Empires in Ruins cover
Empires in Ruins screenshot
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Genre: Role-playing (RPG), Simulator, Strategy, Indie

Empires in Ruins

A new game announced! Ale Abbey, a monastery brewery tycoon!

https://store.steampowered.com/app/2789460/Ale_Abbey/

Ale Abbey is a monastery brewery tycoon set in the late Middle Ages. Assign your carefully selected crew of brewers to research new styles and better practices, craft recipes, and brew beer using real-life tools and methods.

But that's not the end of it! Trade your beer in the surrounding villages and towns, store your beer for your own little brewers or use it to sway Lords and Bandits alike to win their favor.

Made by a team that appreciates beer and respects the art of crafting it, Ale Abbey is a pixelated wink to the ones that not only kept the craft alive but also perfected it through harder and darker times. Accurate
ingredients, realistic practices, demanding audiences (!), and a handful of trusty monks and nuns ready to
brew. Although realistic, Ale Abbey has been developed under the premise of being zen and stress-free, so it introduces almost no punishing gameplay mechanics.

As traditional with us, we have a huge focus on music too. Did you know that Clint Bajakian (Monkey Island games, Uncharted, God of War, etc) is in charge of the soundtrack and the sound design?

I hope you guys will wishlist it, and gives us your trust to prove you what we can deliver! (this time the team is almost twice the size of the previous works too!)

Cheers,
Dr.H

Build v1.038

Fixed an issue with resolution of Arcade mode research panel

v 1.037 Artilleries damage

* Fixed a bug that did show the wrong text based on battle difficulty
* Fixed a bug that did display wrongly Health, Speed and Timer modifiers in the pre-battle panel (they were applied correctly though)
* Fixed a bug in which Artilleries and Enemy Sappers didn't cause damage since 1.036

v 1.36 Attacking enemies and starting resources

Hi all!

I've got some new feedback, I did some brainstorming, and here's how I addressed it.

Some of you complained that they do struggle with enemies attacking the towers. Now this is a quite fundamental feature of EiR, designed to be different by classic Tower Defense in such a way that you can't just build tower and wait, but you need to be active in maintaining them and adapting your techniques.

I though, though, that if some of you would like it different, why not? Now in Game Settings there's an option (only available when not in battle obviously) to deactivate the enemies AI attack capability. Special abilities will still work though, including the Brute ability to damage towers, but you shan't fear anymore the standard units to attack and damage your towers. This will make maps a lot easier, and it will reduce the score to 65% of the max score, so that leaderboards still stay consistent, but we hope you like the option!

I also increased the bonus given in starting battle gold by the province from which you attack (and fixed a bug that prevented the updated value to be visualized at battle start). You now receive +1% for each 10 units of gold production of the attacking province. (before it was +1% each 50 units). Keep in mind that if the province is using the resources to build, it will not provide any bonus in that case.

v1.36

  • Added option in Game Settings that prevents enemies from attacking towers (Specialy abilities still work though, including the ones that cause damage like the one from the Brute)
  • Increased the bonus to starting Gold in battle given by the gold production of the attacking province. You now receive +1% every 10 units of gold produced. (before ti was every 50 units).
  • Fixed a bug that didn't show increased starting gold at battle start


Cheers!
Dr.H



v 1.35 Korean Localization and some fixes

Hello guys!

There we go with a new update. I am working on quite some bug fixes, some nasty, some just well hidden and hard to nail down, but stuff keeps coming!

Thanks to all those that played and found bugs and reported them, as usual, guys, you are amazing!


  • Added Korean localization

  • Increased Governors reliability when picking buildings for the queue.
  • Increased impact of Player Leadership on Governors obedience when picking buildings.
  • Fixed a bug that prevented the Soldiers from walking correctly in Arcade mode
  • Fixed an update problem with the Buildings and Towers menu buttons


Cheers and see you soon
Dr.H

PS at some point i shall also have to present you our next project! You can keep tabs with us on our Discord server btw!

Repairing things or not repairing things?

Good morning everyone! I am working on a new update with some fixes and changes, but I thought it was first worth spending a few words about Repairs in battle.

