Knight fortresses: knight towers, patrols, alarm, claimable knight ground and vaults
- fortress.rs: fortress builder (masonry walls with doors, courtyard, corner towers, vault chambers full of mixed treasure, shard chamber, gate of the order as the heart, guards, patrols) - Knight towers shoot the player's units; creatures tear down knight towers within reach - Patrols walk their round; guards and patrols that spot an enemy alarm the others nearby - Imps claim knight ground (slower, not next to fighting heroes); vaults hand over their treasure, shard chambers give the shard back; claiming alarms the knights - Knights tear down the player's bridges near their posts - Fix: units next to a tower could stop at the tile edge just out of melee reach - Tests for towers, vault looting, patrols/alarm and bridge tearing Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -415,3 +415,12 @@ treasury.content = Holds {0} worth of {1}
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hud.payday = Payday
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msg.payday_soon = Payday in {0} seconds: your creatures want {1} gold.
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hint.payday_short = There is not enough gold for the coming payday. Unpaid creatures get angry!
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# knight fortresses
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msg.enemy_tower_destroyed = A knight {0} has fallen!
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msg.vault_taken = Knight vault taken: {0} worth of treasure is yours.
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msg.shard_taken = A shard of your soul core is back in your hands!
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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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