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.
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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
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[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
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[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
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[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
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