Ruin or Victory cover
Ruin or Victory screenshot
Genre: Strategy

Ruin or Victory

Update 1.035

New Features and Improvements

  • Spotting range depends on object size; cavalry, built buildings, and large constructs will be seen at a greater distance
  • Humans and dogs are concealed by nearby grass and trees, significantly reducing the distance at which they are spotted
  • Added fast wall placement following the cursor; see the manual section 'Walls'
  • Added human combat shouts and injury sounds
  • Added dots around the edge of your units' combined spotting area
  • Added movement speed based on terrain type and nearby resources; moving through difficult terrain like sand, swamp, tall grass, and forests will slow movement
  • Added a swamp terrain type; buildings cannot be built there
  • Some resources cannot spawn on some terrain types
  • Added grass/shrubs with variants for each terrain type
  • Added a dead tree resource
  • Improved the berry bush model and texture

Corrections and Fixes

  • Fixed a crash related to combat
  • Fixed a rare crash when placing a building
  • Carts could become stuck in some cases
  • Unmounted humans assigned an equipment set with a horse did not pickup their equipment
  • Starting resources for the player's 'Nomad' start were not always counted correctly
  • Wild animals could move too close to buildings in some cases
  • Removed a slight lag on showing the selected box on unit and building world icons
  • The starting humans did not always have their tool equipped
  • Farms sometimes did not plant all crops

Balance

  • Adjusted ranged weapon and siege construct firing distances for the new spotting mechanics
  • Increased the research time of 'Iron Smelting' and 'Iron Forging' technologies
  • Decreased the benefit of 'Javelin Ankyle' technology
  • Decreased the benefit of crossbows' material on their range
  • Slightly increased the benefit of ammunition material on armor piercing

UI/UX

  • Added a graphics option to control the camera zoom distance at which unit animations no longer play
  • The volume of effects sounds decreases as the camera zooms out
  • Scorpions and catapults do no chase enemy units when auto attacking

Update 1.031

Corrections and Fixes

  • The speed of carts by their carried weight was not as intended
  • Humans could access an unconnected enemy tower
  • Defensive ranged warriors did not pursue a target out of range when given the attack order by the player

Balance

  • The cart pulling speed of humans, oxen, and horses is decreased by the same factors affecting their normal movement speed
  • Wild animals have a charging speed damage bonus

UI/UX

  • A message is displayed when an owned human is killed
  • When the 'Enemy Spotted!' message is clicked, any of the last ten recently spotted positions is used
  • Added a hotkey for showing the individual construct counts panel
  • Added a hotkey for clicking on the message box
  • Warriors on walls do not rally
  • Warriors in aggressive stance do not rally when attacking an enemy who is much closer to them than the nearest rally point

Update 1.030

New Features and Improvements

  • Added saving and loading
  • Several significant optimizations
  • Warriors with melee weapons can move onto enemy walls from the accessible side to fight

Corrections and Fixes

  • Fixed a crash that occurred on some hardware when attacking the AI
  • Fixed a rare crash related to shadows
  • Fixed a performance issue caused by units running out of ammo
  • A human picking up a sickle to harvest at a pig farm did not return to the farm
  • The displayed quantity of stored bows and slings was doubled when bronze or steel was unlocked
  • Javelin armed warriors did not move to attack the enemy in melee in some cases where they should
  • Defensive warriors did not counterattack wild animals
  • Wild animals could not hit fleeing humans reliably

Balance

  • Increased the spotting distance of buildings
  • Decreased the starting population of the 'Nomad' AI

UI/UX

  • Added an option to disable pasture luring once a wild animal arrives
  • When removing a unit attached to a construct by right clicking their icon on the 'Attached' subtab, that subtab remains selected
  • Selecting multiple constructs will show the first 10 attached units on the 'Attached' subtab

Update 1.025

New Features and Improvements

  • Added quick groups storing and selection
  • Added creating and saving technology plans on the main menu; the last preset plan selected will be loaded automatically when starting a game
  • Wild animals react to domestic animals
  • Humans and domestic dogs counterattack wild animals


