Ruin or Victory cover
Ruin or Victory screenshot
Genre: Strategy

Ruin or Victory

Update 1.062

New Features and Improvements

  • Added combat objectives to Journey mode as a random alternative to completely defeating the enemy
  • Added technology 'Animal Husbandry' that benefits farm animals
  • Added new player start options in Free Build and Scenario


Corrections and Fixes

  • AI using a reduced start placed the foundations of buildings for which they did not have the required tech
  • The AI's mines could collide with other buildings
  • The map preset select arrows in the Scenario and Free Build screens did not apply the new preset
  • The unit world icons of AI friendly to the player were not grouped
  • Corn and wheat were misaligned in some farms


Balance

  • Gathering food from dead animals does not require or benefit from having a tool
  • Decreased the starting resources, humans, and items for a reduced AI start
  • Adjusted the research times of several technologies
  • Reduced the aggressiveness of larger herds of animals
  • Increased human unarmed melee damage


UI/UX

  • Holding the queue or pre-queue keys when clicking on a workshop's item queue will add or remove 5 of the clicked item at that position in the queue
  • Renaming for all saves and presets keeps the previous name when no new name is entered
  • Added a graphics option for render scale (SSAA)

Update 1.061

Corrections and Fixes

  • Economic objectives could be duplicates or require zero quantity
  • Humans gathering failed to find nearby resources in rare cases
  • Deleting journey saves could cause other journeys to load the wrong game in progress
  • Saved equipment and technology presets were not loaded in the first game of a journey
  • Changes to equipment sets were not carried over to the next game of a journey
  • Corrected some AI logic in reduced mode


UI/UX

  • Technology tooltips show the tech category
  • The journey UI hides the tech and equipment preset selection for journeys in progress

Update 1.060

New Features and Improvements

  • Added Journey gamemode, a series of random scenarios and free builds with objectives; the player keeps their technology and some of their best humans, animals, and items between games
  • Added a How-To section for learning the game
  • Added the option to enable random economic hardship events such as disease, crops dying, and random fires in Free Build and Scenario modes
  • Added an option to give random economic objectives in Free Build
  • A Scenario game can have up to 3 AI of any type and difficulty settings
  • Added a difficulty option for the Scenario AI to use a reduced start, making them take longer to build up
  • Humans operating a construct defend themselves when attacked in melee
  • Armorer buildings gain a chimney after copper forging is researched and emit smoke when making metal items
  • Various AI improvements
  • Various optimizations


Corrections and Fixes

  • Pathfinding failed for certain wall geometries
  • Units could become stuck next to a building when following a unit far away
  • The camera could not zoom out as far as intended on larger maps
  • Fixed the behavior of scorpions and catapults mounted on a tower when that tower was burned or disassembled
  • Siege machines did not always auto attack enemy humans when they should
  • Selecting a resource also selected any enemy units gathering from it
  • Wild animals did not attack humans operating constructs
  • A human ordered to gather could become stuck trying to get the right tool in rare cases
  • The icon scale slider in options did not reflect the real value
  • Equipped horse armor was not shown in the Unit -> Carried tab
  • A human pulling a small cart used the wrong animation
  • The Load UI rename box was misaligned


Balance

  • Breeding cows at a farm can create oxen
  • Humans with the wrong tool or weapon for a resource gather faster than just using their hands
  • Fire spreads along wooden walls for a random distance


UI/UX

  • Improved the Scenario setup UI
  • The message scroll can expand to show many previous messages
  • Increased the maximum map size
  • Setting a wall section to disassemble or burn always shows its health bar
  • Added distinct sound cues for a few importantn messages
  • Added several main menu UI and background sounds

Update 1.052

New Features and Improvements
  • Unbuilt buildings show resources delivered to them but not constructed in the game world
  • Carts and oxen can be ordered to dropoff ammunition by right clicking on the ammo in the Unit->Items subtab


Corrections and Fixes
  • Gatherers searching for a new resource could choose one unnecessarily far away
  • Humans could not burn a fortification
  • Catapults did not move into range to attack a target building
  • Rams always attempted to attack fortifications from their inner side
  • A cart ordered to pickup ammo multiple times could become stuck
  • Humans assigned a cavalry equipment set from the Unit -> Items panel did not always mount a horse
  • The 'Unequip / Store All Items' button on the Unit -> Items subtab works for carts and oxen
  • Carts did not retain an order to pickup items when another order was pre-queued before it
  • The selection box did not work when the UI was hidden


