Engineering, operations & design history
Complete illustrated-world goal
Full repository source: docs/art-direction/complete-map-goal.md
Technical documentation includes historical decisions, proposals and verification reports. For playing instructions and practical rules, open Gameplay.
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Complete illustrated-world goal
Scenes-450 completion checkpoint (2026-09-14): manifest illustrated-places-166-r155 accepts transport/pilgrim-path as the final legacy identity replacement. Three exact opaque RGB paintings bind the mandatory September 5-7 terrain-first contract and canonical Clay Pit, Copper Mine, Gold Vein and Monastery Hamlet references. Direct plus genuine close/regional composition review accepted the low devotional waystone Hero, nearly flush offering-pebble detail and identity-free hills ground with exact sources, unchanged geography and terrain dominance. The combined gate passes 22/22 with one worker, the raster verifier passes in one process, and the final whole catalog suite passes 703/703 with one worker. The authoritative 240-entry diff has no missing or extra replacements; final inventory is 243 logical modern Heroes, 292 Hero paintings, 584 companions, 876 active unique paintings and 2,336 connector recipes. The asset-completion goal is satisfied; future additive families must keep the same no-drift and resource-safe contract.
Scenes-424 checkpoint (2026-09-14): Fir Highlands is production-accepted in manifest illustrated-places-166-r129 as exactly six small firs in one compact open four-tree cluster plus a displaced unequal two-tree pair within continuous ordinary muted upland forest ground, with three tiny irregular bedrock flecks, one minute sapling-and-stone detail and one identity-free ground. Six exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references; three are active. Hero v1 and v2 failed close crop focus, while v3's squared-stone row read as masonry; genuine 1.65/0.845 review accepts v4 at compatible conifer fallback site ATLAS-REDWOOD-135 q12/r16 after an 18-standard plus 200-dedicated-seed absence audit. Exact focused/ready land routes preserve six forest-only companions, the 62-Hero total and geography without the legacy black-backed island, giant trees, cliff, monumental boulder, masonry, canopy wall, ring, row, halo or plate. The one-worker focused set reached 123/124, then its sole prompt-wording failure was corrected and the failed style-lock file passed 3/3, leaving all 124 focused assertions green without a second full rerun. The final raster verifier passed in one process with zero browser/image errors and 9.5/4.5 ms maximum slice/frame. Inventory is 217 logical Heroes, 265 Hero paintings, 530 companion paintings and 2,120 recipes; 214/240 identities are repainted. The exact catalog diff leaves 26 and selects conifer/larch-forest next. No broad suite or load test ran; the goal remains active.
Scenes-423 checkpoint (2026-09-14): Redwood Grove is production-accepted in manifest illustrated-places-166-r128 as exactly five slender redwoods in one lopsided three-tree cluster plus a displaced unequal two-tree pair within continuous ordinary muted forest floor, with one minute sapling detail and one identity-free ground. Four exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references; three are active, while Hero v1 remains rejected because it enclosed an empty centre like a designed grove ring. Exact 1.65/0.845 routes at natural site ATLAS-REDWOOD-135 q6/r74 reached focused/ready with six strictly forest-compatible companions and no legacy black-backed island, monumental trunks, dense canopy wall, fallen log, rock rim, row, halo or plate. The 122/122 focused gate ran with one worker and the raster verifier passed in one process, with zero browser/image errors and 9.7/7.9 ms maximum slice/frame. Inventory is 216 logical Heroes, 264 Hero paintings, 528 companion paintings and 2,112 recipes; 213/240 identities are repainted. The exact catalog diff leaves 27 and selects conifer/fir-highlands next. No broad suite or load test ran; the goal remains active.
