Ruin or Victory cover
Ruin or Victory screenshot
Genre: Strategy

Ruin or Victory

Update 1.100

New Features and Improvements
  • Added a contextual hint box, showing basic gameplay hints based on what is selected
  • Workers at crop farms are automatically managed; this can be disabled in options
  • Stockpiles automatically create resource move orders for common situations; this can be disabled in options
  • After constructing a building, humans and carts build the next nearby building if they have no other orders
  • Humans gathering periodically upgrade their current tool if possible
  • Idle warriors periodically upgrade their assigned equipment if possible
  • Added more messages about various economic inefficiencies


Corrections and Fixes
  • Fixed a rare crash
  • The expected number of workers returning to a farm could be incorrect
  • Workshops sometimes did not use any metal to make metal items
  • The display of armory move orders could be incorrect when showing combined metals


Balance
  • Gathering food without a tool is faster


UI/UX
  • Messages are displayed in the game world with a colored icon; hovering the mouse over will show the message text
  • The message box expands so that messages are always displayed for their full duration
  • Added a setting to change the message display time
  • The selected barracks or house shows its healing radius as green dots
  • Gameplay options are organized in subtabs

Update 1.096

Corrections and Fixes
  • Carts constructing a building were not included in its current workers count
  • Journey world map metal production used more wood than intended
  • Workshops did not upgrade copper items to the best available metal when no copper was available


Balance
  • Humans on a wall directly connected to a gate can open and close the gate
  • Ships do not require food to build
  • Farm crop grow time increased


UI/UX
  • Putting the cursor over an enemy dog shows the sword attack icon

Update 1.095

Corrections and Fixes
  • Corrected and improved various AI logic
  • Mines gathered ore much slower than intended
  • Galleys could drift while boarding
  • Ships sometimes did not obey an order to beach
  • Fishers moved around too much while gathering in narrow streams
  • The order display overlay for galleys with siege weapons could be duplicated
  • Fletchers carried ammunition to armories too little at a time
  • The displayed number of humans constructing a building could be incorrect
  • Unit world icons did not group and ungroup when paused


Balance
  • Maps with large rivers have fords
  • Population growth is faster at a low population and slows as it increases
  • Warriors far from any armory can replenish ammunition at a limited rate
  • Humans far from any stockpile use the lowest food ration
  • Buildings are constructed faster
  • There are more prey animals relative to wolves on the map
  • Wood gather rate is slower; trees contain less wood
  • Carts' drivers can construct and disassemble buildings without detaching
  • Adjusted and overall increased the speed of carts
  • Increased the maximum weight a small cart can carry
  • A large cart can only be pulled by one animal
  • Slightly increased the speed of oxen
  • Smelters produce metal slightly faster, using less wood
  • Smelters do not require stone to make bronze and steel
  • Weapons at a blacksmith take longer to make
  • Metal armor takes less time to make, and requires less metal
  • Metal technologies above copper take less time
  • Journey technology takes less time
  • Pigs breed slower


UI/UX
  • Added a welcome screen on first launch advising players view the tutorial
  • The function subtabs of a building can be accessed before it is built
  • Economic hardships can be toggled off in Journey before starting
  • Smelters automatically switch from making copper or iron to bronze or steel if the technology is researched
  • Workshops automatically upgrade metal items to the best possible material or downgrade metal items to the best metal that is stockpiled; this can be toggled in options
  • Pastures automatically remove an animal when full; this can be toggled in options
  • World icons of siege weapons attached to galleys are hidden

Update 1.094

New Features and Improvements
  • Adjusted the AI's economic and tech priorities to produce more warriors
  • Improved the AI's scouting and shipbuilding decisions on coastal maps
  • Improved the drifting of unmanned ships towards the nearest land; increased drift speed


Corrections and Fixes
  • Units would attempt to go through some closed gates as if they were open
  • At very low framerates with many units in game, units could occasionally stop moving
  • A fishing boat could be pushed too far from shore for its crew to return after dropping off food
  • Artillery mounted on galleys sometimes did not fire when they should
  • Corrected some issues that reduced the effectiveness of AI scouts
  • The AI could attempt to build an excessive number of farms
  • An AI attack sometimes failed to respond to encountering small numbers of enemies
  • A human's world icon could be visible when they were not
  • Sometimes a dead human cast a shadow as if they were still alive and standing
  • In Journey, some expansion positions were incorrectly not allowed
  • In Journey, AI tribes' attack decisions could be incorrect when some tribes had lost all settlements
  • The date and time of a Journey save did not always update