Corrections and Fixes

  • Weapon specialization skills affected blocking with a shield, dodging, and the mitigation of movement speed penalties from armor
  • The combined effect of warrior skill and weapon specialization skill on blocking with a melee weapon was too great
  • Pastures did not change state from idle to training when a dog was added
  • Deselecting a unit working at a building from the Unit - Info tab while that building is selected did not update the display
  • Wild animals could become stuck when attempting to flee in some cases
  • Rally points could be placed off the map
  • Right clicking while in rally point mode did nothing when the cursor was off the map


Balance

  • Aggressive wild animals have a chance to flee from ranged attacks
  • The affect of warrior skill on dodging is reduced by armor
  • 'Horse Kicking' tech works against enemy dogs and wild animals, and the chance of kicking increases with the horse's quality
  • Dogs, wolves, and boar are harder to hit with ranged weapons
  • Wild horses, buffalo, and deer are easier to hit with ranged weapons
  • Wild animals heal when not in combat
  • Minor tweaks to weapon stats
  • Minor tweaks to animal combat stats


UI/UX

  • Add new end stats for game time, animals tamed and bred, constructs made, melee and ranged damage dealt, and shots fired
  • Improved the interaction logic of the technology UI and allowed it to show more queued techs
  • Added a reset button to the map parameters screen; this does not save the reset values to disk

Update 1.020

New Features and Improvements

  • Added wild wolves and domesticated dogs
  • Wild animals react to humans getting too close
  • Added 'Split' AI type to Scenario mode
  • The AI recaptures its buildings
  • Improved the AI's ability to efficiently equip its warriors
  • Improved the priority logic of finding armor and shields for the 'To Arms!' command
  • Ranged warriors no longer skirmish from enemy ranged warriors


Corrections and Fixes

  • Fixed a freeze that could occur when pathing around walls
  • Pathing around elliptical buildings failed in some cases
  • Humans could not gather from a resource inside an unbuilt building foundation
  • Humans gathering food from reindeer and cows at a farm did not gain peasant skill
  • The carry weight of a human mounted on a horse was not increased as intended
  • A farm could become stuck 'waiting' with no plants growing
  • The boar did not play its attack animation
  • Javelin ammo did not always refill correctly
  • Corrected the attack logic of javelin-armed warriors
  • Fixed several issues with the auto attack logic of projectile siege weapons
  • Corrected the calculation of the minimum distance between the player and AI based on map size
  • Some technologies requiring 'Infantry Doctrine' were not greyed out when researching 'Cavalry Doctrine'
  • When deselecting all units by right clicking their group icon on the 'Unit - Info' panel, the UI did not update to reflect that no units are selected


Balance

  • Adjusted the times at which the AI begins to use copper, iron, horses, and siege weapons
  • The spotting distance for buildings is higher
  • Adjusted the damage, attack speed, armor piercing, and dodge chance of aggressive animals
  • The catapult now has a minimum firing range of 20 meters
  • The smelter is built slower
  • 'Selective Breeding' tech takes 90 seconds to research
  • Wooden javelins cost no stone, more wood and do not benefit from 'Baked Clay' tech
  • The 'Cavalry Doctrine' tech speeds up taming and training of horses at pastures
  • Wild animals being lured to a pasture walk faster


UI/UX

  • Added new option 'Workshops Skip Items Missing Resources'; enabling this will allow workshops to make the first queued item for which you have the available resources
  • The display of warrior skill on a human's icon is now only the base skill without any modifiers
  • When removing a worker from a building by right clicking their icon on the 'Workers' tab, that tab remains selected

Update 1.012

New Features and Improvements


  • Scorpions must have ammunition to fire, which is made at the fletcher
  • The AI gives shields to its gatherers randomly in proportion to the equipment quality difficulty setting
  • The AI can now loot dead horses and oxen



Corrections and Fixes



  • Fixed some cases of units walking through walls
  • Fixed unit pathfinding failing in some cases where a solution is possible
  • Scorpions and catapults could not hit targets that were not on a wall
  • Improved the ability of ranged warriors on walls to see and fire at enemies very close to their wall
  • A human could not pickup an item from a workshop where 2 crafters were working
  • Researching farm improvement technologies did not automatically queue 'Crop Farming' if it was not researched
  • Heavy iron body armor was displayed incorrectly on a mounted warrior's icon
  • Enemy siege constructs were visible when they were not spotted
  • Farm animals bred at a farm sometimes left the farm immediately
  • Various minor optimizations