Scenes-422 checkpoint (2026-09-14): Spruce Taiga is production-accepted in manifest illustrated-places-166-r127 as exactly seven small spruces in two open non-aligned groups plus one isolated sapling within continuous ordinary cool olive, moss, lichen and straw-brown taiga floor, with one minute two-sapling detail and one identity-free ground. Five exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references; three are active. Hero v1 failed its seven-tree count and Hero v2 failed composed focus readability, so corrected Hero v3 was reviewed at compatible catalog-review site ATLAS-SPRUCE-009 q69/r15 after no natural occurrence appeared in 200 deterministic seeds. Exact 1.65/0.845 routes reached focused/ready with four strictly forest-compatible companions and no legacy black-backed island, giant central tree, dense canopy wall, row, rock rim, snow, halo or plate. The 120/120 focused gate ran with one worker and the raster verifier passed in one process, with zero browser/image errors and 8.4/8.2 ms maximum slice/frame. Inventory is 215 logical Heroes, 263 Hero paintings, 526 companion paintings and 2,104 recipes; 212/240 identities are repainted. The catalog diff leaves 28 and selects conifer/redwood-grove next. No broad suite or load test ran; the goal remains active.
Scenes-421 checkpoint (2026-09-14): Beechwood is production-accepted in manifest illustrated-places-166-r126 as seven small beeches arranged in two unequal open groups plus one isolated sapling within continuous ordinary olive, moss and straw-brown forest floor, with one minute two-sapling detail and one identity-free ground. Three exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references. Exact 1.65/0.845 composed routes reached focused/ready at ATLAS-BEECH-001 q104/r25 with six strictly forest-compatible companions and no legacy circular grove, black-backed island, giant trunks, dense canopy wall, orchard row, rock rim, halo or plate. The 118/118 focused gate ran with one worker and the raster verifier passed in one process, with zero browser/image errors and 7.6/7.4 ms maximum slice/frame. Inventory is 214 logical Heroes, 262 Hero paintings, 524 companion paintings and 2,096 recipes; 211/240 identities are repainted. The catalog diff leaves 29 and selects conifer/spruce-taiga next. No broad suite or load test ran; the goal remains active.
Scenes-420 checkpoint (2026-09-14): Clover Field is production-accepted in manifest illustrated-places-166-r125 as three small, widely separated dark-sage clover traces with two pinhead faded-cream flowers embedded in continuous ordinary olive-and-straw grassland, plus one minute clover detail and one identity-free ground. Three exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references. Exact 1.65/0.845 composed routes reached focused/ready at ATLAS-CF-005 q-11/r38 with five strictly grasslands-compatible companions and no legacy circular clover carpet, giant leaves, bright blossom balls, rock rim, repeated-dot pattern, crop geometry, halo or plate. The 116/116 focused gate ran with one worker and the raster verifier passed in one process, with zero browser/image errors and 3.0/7.8 ms maximum slice/frame. Inventory is 213 logical Heroes, 261 Hero paintings, 522 companion paintings and 2,088 recipes; 210/240 identities are repainted. The catalog diff leaves 30 and selects forest/beechwood next. No broad suite or load test ran; the goal remains active.
Scenes-419 checkpoint (2026-09-14): Rolling Downs is production-accepted in manifest illustrated-places-166-r124 as three short, separated, non-aligned shallow grass shoulders embedded in continuous ordinary olive-and-straw grassland, with one minute relief detail and one identity-free ground. Four exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references; Hero v1 is preserved as rejected evidence because its long lit swell became a diagonal road-like band in focused composition. Corrected Hero v2 reached exact focused/ready routes at 1.65/0.845 zoom at ATLAS-RD-094 q8/r18 with six strictly grasslands-compatible companions and no circular hill island, paths, hedges, conifers, rock rim, continuous stripe, terrace, halo or plate. The 112/112 bounded gate ran at one worker and the raster verifier passed, with zero browser/image errors and 5.5/6.1 ms maximum slice/frame. Inventory is 212 logical Heroes, 260 Hero paintings, 520 companion paintings and 2,080 recipes; 209/240 identities are repainted. The catalog diff leaves 31 and selects grassland/clover-field next. No broad suite or load test ran; the goal remains active.