Balance
  • Humans disassembling a building first place the resources in the foundation; the building must be fully dismantled before those resources can be carried away by humans, carts, or oxen
  • A human on a wall that their team owns will burn an enemy siege tower or ladder attached to that wall
  • The harvest speed of wheat is reduced when the 'Grain Mill' tech is not researched
  • 'Selective Breeding' tech does not require that 'Large Cart' be researched first


UI/UX
  • The lower panel of the in-game UI moves down when its contents do not require the full height
  • Added an option to automatically collapse the lower panel
  • Added key commands for zooming the camera as an alternative to the mouse wheel
  • Warriors with a javelin are categorized as melee warriors with a special subcategory
  • Peasants and crafters mounted on a horse are categorized as if they were not mounted
  • Mounted humans' individual icon skill bars always display the value of their best skill
  • When right clicking a single unit's icon in the Unit -> Info subtab to remove it from selection, the subtab continues to display individual units when it would normally show categories
  • Reorganized the main menu and its submenus
  • The 'Esc' key will go back from any submenu of the main menu

Update 1.051

New Features and Improvements
  • Carts and oxen can be ordered to pickup ammunition on the Unit->Items subtab (displayed when no humans are selected)
  • Added an option to choose between Dx11, Dx12, and Vulkan RHIs
  • When queuing multiple move orders to a group of humans, the rotation of their formation will be based on their last destination instead of their current position


Corrections and Fixes
  • Some researched constructs did not appear at the woodcraft
  • The 'To Arms!' function did not give humans heavy armor
  • After loading the game, pebbles where boulders used to be blocked movement
  • The main menu Equipment Set UI displayed sets from presets other than the one selected
  • When defending its base, the AI ordered humans to attack a new target too frequently
  • In rare cases a unit attached to a construct could have their model displaced from it
  • When a domestic animal is selected, the 'Go To Pasture' and 'Slaughter' buttons did not highlight when pressed
  • Fixed a minor stutter that could occur in longer Scenario games
  • A humans held weapon model could have the wrong textures after switching weapons several times


Balance
  • Reduced pig breeding time at farms and pastures


UI/UX
  • Added a randomize function to the Map Parameters screen
  • The last selected Map Parameter preset is remembered
  • Added an option to always categorize selected units on the Info subtab
  • The skill of enemy warriors is shown for a limited time after they attack the player's units in melee
  • The topmost crafter category on the Info subtab and a crafter world category icon shows the average of the highest crafter skill from each human under the category

Update 1.050



New Features and Improvements
  • Added snow and ice terrain, which randomly replace sand and swamps by a probability set in the Map Parameters screen
  • Added new snow and blizzard wind sounds for snow maps
  • Added frost covered trees and bushes for the snow terrain
  • Added water forming lakes and rivers, the density of water is set in the Map Parameters screen
  • Added large boulders that block movement and building
  • Improved the human model, textures, and animations
  • Added worn armor models for humans
  • Improved the horse model, textures, and animations
  • Improved the deer model, textures, and animations
  • Improved the dog and wolf model and textures
  • Improved the boar and pig textures
  • Improved the palm tree leaf texture
  • Added a chimney and smoke to stonecraft workshops once 'Stone Baking' technology is researched
  • Added dots at the edge of the combined range of all selected ranged warriors and siege weapons
  • Improved the AI's base defense logic
  • Units moving retain their velocity when issued a new order
  • Idle humans face the nearest enemy or the last enemy to attack them
  • Improved units' ability to follow and intercept moving units, especially at long distance
  • Humans killed on walls have their corpses and blood splatter better aligned
  • Humans and scorpions take ammo from nearby living and dead oxen
  • Scorpions take ammo from nearby dead humans
  • Wild animal herds grow slowly over time
  • A wild animal's probability to attack a human is affected by the number of humans nearby
  • Save games are now compressed, greatly reducing disk space used
  • Various optimizations, including handling large numbers of items and spotting many units


