Dwarf caves in all modes: neutral dwarves guard a hoard and sometimes a rune chest; the rune forge tower; imps repair towers before claiming
- 1-4 cave slots by map size, 50% each (at least one); knight treasure caves only where a mission places them - dwarves fight intruders near the cave, never chase far, heal at home, grow with distance and the player's army, never count for victory - rune chest: one free rune forge tower (chain bolt to three more enemies), upgradeable for gold, sold once it comes back (next mission / free play at once), unbuilt ones carry over - new tool (key N) shown in the tower menu while a rune tower can be built or upgraded Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -69,6 +69,7 @@ pub const T_STEEL: u32 = 130; // 4 variants: riveted iron plates
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pub const I_STEEL: u32 = 134;
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pub const T_RIVAL1: u32 = 135; // 4 variants: floor of the green master
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pub const T_RIVAL2: u32 = 139; // 4 variants: floor of the blue master
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pub const I_RUNE: u32 = 143; // rune forge tower
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pub struct Gfx {
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pub atlas: Texture2D,
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@@ -570,6 +571,23 @@ fn gen_atlas() -> Image {
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None
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}
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});
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cv.cell(I_RUNE, |x, y| {
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// a stone obelisk with a glowing rune, bronze bands
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let body = (5..=10).contains(&x) && y >= 3 && y <= 14 && !(y == 3 && (x == 5 || x == 10));
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if !body {
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return None;
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}
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let rune = (x == 7 || x == 8) && (6..=10).contains(&y) || (y == 8 && (6..=9).contains(&x));
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Some(if rune {
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c(90, 210, 255)
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} else if y == 4 || y == 12 {
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c(190, 120, 60)
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} else if (x + y) % 5 == 0 {
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c(80, 80, 92)
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} else {
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c(110, 110, 124)
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})
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});
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cv.cell(I_SUMMON, |x, y| {
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let d = (((x - 8) * (x - 8) + (y - 8) * (y - 8)) as f32).sqrt();
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let a = ((y - 8) as f32).atan2((x - 8) as f32);
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@@ -1383,6 +1401,7 @@ impl Gfx {
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Kind::Aerie => T_AERIE + v,
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Kind::Steel => T_STEEL + v,
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Kind::ManaSpring => T_PORTALFLOOR + v,
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Kind::RuneChest => T_FLOOR + v,
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}
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}
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