Ruin or Victory cover
Ruin or Victory screenshot
Genre: Strategy

Ruin or Victory

Update 1.080 ~ Skirmisher AI



New Features and Improvements

  • Added the Skirmisher AI
  • Many other improvements to the AI's logic


Corrections and Fixes

  • Many AI bugs corrected
  • Some properties of ships were not restored after loading the game
  • Ammunition could not be taken from a packed cart or galley in some cases
  • Galleys could have difficulty beaching on some shorelines
  • Fishers did not find stockpiles very far away to drop off their food
  • Fishers sometimes gathered slowly when near the shoreline
  • Wild animals chased ships sailing close to shore
  • Aggressive human warriors did not automatically capture beached ships
  • The galley's intended maximum carried weight was not enforced or displayed correctly
  • An artillery galley ordered to fire at a building did not move into range
  • Ships with no crew did not drift towards shore at the intended speed
  • Resources in allied AI's stockpiles and unbuilt buildings were not shown
  • Pastures could attempt to lure animals that had no land path to the pasture


Balance

  • Fortifications can be built in shallow water

Update 1.074

New Features and Improvements
  • The AI can now use scorpions and trebuchets
  • The AI can now use carts to construct its buildings
  • Various minor improvements to the AI's economy management


Corrections and Fixes
  • Fixed a bug with picking up and dropping of resources from a smelter
  • Fishing boats sometimes did not leave the shore automatically to fish
  • Fishing boats do not wander too far from a stockpile when , if possible
  • The amount of food carried by a fishing boat was displayed incorrectly on their full icon
  • A fishing boat did not return to idle state if its crew were killed while dropping of food on land


Balance
  • The 'Full' AI start no longer has their barracks, pastures, and mines built

Update 1.073

New Features and Improvements
  • Domestic animals run from burning buildings
  • Ships with no human crew drift towards nearby land
  • Optimized loading times


Corrections and Fixes
  • Fixed a freeze caused by the AI scanning the terrain
  • Humans could become stuck while doing some jobs, especially gathering
  • Beached ships could be pushed into the water by units colliding with them
  • Ships could move across shallows in some rivers
  • The display of food gain or loss did not count fisher boats correctly
  • Units did not always rotate at the intended rate when not moving
  • Gates set to auto close mode closed for enemy domestic animals
  • Fixed various minor bugs with galleys and naval combat


Balance
  • Slightly increased the wood used by smelters
  • Player's 'Mining' start begins with some ore


UI/UX
  • A gate's auto close distance can be set in the 'Gate' subtab when selected

Update 1.072

New Features and Improvements
  • The AI can now tame wolves and use dogs; improved the AI's management of breeding its horses and dogs
  • Optimized shadows


Corrections and Fixes
  • A galley's stockpile and armory could be visible when the galley was not in some cases
  • Units disembarked from a galley were not placed around it on land as intended
  • A beached galley did not unpack its stockpile and armory in some cases
  • Selecting a ship did not show the 'Carried' subtab
  • Fisher boats could move too close to land when searching for areas with more fish
  • Fixed a rare crash related to pathfinding


Balance
  • Reduced fisher boat food gathering rate


UI/UX
  • The Unit-Attached subtab shows units as categories when more than ten are selected
  • The 'Items' subtab is not shown when only ships are selected
  • The tech tree queued tech display shows the progress of each tech

Update 1.071

New Features and Improvements
  • Units in deep water drown after a short time; humans and animals can be rescued by nearby owned ships
  • Optimized unit pathfinding


Corrections and Fixes
  • Fixed a glitch in which ships could be moved across land
  • Siege weapons mounted on a galley could not be detached
  • Fisher boats could fish too close to the shore
  • Siege weapons could fire before they faced their target
  • A galley moving to board an enemy galley could attempt to board a friendly galley it hit first
  • Ramming damage to a ship was not as intended
  • The AI gave their warriors horses on island maps
  • The offensive siege quick battle spawned too few stockpiles for the resources given to the player
  • Selected a building and its workers then switching to the Unit tab would sometimes show no units
  • Units rotating when not moving could occasionally spin away from their intended direction
  • Fixed a shadow flicker when building a ship
  • Destroying a ship by ramming did not play the ramming sound
  • The stats screen after a quick battle used the wrong name for the AI opponent


Balance
  • Siege weapons benefit from the warrior skill of the most skill operator, rather than the average skill of the crew
  • Mine workers with higher peasant skill gather less stone with the ore
  • Reduced the turning speed when not moving for large animals and constructs
  • Siege galleys must rotate to face the target of their siege weapon before it can fire