I think the way the enemies damage the towers and the when and how the player should (or could) repair them is one of the most controversial mechanics of the battles.
The game is designed so that every gameplay style should work, but if you are struggling with the repairs, and if you always end up with very little resources to upgrade and build new towers, I thought I could offer some advice on how I originally though about it.



First of all, it's near impossible to avoid damage to towers, but at the same time you need those towers. If someone tells you that the only way to play is using artilleries built away from the path, I am sorry but it won't carry you past the first 4-5 maps (in Hardcore mode, it won't carry you past the first map).



Therefore, Towers (Archery ones) need to stay near the path, and they will take some damage. At this point, there's two approaches (that can be used together): Minimizing damage and Optimized repairing.

Minimizing Damage. - Let's see a few ways to do this.

  • Use stone-made towers as first line of defense. They have higher armor and higher fire resistance too (Sappers deal fire damage). Crossbow, Repeating Crossbows and Snipers can take a lot more punishment before collapsing compared to Composite Bow and Rangers.
  • Optimize the towers positioning. Most of the attacking enemies (Sappers specially) have pretty short attack ranges. Try to keep a tower slighly away from the path, but so that it can still shoot the path, and you might be able to deal with them before they hit you.
  • Use artilleries to kill shooters from a distance
  • Use Scout and Outpost towers are cheap decoy. Build them in front of your other towers, and when the enemies attack the Scouts, take them down with your main towers. Repairing and rebuilding Scout towers is very cheap.




Optimized Repairing
. - A tower shoots at full potential even if not 100% repaired.

  • You don't have to repair 100% of a tower for it to be efficient. You can just repair it a bit to prevent it from being destroyed with 1-2 attacks, then interrupt the repairs.
  • Upgrading a tower to a new type of towers fully repairs it for free. That goes without saying, that sometimes it's better to risk a tower a bit and then upgrade it, instead of wasting all the resources in fully repairing it.
  • A tower in ruins won't shoot, but a tower with 1 hit point will. Go for quick short repairs to keep at least all the towers shooting.
  • The Builder's Tent is your best friend. Build it near your larger batches of towers. It will allow you to use the techniques described above (short quick partial repairs) a lot more easily.




I hope this clarified a bit my idea of the battle style. That said, you are absolutely free to find new ways to beat the game and maybe even better ones, but after hundreds of hours (literally) spent testing battles, i can tell you that the approach above works pretty well. And that in Hardcore mode, it might be one of the very few ways to give you a chance at earning 3 stars.

Have a nice day!
Cheers,
Dr.H

v1.034

*Fixed a bug with some Tributes exceptions preventing the passing of a turn (This one's also for you that got stuck at turn 53 mate!)

v 1.0331 Japanese language fix

For all the japanese language users, please test the new update, it might have fixed the problems that some of you experienced with the fonts.

If the problem persists, please use the F11 key in game to upload a bug report (when the problem is visible), it will help us immensely, as we can't reproduce the bug on our computers this far.

v1.033

v 1.033


  • Fixed missing tooltips for the Officer social abilities
  • Fixed missing tooltips for Level 3 temple Special Abilities
  • Fixed a few typos in the Italian localization
  • Fixed a problem with the Tooltip of the Shrine in Arcade mode
  • Fixed an untranslated text in the Espionage panel
  • Fixed a UI overflow for some languages on the post-victory panel
  • Fixed a UI overflow for some languages on the ongoing actions panel

  • Increased the number of Officers granted by the Leadership value of Heimer

  • Added a possible fix to the japanese font problem (as we can't reproduce, please report if it still gives any problem)

v1.032

Hello, a few more fixes and polishing thingies while we are preparing yet another localization that will go online soon!

v1.032


  • Added a possible fix for Japanese missing fonts
  • Fixed a bug with the quelling of a province time not updating
  • Fixed a bug with a string substitution in quellin of the province time
  • Fixed the superposition of some province names on the main map
  • Fixed a UI overflow on the attack progress UI elements
  • Improved the decisional AI of the governors for the building of Assets
  • Fixed a bug that printed the wrong upgrade level on tooltip when hovering towers buttons
  • Fixed a bug in visualization of the health of a worker upon returning to the headquarters
  • Fixed a UI overflow in some languages on the leaderboards summary panel
  • Fixed a UI overflow in some languages on the end-of-battle panels buttons