The 3D resolution setting refers to a window 1080 device pixels high; smaller windows use a
proportionally smaller divisor (1/1 stays full resolution). Settings show the divisor in effect.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
- New veins (appended kinds): silver (common), ruby (rare), diamond (very rare, far from the core);
treasure caves contain gems; each treasure is worth a different amount per strike and per vein
- Imps carry one kind of treasure at a time
- Treasury tiles hold up to 500 each and show gold coins, silver bars, rubies or diamonds;
spending empties random treasury tiles, the soul core keeps what does not fit
- Training no longer drains gold continuously: it is billed on the next payday
- Payday is announced 20 s before (message with the cost); the HUD shows a payday countdown and
the cost of the next payday in red next to the gold counter
- Tests for the treasury and the payday bill
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- New tile kinds (appended for the savegame codec): water, lava, wooden bridge, stone bridge, core shard
- Sunken river beds with banks, bridge decks with rails, lava glow and lights
- Bridge tool (key U, rooms category): bridges grow from own ground, 30 gold/tile over water, 75 over lava
- Selling a bridge drops the units on it into the river (water: swim to the bank, lava: burn)
- Cannon blasts and punches knock units back; into lava = burnt (heroes still pay their bounty)
- Heroes cannot path through rivers; texts EN/DE; tests for bridges and lava
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Effects now carry start/end heights; leftover 2D height offsets that moved
projectiles and hit sparks sideways on the map are removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- text only at 1x/2x/4x times an integer interface factor (auto or 1-4 in the settings)
- high DPI rendering, own 2D camera in device pixels, mouse converted
- toolbar buttons 6 columns, integer icon scale, minimap integer pixels per tile
- all bars (top bar, unit/tower/gate HP) as CP437 block characters
- 3D world optionally rendered at 1/2, 1/3, 1/4 and upscaled with nearest filtering
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- defeated heroes are knocked out if the torture chamber has room; imps carry them in
- torture drains HP over ~100 s; ~40% defect (paladins ~25%) and become own creatures
- Jailer (6+ torture tiles): tanky melee that pulls enemies in with a chain
- temple: creatures pray for mana (more than studying) and mood
- Flame Priestess (6+ temple tiles): fireballs with splash, heals creatures and the Soul Core
- tests: prisoner chain + defect rate, temple prayer + core healing
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- New Game dialog with map width/height (steps of 32), remembered in settings
- map dimensions are per game; renderer chunks, minimap and camera follow them
- content scales with area; grace period grows with the distance to the Hero Gate
- treasure caves with rich gold, guarded by hero squads that hold their post
- marked blocks: translucent yellow box with outline on all edges
- savegame v2: packed run-length encoded tiles (256x256 map ~320 KB), v1 still loads
- tests: savegame round trip on 96x128, 256x256 generation/simulation/save
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- title screen (continue/new/load/settings/help) and Esc pause menu
- settings: language & sound, camera, graphics, game, rebindable keys;
stored in localStorage and in every savegame (always applied on load)
- savegames as JSON (.dcsave): download, load via file picker or drag & drop
- autosave to localStorage every 2 minutes and when the tab is hidden/closed
- configurable wall detail, light count, interface size, game speed, hints
- audio behind a cargo feature so native tests run (cargo test --no-default-features)
- savegame round-trip test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>