We hope the new narrative tutorial will help the newcomers enjoy the game to its fullest potential. It's just a start, and we plan to update the tutorial even more in future updates. Just play Prague map from the beginning! Watch the recording of the tutorial or jump to the game and try it.
The tutorial was brought to you by these changes:
Simplified menu for a new player
Story-based tutorial for a new player
Contracts
We listened to our beloved community's call to ease the handling of the contracts in endless mode. We are sure it will make the game more fun and less attritive in the long term. This gave the name to the whole update, although the tutorial consumed much more work.
List of changes:
Structural Contracts Manager upgrade that allows setting preferred contract types and rejects other offered contracts
Financial Contracts Manager upgrade that allows setting minimal reward for contracts and rejects offered contracts that do not provide it
Boosted Contracts upgrade for contracts to generate twice as fast
Regional Contracts Manager upgrade that allows setting preferred station contracts should use and rejects offered contracts that do not
More Contract Offers upgrade for increasing the offered contracts limit to 10
Ability to adjust entire train timetable at once
Added and updated tutorial video for adjusting timetable with new UI
Added clear field button to minimum reward field
Extra research options for offered contracts limit
Endless Score and the Cycle Report
Endless mode is satisfying itself, but we added a scoring model for the players to see their progress more visually. Cycle Report compares your performance between the hours of the game clock and provides more details to the score. We could compare the score also among the players, could not we?
Long story short:
Cycle Report and score for endless maps
Cheating via Debug panel registered, score hidden after cheating
Don't make a ding sound in the first cycle
Sign "–" (en dash) shown instead of "0 %" in cycle report if the previous cycle field value was 0
Sounds & Music
The game now contains brand new sounds from Sergio Ronchetti. We will write more about this topic soon. Rupert Cole created a new track called Recollections to please your ears and it's awesome!
For the sake of completeness:
Sounds made by S. Ronchetti
New music track Recollections, made by R. Cole
Show FMOD logo on splash screen, required by license
Maps
Included with 1.2 are two new maps! Based on real locations, there's one timetable level and one endless map - something new for everyone to try! WES is based on the Westside Express Service (WES for short) on the outskirts of Portland, Oregon, United States. The commuter service itself is small and simple, being only one route with just five stations served... But it shares tracks with a freight railroad! It's your job to juggle the two commuter trains in an ocean of freights on an odd track layout. Make sure to pay attention! Some trains may need special maneuvers...
Oh, and did I mention it's our longest timetable map yet? Clocking in at one hour and thirty minutes, you'll need to stay on top of everything more so than usual! There may be far less trains than usual with only 17 for the entire duration of the level, but that doesn't mean you can slack off!
Meanwhile, our new Endless map sits on the other side of the Pacific ocean: Osaka! Japan's rail network is unmatched when compared to the rest of the world, with trains running like clockwork; Even a delay of only a few seconds can be considered a late arrival or departure! While we won't hold you to that same standard of excellence, how close can you get to it when automating Osaka? Many thanks to the Japanese community who gave feedback on this map while it was being made! We got tons of support and insight on how to represent Osaka while also making a fun gameplay experience, and the map wouldn't look anywhere near as good as it does now if it weren't for the community's insight!
Related changes:
WES timetable map
Osaka endless map
Quality of Life
We constantly strive to provide the best possible user experience for our players. Here is a list of what we did for 1.2:
Display tunnel connector and price during building
Explaining text displayed when not possible to bulldoze a signal because one of connections is not free
Maps can be unsubscribed from Workshop ingame
Show upcoming trains on the overview when no trains to dispatch
Research item that raises switch speed limit
Trains UI panel is no longer being highlighted (dose not require attention) when stop at queued auto signal
TrainVisits in station panel in editor are now clickable same as playmode
When mouse on queued auto signal it will highlight the first destination track
When TimeTable panel is maximized in the Editor, the station panel will be moved to the left of it instead of being disappeared
Zoom on active station when starting endless map
Cleaned up offered contracts UI
Localizations
Music tracks are streamed - much faster map loading, much lower RAM usage
Sensor detail - signal selecting auto-activated if signal is not linked yet to save click
Text size increased in whole game
Train arrival sound muted for now
Train will now reverse if stopped and the game is paused
Update overview table less often to increase the performance
Things That Belong Nowhere
We work on Rail Route first and then compile a blog post that summarizes them in some more- or less-organized way. The byproduct of this approach is that we did changes that do not belong to any of the boxes. We learned how to live with this kind of chaos:
Add VSync toggle in Options
Added animated text on the transition screen
Help translate button in the Options
Simple background of loader scene
Do not auto-unlock Faster Switches upgrade for timetable maps saved in versions before 1.2.0 (faster switches => faster trains => unwanted impact on map difficulty / challenge)
Game icon improved
News section in Menu
Remove all screenshots when removing the map
Unity Localization package has been upgraded
Work in progress text on Loader
The Oldest Bug Fixed
A curiosity for the geeks: the upcoming version contains a fix:
FIX: Time was erroneously truncated to milliseconds each tick what caused large (5 %) errors when running on normal speed.
