- 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>
- campaign.rs: missions as key data (size, rivers, fortresses, goals, waves, time limit, gifts);
start_mission builds the map with the generator; tools unlock step by step; the strongest
5 creatures and 20% of the gold are carried into the next mission; campaign progress type
- Map generator options (portals, treasure caves, hero gate) and meandering rivers with
knight bridges
- Mission goals: shards, gate of the order, all knights, vault loot, knight towers, waves;
time limits; waves and gate defenders only where the mission wants them
- Locked tools are shown dark and cannot be chosen; HUD shows gate/waves/time only when used
- Fix: patrol routes no longer start on tower spots
- Tests: every mission builds, its goals are possible, wave heroes reach the core
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>