UI/UX
  • Added an option in quick battle to automatically spawn crews for siege weapons
  • Ordering a galley to move to an owned ship with no crew will share the crews between ships
  • After boarding an enemy ship results in defeat, the attacking galley has its 'Ram/Board' option disabled
  • Tweaked the player and AI colors to improve contrast

Update 1.070 ~ Ships and Islands



Added river maps and island maps ~ Sail across the water to reach new resources and crush your foes

Added galleys ~ Transport resources and units to new lands, fight enemy ships, and land your warriors to raid and conquer

Added fishing boats ~ Boost your economy by harvesting the fish of lakes, rivers, and sea

Added naval quick battles ~ Embark your warriors on galleys and face a randomized enemy on the open ocean


Corrections and Fixes
  • AI scouts could become confused and inefficient
  • AI attacks could become confused after loading the game
  • The accuracy of catapults and trebuchets against other siege weapons was not as intended
  • Further reduced cases of units becoming stuck on the edges of buildings
  • Reduced cases of units being able to cross narrow rivers where there is no visible ford
  • An enemy human operating a siege weapon could be spotted and appear before the siege weapon itself
  • Buildings could not be placed near a gate at a distance much greater than intended
  • Units going to unpacked stockpile and cart armories close to other buildings could not reach their destination in some cases


Balance
  • Increased the quantity of wood in trees, except for the large oak tree
  • Slightly reduced the maximum carry weight of the large cart

Update 1.066

Corrections and Fixes

  • Humans mounted on a horse could become stuck when looting the dead
  • Domestic animals left their farms and pastures in response to other domestic animals being slaughtered
  • A human walking along a wall could fall off the wall
  • The starting resources for a 'Nomad' player start were not as intended
  • The time for a pasture to tame a wild animals was not as intended
  • Reduced instances of units becoming stuck when moving through gates
  • After loading a game in which humans were walking along a wall, they left the wall and moved on the ground
  • In an offensive quick battle siege, the defending AI did not make use of any new peasants in its defense
  • The AI did not open captured enemy gates to let its warriors in when attacking
  • The density of sparse trees was not adjusted for the land area of the map
  • Buildings could be placed too close to the edge of the map
  • Pressing the 'All Stop/Idle' button or hotkey for siege weapons did not clear all their queued orders
  • In very rare instances an idle human would not respond to any order
  • The shadow of a human mounted on a horse was distorted

Update 1.065

New Features and Improvements

  • Add Quick Battle mode; choose your warriors and siege machines to fight on the field or in a siege
  • Add technologies 'Concealment' and 'War Hammer'
  • Constructed buildings have a pebble street texture around them when placed on grass, dirt, or snow
  • Improved AI scouting and attack coordination
  • Domestic animals, except dogs, run away from combat
  • Dogs patrol and follow humans randomly when idle


Corrections and Fixes

  • The 'Nomad' AI's base was not spawned correctly
  • The AI could overlap their buildings in rare cases
  • The building placement preview did not always turn red when hovered over swamp, ice, and water
  • The 'Nomad' player start was missing an axe
  • Fixed an exploit in which humans could use a crossbow while mounted
  • Humans sometimes used the wrong attack or gather animations after mounting or dismounting a horse
  • A scorpion could be pushed faster than its operators could walk
  • Farms could be placed over small buildings
  • Mines did not have the correct quantity of ore after loading the game
  • The option 'Hide Siege Operator Icons' did not apply to enemy siege weapons
  • Enemy siege weapon world icons could be hidden when near other enemies
  • Catapults retained their velocity after firing
  • Catapults and trebuchets face their target while reloading
  • When ordered mounted humans to dismount, the selected info did not update
  • Reduced cases of units being stuck
  • Corrected issues with mounting scorpions and catapults on towers


Balance

  • Fortifications cannot be captured from their crenelated side
  • Workshops placed on grass, dirt, and snow pickup stone automatically from the ground
  • A human on a wall cannot be hit in the legs
  • The spotting range reduction for humans and dogs in grass and trees applies to wild animals reacting to them
  • Catapults and trebuchets firing at fortifications have a chance to hit adjacent fortifications
  • Increased the accuracy of catapults and trebuchets against buildings
  • Humans standing on a wall that is destroyed by a siege weapon take half their maximum health as damage


UI/UX

  • Domestic animals leaving a pasture go to the nearest peasant rally point
  • Constructs ordered to move to another construct or horse follow it
  • Dogs in defensive stance do not counterattack when hit by enemies far away
  • Humans with warrior skill holding a melee weapon but not assigned an equipment set are categorized as melee warriors