We traced the bug to its origin and found: NEW: TrainController – spawning, moving deleting trains Miso Oprendek 20. 10. 2017 15:17
Do not mistake the year – it is four years old! Rail Route starts to be a persistent topic in our lives... while still being and surprising adventure every day! The bug caused the trains to be slower (arriving seconds later) when running the game at 25×. They were correctly and equivalently fast on both speeds, but the game time accumulated slower at 1× because time step fractions were truncated.
On top of that, we solved a lot of issues:
FIX: A loop could be built by using a switch causing trains to become stuck
FIX: Active contracts UI filter options size and color were different
Spider themed art set (Spiders, spider eggs, health crystals)
Added new forest art sets (thin deciduous, ancient ruins, abandoned graveyard, thin conifer)
Stealth Mode: an option for all difficulty levels that provides a very different gameplay experience. Here a few key points about Stealth Mode
The enemies have hearing and vision.
Hearing is mostly a factor of movement (especially movement speed).
Vision is mostly affected by whether you are crouching (which is new) and whether you are hiding in bushes (also new).
You have a new stealth icon on your HUD that indicates how visible you are to the enemies. The size and color of the icon give you a clue as what's happening.
Of course, if you have your light on...they will see you unless you're on the opposite side of the map, then...maybe...
The enemies have a new "suspicious" state where they sense something but don't know exactly where it is, so they go looking in the general vicinity of where they last heard/saw something. It's possible to hide (in bushes, crouching and not moving) as they pass RIGHT by you...but that doesn't always work.
There are no health potions in Stealth Mode. At all.
You don't lose health in Stealth Mode unless you're hit by an enemy or your sprinting (sprinting costs less health than it does in other modes).
Obviously, you cannot do Stealth Mode Deathruns...they are pretty much the opposite of each other.
Stealth Mode high scores are stored separately (example, Easy - Easy Stealth - Medium - Medium Stealth, etc)
Picking up treasures (or smashing spider eggs!) will cause noise that could attract enemies!
Fixes:
Moved enemy spawning farther from player at start of game
Fixed several ambient sound issues
Fixed issue with enemy detection of player in certain situations in Nightmare difficulty
Fixed attack sound not playing correct variations as intended
Fixed issue with foliage spawner
Fixed collision issue with one of the bush models
Fixed rare issue with art set selection not loading correctly from saved preferences
Fixed rare save file versioning issue
Fixed very rare issue with tree overspawning
Fixed very rare AI issue where enemies would run in circles instead of circling around player on Nightmare difficulty
Improvements
Improvements to input smoothing for low end systems
Improvements to lighting on chests for low end systems
Added game version to score, stats and main menu screens
Today marks quite a special anniversary for myself, it’s a year to the day that Wired Productions published my game The Falconeer to Xbox and PC, on November 10th 2020.
Now that date might ring familiar for many gamers, as it also was the launch of the Xbox Series X/S and a whole new generation of consoles, and The Falconeer had the honour of being one of the launch titles for the new generation. This was massive for me. My little indie game bringing in the dawn of a new gaming era.
When I look back now there are lots of memories, many good and some not as good, that will forever be associated with that period in time for me. It was certainly a challenging time with the stress of release but mostly due to the onset of the winter lockdown of 2020 and Covid19, not to mention me recovering from Covid myself just a few weeks ahead of launch. And this all coming after a year bereft of shows and any real life interactions with gamers! How I missed that. I think it's easy to underestimate what impact just watching a gamer play your game can have. Not just in learning and feedback but also in the confidence and motivation it can inspire for the creator. Hopefully in 2022 we will see events get back to their pre-pandemic days and we can meet up and perhaps share a beer!