Scenes-419 checkpoint (2026-09-14): Rolling Downs is production-accepted in manifest illustrated-places-166-r124 as three short, separated, non-aligned shallow grass shoulders embedded in continuous ordinary olive-and-straw grassland, with one minute relief detail and one identity-free ground. Four exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references; Hero v1 remains inactive because genuine focused composition exposed its long lit swell as a diagonal road-like band. Corrected Hero v2 reached exact focused/ready routes at 1.65/0.845 zoom at ATLAS-RD-094 q8/r18 with six strictly grasslands-compatible companions and no circular hill island, path, hedge, conifer grove, rock rim, stripe, terrace, route, halo or plate. The 112/112 bounded gate ran at one worker and the raster verifier passed, with zero browser/image errors and 5.5/6.1 ms maximum slice/frame. Inventory is 212 logical Heroes, 260 Hero paintings, 520 companion paintings and 2,080 recipes; 209/240 identities are repainted. The catalog diff leaves 31 and selects grassland/clover-field next. No broad suite or load test ran; the goal remains active.
Scenes-418 checkpoint (2026-09-13): Wildflower Meadow is production-accepted in manifest illustrated-places-166-r123 as three small separated broken patches of muted flower flecks embedded in continuous ordinary olive-and-straw grassland, with one minute flower detail and one identity-free grassland ground. Three exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references. Exact 1.65/0.845 composed routes reached focused/ready at ATLAS-WF-046 q46/r69 with six strictly grasslands-compatible companions and no legacy circular flower island, rock rim, conifers, dense flower carpet, repeated-dot pattern, route, halo or plate. The 110/110 bounded gate ran at one worker and the raster verifier passed, with zero browser/image errors and 14.2/2.3 ms maximum slice/frame. Inventory is 211 logical Heroes, 259 Hero paintings, 518 companion paintings and 2,072 recipes; 208/240 identities are repainted. The catalog diff leaves 32 and selects grassland/rolling-downs next. No broad suite or load test ran; the goal remains active.
Scenes-417 checkpoint (2026-09-13): Misty Moor is production-accepted in manifest illustrated-places-166-r122 as three small separated ground-hugging mist traces embedded in continuous peat, sedge and muted heather, with one minute mist detail and one identity-free moor ground. Three exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references. Exact 1.65/0.845 composed routes reached focused/ready at ATLAS-MM-018 q51/r16 with four strictly wetlands-compatible companions and no legacy circular water garden, dead-tree monument, complete wet ring, boulder circle, smoke trail, repeated overlay, halo or plate. The 108/108 bounded gate ran at one worker and the raster verifier passed, with zero browser/image errors and 7.6/10.1 ms maximum slice/frame. Inventory is 210 logical Heroes, 258 Hero paintings, 516 companion paintings and 2,064 recipes; 207/240 identities are repainted. The catalog diff leaves 33 and selects grassland/wildflower-meadow next. No broad suite or load test ran; the goal remains active.
Scenes-416 checkpoint (2026-09-13): Salt Marsh is production-accepted in manifest illustrated-places-166-r121 as sparse pale salt traces, shallow subdued pannes and low reeds embedded in continuous ordinary wetlands terrain, with one subordinate detail and one identity-free ground. Four exact 1536x1024 RGB paintings bind the mandatory September 5-7 contract and four canonical references; three are active and overdense Detail v2 remains inactive evidence. Exact 1.65/0.845 composed routes reached focused/ready at ATLAS-SM-089 q51/r51 without the legacy floating oval, crystal monument, enclosed turquoise channels, hard reed rim, route, halo or plate. The 106/106 bounded gate ran at one worker and the raster verifier passed, with zero browser/image errors and 7.5/3.9 ms maximum slice/frame. Inventory is 209 logical Heroes, 257 Hero paintings, 514 companion paintings and 2,056 recipes; 206/240 identities are repainted. The catalog diff leaves 34 and selects wetland/misty-moor next. No broad suite or load test ran; the goal remains active.