Corrections and Fixes
  • Humans and scorpions did not take ammo that is inferior to what they currently have
  • Various bugs with ranged warriors firing down from walls, at enemies on walls, and over walls are fixed
  • Units could move through buildings and walls when an unbuilt building was placed in front of the built building
  • Warriors auto attacking discarded orders queued by the player
  • Ammunition in a scorpion was not restored when loading the game
  • Trebuchets could automatically run from enemy warriors while deployed
  • A human would not obey an order to go directly to a tower that had walls connected
  • Warriors with a spear could attack enemies on walls from the crenelated side in some cases
  • A human moving along a wall could move over the crenelated side of the wall
  • A mine could not be built by a mounted human
  • Carts and oxen ordered to store all resources did not go to multiple stockpiles if necessary
  • When the 'Flaming Arrows' tech is researched, bow and javelin warriors did not capture enemy buildings when they could
  • The technology tree's queued tech display second row was incorrectly aligned
  • Workshops gave workers items to deliver to armories that were not allowed at any armory
  • When queuing an item by clicking its icon on the Economy->Items tab and no built workshop could make that item, a construct could be queued at a woodcraft
  • Dogs did not automatically counterattack nearby aggressive wild animals
  • Captured enemy workshops were missing items researched by the player
  • The display of allowed item types at an armory did not refresh correctly when changing material display
  • The mine icon quantity bar could be inaccurate after loading the game
  • When queuing a bow, sling, or crossbow at a fletcher the ammunition made with the item was not shown in the total counts of items queued
  • Oxen delivering items or resources to a cart did not stop when the cart was packed
  • Humans and oxen working at armories and stockpiles were not shared with unpacked carts
  • The Split AI type did not start with the intended number of farmers
  • The AI's management of its pastures was not correct after loading the game
  • The AI's starting buildings could spawn in swamps
  • A human moving along a wall would not respond to an order to change destination to another wall section
  • In rare cases items of a researched material level did not appear at workshops
  • A human would become stuck when given an order to burn an enemy building that had unspotted workers
  • Humans continued trying to work at an empty mine


Balance
  • Humans can carry a maximum of 10 items, one full stack of ammunition, and an equipped item in each slot, regardless of weight
  • Ammunition now has weight; the weight of ranged weapons is adjusted to not include their ammunition
  • Ammunition item quality benefits from crafter skill, increasing damage and armor piercing
  • Catapults and trebuchets can fire at spotted units and buildings over walls, but such shots incur a one-half accuracy penalty
  • Reduced the amount of stone in rocks
  • The AI makes a limited number of siege weapons based upon their type and equipment quality
  • Reduced the bonus damage of rams against gates
  • Reduced the number of flaming arrows or javelins require to ignite a building
  • When a mounted warrior gains skill from damaging an enemy, their horse's quality is increased by a fraction of the gain; the 'Cavalry Doctrine' technology increases this fraction


UI/UX
  • Improved the appearance of the paper background, especially at higher resolutions
  • When ordering a human to mount a horse, all selected humans are ordered to mount all nearby horses, and the horses move to join with their intended rider
  • The current number of workers and fraction of resources or items stored displayed on building world icons are hidden for enemy buildings
  • On the main menu technology tree, the icons of queued technologies are highlighted
  • Improved the display of skills on the Unit->Info tab when a single human was selected
  • The 'Select Building when Workers Selected' option applies to units selected by clicking their world category icon
  • On the end games stats screen, the cursor does not change icons as if hovered over objects in the world
  • A catapult or scorpion firing from a tower has an 'A' displayed on its world icon
  • Stone fortifications cannot be marked for burning

Update 1.041

New Features and Improvements


  • Crafters at a woodcraft pickup resources for constructs when at least a quarter of the required resources are available
  • Domestic animals and constructs spread out more around rally points


Corrections and Fixes


  • The player's 'Fortified' start wall was unbuilt
  • Constructing a building very close to an open gate prevented units going through the gate
  • A cart or oxen delivering resources to a building would become stuck when they were carrying their maximum weight and building did not need any more resources delivered
  • After loading the game, the blacksmith's chimney did not smoke when crafting was in progress

Update 1.040

New Features and Improvements

  • Added underground ore, indicated by ore spots on the ground near larger ore rocks
  • Added a mine building, unlocked through technology, to gather underground ore
  • Added the siege ladder, siege tower, and trebuchet and their relevant technologies
  • Added mounting scorpions and catapults on towers, once the corresponding technology is researched
  • Added 'Flaming Siege Shot', 'Curved Sword', and 'Adjustable Release' technologies
  • Stockpile workers carry multiple resource types to the same destination
  • Stockpiles and armories prioritize their move orders by quantity
  • Units starting inside a building take a more efficient path to exit
  • Greatly optimized the grouping of unit world icons
  • Optimized spotting
  • Various minor optimizations


Corrections and Fixes

  • Units following other units stopped short of their target
  • Buildings blocked movement after they were burned, disassembled, or destroyed by siege weapons
  • Humans could leave walls by the crenelated side
  • Units did not update their pathing when a gate opened or closed
  • An open gate did not allow units to path through it after loading the game
  • Units took jagged paths through unbuilt buildings
  • Animals did not always avoid swamps
  • Units following a another unit too fast for them to reach could move away from their target


  • The damage bonus for charging speed was not always applied correctly
  • Warriors equipped with a set containing only an axe did not auto attack
  • Humans ordered to upgrade their equipment who were not wearing a currently defined equipment set did not pickup the best available replacement items
  • The 'Fire Resistant Ram' tech did not apply to existing rams
  • Catapults did not move out of their minimum range properly when ordered to attack a building
  • Warriors would no pickup equipment from multiple armories in some cases
  • The scenario AI did not equip their warriors with the intended ratio of melee to ranged sets