But I think that unique set of circumstances actually allowed for something quite amazing, a game that took flight over the course of a year. In any other year I’d dare say the release of this game would have been easier, but it wasn’t any other year and 2020 and 2021 have pushed myself, Benedict Nichols (the game’s composer), the crew at Wired Productions and more, to fully realise a vision of the Falconeer. It has been incredibly tough, but worth every moment.
And if you are a fan of the Falconeer you have reaped the benefit with a game that has grown in content and expanded into its current form, which is now available on a staggering number of platforms: • Xbox to Microsoft GamePass, • Steam • Epic Game store • GOG • PlayStation, • Nintendo Switch • Amazon Luna • Google Stadia
Phew, we have been busy! The Falconeer is a flight you can now take on any serious gaming platform. We have more platforms than King’s cross Station!
Over the year it's become evident to me that The Falconeer has left its mark on a genre that has all but been extinct up until now, with an idiosyncratic and esoteric game that was lauded with numerous awards including a prestigious BAFTA nomination (as the team at Wired have wisely let you know about at every opportunity!). Personally, I’m incredibly proud of the very positive Steam reviews (currently at 82% recommended and still rising) and the very positive reception on Nintendo Switch with a Metacritic rating of 80/100, taking it to the top 25 of best released Switch games this quarter. It’s 60fps handheld mode is a testament to the dedication of both myself and Stefan Wijnker (responsible for porting the game) to responsive high fps gaming.
The game has also grown exponentially in content and diversity. I’ve worked furiously to keep the community satisfied; (I hope!), with a string of free content updates which included adding wreck diving and exploration missions, flyable drakes, guided rockets, pirate mechanics and pirate missions and eventually a fully-fledged DLC “Edge of the World” that added 3 mini campaigns, new weapons and mounts to the game. It may be one year old, but the Falconeer evolved way more than that.
I wonder if all of that would have happened the way it did if the world had been in a different place over the last 12 months?
I’m grateful for the collaborations and friendships I’ve been a part of, especially the talented Benedict Nichols who created a unique score for the game. And we all get to celebrate this anniversary as it coincides with the pre-orders of the Double Vinyl OST of the game going live, another brilliant milestone, and a truly epic addition to any record collection! Go buy it here 😉
But most of all, I am incredibly grateful to the players who’ve played the game and have let me know over the past year how much they did, and those that still participate to form the wonderful community of Falconeers. My heart is warmed by their energy, creativity and passion for the game. I read every comment and every day I am surprised by the sheer out pouring of love for it. This made all the blood, sweat and tears worthwhile.
As for the upcoming year, the story of the Falconeer is far from over. I’ve already spoken to the community about the building/RTS spinoff of the game that will be my next focus. And there’s also a big box with a VR kit in my studio waiting for me to see if the Falconeer can be VR!?. So, there’s plenty to look forward to this anniversary!
Did you know that there's currently 2 Solasta Community Contest running - with a prize pool of $600 Steam Gift Cards and 7 games?
If you have a creative touch, submit your Custom Map in SirMadness's Dungeon Maker contest before Dec 12th (rules: {LINK REMOVED}https://bit.ly/SolastaDMContest)
And if creativity isn't your forte, Vel is hosting a speedrun contest over there until Nov 29th: {LINK REMOVED}https://bit.ly/SolastaSRContest
Make sure you give it a try, there are plenty of participation prizes to go around! Much love to our wonderful community for hosting those contest❤️
During the event, total silver consumption in enhancing equips and upgrading buildings will be calculated and top players who spent the most silver will be rewarded. Your efforts will not go unnoticed, keep the prizes and win!
During the event, total EXP consumption in upgrading troops and generals will be calculated and top players who spent the most EXP will be rewarded. Get stronger!
Hello players! We are pleased to inform you about the release of the next update, it is already available.
New mechanics and fixed bugs: - Added achievements to the store. - Replaced the character's hand models and texture. - Fixed the zombie hang bug - Bug of destroying the block under the turret, now it is being destroyed. - Bullet decals remained on the trigger from the gas explosion. - Removed the fire on the alt key. - When walking, the Savage left the store. - Zombies passed through the electric fence. - Blocked the exit outside the map on the map of Japan. - Now the player does not fall through the floor next to the house in Japan. - Corrected the calculation of the cost of repairing items, now the repair costs twice as much. - Fixed a bug with a safe place on the map of New York. - Removed the spider and replaced it with a running wild zombie. - Now the player can't see zombies through the walls.
Thank you for being with us and we wish you a pleasant game!