- 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>
- 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>
- 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>
- 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>
- 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>