- 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>
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>