We got reports that the game got very difficult at some points. The issue was actually that few new bugs appeared as we are building systems that track everything that happens in battle for the new After Battle Stats feature. So several units throw bugs around shield abilities and those shields would stay on units indefinitely. As well as a few other minor issues. But now we tracked them down, and auto tested all units to make sure this is no longer happening.
Also there was an issue with the Mac version that is now fixed.
It is with great pleasure that I present to you an update to the Builders of Egypt game, bringing with it a number of expected changes, as well as some that no one expected, but were worth adding to the game.
You'll be able to see all these changes for yourself:
this Saturday [16.12.2023] at 6:00 CET when the patch will be rolled out
this Saturday [16.12.2023] at 3:00 CET on Steam and Twitch, where you'll be able to watch Emi once again as she takes on the new challenges!
If you want to know more about the full version and the expected release date of the game, scroll down. Without further ado, here is the presentation of the changes!
Note that I'm mainly comparing the changes to this year's [Playtest], which I'll refer to as such, but I'll also mention [Prologue], which I'll refer to as such, and for which the list of changes is particularly relevant.
1. [Prologue] New map and major revisions to the 1st and 2nd maps.
There is a new third map where you will face more challenges. There are new buildings and the ability to use them to satisfy parameters that did not affect the game in previous missions. You may also find that the police station finally has a sense of existence in this game.
2. [Playtest]&[Prologue] Scripted Events.
Scripted main events have appeared in which there are various tasks to complete. Usually these will involve delivering or collecting products, but in later missions where more mechanics are revealed, things get a lot more interesting.
What do scripted events mean? Firstly, they will not always appear during the game. Sometimes the player has to "overdo it" [annoy Pharaoh and you'll quickly see what I'm writing about here] to trigger an event or reach the appropriate level of city development.
When such an event is triggered, it must be completed to complete the mission. Completed does not mean successful, an event can just as easily fail and then it is also completed. And what effect this has on the rest of the game you will find out in the full version!
3. [Playtest]&[Prologue] Side Quests.
An all-new feature that makes waiting for various events or mission completion more polite. From time to time, a person in town will ask the player for the location of a person or item. As you progress through each mission, the variety of tasks increases significantly. In other words, almost every building has a quest associated with it, which can be triggered at different times. These tasks are not mandatory, but they can provide tangible benefits, sometimes disproportionate to the task at hand đ
4. [Playtest]&[Prologue] UI changes.
A big problem was understanding what was actually happening to the city and what was affecting the changing parameters. From now on, all parameters of the city will be additionally described, but most importantly they will have their own graph. On the basis of such a graph, it is possible to estimate the trend of changes in a particular parameter. Each resource also has a graph showing how much of the resource has been stored, bought and sold, so you can see what has happened to a particular resource over time.
The second major change to the interface is the ability to change important mission parameters. It is now possible to turn off fires completely, or to turn off Desirability - the rating of neighbouring buildings by houses. The latter feature has been a major point of contention in discussions about its legitimacy or how it works. It has been corrected and better presented in the House tab.
The same goes for the Sentiment parameter - it was previously presented in a very obvious way, which has now changed. Of course, in addition to the hints that appear, the house itself will tell you why it doesn't want to raise its level or why people are fleeing. The inhabitants themselves will also have more to say.
5. [Prologue] Advanced Tutorial.
Most of you will already be familiar with this, but for Prologue players it will be something of a novelty - in Missions 2 and 3 you will be able to complete an additional tutorial that explains how to complete the mission and solve the problems that await the player in general. This tutorial, unlike what you saw in Mission 01, allows some freedom in planning the construction of individual buildings, while also explaining the super-important relationship between buildings, especially between Production Buildings and Stockpiles.
6. [Prologue] Adding voice actors.
Seemingly nothing, and somehow it made loading missions more enjoyable. Still no matter that the huge text is assimilated faster, but reading the text is not mandatory and out of respect for the history of Ancient Egypt we could not write less there than you see yourself đ
7. [Playtest] Restoration of language versions.
Some of you accidentally discovered that the blocked language versions can be bypassed using Prologue. Unfortunately, the effect of this was that the game then was partly in English and partly in the language of your choice. We are now restoring all languages. The quality of the translations has been improved but it is still not perfect, and sometimes probably far from the ideal we would like to achieve. Quite a few errors have been corrected, especially inconsistencies between building names and, for example, commands in the tutorial. No less professional translations and additional proofreading at a level we can find in AAA games is costing 1/3 of the total BoE budget, which, to say the least, we can't afford.
In view of this, if you see a glaring translation error - let us know! I now have a total content lock and a dedicated person to implement all corrections, so any corrections will go much faster than it was before.
8. Builders of Egypt release.
A few words about the current state of Builders of Egypt and its expected release. After longer than planned testing of the Prologue update that this post is about, I'm left with a few tweaks to the code, and the whole game will be handed over to PlayWay QA for testing and tweaking. This means that realistically we are about 3 months away from release. This is subject to change as testing all 39 missions is difficult to estimate.
