Traps and doors made in a new forge room, installed by imps; new creature: the cogling
- forge room: creatures work there (coglings fastest), the work goes into the oldest planned trap or door; finished pieces wait as crates, imps carry and install them - traps: spike pit, poison vent (cloud), fire jet, stone roller, alarm bell (calls creatures), rune mine (one big blast), frost glow (slows around it) - doors: wood, iron, magic (hurls attackers back); own creatures pass, enemies smash them on their way; clicking a door with a door tool locks it for everybody - new 'Traps' category in the toolbar, forge in the rooms; texts EN/DE, bestiary entries; atlas grown for new textures and icons - tests: forge to installed trap, spikes hurt, doors lock and get smashed Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -714,3 +714,79 @@ best.b.arrow.text = The arrow pierces up to two more enemies behind the target.
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best.b.cannon.text = Splash damage and knockback - push the knights into the lava.
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best.b.magic.text = Never misses, slows the target and jumps on to a second enemy. Uses mana.
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best.b.rune.text = The masterpiece of the cave dwarves: rune bolts that jump on to three more enemies, enormous range and walls of granite. One free build per chest; sell it and it comes back once.
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# forge, traps and doors
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room.forge = Forge
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tool.forge.label = Forge
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tool.forge.desc = Creatures manufacture traps and doors here - work, no gold. Finished pieces wait in crates until an imp installs them. Coglings come for a forge of 6+ tiles.
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unit.cogling = Cogling
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cat.traps = Traps
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cost.work = {0} work in the forge
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job.forge = Forging
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job.install = Installing a trap
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hint.trap_where = Traps and doors go on your own empty floor.
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hint.need_forge = You need a forge first: creatures make traps and doors there.
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msg.trap_made = The forge has finished: {0}. An imp will install it.
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msg.door_locked = Door locked - nobody gets through, not even your own creatures.
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msg.door_unlocked = Door unlocked.
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msg.door_broken = A door has been smashed!
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msg.alarm = Alarm! Your creatures rush to the intruders.
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trap.ordered = Planned - the forge is at {0}%
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trap.crated = Finished - waiting in the forge
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trap.carried = An imp is bringing it
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trap.armed = Armed
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trap.locked = Locked (click with a door tool to unlock)
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trap.unlocked = Open for your creatures (click with a door tool to lock)
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trap.spikes = Spike Pit
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trap.poison = Poison Vent
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trap.fire = Fire Jet
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trap.roller = Stone Roller
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trap.alarm = Alarm Bell
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trap.mine = Rune Mine
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trap.frost = Frost Glow
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trap.door_wood = Wooden Door
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trap.door_iron = Iron Door
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trap.door_magic = Magic Door
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tool.spikes.label = Spikes
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tool.spikes.name = Spike Pit
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tool.spikes.desc = Spikes shoot up when an enemy steps on it. Strikes again and again.
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tool.poison.label = Poison
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tool.poison.name = Poison Vent
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tool.poison.desc = Releases a cloud of poison that hurts every enemy inside for a while.
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tool.fire.label = Fire
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tool.fire.name = Fire Jet
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tool.fire.desc = A demon head spits a jet of fire at enemies up to three tiles away.
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tool.roller.label = Roller
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tool.roller.name = Stone Roller
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tool.roller.desc = Sends a boulder rolling down the corridor: hits hard and knocks enemies aside.
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tool.alarm.label = Alarm
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tool.alarm.name = Alarm Bell
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tool.alarm.desc = Rings when enemies come near: your creatures nearby rush to fight them.
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tool.mine.label = Mine
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tool.mine.name = Rune Mine
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tool.mine.desc = Explodes once with great force when an enemy steps close.
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tool.frost.label = Frost
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tool.frost.name = Frost Glow
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tool.frost.desc = An ice crystal: enemies around it are slowed and chilled, always.
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tool.door_wood.label = Wood door
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tool.door_wood.name = Wooden Door
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tool.door_wood.desc = Your creatures walk through, enemies have to smash it. Click a door again to lock it.
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tool.door_iron.label = Iron door
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tool.door_iron.name = Iron Door
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tool.door_iron.desc = A heavy door that takes a long time to break. Click a door again to lock it.
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tool.door_magic.label = Magic door
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tool.door_magic.name = Magic Door
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tool.door_magic.desc = The strongest door: it hurls back whoever beats on it. Click a door again to lock it.
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best.cogling.lure = a forge of 6+ tiles
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best.cogling.text = A cogling is soot, brass goggles and pure enthusiasm. It builds traps two and a half times as fast as anyone else and hums while it hammers. | It cannot fight much, but every corridor it touches becomes a terrible place to walk. I adore them.
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best.b.forge.text = The clang of hammers, the smell of hot iron. Every trap and door is made here first - the more creatures work, the faster.
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best.b.spikes.text = Simple, honest, reusable. Knights hate it when the floor bites back.
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best.b.poison.text = A puff of green and a lot of coughing. Best in narrow corridors.
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best.b.fire.text = A demon head with a temper. Put it where the heroes queue.
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best.b.roller.text = A boulder and a long corridor - physics does the rest.
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best.b.alarm.text = Not dangerous itself, but it calls everybody who is.
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best.b.mine.text = One step too many and the corridor gets redecorated.
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best.b.frost.text = Cold makes heroes slow, and slow heroes make easy targets.
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best.b.door_wood.text = Keeps the draught and the knights out - for a while.
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best.b.door_iron.text = Heavy, riveted, stubborn. Bring a battering ram, heroes.
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best.b.door_magic.text = Strike it and it strikes back. Locked, it is the end of every corridor.
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