Update 1.063

Ruin or Victory

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] [list] [*] 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 [/list] [u][b]Corrections and Fixes[/b][/u] [list] [*] 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' [/list] [u][b]Balance[/b][/u] [list] [*] 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 [/list] [u][b]UI/UX[/b][/u] [list] [*] 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 [/list]