To stay in the loop, what do you mean by Tier in that case? And what is the tier of each room? How do you unlock a tier?
by tiers i meant the creature classification for when we get to their stats, sorry about that
About the rooms, im only listing their graphical status, code-wise status is unknown to me (mostly)
Library: research rooms and spells; it attracts inteligent creatures like the Warlock. Next topic to research will problaby need to be handpicked, lets not discuss it until ge get to it.
Forge: attract blacksmith creatures (only dwarf3 for now), needed for traps and doors to be crafted, problaby used to upgrade weapon of creatures that can wield them
Prison: Defeated enemy creatures are locked here, when they die of hunger they return as an skeleton
Torture Chamber: captured creatures can be tortured here to reveal information on their keeper or join your side, it attracts a S&M creature
Guard Post: any creature dropped here stands on guard until it gets tired, attracts orcs or dark elfs?
Graveyard: corpses are stored here, when enougth of them have rotted, a creatures appears (ghoul or ghost at ramdom).
We decided to forget the paths, now instead all rooms can be researched, you choose the order (the more advanced the room is, the more research time needed)
Arena: you drop them by hand, they are expulsed once they are KO´d, once expulsed they could get on their feet and walk themselves to their bed
Dark temple: you got it
Hell pits:
viewtopic.php?f=38&t=5528&start=100#p57797 ; do you see it feasible? it could be a good room to have near areas with many enemies; it can be dropped if you want
Recreation room: you got it again
Sweatshop:you got it once more
About the missing room(possible candidates):
- Dark temple can be split and the new room takes the role of sacrifice place(Hall of the dead)
- Armory?: from github:
Traps/doors are free but take a lot of time/workforce, once placed to build or to be replaced, blacksmiths start working on it asap, no traps are stored, they just produce the needed one. Meanwhile, when no trap/door is requested to build they are forging weapon upgrades ("upgrade points"), that are represented into a wall object (it would be a graphical representation of how many "upgrade points" the forge has acumulated) think of a weapon rack that gets fuller of weapons as more points are created.
Any creature that can upgrade weapon and is dropped on forge tries to update first, weapon then, shield (blacksmiths wont have upgradable weapons to avoid them hogging all upgrades when put to work); if the creature has a low level weapon and there is enougth produced "upgrade points" it will try to update weapon, to the best one affordable. A forge should be able to store a fixed number of "upgrade points" per tile, so a small forge (3x3) can only store enougth of them to upgrade to a weapon a rank, while bigger ones could store enougth to upgrade a weapon to epic rank.
The place to store the weapon upgrade points and upgrade dropped creature weapons?
-Hall of memories: sacrify creatures on corners to acumulate XP, drop one in the middle to absorb all of it