Update 1.064

New Features and Improvements

  • All units turn smoothly and have a minimum turn radius
  • Humans and dogs following and guarding a friendly unit spread out around it
  • Improved the AI's base building layout
  • Improved the AI's base defense logic


Corrections and Fixes

  • The AI did not attack with the intended number of warriors
  • A cart or ox ordered to construct a building did not take the required resources from a stockpile they were very close to when given the order
  • The simple world icon for single crafters did not show their crafter type
  • The simple world group icon for crafters displayed the wrong skill value
  • Wild horses used the wrong textures


Balance

  • Farms and pastures placed on sand and snow suffer a large penalty to crop yield and animal breeding and training times
  • Building foundations with no delivered or built resources cannot be spotted by the enemy and do not block enemy building placement
  • Various combat and item balance tweaks


UI/UX

  • Humans ordered to move to a friendly construct follow and guard it if the construct has the maximum number of operators
  • Human warriors with aggressive stance ordered to burn or capture an enemy building, construct, or domestic animal will only auto attack enemies closer than their assigned capture target
  • Aggressive human warriors auto capture enemy buildings, constructs, and domestic animals that are much closer than their nearest enemy, unless they have a ranged weapon, have ammo, and are in range of the enemy
  • Dogs ordered to move to a friendly construct will follow and guard it
  • Added an option for displaying the range ring for all units, selected, or none
  • Added an option for displaying the spotting ring for all units, selected, friendly or owned, or none

Update 1.063



New Features and Improvements

  • Scenario games can have up to 7 AI
  • Significant optimizations for larger maps and many units
  • Units collide with other units and buildings
  • Carts show the model of the their most carried resource
  • Improved the siege ram model


Corrections and Fixes

  • Many corrections and improvements to the AI's logic
  • AI attempted to capture domestic animals, constructs, and buildings already captured by their allies
  • The difficulty of Journey AI enemies was not as intended in some cases
  • Changing the game speed affected camera pan, zoom, and auto move speeds
  • Humans sometimes would not switch to their assigned set weapon to fight if carrying a tool
  • Units could be stuck when moving around obstacles
  • Humans gathering resources sometimes went unnecessarily far from stockpiles
  • After partially disassembling a building, that building's graphics showed as built
  • The predicted gain of ore and stone from mines was wrong
  • Horses and oxen pulling a large cart clipped into their destination building
  • Messages made too much paper noise
  • After loading the game, buildings captured by the enemies from allies were not visible
  • Objects could be missing shadows in rare cases
  • Defensive ranged warriors indicated they were attacking when the enemy was out of range
  • Captured enemy woodcrafts could have duplicate construct buttons in rare cases
  • Humans attacking with a sword two-handed used the wrong animations
  • The attack speed of units could be slower than intended
  • Dogs did not attack the first enemy they reached in melee
  • Humans firing a bow from a wall used the wrong animation and the bow model was not shown
  • Warriors could become stuck trying to burn a stone fortification in some cases
  • The health bar over wooden wall sections did not show the burn progress
  • Various fixes to large cart and pulling horses and oxen positioning and animations
  • Rivers could turn too sharply
  • Tweaked the scaling of resource spawns with map size to better match their density at the default map size
  • Fixed various minor UI alignment issues
  • Catapult and trebuchets moved back too far when their target was within their minimum range
  • Fixed the behavior of ranged warriors when skirmishing and using 'Parthian Shot'


Balance

  • Significantly increased the combat effectiveness of wild animals and dogs
  • Reduced melee attack speed
  • Added a short cooldown to blocking melee attacks
  • Burned wooden fortifications have their foundations destroyed
  • Increased the research time of many technologies, especially metallurgy techs
  • Humans plant crops at a farm slower without the 'Plow' tech or a helper horse or ox
  • A crop farm can have only one helper horse or ox, but the animal does not count towards the total limit of 8 human workers
  • Reduced food consumed at the highest rations
  • Ore rocks and mines contain slightly more ore, and ore is gathered slightly faster
  • Smelters require less stone to make bronze and steel
  • Smelters run slightly faster


UI/UX

  • Added simple world icons for units and buildings
  • Added new category icons for ranged and unarmed warriors
  • The camera can be moved and zoomed while the game is paused
  • The Save and Load UI displays information about the player and AI in the game color
  • The Unit->Items tab is hidden when only siege weapons, horses, and farm animals are selected
  • The Unit->Carried tab is hidden when only siege weapons and farm animals are selected
  • The end game stats screen shows team numbers and colors
  • The cursor does not change to a shield over owned or friendly units or buildings if no owned units are selected