no idea why its significant!) As ever though it is a sensational game! Please do keep up with the improvements and patches!! =D
This is brilliant I'm really looking forward to this, Could you maybe implement an system where you can increase the numbers of your military forces by spending splinters? Like for example when you build a Hammerhead Gunship command tower you start off with only three airship, but if you upgrade the tower you increase the number of ships that spawn.
@@falconeerdev Could we in the future maybe get something like amphibious or Airboune Ground base vehicles, like a Walker tank, or some thing like the Giant crab but smaller? they could be given a set path to patrol by commanding them thought your command ships.
@@falconeerdev sweet I know it a long stretch and more then likely wouldn't be possible but I would love to see a siege mechanic where you send Imperial Marines, Mancer Soldiers, or Bannerless Raiders against one another to capture a settlement?
Hoping that you'll add keybind groups with the addition of naval ships and aerial groups that are separate from the surveyor, IE key press 1, surveyor selected, 2 Aerial group, 3 Naval fleet etc. I respect your minimalist design philosophy around UI, it's really neat. BUT I think there's a reason every RTS ever (even though this isn't an RTS) has keybinds for groups. Or being able to assign your own keybinds would be even better. I just bought the whole game yesterday because of Splattercats video, played for 4 hours and thoroughly enjoyed it. Have you considered a small upgrade tree for the surveyor ships? I felt like the longer I played the squishier it became. Would be neat to be able to customize speed/weapons/point defense a bit. Some cosmetic customization would be neat to: banners on the ship? change more elements to match your faction color? etc.
@@JacopoSkydweller I am in the midst of development. There are already new keybinds for giving command to the assault Naval groups. I am thinking about how to switch a lot. I am also lol running out of space for the keybinds in keeping things universal between controllers and mkb. But working on it. But 1 and 2 are now giving move commands. But yeh might change to groupings. Its ongoing. I have considered a upgrade tree but there is only so much I can do per update :)
@@JacopoSkydweller also you have discovered the mechanic commanders that unlock a different surveyor class per faction. There are. 4 unique surveyors each with different loadouts and stats. :)
That naval gameplay actually looks really fun! Also loving the new fortress types. Would you consider adding unique fortresses that have a "signature" armament? Like Tesla coils, lasers, etc? Just some wild Red Alert style stuff. Could play into a dark age of technology theme the game has going on. Also, please consider adding a list for the various battlegroups, with units in those groups, their health, experience/level and a few basic commands (rally to surveyor, rally to origin point, etc)
Looks great man! I have a question I was hoping you could help me with, I’m playing on Xbox and I was wondering if and how you could assign commanders in free build?
make sure the game got updated to the latest patch, and then if will just allow you to , but only the commanders you've unlocked during play in scenarion mode. so unlock the soultree and they'll be avail in freebuild.
I only just picked up the game recently and have been enjoying it. I bought the pack that came with both games. When i first saw the pictures and videos of the game i was immediately hooked when i saw the art style and visual look of the world and the minimalistic building mechanic of the game. I also thought this game would be cool with an Anno 1800 style multiplayer where the players start with their own surveyor and just go out and build, and compete or cooperate if they wish. Is that something thay has been suggested before or something you may have thought about as a future plan?
Okay this update definitely has me excited on the future of this game. Speaking of bugs, there is a bug on ps4 I noticed, everytime I tried to "Save and Exit" my game crashes and my save gets corrupted, I found a way around it by saving manually then closing the app to dashboard, figured you should know about it. Other than that, love the game so far and it's definitely a blast. Though do you make like multiple settlements of different factions, or do you bundle them together into one settlement?
@@Drag0nk1ngmark Ooh my god. That crash is horrid. Ill ask the publisher.if they can try to reproduce it. Its incredibly hard to bugfix ps4 sadly.. im sorry you had to experience this. . We just did a hotfix for xbox. So def on the radar now . I like to bundle fractions together cuz it looks nice and varied. ;)
@@falconeerdev good luck, and thank you for answering. I don't know if it's just my ps4 or it's a common bug but glad you are on it. Love your work btw, The Falconeer was a fun game, like Ace Combat but on a falcon
@@Drag0nk1ngmark np.. quick question, are your savefiles really big when this crash occurs, like lots of population, or this also happens with fresh and new saves?
@@falconeerdev well to me it seems to happen whenever I save, regardless of population size, sometimes I would make big populations and it crashes, sometimes it's small population so I guess both. The save file sizes on ps4 is 6.92MB, and my most recent save I did had one faction at a population of a thousand people or so while another was 200ish. When I saved and encountered the bug I think I played for a few hours when the bug happened. Though I just checked the game out a few minutes ago to test it and the save and exit worked, just booted my world up, saved manually first then saved and exited and it was back on the main menu of the game.