Update 1.093

New Features and Improvements
  • In Journey, any tribe's settlements can surrender and defect to a nearby enemy tribe when the settlement and its tribe are very weak compared to the enemy
  • Humans can surrender and defect to the enemy if greatly outmatched in combat
  • Aggressive ranged warriors move closer than maximum range to their target to have better accuracy


Corrections and Fixes
  • Humans gathering would occasionally stop
  • Reduced the delay of units responding to move orders
  • After loading the game, units could be moving to the wrong destination


UI/UX
  • Added sound probability slider; lowering this will reduce the number of simultaneous sounds

Update 1.092

Corrections and Fixes
  • Fixed a crash related to pathfinding
  • Unit pathfinding could occasionally double back to the previous destination
  • Reduced stuttering in unit movement
  • Fixed errors in the AI's logic related to building and launching galleys
  • The gather rate of copper and iron ore was much higher than intended


Balance
  • Tools made of iron and steel gather slightly faster


UI/UX
  • Blood disappears over time
  • Added arrows around the screen pointing to selected the units or building that are off screen
  • The map parameter selection backwards arrow on the Free Build, Scenario, and Quick Battle screen cycles back from the first to the last map parameter preset

Update 1.091

New Features and Improvements
  • The area of water on coastal maps is more consistent with the water density settings
  • Improved the shape of large rivers, coastline, and lakes
  • Galleys that impact head on rotate to give more room for boarding melee


Corrections and Fixes
  • Unit spotting and range dots were not removed during a game when changed to 'Off' in options
  • Farm crops could be duplicated when loading the game
  • Owned or friendly constructs or animals captured by the enemy could briefly disappear
  • Siege ladders and towers did not obey orders to attack walls
  • Fixed a crash caused by units dying during naval boarding
  • Ranged warriors on galleys did not fire at enemy galleys until very short range
  • When boarding, one galley's warriors did not charge the enemy
  • Galleys made too much noise
  • In rare cases wild animals could spawn in deep water and drown
  • The Journey load screen description count of remaining enemy tribes could be incorrect
  • Various AI fixes


Balance
  • Any galley can ram and destroy a fishing boat

Update 1.090 ~ Journey World Map



The redone Journey is a campaign-like mode with a persistent turn-based continent map linking each game played. The world map brings new strategic challenges, and each game's objectives are determined by your long-term goals.


New Features and Improvements
  • Added Journey world map and reworked all Journey mechanics
  • Added coastal map type
  • River maps with high water density can have multiple rivers
  • Improved the shape of large rivers
  • Unmounted humans are pushed backwards when damaged in melee
  • Improved collision and pushing in large groups of units
  • Various minor optimizations


Corrections and Fixes
  • The available count of an equipment set was wrong when warriors equipped with that set switched to a tool to gather
  • Carts and oxen had problems delivering resources to build fortifications
  • Humans could become stuck attempting to reach resources in a stockpile to which they had no land path
  • Fixed pathing issues for humans attacking and moving around walls
  • AI scouts could become stuck and never explore new areas
  • Units did not find a new path in response to gates opening or closing
  • Units sometimes struggled to go through a single wall section opening in a wall
  • Ships could be stuck on the edge of the map as if beached
  • Humans removed from a building sometimes did not walk to its edge
  • Animals ordered to leave a pasture did not exit the building in the direction of the order
  • The skill gained by apprentices at a smelter was higher than intended
  • Fixed a stutter that could occur on island maps
  • Aggressive human warriors did not capture partially built enemy buildings
  • Corrected some cases in which wall chains could not be joined
  • Replacing a destroyed wall in a chain could result in an unnecessary extra wall section
  • Gates and towers attached to walls could sometimes be captured from outside the walls
  • The AI could attempt to build too many galleys or place them in boulders
  • Corrected some issues with AI launching attacks with galleys
  • Renaming an equipment preset and clicking 'Save' did not keep the new name
  • Rally buttons sometimes displayed the wrong count of units that would rally
  • The cursor responded to world objects behind the quick group buttons
  • Existing houses did not emit smoke after loading the game
  • Technology from the end of the queue that had made progress could be removed


