I've uploaded a new snapshot release:
https://sourceforge.net/projects/jewelh ... city/r010/It's less stable than the former releases, due to the high amount of internal changes, and the more features there are, the more difficult it becomes to test all cases. A known problem is, that an imp can get stuck if it's digging at a resource mound just while you unmark this mound for mining. If this happens, mark the mound again, wait till the imp runs off and unmark again.
Another known problem is, that digging jobs become lost, if you don't start marking earth blocks adjacent to a corridor or room. To avoid this, just start new rooms or corridors right from existing rooms or corridors.
Changes in this release:
- different sounds for creating rooms.
- new earth and resource mound graphics.
- new room, workshop.
New feature: Mining
You can click a resource mound up to three times, to order up to 3 imps to dig there. The fourth click will unmark the mound. Gold mounds will convert to treasure, which is brought to the treasury by the imps. Tin ore mounds will give tin ore, copper ore mounds give copper ore. The ores will be brought to the nearest workshop by the imps, and stored there. Nothing further happens in this release, smelting will come in one of the next releases. Resource mounds also last infinitely in this release. And I guess weird behavior will start once there is no more space for ores in the workshop (likewise, no more space for treasures in the treasury. I haven't tested this yet, just, but there is no code to handle the situation).
The "gold to treasure" is a leftover from older plans and will be replaced by a production chain similar to the tin + copper ore -> bronze one.
There is a saved game included which showcases most features. Just press "l" to load the game after you start the demo.
In soviet russia, code debugs you.