Balance


  • Sling stone ammo is available separately at the fletcher and benefits from 'Baked Clay' tech



UI/UX


  • Added option 'Build Complex Pathing Graph'. Disabling this may improve performance but result in less efficient paths around multiple wall segments in some cases; note that it is off by default.
  • Reordered gameplay options in a more logic way

Update 1.011

New Features and Improvements

  • Player's 'Fortified' start option sometimes gives a square wall layout
  • Sparse wild fruit trees spawn on the map
  • Constructs and domestic animals will now rally
  • Humans spread out to different targets when auto capturing buildings, domestic animals, and constructs


Corrections and Fixes

  • Various errors in the AI's logic for capturing, burning, and breaching the player's walls are fixed
  • The 'Turtle' AI sent scouts out too early
  • Fixed AI not attacking in some cases
  • Ordering units to move into an unreachable walled area causes them to stop rather than move around the blocking wall
  • Pathfinding around walls is improved
  • Humans could see through walls in some cases
  • Prevented units walking through buildings and walls by getting too close to the edge
  • Corrected an exploit in which the player could find enemy buildings using building placement collision
  • A human could not attack another human in melee range when the target was inside a building
  • Warriors did not automatically capture siege machines when in aggressive stance
  • Ranged warriors in defensive stance skirmished from the enemy at too great a distance
  • Constructs could be killed by starvation
  • A gate would sometimes show a built message when opened or closed
  • Only 2 humans could construct a pasture
  • The bonuses from horses and oxen helping plant at farm were not as intended


Balance

  • Copper and iron rocks contain slightly more ore
  • 'Selective Breeding' tech bonus now applies to farm animals at both a pasture and farm

Update 1.010

New Features


  • Added new tutorial hint sequences 'Continuity of Resources and Items', 'Equipping Warriors', 'Carts', 'Smelters & Metal', 'Crop Farming', and 'Domestic Animals'; they are available through Free Build.
  • Background battle sounds play on the main menu, and many new combat sound variations have been added.



Corrections and Fixes



  • Player start option selection was not synchronized between the free build and scenario menus
  • Smelters returned only finished metal when set to 'Return All Resources'
  • Destroying a farm foundation will now remove all planted crops, disassembly will not
  • A unit arriving at a full stockpile with too much resource weight that cannot be stored there will drop off their resources elsewhere
  • The research of 'Fire Resistant Ram' was not reflected in the ram's icon
  • Humans working at an animal farm did not drop off resources gathered from leftover crops
  • The player 'Nomad' start option gives cart and domestic animal technologies
  • Fixed significant performance drop when Unit - Carried tab is displayed
  • Units could walk through walls in some cases



Balance



  • The gain of peasant skill from gathering resources does not depend on the base gather rate of the resource
  • The attack speed of siege constructs increases with more human operators added
  • The apprentice at a woodcraft workshop will assist the master in making constructs
  • Longbow bonuses no longer apply to mounted archers; the penalty to attack speed still applies
  • The scorpion does more damage per shot
  • Catapult accuracy against humans decreased
  • Cows and reindeer produce less food



UI/UX


  • Clicking and dragging the scroll position arrow scrolls the view in all menus
  • Added a game speed option to scale time
  • Added an option to deselect units on order
  • Added an option to disable unit world icon grouping
  • Holding the queue and/or pre-queue keys while clicking item icons on the Economy-Items or Workshop Items subtabs will queue 5 of the selected item
  • Ordering many humans to a fortification will spread them out along connected walls
  • The research of 'Longbow', 'Recurve Bow', and 'Javelin Ankyle' is now reflected in workshop icons
  • Humans holding a longbow or recurve bow have that item type reflected in their icon
  • Selecting the next idler when the 'Select Idle Equipped Warriors' option is checked can select idle siege constructs with at least one operator, regardless of the operators' skill or equipment
  • Construct icons show the number of operators
  • Siege machine icons show their job and state
  • Humans operating siege machines have their world icons hidden
  • Enemy ammunition quantity is no longer shown

Development Blog ~ Siege Weapons



Siege weapons are constructs that are researched on the tech tree and made at the woodcraft workshop. They require humans to move and operate them, and can be captured if abandoned. Their operators are very vulnerable to melee attack; siege weapons should be supported by other warriors.

