Hi

thanks. I'll use the rooms rules given for computing the creatures room available slots, for instance.
But I've got a problem about the forge with your specs. What should I put in the center of a 3x3 square in that case?
Btw, another release:
https://www.dropbox.com/s/prv8mdun2n39p ... -04-27.zipChanges:- Fixed the creatures max HP and max mana values previously set to the max per level (which wasn't high, explaining the instant deaths).
The creatures stats still need balancing, though IMHO.
- Streamlined the way creatures def is set, adding support to correctly set their move speed, and read their tile passability from the def file.
This means certain creatures will move faster than others now, and certain will be able to fly over lava and water.
- Fixed the clipping seen between rooms and ground tiles when having a high view.
- Added support for a basic AI that will search for gold and use this to build sleep and training rooms. If you wait too long before digging, it will also come and scam your nearest gold.

(The AI doesn't attack yet.)
- Added support to load an arbitrary number of AI slots, defined from the level file. This means you will have no more one AI to fight (the reds), but three on the test level.
- Changed the walls, creatures, ... height to feel more squarish, as requested by Danimal and Elvano.
- Surprise!

Fixed the missing tile problem using a ugly but necessary workaround.
The Dirt_10001111.mesh file needs to be fixed asap. I'll then be able to remove the workaround.
- Changed the Ogre generic scene manager in favour of the interior scene manager, which should be faster. Please tell me if it's actually right for you.
- Made the wall selection easier by preventing creatures pick-up when your selection is above a wall tile.
Please, give some feedback!
(Next, some fixes for rooms.)
Enjoy.
