Roadmap: next steps (AI masters, cursor, heroes, talents, weather, names)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-06 07:58:12 +01:00
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@@ -115,3 +115,19 @@ painted mission whose triggers switch each other on. **Block 4 is done.**
Crookfinger's style and progress bars, stored per user on the server. Crookfinger's style and progress bars, stored per user on the server.
13. **Seasonal events** – cosmetic touches by date (pumpkins at Halloween, snow on the surface in 13. **Seasonal events** – cosmetic touches by date (pumpkins at Halloween, snow on the surface in
winter, ...). winter, ...).
## 5. Next (agreed 2026-11-06)
Done: the pixel look (the world 360 rows on every device, 270/480 selectable; the interface on the same
grid), guard and attack markers (shields and swords), savegames with the game state only.
1. **Real AI masters** - rivals, AI seats and the co-op partner play by the player's rules: imps dig,
claim, mine and set torches; rooms by plan, traps, towers, research; the attack flag, shields and swords;
strength by the difficulty.
2. **Mouse cursor** - clearer hands for the hand tool (open, holding, slap, punch).
3. **New heroes** - thief (steals gold, from wave 3), monk (immune to spells, 5), ranger (lays traps, 7),
inquisitor (converts the weakest creatures back, 9).
4. **Master talents** - Builder, Warlord, Warlock, Merchant (5 levels each), a toolbar button; per game,
carried over in the campaign.
5. **Weather above ground** - rain (puts out fire), fog (less sight), storms (lightning in trees and units).
6. **Named creatures** - names per kind and language, epithets at higher levels, memorial stones.