Before the known issues, some keyboard shortcuts if needed :

  • E = Slow down the speed of the game
  • R = Reset game speed
  • T = Accelerate game speed
  • F = Toggle Flat-Mode
  • G = Toggle the grid
  • I = Hide UI
  • P or Spacebar = Pause

Backspace = Soft-Lock, please do not press this button!

 

You can find your saves here :

AppData\LocalLow\Triskell Interactive\Pharaoh\Family\<name of your family>\Saves

 

 

Known issues

 

Critical

 

  • [Progression Blocker][Control] Pressing backspace causes an Argument Exception

Pressing Backspace makes all the available buildings in the building bar on the right disappear, which can lead to a soft-lock.

Advice: Please do not press Backspace!

 

Major

 

  • [AI] Immigrants and Homeless walkers can somehow be made to teleport through the Nile to an out-of-reach house

If you place houses on the other side of the Nile, and destroy houses on the Kingdom Road side, there's a chance that migrants will teleport to the other side of the Nile.

 

  • [AI][Design] Policeman kill thieves by just walking over them, and a single policeman can stop an entire group at once

Policemen are OP, and can kill a whole group of thieves without even having to swing a sword, just by passing through them.

 

  • [Gameplay] Tax Collectors cause high unemployment to drive the city's entire population out

In Mission 04 (Nekhen) if you build a Tax Collector, you have to make sure you don't have too much unemployment, otherwise it will send the City Sentiment into the negative and everyone will leave the city.

 

  • [Gameplay] Local Deities might get angry despite there being enough temples and shrines for a given population

Bast and Osiris tend to be easily annoyed in mission 04 even if there are enough temples and shrines.

 

  • [Gameplay] The desirability generated by gardens is permanent

When you place gardens with a click-drag, then remove them, it seems that the terrain retains some of the desirability buff of the gardens. This remains an advantage most of the time.

 

  • [Gameplay] Placing 3 or more housing spots in an unreachable area causes immigrants to stop spawning altogether

Placing houses on the other side of the Nile stops the arrival of migrants even on the side where they should have access.

 

  • [Gameplay] Food Plains appear to extend the range or grass on Normal Climates significantly, displaying thin grass at the edge

Related to:

  • [Design] Food Plains have the same irrigation factor as water on Normal and Humid climates

 

  • [UI] The Overseer of the Granaries always thinks that we are producing enough food for 0 people and gives erroneous info

In most cases, the Overseer of the Granaries will always indicate that the city is short of food or does not produce enough food, except in a few specific cases.

 

  • [UI] No notifications appear when some specific Curses or Blessings occur

In mission 04 (Nekhen), if Bast is not happy, she can set fire to some houses, without notifications.

 

  • [Art] The game has several cases where some sprites do not overlap correctly.

 

  • [Camera] Launching the original game, or any game that causes screen resizing, will cause the game to switch to that size

Changing the screen resolution while the game is running may cause display bugs.

 

Medium

 

  • [Controls] Despite not being able to keep playing after finishing a mission, players can press SpaceBar or P to unpause the game

 

  • [UI][Controls] The Nile Prediction, Festival, and Cheats windows are the only one that cannot be closed via Right Click

 

  • [Gameplay] Food Plain soil fertility barely goes down after harvest, and Nile Farms don't properly reflect soil fertility

Crops reduce soil fertility only slightly. It would take at least 10 years without flooding to finally have a bad harvest.

 

  • [Gameplay] Saving and Loading the game appears to reset crime

 

  • [Gameplay] The Road tool doesn't take obstacles into consideration

 

  • [Gameplay] When loading a save that features homeless walkers that no longer have an origin building, those error-out

 

  • [Gameplay] You can remove the Festival Square after scheduling a festival, and it will still occur is if there was one

 

  • [Gameplay][Religion] When Bast throws a Festival for all the gods, they aren't included

 

  • [Gameplay] The game will display a warning whenever the Entrance and Exits of the Kingdom Road aren't connected

 

  • [UI] If Granaries hold food but the population drops to zero, the Overseers will claim we have enough food for -2147483648 months

 

  • [UI] Buildings often do not trigger a "Fire in the city" notification when they burst into flames on their own

Sometimes buildings burn down without sending a notification.

 

  • [UI] The Overseer of Public Health seems to believe that there are always 38 mortuaries working for 15200 patients

 

  • [UI] There are warning notifications when the palace gets robbed, but not when a gold deliverer gets murdered

 

  • [UI] When the Desirability overlay is on, hovering the cursor with a building equipped will remove desirability indicators

 

  • [Design][Legacy] You can place a Tax Collector before placing a Palace

In Mission 04 (Neken) you can place a Tax Collector once it's unlocked, even if there's no Village Palace in the city. In the original game you can only place a Tax Collector if there's also a Village Palace.

 

  • [Design][Legacy] The Road placement tool behaves quite differently compared to the original game

The roads take a different turn from the original depending on which way you move the mouse.

 

  • [Design][Legacy] The wages and tax minimums and maximums aren't the same as in the original game

 

  • [AI] Migrants have trouble reaching house markers on the exterior tile of a corner and send hundreds when it is finally connected

 

  • [AI] Delivery-men will go through land to carry goods between two Granaries or Storage Yards even if there is a road

 

  • [AI] Sometimes, Hunters will hunt the same prey, killing it twice and harvesting its body several times as well

 

  • [AI] Immigrants and other walkers tend to completely ignore buildings in their path, especially if placed after they spawned

 

  • [AI]Performance Venues can be placed on intersections with more roads than intended causing the stages to be passable by walkers

 

  • [Design]  Bazaars only always send one Buyer instead of two

 

  • [Design] Removing trees doesn't cost any Debens

 

  • [Design] The game can be save on the victory screen.

 

  • [Design] Architect's Post appear to build up risk of fire, despite not doing so in the original game

 

  • [Design] The city never ends up "isolated from the Kingdom road" even when it would be in the original game

 

  • [Art] the Nile flood doesn't seem to properly cause Nile farms to update their dirt appearance as fertility increases back

 

  • [Art] There are visible compression issues on the grass assets when de-zooming

 

  • [Art][Save] When Saving and Loading the game, Nile Farm workers will become invisible (or layered below the farm)

 

  • [Art] Mipmaps cause visual artifacts on the borders of most animated walker sprites

 

  • [Art] The dirt between Food Plains and the Nile (or Food Plains and Empty Land) always has a "dry" appearance

 

  • [Animation] Buildings that require goods to work will appear to visually be working even when they have no goods

 

  • [Camera] Panning the camera using the mouse doesn't work fine on windowed, or on a multi-screen setup