Update 1.090 ~ Journey World Map

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=f9DCLWBKSzs;full][/previewyoutube] The redone Journey is a campaign-like mode with a persistent turn-based continent map linking each game played. The world map brings new strategic challenges, and each game's objectives are determined by your long-term goals. [b]New Features and Improvements[/b] [list][*] Added Journey world map and reworked all Journey mechanics [*] Added coastal map type [*] River maps with high water density can have multiple rivers [*] Improved the shape of large rivers [*] Unmounted humans are pushed backwards when damaged in melee [*] Improved collision and pushing in large groups of units [*] Various minor optimizations [/list] [b]Corrections and Fixes[/b] [list][*] The available count of an equipment set was wrong when warriors equipped with that set switched to a tool to gather [*] Carts and oxen had problems delivering resources to build fortifications [*] Humans could become stuck attempting to reach resources in a stockpile to which they had no land path [*] Fixed pathing issues for humans attacking and moving around walls [*] AI scouts could become stuck and never explore new areas [*] Units did not find a new path in response to gates opening or closing [*] Units sometimes struggled to go through a single wall section opening in a wall [*] Ships could be stuck on the edge of the map as if beached [*] Humans removed from a building sometimes did not walk to its edge [*] Animals ordered to leave a pasture did not exit the building in the direction of the order [*] The skill gained by apprentices at a smelter was higher than intended [*] Fixed a stutter that could occur on island maps [*] Aggressive human warriors did not capture partially built enemy buildings [*] Corrected some cases in which wall chains could not be joined [*] Replacing a destroyed wall in a chain could result in an unnecessary extra wall section [*] Gates and towers attached to walls could sometimes be captured from outside the walls [*] The AI could attempt to build too many galleys or place them in boulders [*] Corrected some issues with AI launching attacks with galleys [*] Renaming an equipment preset and clicking 'Save' did not keep the new name [*] Rally buttons sometimes displayed the wrong count of units that would rally [*] The cursor responded to world objects behind the quick group buttons [*] Existing houses did not emit smoke after loading the game [*] Technology from the end of the queue that had made progress could be removed [/list] [b]Balance[/b] [list][*] Warriors gain fatigue from attacking in melee, reducing their speed and melee hit chance; fatigue decreases over time [*] Adjusted the balance of different melee and ranged weapons [*] Making weapons and ammunition with better metal increases melee damage less and armor piercing more [*] Most items take more time to craft [*] Slightly reduced population growth speed at low food rations [*] Economic hardships are more consistent for the selected difficulty level [*] Limited the distance that capturing a fortification spreads to attached fortifications [*] Gates cannot be opened or closed from their outer side if attached to a wall [*] Ignition of wood fortifications caused by flaming projectiles and melee partially spreads to attached fortifications [*] At least two herds of every enabled animal type are guaranteed on every map [*] Siege Galleys can carry a maximum of 12 crew, not including the siege weapon and its operators [*] Smelters use less wood [*] Smelters require 200 stone [*] Mines require 20 of any metal [*] Pastures require 50 food [*] Walls require 50 stone or wood [*] Large boulders contain less stone [/list] [b]UI/UX[/b] [list][*] The Scenario and Quick Battle menus can save and load preset settings [*] The Map Parameters screen allows direct selection of land, coastal, rivers, and islands map types; water density no longer determines the map type [*] Humans ordered to capture or burn a building spread out to nearby buildings [*] Spotting and range ring dots update much more smoothly [*] World icon groups respond faster to unit and camera movement [*] Added warnings to save on the Map Parameters and Equipment screens [*] The Pause Menu objectives list shows an icon for each objective [*] Changing the resolution in Options -> Graphics requires confirmation or it will reset [*] Added Journey sections to the Manual and How To pages [*] Added new loading screen art [*] Added a saturation slider to graphics options [*] Added tooltips to the rally buttons [*] Added tooltips for the weapons and armor on the Equipment screen [/list]