I'm impressed by how much of this update starts from "the players are doing this a lot so I'm making it work better". Definitely a good sign when you're experimenting with something this different from most games. I've had my eye on the game for a while as a curiosity, but seeing this makes me even more interested!
@@a-blivvy-yus its always gonna be a curiosity cuz that's fun to make. But I genuinely (contrary to some opinions) love engaging with players. I did the moonpath to elsweyr mods for Skyrim and really that is my best community experience ever. If I could do all of this for free and survive (I can't sadly ) I would
@@falconeerdev I'm happy that I'll have the opportunity to help with the "surviving" part of doing all this by buying your game!
I love the fact that you threw in extra stuff just because cool.
Now I'm off to play another cycle of this gem-in-the-making!
Amazing! This update looks better then I'd wished to hope for!
Wooow I really love the idea that you can control the ships near you, I will love to sail around my settlement and see it from the perspective of one of my ships ❤
@@erickmendoza8435 for now its one special ship. But you can assign others to follow .
Yes, waited for this since I knew this "could" be possible. It really gives another layer feel of the game, seeing the cities from that angle and just going from place to place, taking in the sights :).
Cheers!
@@LordKosmos Yeh I was surprised at how cinematic it feels..
I love how beautiful the game is and has a nice ominous ambiance without grim ugliness that so many other games go for.
Man i love how you keep up this game, did bought and played it yet + it's sooo super cool and thank you for constantly upgrading it!❤
Didn't play much Fight scenarios yet but i hope they get Something like super weapons / special buildings in its unique Fashion 🎉
I'm so excited for this update I love this game so much and I know the community isn't the biggest but I'm so happy with the reworked random pois I was so far into a save I had almost every imperium outpost under me but because I didn't get any random refuge's I couldn't align with the imperium more and I couldn't have the city at the shard join me I'm so happy about this update I absolutely love this game and thank you for the amazing work
this game is shaping into one of my favorite RPG outpost managers really quickly, i do have a struggle figuring out combat though, also id love to support this game in more ways if possible
@@philosboy yeh there is lot.to.combat thats gonna have to get more.l.predictable. :) working on that now
@@falconeerdev good luck with the game dev and thank you for the community interaction!!!
Can't wait to dive back into the game with these new updates. Thank you!!
Hey Tomas, good-looking update as always! I was very excited to see you and talk to you today at the BUas Showcase day since I saw you on the guest list :). Unfortunately, I think I missed you. I loved your Unity tech talk on textureless art. It gave me a whole new perspective on what's possible and viable in games.
yeh I signed up but couldn't find a babysitter so I had to pass, sorry you missed me,, I'll be at gamescom this year , perhaps that's your chance?
Cant wait to try it out! Keep up the wonderful work!
I have just 100% achievement Bulwark yesterday on ps5, and I am enjoying it so much!!!
This looks so cool! Love the art design of this universe. Loving the new content coming down the pipe line. A labor of Love.
So looking forward to this update! Love it!
mod support is an interesting idea btw, ik a lot of people in these communities dont usually think about it though
Looks awesome!!!
One thing that would be great to add at some point would be massive shallow spanning bridges that connect outposts/settlements to the major cities. In my first City tab (main menu option) I've got several wood and stone refineries on the go that are close to the main city, but I can't connect them properly to my city in a land based way. I appreciate doing it via ports and trade lines etc, but it got to the point in my end game where I had no more naval commanders that could carry either stone or wood. They were purely pirates who carried manpower, or naval battlegroup commanders that wouldn't do the trade routes (IE only protecting them).
Also, I know this may take a lot of work on your side, but adding a expanded codex into the game much like the original Mass Effect did, would be very much appreciated. I'm unsure if there was a predecessor to this game, but I know next to nothing about the factions, world, deep gouge that we've messaged each other about in the past, or each factions 'wonder' (I unlocked the turtle but have no idea why its significant!)
As ever though it is a sensational game! Please do keep up with the improvements and patches!! =D
Great game! Much support keep up the great work!
This is brilliant I'm really looking forward to this, Could you maybe implement an system where you can increase the numbers of your military forces by spending splinters? Like for example when you build a Hammerhead Gunship command tower you start off with only three airship, but if you upgrade the tower you increase the number of ships that spawn.
@@angrycrusader3926 haha i just finished making that. Hop on the discord to get acces to the closed beta
@@angrycrusader3926 its literally exactly that
@@falconeerdev Could we in the future maybe get something like amphibious or Airboune Ground base vehicles, like a Walker tank, or some thing like the Giant crab but smaller? they could be given a set path to patrol by commanding them thought your command ships.
