- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>