Balance
  • Warriors gain fatigue from attacking in melee, reducing their speed and melee hit chance; fatigue decreases over time
  • Adjusted the balance of different melee and ranged weapons
  • Making weapons and ammunition with better metal increases melee damage less and armor piercing more
  • Most items take more time to craft
  • Slightly reduced population growth speed at low food rations
  • Economic hardships are more consistent for the selected difficulty level
  • Limited the distance that capturing a fortification spreads to attached fortifications
  • Gates cannot be opened or closed from their outer side if attached to a wall
  • Ignition of wood fortifications caused by flaming projectiles and melee partially spreads to attached fortifications
  • At least two herds of every enabled animal type are guaranteed on every map
  • Siege Galleys can carry a maximum of 12 crew, not including the siege weapon and its operators
  • Smelters use less wood
  • Smelters require 200 stone
  • Mines require 20 of any metal
  • Pastures require 50 food
  • Walls require 50 stone or wood
  • Large boulders contain less stone


UI/UX
  • The Scenario and Quick Battle menus can save and load preset settings
  • The Map Parameters screen allows direct selection of land, coastal, rivers, and islands map types; water density no longer determines the map type
  • Humans ordered to capture or burn a building spread out to nearby buildings
  • Spotting and range ring dots update much more smoothly
  • World icon groups respond faster to unit and camera movement
  • Added warnings to save on the Map Parameters and Equipment screens
  • The Pause Menu objectives list shows an icon for each objective
  • Changing the resolution in Options -> Graphics requires confirmation or it will reset
  • Added Journey sections to the Manual and How To pages
  • Added new loading screen art
  • Added a saturation slider to graphics options
  • Added tooltips to the rally buttons
  • Added tooltips for the weapons and armor on the Equipment screen

Development Blog ~ Journey Mode Overhaul

The next major update will include a complete overhaul and rework of the Journey gamemode. The goal of these changes is to expand Journey with new features that give a better feeling of progress and motivation to continue the journey. There are several things that will make Journey a more complete and engaging mode.

First is improving the persistence of the player's actions and the results of every game across the journey as well as making that progress visible. Next, the player can choose from what they have earned in previous games to bring to the next journey game. Instead of being isolated each game, everything done previously contributes to the strength of your tribe.

Managing, growing, and drawing from your tribe's population and resources creates a higher level strategy across the entire Journey. This requires a strategic layer that has its own logic and challenges; it has to make Journey more meaningful without being to involved.

The final goal is to give more life to the AI opponents by making them persistent rival tribes. They will have the same strategic options as the player and will be actively competing against you and other AI. Thus every game not only affects the player later on, but also the AI.



The new Journey will have a strategic map layer that shows a randomly generated continent with varying terrain and resources on which all the tribes live. This world map allows the player to view their progress in the journey and decide how to advance. The world map is turn-based; each game you play advances the rest of the world.

Every time you win a game, either by meeting economic objectives or defeating the enemy, your tribe can start a new settlement at that location. Settlements are where your population lives, and they must be managed and protected. They gather resources for your tribe, grow their population, and can be upgraded. They can be destroyed by starvation and enemy attacks, and can suffer mild to severe natural disasters.

A defeat in a game of the new Journey is not the end; you can continue playing if you fail to establish new settlements and lose existing ones. As long as you have one settlement remaining your struggles continues. You will still have the option to reload the game and try again.

In the new world map layer, you choose where to expand, what your objectives will be, and what you will bring on this expansion. You also decide where to attack the enemy, or if you want to expand to unclaimed land. The terrain of the world map defines the quality of farmland as well as the density of wood, stone, and ore. These will impact the game map and a settlement's resource gathering permanently, so choose your new settlement's location carefully.



Before starting a game, you can now choose what resources, skilled humans, warrior equipment, domestic animals, and siege weapons to bring. You may take a fraction of your tribes global resources and population, calculated to maintain game balance. When fighting an enemy tribe, the AI will use the same rules for their starting strength.

Enemy tribes can attack you as well, each turn the AI might decide to attack one of your settlements, prompting you to defend it. If you fail, your settlement will be lost; however, if your defense is successful, the attacker will lose everything they invested.

The new Journey aims to be highly replayable through randomized world maps, tribe staring points, and unpredictable AI decisions. Expansions involving only AI tribes will be simulated, giving random results that approximate a real game.

Update 1.081

Corrections and Fixes
  • Fixed AI bugs with managing its equipment, warriors, and attacking
  • The AI did not assign pigs and reindeer correctly
  • Units could be facing a different direction after loading the game
  • Spotted enemy horses with riders did not have shadows