Campaign mission system: 20 mission definitions, goals, unlocks, carry-over
- campaign.rs: missions as key data (size, rivers, fortresses, goals, waves, time limit, gifts); start_mission builds the map with the generator; tools unlock step by step; the strongest 5 creatures and 20% of the gold are carried into the next mission; campaign progress type - Map generator options (portals, treasure caves, hero gate) and meandering rivers with knight bridges - Mission goals: shards, gate of the order, all knights, vault loot, knight towers, waves; time limits; waves and gate defenders only where the mission wants them - Locked tools are shown dark and cannot be chosen; HUD shows gate/waves/time only when used - Fix: patrol routes no longer start on tower spots - Tests: every mission builds, its goals are possible, wave heroes reach the core Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -424,3 +424,10 @@ msg.bridge_torn = The knights have torn down one of your bridges!
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job.tear_bridge = Tearing down a bridge
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job.patrol = On patrol
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job.guard = On guard
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# campaign
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msg.mission_start = Mission: {0}
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msg.mission_won = Mission accomplished!
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msg.time_up = Time is up - the knights have secured their treasures.
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hud.time_left = Time
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msg.tool_locked = This is not available yet in this mission.
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