Richard Zink and Claude Opus 5.5
c52fc4c4ae
Hall of the fallen: kills and causes of death, in the game and over all games in the profile
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 13:48:06 +01:00
Richard Zink and Claude Opus 5.5
bc1f89b4a7
Sounds for weather, rogues and groves: thunder, rain and wind ambience, coin theft, snares, sermons, spores
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 13:37:28 +01:00
Richard Zink and Claude Opus 5.5
5a2ac32071
Command markers only with the debug setting; removing a marker clears them at once
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 13:12:41 +01:00
Richard Zink and Claude Opus 5.5
ad5ceb8c13
Named creatures: names per kind and language, epithets at higher levels, memorial stones for the fallen
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 12:40:22 +01:00
Richard Zink and Claude Opus 5.5
3e17bdf52d
Weather above ground: rain puts out fires, fog shortens sight, storms strike with lightning
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 12:11:19 +01:00
Richard Zink and Claude Opus 5.5
bd956a4f57
Master talents: experience, points and four branches (Builder, Warlord, Warlock, Merchant) with a toolbar window
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 11:35:11 +01:00
Richard Zink and Claude Opus 5.5
ff48a69571
New heroes: thief steals gold, monk ignores spells, ranger lays snares, inquisitor turns weak creatures
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 11:02:50 +01:00
Richard Zink and Claude Opus 5.5
f8eda88bb3
Mushroom groves: unclaimable moss where giant mushrooms grow slowly and glow when ready to fell
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 10:25:24 +01:00
Richard Zink and Claude Opus 5.5
ac22351cdf
Monster eye marks the camera on the minimap; middle double click resets the view angle; creatures by beds up to 100
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 10:06:51 +01:00
Richard Zink and Claude Opus 5.5
e1a8e2c49c
Creatures make their beds only in their own master's lair
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 09:50:31 +01:00
Richard Zink and Claude Opus 5.5
7b927b0df7
Every master of a match gets an own portal beside the dungeon
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 09:32:40 +01:00
Richard Zink and Claude Opus 5.5
773be21455
Marks and dig selection in each master's colour; imps dig only their master's marks; AI marks near its ground, acts calmer, re-summons imps; allies never claim each other's ground
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 09:21:42 +01:00
Richard Zink and Claude Opus 5.5
b29e312e6b
Fourth master: dwarves get their own side so the yellow AI works; yellow colours and texts; AI cores use the player's throne and heart in their colour
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 09:01:57 +01:00
Richard Zink and Claude Opus 5.5
450e55d693
Dig marks in the colour of the master who set them; every master's dungeon is lit
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 08:56:36 +01:00
Richard Zink and Claude Opus 5.5
a00ae6a06b
Real AI masters: rivals, AI seats and the co-op partner play by the player's rules (imps dig, mine and claim, rooms, towers, tunnels and the attack flag); other masters are saved; portals belong to whoever claims them
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 08:18:09 +01:00
Richard Zink and Claude Opus 5.5
c9dafb1606
Guard and attack markers (shields and swords, up to eight each, right click removes); the world and the interface are copied opaque so glows keep their brightness
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 07:47:21 +01:00
Richard Zink and Claude Opus 5.5
4c440fb97f
Creature equipment: the forge makes iron, steel and rune gear for the strongest creatures
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 00:26:59 +01:00
Richard Zink and Claude Opus 5.5
4c9fbe47e4
Traders come through the portal and sell rune plans, rare creatures, wood and mana
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 00:18:47 +01:00
Richard Zink and Claude Opus 5.5
655e625eb0
Wild beasts: cave bears and giant beetles in dens, tamed when beaten while a prison has room
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-06 00:09:18 +01:00
Richard Zink and Claude Opus 5.5
c6d82027dd
Random events: earthquakes, overflowing rivers, new gold veins (free games and versus, can be switched off)
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 23:58:28 +01:00
Richard Zink and Claude Opus 5.5
9b49bc2c9d
Room levels 2 and 3, researched in the library: a quarter better each, brighter, with gold trim
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 23:44:03 +01:00
Richard Zink and Claude Opus 5.5
9931ca9b54
Statistics with a chart at the end of a game, 64 achievements kept locally and on the server
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 23:36:19 +01:00
Richard Zink and Claude Opus 5.5
9535e68df0
Champions of the Order lead every fifth wave: four bosses with abilities, a health bar and loot
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 23:17:20 +01:00
Richard Zink and Claude Opus 5.5
1ae41228ab
Siege engines: knights bring rams and catapults, masters build their own in the forge
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 22:46:06 +01:00
Richard Zink and Claude Opus 5.5
ed3bc437e5
Raise walls: plan them on own floor, imps build reinforced earth
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 22:11:51 +01:00
Richard Zink and Claude Opus 5.5
398bb95681
Wood: giant mushrooms underground, felled by imps; wooden bridges and doors cost wood
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 22:07:59 +01:00
Richard Zink and Claude Opus 5.5
34b4640d85
Drawbridges (down, up, automatic), frost spell and obsidian over cooled lava
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 21:52:12 +01:00
Richard Zink and Claude Opus 5.5
76c23a06f0
Bridge tear test without imps (they would mend the bridge)
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 21:36:00 +01:00
Richard Zink and Claude Opus 5.5
29e4970ab1
Wooden bridges burn; knights wear bridges down, imps mend them
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 21:34:33 +01:00
Richard Zink and Claude Opus 5.5
e3a9d32d61
Hero waves march on the strongest master
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 20:58:46 +01:00
Richard Zink and Claude Opus 5.5
fc9c49d4ca
Versus teams, gold for allies, fallen hearts as spectators, multi-mission editor co-op
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 19:59:43 +01:00
Richard Zink and Claude Opus 5.5
abe01ff23e
Co-op matches of editor campaigns
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 17:39:38 +01:00
Richard Zink and Claude Opus 5.5
535800c7dc
Badly hurt creatures may flee to their lair or the core and heal
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 16:53:32 +01:00
Richard Zink and Claude Opus 5.5
5701124c4f
Block scripts and triggers: data model, Rhai translation and runtime
...
