Ruin or Victory is a modern take and evolution of the classic RTS genre with added detail, continuity, and strategic depth while remaining accessible and well-paced. Devise your strategy, manage and expand your economy, and choose your warriors' equipment and tactics.
[previewyoutube=ELBtMPeVLqE;full][/previewyoutube]
[u][b]New Features and Improvements[/b][/u]
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[*] 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
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[u][b]Corrections and Fixes[/b][/u]
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[*] 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'
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[u][b]Balance[/b][/u]
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[*] 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
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[u][b]UI/UX[/b][/u]
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[*] 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
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