  • A workshop with two workers sent the apprentice out for resources it did not need
  • Workshops could become stuck in rare cases
  • The fletcher could store more items than other workshops
  • A resource could not be gathered from in extremely rare cases
  • When loading the game, animals could leave the building where they were working
  • An armory would not give items to a unit for a move order if that item type was no allowed at the armory
  • A cart could not carry out an armory move order if the item type was not allowed at the cart's armory
  • Armory move orders to destination armories that did not allow the item type were attempted to be carried out by workers
  • Humans picking up a sickle to work at a pig farm did not always return
  • Humans working at a building when ordered to upgrade equipment did not complete their orders correctly
  • Dead horses and oxen that could be looted were not removed when a building was built over them
  • The bonuses from horses and oxen helping plant at a farm were not always applied as intended


  • The group icon for fletchers and armorers did not show their crafter type icon
  • On the main menu technology plan UI, technologies disabled by choosing their exclusive alternative remained disabled when switching technology presets
  • The allowed item types at a cart's armory could be displayed incorrectly
  • The 'Selective Breeding' tech did not require 'Large Cart'
  • When a selected enemy unit is no longer visible, they are removed from selection
  • When a selected owned building is captured, it is removed from selection
  • Various shadow bugs fixed
  • Catapults sometimes played their attack animation twice for one shot


Balance

  • Humans who do not need to transport food, not including gathering, eat carried food before taking from stockpiled food
  • Scenario AI set to equipment quality 'Medium' or 'Good' will use the 'Javelin Ankyle' technology
  • Scenario AI set to equipment quality 'Good' will use the 'Flaming Arrows' technology
  • Infantry using a spear deal counter damage to charging cavalry that hit them in melee; the 'Shield Wall' technology increases this damage
  • The base warrior skill gain at the barracks is increased, and the effect of various bonuses to it is decreased
  • Humans on a wall have a slightly increased spotting distance
  • At a pasture, the master tamer's peasant skill increases the average quality of domestic animals created through taming at the pasture
  • At a pasture, the master tamer's peasant skill is less effective as the number of animals increases; an apprentice tamer can help train several animals faster
  • Siege weapon projectile splash damage is less effective and much more random
  • Siege constructs slightly benefit from the warrior skill of their operators, and the operators gain warrior skill when attacking enemies


UI/UX

  • Smelters change their icon to show that they are running and which type of ingot they are producing
  • When ordered to disassemble a fortification, a human will disassemble all attached fortifications in the chain that are marked for disassembly
  • Added an option to show or hide the world icons of siege construct operators
  • When a stockpile or armory is selected, the 'UI Function' hotkey (default '~') toggles permission for all displayed resources or item types
  • The Scenario and Free Build setup pages display the currently selected equipment and technology presets
  • The equipment set UI in game updates the weapon selection buttons to reflect researched technology
  • When hovering the cursor over an enemy domestic animal, a lasso rope icon is shown
  • Improved the house icon
  • Several technology descriptions are more thorough and clear
  • The maximum number of forests in map parameters is increased
  • Reduced the frequency of 'Starvation' messages
  • Deselecting one construct when only constructs are selected does not switch to the attached tab

Update 1.037

New Features and Improvements

  • Implemented new unit pathfinding logic

Corrections and Fixes

  • Farms could not plant more than one crop cycle
  • The player and AI could start on swamp terrain
  • Walls did not block spotting
  • Wild animal herd AI movement was not restored properly after loading the game

UI/UX

  • Right clicking on the last technology queued while in game will remove it if it has no research progress
  • The option 'Build Complex Pathing Graph' was removed as it is not relevant for the new pathfinding logic

Update 1.036

New Features and Improvements
  • Improved generated terrain distribution
  • Optimized map generating/loading


Corrections and Fixes
  • Mounted humans could not interact with carts' armory and stockpile
  • Javelins stored in an armory were not restored on loading the game
  • Warriors picking up a cavalry set did not always mount their horse
  • Fixed issues with capturing a cart and the visibility of its attached armory and stockpile
  • Humans could carry too much resource weight in some cases
  • Player 'Fortified' and 'Nomad' starts did not give their intended starting technologies when those techs were in the player's tech plan
  • The camera could snap too far when using mouse panning
  • Fixed a brief shadow flicker on placing a building
  • The technology plan UI accessed from the main menu did not show correct timers for the planned tech


UI/UX
  • Add a map parameter to disable tall grass and shrubs