Unicode glyph lookup instead of CP437 codes, rope and double-strand
frames with clean title ends, progress bars in eighth blocks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hits no longer splash; glancing and spent arrows splash where they land,
drift burning on lava, and arrows on a removed bridge sink.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- giant (from wave 6): slow and enormous, smashes doors three times as hard and wrecks traps by standing next to them
- fairy spy (from wave 3): flies, finds the dungeon's traps (marked with a glint) so the heroes wreck them, and heals heroes around it
- battle mage (from wave 4): throws fireballs with splash and blasts reinforced walls (steel resists him better)
- sprites, bestiary texts EN/DE, test: fairies find traps, giants wreck them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- prison: captured heroes sit in cells apart from the torture chamber, do not defect and starve in time; the hand can move prisoners between cells and torture
- graveyard: the fallen are buried there; after a while some rise as revenants (undead: no food, no sleep, life drain from level 5)
- guard post: creatures hold the position and attack whatever comes into view
- arena: creatures spar in pairs for fast, free experience, at the cost of bruises
- sacrifice altar: creatures dropped on it are sacrificed; certain pairs bring a rare creature, otherwise a blessing (mood and mana)
- researched in the library, campaign unlocks, textures, furniture, texts EN/DE, bestiary
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- explored tiles stay known (saved compactly as bits), enemies are only drawn while in sight; sight runs along open ground, walls block it
- unexplored tiles are black blocks; units, towers, torches, furniture, portals, gate and rival cores in the dark are hidden; minimap and tile info too
- the nearest portal is known from the start; the seer's eye opens a wide area for 20 seconds without remembering it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- researched in the library (and unlocked in the campaign), in the spells menu with own icons and a radius under the pointer
- haste speeds up everything a creature does, stoneskin halves damage, invisible creatures are ignored by enemies and towers until they attack (drawn see-through), plague spreads among enemies, quake hurts and stuns enemies only, cave-in turns floor back into earth
- particles for every spell
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
- projectiles get styles: arrows (shaft and fletching), cannonballs and fireballs fly in an arc, shadow, holy, arcane, rune and magic bolts with their own glow
- trails of embers, sparks, motes or smoke that drift down to the floor
- fireballs explode on the ground (flash, shock wave, embers, smoke, scorch mark), cannonballs burst into stones, dirt, sparks and smoke
- arrows stay stuck in walls (or glance off into the floor) for five minutes, at most 400; they drop out when the wall is dug away
- spells: lightning sprays sparks and scorches the floor, healing lifts green motes, level-ups and summoning rain sparkles; digging throws earth, gold pops coins
- particles are never saved and use their own random numbers
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- own towers in black obsidian and dark iron with red glowing joints, bone spikes, skulls, chains; arrow spire with a ballista, hellmouth cannon with a demon-head barrel, dark spire with horns and a crystal; every level adds parts
- soul core: a crystal heart beating lub-dub (faster when hurt, cracked at low health) held by chains on an obsidian throne, veins with a pulse across the floor, rising embers
- portals: an arch of stone and bone with a skull and horns, a vertical vortex with runes and falling sparks; grey and dead until claimed
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- five sprite views per kind and gear tier (front, front three-quarter, profile, back three-quarter, back), mirrored for the other three directions; chosen from the unit's facing and the camera
- units face where they walk, dig, repair or fight
- animations: imps stomp while claiming (squash on landing), swing while digging, hammer while repairing; lunges in combat, punches in training, nodding while eating, swaying while reading or praying, breathing when idle, leaning back with loads, lying in bed, chained creatures pulling at their chains, flyers flapping
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- tabs: creatures, humans (incl. cave dwarves), dungeon buildings and towers, ranks
- every unit at every level: sprite with gear, rank badge, health, attack, range, speed, wage or bounty, what attracts it
- Crookfinger's texts: loving about the creatures, disgusted about the humans (EN/DE)
- projectiles, hit sparks and splashes grow with the attacker's level, with halos from Lv 5 and glow at Lv 9+