Scenes-386 checkpoint (2026-09-13): Black Coral Shelf is production-accepted in manifest illustrated-places-166-r91 as one compact ocean-native two-lobe submerged shelf Hero with two tiny low coral traces, one subordinate single-trace detail and one identity-free ocean ground. Four exact 1536×1024 RGB paintings bind the mandatory September 5–7 contract and four canonical references; three are active, while Hero v1 is preserved as rejected scale-drift evidence after genuine close composition enlarged it into an underwater landscape. Corrected v2 passes 1.65/0.845 review at natural ATLAS-REEF-156 with exact focused/ready routes and no colorful reef garden, repeated underwater forest, island, exposed cliff, ring, wall, route stripe, black backing or detached plate. The 49/49 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 2.5/5.8 ms maximum observed slice/frame. Inventory is 179 logical modern Heroes, 227 profile-resolved Hero paintings, 454 companion paintings and 1,800 placement recipes; 176 of 240 original identities are repainted. The catalog diff leaves 64 identities and selects reef/sponge-forest next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-385 checkpoint (2026-09-13): Shipwreck Reef is production-accepted in manifest illustrated-places-166-r90 as one compact ocean-native broken keel-and-rib Hero, one subordinate timber-rubble detail and one identity-free ocean ground. Four exact 1536×1024 RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active, while Hero v1 is preserved as rejected scale-drift evidence because genuine close composition enlarged it into a dominant half-viewport ship monument. Corrected v2 passes 1.65/0.845 review at the natural deterministic ATLAS-REEF-460 occurrence with exact focused/ready routes and no intact hull, upright mast, sail, coral spectacle, island, reef ring, route stripe, black backing or detached plate. The 47/47 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 1.3/2.1 ms maximum observed slice/frame. Inventory is 178 logical modern Heroes, 226 profile-resolved Hero paintings, 452 companion paintings and 1,792 placement recipes; 175 of 240 original identities are repainted. The catalog diff leaves 65 identities and selects reef/black-coral-shelf next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-384 checkpoint (2026-09-13): Atoll Ring is production-accepted in manifest illustrated-places-166-r89 as one ocean-native Hero containing one focus-readable broad broken limestone shelf and two much smaller non-aligning submerged traces, one tiny broken detail and one neutral open-ocean ground. Five exact 1536×1024 RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active, while Hero v1 is preserved as rejected viewport-ring evidence and v2 as rejected close-crop invisibility evidence. Genuine close/regional composition at deterministic ATLAS-REEF-042 reached exact focused/ready v3 routes; ordinary ocean remains authoritative without the legacy bright closed coral diorama, enclosed lagoon, near-perfect ring, opposing parentheses, necklace, island, coral garden, route stripe, black backing or detached plate. The 45/45 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 2.7/2.3 ms maximum observed slice/frame. Inventory is 177 logical modern Heroes, 225 profile-resolved Hero paintings, 450 companion paintings and 1,784 placement recipes; 174 of 240 original identities are repainted. The authoritative catalog diff leaves 66 unrepainted identities and selects catalog-order reef/shipwreck-reef next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-383 checkpoint (2026-09-13): Barrier Reef is production-accepted in manifest illustrated-places-166-r88 as one ocean-native Hero containing a broad branching cluster of unequal low fully submerged limestone-and-dead-coral rubble lobes separated by wide deep-water cuts, one tiny broken detail and one neutral ocean ground. Four exact 1536×1024 RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active and the first narrow diagonal Hero is preserved as rejected road-like evidence. Genuine close/regional composition at the deterministic catalog-review site reached exact focused/ready routes; ordinary water and the real procedural coastline remain authoritative without the legacy black backing, living coral display, sea plants, starfish, fish, saturated cyan, exposed land, island, atoll ring, continuous barrier, route stripe or detached regional plate. The 44/44 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 4.1/7.8 ms maximum observed slice/frame. Inventory is 176 logical modern Heroes, 224 profile-resolved Hero paintings, 448 companion paintings and 1,776 placement recipes; 173 of 240 original identities are repainted. The authoritative catalog diff leaves 67 unrepainted identities and selects catalog-order reef/atoll-ring next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-382 checkpoint (2026-09-13): Saltwater Flats is production-accepted in manifest illustrated-places-165-r87 as one