First off, huge thanks for sticking around during these silent years. Your patience has been nothing short of amazing. đ
So, here's the scoop: I'm not just updating Powelus's Audio Visualizer â I'm rebuilding it from scratch! The old code was like a wild spaghetti monster, super tricky to tweak without causing a total meltdown. Plus, when I tried updating to the newer Unity engine, some key features went bonkers. Starting fresh seemed like the only sane option.
Here's what I've been cooking up so far:
Multilanguage support (yay for understanding what's actually going on!)
Steam cloud saving is in! No more messing with registry files. Plus, you can have multiple presets now.
I'm also dabbling with Steam Workshop for user-created presets. Uploading works, but downloading's being a bit stubborn â probably because I've set it to dev testing only. I'm on it, though!
About the app changes:
I ditched the lights from the visualizer points. They were a performance hog and the new rendering pipeline just gave them the cold shoulder. Now, we've got sleek quads with textures, which is pretty much the same vibe but way easier on your system.
Big dream: I want the GPU to take over from the CPU for crunching those audio samples. This means we could go way beyond the current 512 samples limit. Still figuring out the GPU magic, but I'm on it!
No ETA on the update yet â don't want to box myself into a deadline and end up rushing things. Quality takes time, right?
For the real-time deets, join the Discord gang (https://discord.gg/Dkb8wfx). It's where all the action happens! Oh, and about the UI â I've seen your comments, and I'm exploring a few designs. I'll definitely be hitting you up for your thoughts on those.
Again, massive thanks for hanging in there. Your support means the world!
Hello I want to let you guys know we have a Kickstarter up for our card game, Knights of the Real Estate! This game is actually older than legend of Nazera and some friends have been wanting me to publish this game so we are working to get some funding for the production of the game. You can find our Kickstarter here. While we are working on this we are planning a revamp to the game mechanics to make them more fun and can't wait to show you guys what we plan on doing. Right now we are running with 1 dev for the rebuild and want to find a few more people that want to jump on to help us get this off the ground. Thank you everyone that has purchased this game so far.
Multiplayer: âPlay with Friendsâ and âPrivate Matchâ modes
âNext Matchâ button after a finished multiplayer game
Reward timeline tutorial has been added
Refined tutorial and early campaign courses
Demo has been expanded with additional free courses
Daily Community Spotlight List has been added with âStaff Pickâ badge
Shot revert in-game tutorials have been added to early game courses
Graphics settings have been updated and expanded
Fixes:
Some localization-related issues have been fixed.
Fixed a small typo in the name of the âSky Balloonsâ capsule reward.
The Fox and Fish objects in the Course Editor game mode have finalized names now.
In the Course Editor game mode, the cannon's shooting trajectory now can be set to destinations only where the cannon is able to fire the ball.
Fixed an issue in the Course Editor game mode, where the railings would appear incorrectly on roads with low width.
Fixed an exploit in the Course Editor game mode regarding the Undo-Redo toolbar buttons, which made it possible to use object changes, which should have been handled as unallowed editing.
Fixed an issue where the ballâs movement could stop incorrectly right at the edge of the hole.
Fixed an issue where the flame VFXs on candle objects would load in with lower resolutions than necessary.
Fixed some issues where the ball may have been able to pass through the hole without triggering the course finishing animations and the results screen.
New simulation chair project added to Dawnâs giving you access to DungeonVR infinite dungeon run (Unlockable end game)
Alien visit event added, complete Cedrics rocket quest all stages to trigger.
Sacred area complete and unlockable at end game
New plushies added - Friends from zenticules, spooklet plushie, final boss plushie
New machines added Seed Creator, Rock Smasher, Animal cloner (Unlocked from sacred tree area)
Additional cutscene and quest for Cid and Hersha sub plot. This gets automatically triggered 5 days after the last Cid/Hersha Cutscene. It wonât trigger automatically on old saves. If youâve already seen this cutscene, you can manually trigger the event using code âCLOSUREâ in penguin post, and going to bed, which also starts the second quest for this.
New craftable items - counter table set, jewelry display, rocks, stone and wooden paths
Set of 8 new flowers added.
New rare animal colors, Pink Goose and Neon Cow.
Can now turn farm animals back into suspended form by standing in front of their nest slot and holding cancel.
Moved rare animal variations to prizes in Zenticules Trading and Sacred tree unlockables
Updated museum and collections to include new collections - Flowers, Saps, Animal Produce, Trade goods. New collection book for sale in museum âProduce Collection Bookâ
Cids now sells various types of windows (new saves only)
Cids now sells Bed sheets (new saves only)
Museum cabinets now display item name when facing them.
New legendary necklace added âLotus Luminescenceâ
Lotus Luminescence added to Freyaâs prize cabinet (new saves only)
Elderune star swapped out for Dawn plushie at Cidâs
Elderune star damage increased from 15>20
Reduced damage for ranged attackers further by approx 25-30%.
Drop chances for rare and legendaries increased slightly
Warning notice added at both 1 hour, and 10 minute mark before Spooklets come out.