Although wooden walls can be set on fire, with some difficulty, by your warriors, stone walls cannot burn. You will need siege constructs to overcome such defenses. Projectile firing siege weapons are also very effective against enemy warriors, nullifying their armor and shields.

Each siege weapon serves a different purpose. A ram protects the humans operating it from ranged fire, except against a catapult. It must be pushed slowly up to the enemy's walls to batter them down. A ram receives a substantial bonus against gates.

A scorpion is an enlarged crossbow on a stand operated by two humans. It cannot damage fortifications, but is deadly against humans. Unlike a handheld crossbow, the scorpion's powerful bolts cannot be blocked by a shield and can penetrate multiple targets.

A catapult can attack humans, constructs, and buildings at great range. It causes area damage among infantry, damages constructs as well as the humans operating them, and hits humans inside buildings. However, a catapult is slow to move and fire, and its operators are unprotected from ranged attacks.

Additional siege weapons, including a trebuchet and siege tower will be added after release.

Development Blog ~ Cavalry



Horses are obtained like other domestic animals, by taming and breeding at a pasture or by capturing from the enemy. They can help at a farm or pull a cart like oxen. Horses pull a lighter cart faster than on ox, but slow down much more with a heavy cart.

Any human can ride a horse if ordered to, giving the benefits of increased speed and carry weight to all their tasks. Horses can also be assigned to warriors by their equipment set, creating cavalry. Cavalry are not slowed as significantly by weight and heavy armor as infantry and receive several combat bonuses. Cavalry can use all the same equipment as infantry, with the exception of a crossbow, as well as horse armor.

Mounted warriors gain a damage bonus against infantry due to their height advantage. This also gives them a much greater chance to hit infantry on the head or torso instead of the legs; conversely, infantry are likely to hit the horse or the rider's legs. Infantry using a spear negate some of this advantage.

Ranged weapons have a greater chance of hitting cavalry than infantry and a large chance to hit the horse. A rider's shield only partially covers their horse from ranged fire, but a shield protects the horse and rider equally in melee.

Cavalry also gain increased damaged against both infantry and cavalry based on their movement speed, resulting in potentially devastating blows when charging into the enemy. A spear's increased reach will ensure that the charging warrior's blow lands first. In addition, there is extra impact damage from the momentum that cannot be blocked or negated by armor.

Cavalry are not momentarily slowed when the rider is attacking or is hit, but a horse's speed is reduced when it is wounded. They also cannot dodge an attack. Horses and their riders can be killed individually; dismounted warriors continue to fight on foot, and abandoned horses are vulnerable to capture by the enemy. Falling from a horse will make a warrior briefly unable to dodge or attack.


Full Version Features

Although horses now roam the map and can be hunted for food, taming horses as well as other domestic animals and creating cavalry are not accessible in the demo and will only be available in the full version at the end of the month.

The video above shows the ‘steamroller’ AI opponent, which will slowly build up a single, massive attack against the player and is vulnerable to early attack. This is one of several AI personalities that will be featured in the full release. There will also be several different player starting options.


New Demo Features

There are also several smaller features and improvements that are available in the demo right now. Carts can bring resources to construct a building, making expanding your base easier. Oxen will also perform this task the in full version.

The crossbow can be made once metal blacksmithing is researched; it fires slowly but has a slightly longer range and very high armor penetration. Combat balance in general has been improved, including movement speed penalties from armor and damage, as well as individual unit combat AI. Player issued attack orders are prioritized over automatically selected targets.

The starting positions for the player and AI are much more random. Wild animals avoid buildings while following meandering, unpredictable paths. Improved map textures and blends make the terrain look more natural.

Your AI opponent now sends out scouts to find your base before attacking; beware, as they will start searching the map early. The AI only targets buildings it has spotted, but will spread out its warriors to attack and search nearby. There are also many other smaller improvements to the AI.

This update also includes far too many fixes and small improvements to list. Notably, several significant performance fixes and optimizations will improve performance in longer games; a sound priority bug preventing many sounds from being heard is fixed.