Editor missions keep a painted map or roll a random map per campaign run,
leave out goals they cannot have, and run their triggers in the fixed step.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 16:51:43 +01:00
Richard Zink and Claude Opus 5.5
c5378d0774
Imps set up torch stands in big rooms on their own ground
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 16:10:58 +01:00
Richard Zink and Claude Opus 5.5
b4d834823b
Scatter missed arrows instead of landing on a ring around towers
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 15:15:03 +01:00
Richard Zink and Claude Opus 5.5
f0eb33a6b1
Rework arrows falling into water and lava
...
Hits no longer splash; glancing and spent arrows splash where they land,
drift burning on lava, and arrows on a removed bridge sink.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 14:50:24 +01:00
Richard Zink and Claude Opus 5.5
1ef2239fbf
Let flyers path over water and lava everywhere
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 14:46:16 +01:00
Richard Zink
b06c48172b
Add campaign editor script runtime and debug overlays
2026-11-05 12:22:59 +01:00
Richard Zink
ee7b76fa6a
Manual AI seats for matches: host toggles empty seats, co-op allies fight heroes
2026-11-05 06:38:38 +01:00
Richard Zink
5928acf7f6
Co-op campaign matches and command markers: mission relay, allied masters, temporary flags
2026-11-04 20:07:06 +01:00
Richard Zink
dc22e27184
Multiplayer continues after a player leaves: AI side takeover, background match while menus are open, match chat, five-tile fog start
2026-11-04 18:07:02 +01:00
Richard Zink
7ed630c6f2
Unlock summoning and spawn starting imps for every match master, with side-correct worker counting
2026-11-04 15:10:01 +01:00
Richard Zink
eb11cca8cb
Smooth camera and unit motion: display positions, camera target smoothing, pan speed setting
2026-11-04 13:56:11 +01:00
Richard Zink
42034b062b
Match loop on the client side: orders go to the server, a confirmed turn steps the world five times, and a checksum of the shared state catches worlds that diverge
2026-11-04 11:07:24 +01:00
Richard Zink
87890adc53
Masters for a match: the four sides red, green, blue and yellow (side 4 gets its own owner), and start_masters gives every master his core and his starting area
2026-11-04 10:55:17 +01:00
Richard Zink
35ddfa134c
Simulation runs in fixed steps of 1/50 s (50 steps a second) instead of 1/20 s, with at most twelve catch-up steps in one frame
2026-11-04 10:04:44 +01:00
Richard Zink
1ec7492189
Multiplayer step B: every player order is a command (dig, build, cast, hand, orders) and the simulation runs in fixed 50 ms steps, so single player and a match take the same path
2026-11-04 09:57:02 +01:00
Richard Zink and Claude Opus 5.5
ada14951c4
Crookfinger's voice: he babbles in a squeaky imp language in the rhythm of his hints, important messages and the mission briefings (can be switched off in the sound settings)
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 08:25:31 +01:00
Richard Zink and Claude Opus 5.5
2de0a1de8a
Wilder maps: rivers of water and lava across free maps (neutral bridges), natural caverns until about a quarter of every map is open
...
- caverns in free play and the campaign (mission pieces, fortresses, islands, sealed caves and dwarf caves stay untouched)
- caverns sometimes hold a pool of water or lava, veins in their walls, rarely a small treasure or a creature in chains to free
- rivers keep away from the start; test: open share, liquids and a hero path to the core
- standalone file in play/ rebuilt
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 08:15:34 +01:00