ocean-native Hero containing one broad irregular field of fully submerged saline silt divided by large ordinary-water corridors, one tiny broken detail and one neutral slate-teal ocean ground. All three exact 1536×1024 RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; ordinary water remains authoritative without the legacy black backing, enclosed shallow-water diorama, exposed sand, land, salt crust, shoreline, reeds, rocks, islands, bright-white spectacle, continuous band or detached regional plate. The 42/42 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 2.8/4.6 ms maximum observed slice/frame. Inventory is 175 logical modern Heroes, 223 profile-resolved Hero paintings, 446 companion paintings and 1,768 placement recipes; 172 of 240 original identities are repainted. The authoritative catalog diff leaves 68 unrepainted identities and selects catalog-order reef/barrier-reef next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-381 checkpoint (2026-09-13): Brackish Bay is production-accepted in manifest illustrated-places-164-r86 as one ocean-native Hero containing one broad low-contrast asymmetrical brackish mixing field, one tiny broken detail and one neutral slate-teal ocean ground. All three exact 1536×1024 RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; ordinary water remains authoritative without the legacy black backing, enclosed pond, painted coast, land, mudflat, reeds, river mouth, island, continuous band, whirlpool, pollution slick or detached regional plate. The 40/40 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 1.2/1.0 ms maximum observed slice/frame. Inventory is 174 logical modern Heroes, 222 profile-resolved Hero paintings, 444 companion paintings and 1,760 placement recipes; 171 of 240 original identities are repainted. The authoritative catalog diff leaves 69 unrepainted identities and selects catalog-order shallow-sea/saltwater-flats next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-380 checkpoint (2026-09-13): Pearl Banks is production-accepted in manifest illustrated-places-163-r85 as one ocean-native Hero containing one irregular muted submerged shell-gravel bank and two much smaller faint fragments, one tiny broken shell-gravel detail and one neutral slate-teal ocean ground. All three exact 1536×1024 RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; ordinary water remains authoritative without the legacy black backing, tropical islands, giant pearls, treasure, jewelry, open oysters, repeated white dots, bead rows, reef ring, atoll or detached regional plate. The 38/38 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 2.7/2.6 ms maximum observed slice/frame. Inventory is 173 logical modern Heroes, 221 profile-resolved Hero paintings, 442 companion paintings and 1,752 placement recipes; 170 of 240 original identities are repainted. The authoritative catalog diff leaves 70 unrepainted identities and selects catalog-order shallow-sea/brackish-bay next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-379 checkpoint (2026-09-13): Sandbar Chain is production-accepted in manifest illustrated-places-162-r84 as one ocean-native Hero containing one medium and three smaller unequal, staggered, water-separated tidal sand tongues, one tiny split sandbar detail and one neutral slate-teal ocean ground. Six RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three exact 1536×1024 landscape sources are active, while three otherwise acceptable square drafts are preserved as rejected dimension-gate evidence. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; ordinary water remains authoritative without the legacy black backing, exposed island strip, bright beach spectacle, continuous causeway, road, bridge, repeated beads, atoll or detached regional plate. The 36/36 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 22.3/3.7 ms maximum observed slice/frame. Inventory is 172 logical modern Heroes, 220 profile-resolved Hero paintings, 440 companion paintings and 1,744 placement recipes; 169 of 240 original identities are repainted. The authoritative catalog diff leaves 71 unrepainted identities and selects catalog-order shallow-sea/pearl-banks next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-378 checkpoint (2026-09-13): Turquoise Shoals is production-accepted in manifest illustrated-places-161-r83 as one ocean-native Hero containing one medium and two much smaller submerged shelf traces, one tiny broken shoal detail and one neutral slate-teal ocean ground. Five native RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active, while the parallel-band Hero and evenly distributed four-stamp Hero are preserved as rejected evidence. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; broad ordinary water remains authoritative without the legacy black backing, tropical islands, exposed sand, palms, reef ring, saturated cyan, coherent stripe, four-corner balance, oval or detached regional plate. The 36/36 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 1.3/3.6 ms maximum observed slice/frame. Inventory is 171 logical modern Heroes, 219 profile-resolved Hero paintings, 438 companion paintings and 1,736 placement recipes; 168 of 240 original identities are repainted. The authoritative catalog diff leaves 72 unrepainted identities and selects catalog-order shallow-sea/sandbar-chain next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-377 checkpoint (2026-09-13): Storm Sea is production-accepted in manifest illustrated-places-160-r82 as one ocean-native Hero containing a broken off-center field of confused chop, one tiny crest-crossing detail and one neutral slate-teal ocean ground. Five native RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active, while the first Hero is preserved as rejected horizontal-band evidence and the first detail as rejected dark-oval evidence. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; broad ordinary water remains authoritative without the legacy black backing, rock ring, whirlpool, storm cloud, lightning, coherent stripe, circular plate or detached regional patch. The 38/38 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 5.9/2.1 ms maximum observed slice/frame. Inventory is 170 logical modern Heroes, 218 profile-resolved Hero paintings, 436 companion paintings and 1,728 placement recipes; 167 of 240 original identities are repainted. The authoritative catalog diff leaves 73 unrepainted identities and selects catalog-order shallow-sea/turquoise-shoals next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-376 checkpoint (2026-09-13): Whale Road is production-accepted in manifest illustrated-places-159-r81 as one ocean-native Hero containing only three widely separated unequal surface signs, one tiny partial-back detail and one neutral slate-teal ocean ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; broad ordinary water remains authoritative without the legacy black backing, rocky island corridor, large-whale procession, literal road, route stripe, long wake, foam corridor, halo or detached plate. The 36/36 bounded gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 4.0/1.3 ms maximum observed slice/frame. Inventory is 169 logical modern Heroes, 217 profile-resolved Hero paintings, 434 companion paintings and 1,720 placement recipes; 166 of 240 original identities are repainted. The authoritative catalog diff leaves 74 unrepainted identities and selects catalog-order ocean/storm-sea next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-375 checkpoint (2026-09-13): Sulfur Springs is production-accepted in manifest illustrated-places-158-r80 as one mountain-native Hero containing exactly three widely separated unequal muted grey-green seeps, one tiny stone-screened damp trace and one neutral rocky upland ground. Four native RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active and the first Hero is preserved as rejected evidence because five similar circular pools, bright rims and pale links formed a designed repeated set. Genuine close/regional composition at the deterministic mountain site reached exact focused/ready land-masked routes; ordinary relief remains authoritative without the legacy black backing, luminous volcanic diorama, volcano, crater, lava, geyser, tall steam, neon pools, connecting route or detached plate. The 83/83 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 5.1/9.2 ms maximum observed slice/frame. Inventory is 168 logical modern Heroes, 216 profile-resolved Hero paintings, 432 companion paintings and 1,712 placement recipes; 165 of 240 original identities are repainted. The established 18-seed historical audit now has zero legacy occurrences, while the authoritative catalog diff leaves 75 unrepainted identities and selects catalog-order ocean/whale-road next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-374 checkpoint (2026-09-13): Ash Plain is production-accepted in manifest illustrated-places-157-r79 as one mountain-native Hero of broad low wind-scoured ash, one separated incidental trace and one neutral rocky upland ground. Four native RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active and the first detail is preserved as rejected road-like evidence. Genuine close/regional composition at the deterministic mountain site reached exact focused/ready land-masked routes; ordinary relief remains authoritative without the legacy black backing, erupting volcano, crater, lava, smoke, road stripe, circular plate or detached regional patch. The 81/81 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 15.1/3.5 ms maximum observed slice/frame. Inventory is 167 logical modern Heroes, 215 profile-resolved Hero paintings, 430 companion paintings and 1,704 placement recipes; 164 of 240 original identities are repainted. The 12-seed audit leaves volcanic/sulfur-springs as the sole observed legacy family. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-373 checkpoint (2026-09-13): Warm Current is production-accepted in manifest illustrated-places-156-r78 as one ocean-native Hero of broad broken muted-jade temperature variation, one tiny subordinate current trace and one neutral medium-ocean ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic ocean site reached exact focused/ready routes; continuous slate-teal water remains authoritative without the legacy black backing, island vortex, road-like ribbon, luminous stripe, halo or hard plate, and the identity dissolves cleanly at regional scale. The 79/79 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 1.6/12.3 ms maximum observed slice/frame. Inventory is 166 logical modern Heroes, 214 profile-resolved Hero paintings, 428 companion paintings and 1,696 placement recipes; 163 of 240 original identities are repainted. The 12-seed audit leaves two legacy occurrences in two volcanic families and selects volcanic/ash-plain next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-372 checkpoint (2026-09-13): Iceberg Sea is production-accepted in manifest illustrated-places-155-r77 as one ocean-native Hero of low separated weathered floes, one tiny ice-chip trace and one neutral cold-ocean ground. Eight native RGB paintings bind the mandatory September 5–7 contract and four canonical image references; three are active and five are preserved as rejected evidence. Two companion drafts used inactive Bluewater targets, and the first active trio was rejected after genuine regional composition revealed a dark oval tonal plate. The corrected medium slate-teal family passes exact focused/ready close and regional routes at the deterministic ocean site without the legacy black backing, ice cathedral, arch, vortex, bright-cyan spectacle, halo or hard plate. The 77/77 focused gate ran at one worker and the one-process raster verifier passed after the final tonal sources, with zero browser/image errors and 2.0/1.0 ms maximum observed slice/frame. Inventory is 165 logical modern Heroes, 213 profile-resolved Hero paintings, 426 companion paintings and 1,688 placement recipes; 162 of 240 original identities are repainted. The 12-seed audit leaves 3 legacy occurrences in 3 families and selects shallow-sea/warm-current next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-371 checkpoint (2026-09-13): Tallgrass Sea is production-accepted in manifest illustrated-places-154-r75 as one hills-native Hero of broad broken wind-bent tallgrass swaths, one tiny off-center tallgrass trace and one neutral rolling-hills ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic hills site reached exact focused/ready routes; the real relief remains authoritative around muted straw, olive, sage, short grass, stone, scrub and heather, without the legacy isolated diorama, literal water, crop rows, path, black backing, halo or hard plate. The 75/75 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 8.1/7.6 ms maximum observed slice/frame. Inventory is 164 logical modern Heroes, 212 profile-resolved Hero paintings, 424 companion paintings and 1,680 placement recipes; 161 of 240 original identities are repainted. The 12-seed audit leaves 4 legacy occurrences in 4 families and selects ocean/iceberg-sea next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-370 checkpoint (2026-09-13): Savanna Grassland is production-accepted in manifest illustrated-places-153-r74 as one broad muted fields-native Hero, one tiny low thorn trace and one neutral dry fields ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic coastal site reached exact focused/ready routes; the real peninsula remains authoritative around dusty straw, faded olive, subdued stone and small widely separated thorn trees, without the legacy isolated diorama, watering hole, path, herd, giant acacia, black backing, halo or hard plate. The 73/73 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 7.9/0.7 ms maximum observed slice/frame. Inventory is 163 logical modern Heroes, 211 profile-resolved Hero paintings, 422 companion paintings and 1,672 placement recipes; 160 of 240 original identities are repainted. The 12-seed audit leaves 5 legacy occurrences in 5 families and selects grassland/tallgrass-sea next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-369 checkpoint (2026-09-13): Maple Forest is production-accepted in manifest illustrated-places-152-r73 as one restrained mixed-season forest Hero, one tiny screened sapling trace and one neutral forest ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic site reached exact focused/ready routes; dull olive and moss green dominate with scattered muted ochre and smoked-rust accents, without the legacy saturated autumn island, black backing, circular grove, path, halo or hard plate. The 71/71 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 2.2/1.0 ms maximum observed slice/frame. Inventory is 162 logical modern Heroes, 210 profile-resolved Hero paintings, 420 companion paintings and 1,664 placement recipes; 159 of 240 original identities are repainted. The 12-seed audit leaves 6 legacy