@@angrycrusader3926 I have thought about tank crabs. But something for the long term ATM
@@falconeerdev sweet I know it a long stretch and more then likely wouldn't be possible but I would love to see a siege mechanic where you send Imperial Marines, Mancer Soldiers, or Bannerless Raiders against one another to capture a settlement?
Hoping that you'll add keybind groups with the addition of naval ships and aerial groups that are separate from the surveyor, IE key press 1, surveyor selected, 2 Aerial group, 3 Naval fleet etc. I respect your minimalist design philosophy around UI, it's really neat. BUT I think there's a reason every RTS ever (even though this isn't an RTS) has keybinds for groups.
Or being able to assign your own keybinds would be even better. I just bought the whole game yesterday because of Splattercats video, played for 4 hours and thoroughly enjoyed it.
Have you considered a small upgrade tree for the surveyor ships? I felt like the longer I played the squishier it became. Would be neat to be able to customize speed/weapons/point defense a bit. Some cosmetic customization would be neat to: banners on the ship? change more elements to match your faction color? etc.
@@JacopoSkydweller
I am in the midst of development. There are already new keybinds for giving command to the assault Naval groups. I am thinking about how to switch a lot. I am also lol running out of space for the keybinds in keeping things universal between controllers and mkb. But working on it.
But 1 and 2 are now giving move commands. But yeh might change to groupings. Its ongoing.
I have considered a upgrade tree but there is only so much I can do per update :)
@@JacopoSkydweller also you have discovered the mechanic commanders that unlock a different surveyor class per faction. There are. 4 unique surveyors each with different loadouts and stats. :)
Call it "World Conquest"
Amazing now it will be more funn!!!
That naval gameplay actually looks really fun! Also loving the new fortress types. Would you consider adding unique fortresses that have a "signature" armament? Like Tesla coils, lasers, etc? Just some wild Red Alert style stuff. Could play into a dark age of technology theme the game has going on.
Also, please consider adding a list for the various battlegroups, with units in those groups, their health, experience/level and a few basic commands (rally to surveyor, rally to origin point, etc)
Looks great man! I have a question I was hoping you could help me with, I’m playing on Xbox and I was wondering if and how you could assign commanders in free build?
make sure the game got updated to the latest patch, and then if will just allow you to , but only the commanders you've unlocked during play in scenarion mode.
so unlock the soultree and they'll be avail in freebuild.
@@falconeerdev thanks friend I’ll give it go
I only just picked up the game recently and have been enjoying it. I bought the pack that came with both games. When i first saw the pictures and videos of the game i was immediately hooked when i saw the art style and visual look of the world and the minimalistic building mechanic of the game. I also thought this game would be cool with an Anno 1800 style multiplayer where the players start with their own surveyor and just go out and build, and compete or cooperate if they wish. Is that something thay has been suggested before or something you may have thought about as a future plan?
multiplayer is a bit beyond the horizon technically and financially atm
@@falconeerdevThat's understandable. Was just curious. Thanks for the reply!
your games rock...
Okay this update definitely has me excited on the future of this game. Speaking of bugs, there is a bug on ps4 I noticed, everytime I tried to "Save and Exit" my game crashes and my save gets corrupted, I found a way around it by saving manually then closing the app to dashboard, figured you should know about it. Other than that, love the game so far and it's definitely a blast. Though do you make like multiple settlements of different factions, or do you bundle them together into one settlement?
@@Drag0nk1ngmark Ooh my god. That crash is horrid. Ill ask the publisher.if they can try to reproduce it. Its incredibly hard to bugfix ps4 sadly.. im sorry you had to experience this. .
We just did a hotfix for xbox. So def on the radar now .
I like to bundle fractions together cuz it looks nice and varied. ;)
@@falconeerdev good luck, and thank you for answering. I don't know if it's just my ps4 or it's a common bug but glad you are on it. Love your work btw, The Falconeer was a fun game, like Ace Combat but on a falcon
@@Drag0nk1ngmark np.. quick question, are your savefiles really big when this crash occurs, like lots of population, or this also happens with fresh and new saves?
@@falconeerdev well to me it seems to happen whenever I save, regardless of population size, sometimes I would make big populations and it crashes, sometimes it's small population so I guess both. The save file sizes on ps4 is 6.92MB, and my most recent save I did had one faction at a population of a thousand people or so while another was 200ish. When I saved and encountered the bug I think I played for a few hours when the bug happened. Though I just checked the game out a few minutes ago to test it and the save and exit worked, just booted my world up, saved manually first then saved and exited and it was back on the main menu of the game.
Hmm 6 mb is quite big. All the scenarios are saving together in one file. So if you have one really big scenario in there that might be the culprit.