Bulwark Evolution: Falconeer Chronicles

Bulwark Evolution: Falconeer Chronicles

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lee655111 Mar 27, 2024 @ 6:57am
what happen when captains lost ship?
lost forever or will get replaced ship?
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Showing 1-9 of 9 comments
utilityguy Mar 27, 2024 @ 8:04am 
They essentially go back to the wild and you have to wait for RNG to spawn them in the overworld again for you to find. Which means losing them is a big deal, just because of the RNG wait times.

I'm kinda bummed we can't have our falconeers help escort ships, especially with how long the traderoutes can be.
Last edited by utilityguy; Mar 27, 2024 @ 8:05am
WIREDGary  [developer] Mar 27, 2024 @ 8:18am 
Originally posted by utilityguy:
They essentially go back to the wild and you have to wait for RNG to spawn them in the overworld again for you to find. Which means losing them is a big deal, just because of the RNG wait times.

I'm kinda bummed we can't have our falconeers help escort ships, especially with how long the traderoutes can be.

Cheers for jumping in with the response there Utilityguy.
As for the suggestion of allocating your escorts to protect trade routes :

This does exist in a later game kind of form (there are captains / commanders that are in charge of naval gunboats you can assign at harbours that will sail and provide defense on your trade routes)

However being able to at will dedicate units from your own surveyors traveling group to specific locations / routes is a nice idea. One we can look at in the future
lee655111 Mar 27, 2024 @ 8:48am 
Maybe add more armer ship? My civilian ship just gets killed after 10 sec if I did not rush to help and need to give up some interesting point explore
dmitriid Mar 27, 2024 @ 11:54am 
It's also kinda impossible to know which captain lost their whip on which route. Especially if you've established multiple routes
Kani Mar 27, 2024 @ 3:00pm 
Originally posted by dmitriid:
It's also kinda impossible to know which captain lost their whip on which route. Especially if you've established multiple routes
One thing I noticed is that captains that are white silhoulette are unlocked but you either have not talked to them or they have not spawned in the world RNG events. Another is that if they have a circle around their portrait they are employed somewhere and if no border then they are not being used. - This is if I remember correctly. I am not on the game right now.

But for now when you have a lot of captains its still hard to tell exactly where they are at in an intuitive way, a lot of it is just remembering.

Another thing is that it took me a while to figure out what the captains with no Bonus/Perk icons did but when you first talk to them they will say something like "I make timber production better" also its somewhat in their name like "Mason" or "Millwright" (Although Millwright seems like a bad choice of a name"
Alkirin Mar 27, 2024 @ 5:27pm 
The 'safety' rating of your routes seems to impact the frequency with which they are attacked. Assigning gunboats to long routes is a good way to keep them safe.
Muppetpuppet  [developer] Mar 27, 2024 @ 5:39pm 
dead captains are revived after 120 seconds to be respawned in the world (as one of the options)
Winterwolf Mar 27, 2024 @ 5:56pm 
Originally posted by WIREDGary:
Originally posted by utilityguy:
They essentially go back to the wild and you have to wait for RNG to spawn them in the overworld again for you to find. Which means losing them is a big deal, just because of the RNG wait times.

I'm kinda bummed we can't have our falconeers help escort ships, especially with how long the traderoutes can be.

Cheers for jumping in with the response there Utilityguy.
As for the suggestion of allocating your escorts to protect trade routes :

This does exist in a later game kind of form (there are captains / commanders that are in charge of naval gunboats you can assign at harbours that will sail and provide defense on your trade routes)

However being able to at will dedicate units from your own surveyors traveling group to specific locations / routes is a nice idea. One we can look at in the future

I actually have a suggestion. If you have a command tower with a commander in it that adds to your battlegroup and its connected to a harbor, perhaps it can provide escorts for that harbor in addition to giving you your battlegroup units?
Alkirin Mar 27, 2024 @ 6:11pm 
Oh. It would be interesting if you could assign them to a harbor instead of a tower.

It means that they can't join your fleet but they can escort maybe?
I'm not sure though, because it seems that air units are very more fragile than naval ones, I'm not sure if most commanders alone would be enough.
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Date Posted: Mar 27, 2024 @ 6:57am
Posts: 9