Builders of Egypt is a city-building economic strategy taking place in the Nile Valley. Immerse yourself in a world full of pyramids, where you will become a part of the ancient world. Create history, be history!
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[b]Hello Builders![/b]
I would like to give you an idea of what is in store for you in the near future, what changes will be made to the game, and what changes have already been made. But before we get to that, first a few words about the Playtest, [b]which will be closed on Sunday 08.10.2023 at 6 pm CEST. [/b]
I am extremely grateful to everyone who took part in the playtest and left their feedback. Not only the good ones but mainly the bad ones, because the tests were not used to make me feel better, but to really improve the game. And without further ado - the conclusion is that we need change. And what kind of changes? A great deal of the feedback has been about the same thing, so let's discuss that below. Some of you have already seen part of this post on Discord, but here on Steam I'm throwing in some more screenshots.
[b]First of all, the "Big Update"® for Prologue [/b]will show you the changes that have been implemented. This is expected to happen later this month. After further internal testing of all the changes I am implementing. So, what are we going to change?
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[*][b]Changes to the UI [/b]- displaying goods, displaying stocks, removing unnecessary information and adding new information, the lack of which made it difficult for many people to understand the game. I have also increased the interactivity of the information panels - now a click on something will usually trigger an effect, e.g. a re-display of the message that triggered the mission to a detailed graph for a particular stock.
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[i]this is not the final look! Work in progress![/i]
This means that the player will have full information about what happens to a particular commodity over time. How much of the commodity has been harvested, how much has been exported and how much has been imported, with the cost or profit detailed. A seemingly insignificant change but very important for understanding the game economy.
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[i]this is not the final look! Work in progress![/i]
[*][b]Adding random quests[/b] to complete during missions. While there are 3-4 main quests in each mission (which were disabled for the duration of the playtest, which was a mistake), there will now be various additional optional quests to increase immersion and reduce downtime, especially during monument building. It's a lot of extra stuff. The completion of these tasks will always result in some sort of reward in the form of resources, money and/or points at the end of the mission. If you do not undertake the quest, nothing will happen, but you will temporarily lose the opportunity to improve your score or to acquire raw materials that ->by some strange twist of fate<- would just now be useful in your town.
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[*][b]As you have often pointed out:[/b] There is a lack of visible people in buildings. And it's not just about static figures doing something in a place, but above all about a specific "representative" of the building doing something. In Pharaoh it was the case that almost every building had such a representative. And this representative actually fulfilled the function of the building. This was especially true for buildings such as the shrine, the temples, the post of the architect, and other similar buildings. These workers usually have no sense of existence in the game, as they do not perform any practical activities, due to the function of the buildings in their area.
Now they will be restored/added to the game. They will circulate around their building not only as an additional visual effect, but also as mobile information and advice points for the player. When the player clicks on such a worker, they get comments, advice and recommendations on what to do to improve the function of the building that worker comes from.
[*][b]Rebuild of the tutorial to include more of the stockpile, granary and bazaar,[/b] especially the upgrading of houses and neighbourhood ratings. This caused the most problems, which is not surprising as it was poorly explained. This arrangement of the production chain, in which the Stockpile is the main building but is partly interchangeable with the Granary, needs to be explained with examples, i.e. to create conditions in the missions so that these differences are definitely more visible.
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That's all for today. The next devblog will appear just in time for the announced update to Prologue. Stay tuned!
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https://discord.gg/mhT7sqHKk3