Animal name and favorite food displayed when you brush up near animal. (food icon hidden if can no longer be fed for the day)
âPausedâ shows alongside time
New music tracks added, 1st boss track and alternate winter music track
Added language options in settings (languages not implement yet)
Added Color blind assistance option in settings
Convert to new file save system
Bugs Fixed
Cursed rune added to important items immediately on boss death in case of double KO situation, you can collect it from Atlas
Spooklet screen no longer freezes input if you are caught while in the middle of placing items.
Spooklets should no longer be invisible sometimes (if this still happens to anyone, please let me know)
Boss not spawning issue on first death fixed
Plants not fruiting in greenhouse when current season is wrong is now fixed
Animal chart list in farm buildings working properly now, white icon issue on some animals fixed
Coop repair for second nest slot reverting to unrepaired state now fixed
Lotus max natural growth per area limit fixed.
Lotuses no longer spawn under waterfall bubbles (new games only)
Fixed hold down button to continue sword swipe
Can now use slot hotkeys while player is running.
Rare occasion Farm animals no longer vanish until game restart
Shelf and table furniture no longer reset and lose items in your house
Alpaca correctly showing shaved and unshaved state
Notifications for bottle stat upgrades correctly parsed
Pause text now shows in timer when in pause menu
Healing bond will now consistently proc as long as pet is in the same area (previously limited to within 7 tiles and only if pet wasnât attacking)
Fall changed to Autumn in the date/time display
Pixies correctly showing on objects (again)
Reed positions fixed to not overlap lotus
Lamp object sprite fixed when placed down
Some Rug tile sizes fixed to 2x2
Cow body now always aligns with head during idle animation
Some plants being sold at Freyaâs in wrong seasons fixed
Removed âfruitâ from everberry juice description to be more accurate
Fixed some rug icon sizes
Fixed duck decoration sprite cut off top
Various spelling issues
Known Issues:
Animals still walking through fences some times.
Seeds and trees can be placed on and grow through rugs placed outside
Fishing Line not disappearing on rare occasions
Fences donât tile correctly with T shape is created
Critter Terrarium has issues with correct insect spawning from juvenile form
Map sometimes shows up blank after playing for a while
I'm just writing a quick announcement to let you all know that I'll be releasing my cute romance VN, My Lovey-Dovey Demon, on Steam in a few weeks!
My Lovey-Dovey Demon is a cute story set in modern day Japan with a young male protagonist, Taiki. Taiki is spending the summer vacation at his grandparents' home in the countryside alongside his younger siblings.
During his vacation Taiki's sister, the naughty Nene, sneaks into their grandfather's study and starts rifling through his books about the occult. Taiki tries to stop her, and in the chaos, he inadvertently ends up summoning a demon from another realm.
This demon has horns, wings, and a tail, dresses in black, sharp teeth...
And she also happens to be utterly adorable!
This demon, Elisabeth, is immediately attracted to Taiki. Now, he's stuck being buddy-buddy with a cute demon girl, when all he wanted was a bit of rest and relaxation. What's a guy to do?!
My Lovey-Dovey Demon is a romance VN with a male protagonist, which feels pretty rare coming from me. I think the last time I wrote a cute BxG romance story was The Language of Love, so I hope people who liked LoL will be similarly charmed by this story!
The premise of My Lovey-Dovey Demon pretty goofy and it doesn't take itself too seriously. Tonally, it's pretty similar to My Dear Prince or Strawberry Vinegar, so anybody who enjoyed those stories might like this.
The VN is more or less completed, and its build has been approved by Steam. I'm still waiting on a few more assets, but I should be able to release it in early January.
I hope you'll enjoy My Lovey-Dovey Demon when it comes out! If you want tbe notified when it releases, you can either follow my Steam developer page or wishlist the game here:
I'm just writing a quick announcement to let you all know that I'll be releasing my cute romance VN, My Lovey-Dovey Demon, on Steam in a few weeks!
My Lovey-Dovey Demon is a cute story set in modern day Japan with a young male protagonist, Taiki. Taiki is spending the summer vacation at his grandparents' home in the countryside alongside his younger siblings.
During his vacation Taiki's sister, the naughty Nene, sneaks into their grandfather's study and starts rifling through his books about the occult. Taiki tries to stop her, and in the chaos, he inadvertently ends up summoning a demon from another realm.
This demon has horns, wings, and a tail, dresses in black, sharp teeth...
And she also happens to be utterly adorable!
This demon, Elisabeth, is immediately attracted to Taiki. Now, he's stuck being buddy-buddy with a cute demon girl, when all he wanted was a bit of rest and relaxation. What's a guy to do?!
My Lovey-Dovey Demon is a romance VN with a male protagonist, which feels pretty rare coming from me. I think the last time I wrote a cute BxG romance story was The Language of Love, so I hope people who liked LoL will be similarly charmed by this story!
The premise of My Lovey-Dovey Demon pretty goofy and it doesn't take itself too seriously. Tonally, it's pretty similar to My Dear Prince or Strawberry Vinegar, so anybody who enjoyed those stories might like this.
The VN is more or less completed, and its build has been approved by Steam. I'm still waiting on a few more assets, but I should be able to release it in early January.
I hope you'll enjoy My Lovey-Dovey Demon when it comes out! If you want tbe notified when it releases, you can either follow my Steam developer page or wishlist the game here: