Nookrium and Writing Bull play Imperiums: Greek Wars
After the delightful Aggressors: Ancient Rome, Kube Games is back with a new incredible strategy game: Imperiums: Greek Wars.
The new game is a mix of a historical 4x/grand strategy with mythological elements set in time of the great Philip II of Macedon. The game is a spiritual successor of their previous award-winning title Aggressors: Ancient Rome so it stands on solid foundations.
Nookrium and Writing Bull, the veterans of strategy game streaming, will be playing I:GW on Sunday, June 28. Don’t miss these first exclusive streams!
What are you waiting for guys, set a reminder, don't miss this chance!
Cheers, Dr.H
0849.03.08 Quite some fixes
0849.03.08
Tutorial panel overlapping tooltip moved
Text on officers consequences showing raw variables in case of faction-less officer
Province Summary UI Entry KeyNotFoundException: The given key was not present in the dictionary.
Fixed a bug with missing research icons for Big Stone Blocks
Fixed intro video getting distored after the Ultrawide update
Early Dev Diaries #9 A Sapper's Life
"You have to be both intelligent and mad to join the Sapper Corps in the Krovan army. It also helps if you like blowing stuff to smithereens. Eccentric to a man, these guys have a strange habit of emerging from their huge explosions without so much as a scratch… until the one that kills them, that is."
We recently got a feedback about the excessive strength of the Sappers, and I think that is a very solid start to explain this unit a bit more in detail, and maybe also give you guys some tips on how to defeat them a little more easily.
First of all, the Sappers are renown among EiR's players for two main abilities: Bombs (and their Explosive death) and Opening New Paths. Let's start with the latter as it requires less explaination probably. They can cut new paths open through the forests, dig tunnels that pass right under your defenses, or blow up rocks and obstacles that block a shortcut. As annoying as this might sound, a careful eye on the Scout Towers recon preview on the various paths for the wave, will show you the yellow arrows of Sapper paths. This should be enough, in 1-3 waves, to fortify again those weak spots in your defenses.
When it comes to fighting Sappers with Towers, it takes a bit more experience to minimize their damage. First of all, the Sapper bomb damage is Fire. Your wooden towers are vulnerable to fire. That means that Scouts, Guards and Catapults take increased damage from it. Composite Bow towers are slightly vulnerable to Fire, and all the other Stone towers (Crossbow, etc) are resistant to fire, meaning they take reduced damage.
To add to their annoyance, the Sappers die of an explosive death that causes damage to all the surrounding towers. And, the Sappers are naughty but have short range. Shorter than your shortest tower range (Guards Tower).
Kill them from afar. Use Catapults or Ballista, or even with Guards Towers with increased range (or any other more advanced tower) and you will save your towers from their dying blast. And then one last tip, Sappers attack the first tower in front of them. What about using some cheap scout tower as decoy, while you blast them to ashes from afar?
All in all, against Sappers you need to play with some sacrifice and risk in mind. Empires in Ruins is fielding you against a superior enemy, so you really need fight tooth and nails to beat them! I trust you can do it! If you still have problems with them crazy sappers, don't hesitate to write, and we can discuss it further!
Cheers, Dr.H
0849.03.07 Less riots, and bug skirmishers
0849.03.07
Increased the timer between riots by 25% turns (all difficulties)
Fixed a bug related to the detection of the Skirmishers by the scouts towers
Early Access Diaries #8 about the localization monster and upcoming things
We have to confess it, we're lagging 2 weeks behind the roadmap now. The cause: the game localization. Lemme spend a few words on this.
Empires in Ruins was originally thought to be released and stay relased in english only. We always deemed it to have too many words (40-50k) for it to be worth a translation in other languages.
Then before EA release, came our agreement with an asian partner, that as part of the deal would have provided us with asian languages localizations. The occasion was too yummy to let it escape. We did begin immediately working on the localization side by side with the other work. Worth considering here, that while our team had up to 8 members in its peak production period, I am the only programmer, from everything from gameplay to UI, steam integration, etc. So time it limited in that sense.
Ever since EA started, we are keeping up the pace pretty well. We got out Settings, Achievements and A LOT of balancing and fixes, including new UIs and features in the campaign map as well. The first 2-3 weeks were crazy with bug fixing, but we can see now that the bug report tool stays silent, that we did succeed already in smashing most of them!
But localization is taking forever. Imagine manually copying strings from xml files, text files, UIs, code ( i know, some bad coding practices happened in the past ːlunar2019grinningpigː ) into excel files, fill them up with comments to help the translators work and quality, and then modify properly the whole system to accept multilanguage settings. Tooltips alone are 438.... 438!!
WE are also producing the new Arcade maps that we are adding to Arcade mode only, the second one is almost done too. A snowy one this time. A third one will show up in the next month too.
That said, I don't mean to sound tragic, but to clarify why we're 2 weeks late. We're almost done with localization now, i think in 2 weeks the system will be ready. And probably in one month, we will have Italian, Chinese and Greek as first localizations ready ( I know, strange combination to start with, but one gotta work with what one has!)
In the next two weeks though, it's not gonna be just about localization anymore, but I start adding some new heavily request features. The first one will be the Instant buy button for province assets (meanwhile George is almost done with the settlements views, so those are about to get into coding pipeline too). The second one is gonna be the tribute system. A recurring tribute to pay to the crown, with rewards if paid in time, and growing punishments if not paid. If not paid several times in a row, it will lead to the hanging of Heimer!
That said, guys, if you like our work and our game, please don't hesitate to review it. It's the best way to support us in our fight against the visibility algorithms!
Now, I feel better having explained it all, now back to coding! Cheers, Dr.H
0849.03.06 Hardcore a bit less hardcore and gallows fixes (wot?)
0849.03.06
Slightly reduced the difficulty in Arcade Hardcore mode (it's now possible to kill bandits with 2 arrows with just a single Damage upgrade)
Fixed a bug with the "I ain't no nice guy" Achievement (the one about hanging governors.
0849.03.05 Wrong localization settings fixed
0849.03.05
Due to the current localization system development, the keys 1,2 and 3 were respectively mapped in debug to English, Italian and Chinese language. That did change the language on the main menu mistakingly. Thanks to our best beta tester (man, you're seriously awesome in finding hard-to-find bugs to fix! ) we got that fixed!
0849.03.04 New map, Officers frequency and fixes, and Ultrawide
0849.03.04
Added the BRAND NEW map of Laurye to Arcade Mode
Fixed a bug that prevented assigning governors to mistakingly deselected provinces
Increased the frequency with which Officers show up for recruitment. The system guarantees a minimum appereance frequency now.
Added soft support for Ultrawide (more will come during the next updates with polishing, panning and more fixes), but at least it's already playable in UW resolutions.
0849.03.03 Super Big Bugs
0849.03.03
Fixed bug in which some reinforcements were stuck out of the province
Fixed a minor bug on downgraded settlements assets
Fixed a bug with marauders killed by artilleries while trying to begin a sprint
Fixed a bug with fired officers not being properly removed and blocking progress
Fixed a bug with enemy path not properly build causing an exception
Fixed a bug that allowed the Riot news to continue also in case of suspended riots
Fixed a bug that caused the turn progression to get stuck upon investigating a fired officer
Quite a lot of stuff! Also, one of you guys, the one that made the Super Big Bug report, we have your restored save file also for the Campaign if you want it! Write on the Discussion forum and I am gonna get back to you with email address and send you the usable file so you can finish the game correctly! Sorry for the inconvenience again!!
Cheers, Dr.H
0489.03.2 Rebellion control
0489.03.2
Fixed the punitive raids, now can't be repeated too often and have a strong impact(both in case of success and defeat)
Fixed a bug that sometimes in sandbox didn't save correctly the province resources (caused a blocking bug, very rare)
Fixed the correct impact of all the attempts to lower rebellious activity in a province (both successfull and failed ones)
Fixed the maximum rebellion threshold to use Empathy to lower rebellious activity
Fixed tooltips for Army/Guards and Taxes distribution so that they don't block readability