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
- missions interleaved into one story (EN/DE), new epilogue, map sizes grow to 176x176
- islands in water or lava with treasure and/or a mana spring; rivers at least four tiles wide
- sealed caves with treasure and a chained creature that joins once the cave is claimed
- new goals: rival cores, mana springs, freed creatures
- rival messages name the masters; new progress key for the new mission order
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- One opponent on maps up to 128x128, two on bigger maps; with a chance of one in two one of
them is the humans' gate instead of a rival master
- Simplified rival masters (rival.rs): own soul core and dungeon (lair, treasury to loot) that
grows ring by ring, creatures appear and get stronger over time, guard the dungeon and attack
in groups - the player, the other master or the humans' gate; a fallen core puts the master
out and frees its ground
- The humans attack everybody: waves now and then march on a rival master
- Sides for units: all other sides are enemies; towers and contested ground follow them; the
hand cannot pick up rival creatures; the flag next to a rival core attacks it
- Difficulty (easy / medium / hard) in the New Game dialog
- Colours: green and blue floors, cores, unit rings, minimap, HUD bars of the rival cores
- Victory in free games: every rival core and the gate (if any) destroyed
- Tests for setups, growth and attacks, elimination and victory, humans against rivals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Level gear is painted into five sprite variants per kind (shoulder pieces, helmet with horns
or plume, cape, gold with crown), derived from each silhouette, so it moves, sways and
flips with the unit; billboards use the 12x12 cell with the gear border
- Arrow tower: plinth, masonry courses, arrow slits, corbels, wooden platform, merlons,
pennant and ladder; cannon tower: round body with iron bands, carriage, barrel with muzzle
ring, cannon balls; magic tower: stepped base, buttresses, glowing rune bands
- Hero gate / gate of the order: plinths, banded pillars, capitals, stepped arch with
keystone, half-raised portcullis, banners of the order
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- New tool Steel (key O, orders category; campaign from mission 11): 80 gold per earth wall,
40 for a reinforced wall; riveted iron plate texture
- Heroes dig through steel 20 times slower than through earth and avoid it (path cost 300)
- Selling turns a steel wall back into a reinforced wall and refunds half the plating
- Texts EN/DE, test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- New room: aerie (key Y, rooms category, campaign from mission 7); flyers sleep there
- Arrivals: aerie 4+ bats; + torture chamber gargoyles; + library owls; big aerie and treasury
(16+ each) a rare ember wyrm; portal checks free places in lairs and aerie separately
- Flyers cross water and lava (path finding, flag, attacks), are not burnt by lava, patrol far
when idle, attack single enemies, flee to the aerie below 25% health and rest there up to 75%
- Owls shoot arcane bolts, the wyrm breathes fire with splash damage; shots from the air
- Hovering sprites with flapping, aerie floor, perches, roosts, plinths, twig and ember nests
- Room counts are recounted on load (no longer stored); tests for flying and arrivals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Military rank badges instead of level numbers: Lv 2-4 bronze chevrons, Lv 5-7 silver bars,
Lv 8-9 gold stars, Lv 10 gold star in a wreath; rank names in the unit info (EN/DE)
- Equipment grows with the level: shoulder pieces (bronze/silver/gold), helmets with horns
(creatures) or plumes (heroes), capes from Lv 7, glowing ring from Lv 9, aura at Lv 10
- Fix: before the first mouse move the pointer counts as (0, 0) and the edge scrolling
moved the camera at the start and after loading a savegame
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- props.rs: furniture drawn near the camera every frame
- beds built by each creature on arrival, matching its kind (straw, web, starry cushion,
fur pile, chain bunk, ember cushion, rock hollow, camp bed); gone when the owner is
- training: spinning dummies, weapon racks, wobbling targets; torture: turning wheel,
iron maiden, brazier with glowing coals; temple: altar with candles and fire bowl,
candle stands; library: book shelves, lecterns with floating books while studying
- treasure chests in the treasury, closed when empty, filled with their treasure otherwise
- Soul core: stepped obsidian pedestal, four spikes with energy threads, circling runes,
unsteady pulse when hurt
- Portals: circle of standing stones with runes, column of light and rising sparks
- Floors: cracked, chipped and shattered stones, grit and crack decals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>