occurrences in 6 families and selects grassland/savanna-grassland next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-368 checkpoint (2026-09-13): Bamboo Forest is production-accepted in manifest illustrated-places-151-r72 as one irregular interwoven forest Hero, one tiny screened cane trace and one neutral forest ground. All three accepted native RGB paintings bind the mandatory September 5–7 contract and four canonical image references; the first Hero is retained as rejected evidence because diagonal clear lanes resembled a plantation. Genuine close/regional composition at the deterministic forest-coast site reached exact focused/ready routes without the legacy bright isolated thicket, black backing, path, pond, plantation grid, halo or hard plate. The 69/69 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 7.3/1.0 ms maximum observed slice/frame. Inventory is 161 logical modern Heroes, 209 profile-resolved Hero paintings, 418 companion paintings and 1,656 placement recipes; 158 of 240 original identities are repainted. The 12-seed audit leaves 7 legacy occurrences in 7 families and selects forest/maple-forest next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-367 checkpoint (2026-09-13): Wheat Fields is production-accepted in manifest illustrated-places-150-r71 as one tundra-native Hero of broad broken low wheat, one subordinate crop trace and one neutral rocky tundra ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic coastal site reached exact focused/ready routes; short blunt pale-straw heads remain embedded in real peninsula geography without the legacy windmill, buildings, fenced rectangles, cart road, saturated crop island, black backing, halo or hard plate. The 67/67 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 6.8/2.2 ms maximum slice/frame. Inventory is 160 logical modern Heroes, 208 profile-resolved Hero paintings, 416 companion paintings and 1,648 placement recipes; 157 of 240 original identities are repainted. The 12-seed audit leaves 8 legacy occurrences in 8 families and selects forest/bamboo-forest next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-366 checkpoint (2026-09-13): Cedar Woods is production-accepted in manifest illustrated-places-149-r70 as one continuous irregular old cedar woodland, one subordinate natural detail and one neutral forest ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic site reached exact focused/ready routes while layered spreading cedar boughs, warm fibrous trunks, mossy rocks and interrupted natural gaps remain embedded in broad forest without the legacy black-backed conifer island, circular grove, plantation row, coherent road, halo or hard plate. The 65/65 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 7.6/2.9 ms maximum slice/frame. Inventory is 159 logical modern Heroes, 207 profile-resolved Hero paintings, 414 companion paintings and 1,640 placement recipes; 156 of 240 original identities are repainted. The 12-seed audit leaves 9 legacy occurrences in 9 families and selects farmland/wheat-fields next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-365 checkpoint (2026-09-13): Industrial City is production-accepted in manifest illustrated-places-148-r69 as one low arctic works Hero, one subordinate work trace and one neutral ground. All three native RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition at the deterministic site reached exact focused/ready routes while broad snow-rock terrain stays dominant and the legacy steampunk dome, clock tower, tall smokestacks, smoke, pipe network, road grid, black backing, halo and hard plate are absent. The 69/69 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 2.0/8.3 ms maximum slice/frame. Inventory is 158 logical modern Heroes, 206 profile-resolved Hero paintings, 412 companion paintings and 1,632 placement recipes; 155 of 240 original identities are repainted. The 12-seed audit leaves 10 legacy occurrences in 10 families and selects conifer/cedar-woods next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-364 checkpoint (2026-09-13): Open Prairie is production-accepted in manifest illustrated-places-147-r68 with one native 1536×1024 hills Hero, one subordinate natural detail and one neutral ground. All accepted sources bind the mandatory September 5–7 contract and four canonical image references. Two Hero attempts and one detail remain preserved as rejected evidence; the source gate correctly rejected the square Hero before production acceptance. Genuine close/regional composition covered both deterministic occurrences and reached exact focused/ready routes without crop strips, livestock, fences, standing stones, conifer ring, road, stream, black backing, halo or hard plate. The 67/67 focused gate ran at one worker and the one-process raster verifier passed, with zero browser/image errors and 16.9/2.4 ms maximum slice/frame. Inventory is 157 logical modern Heroes, 205 profile-resolved Hero paintings, 410 companion paintings and 1,624 placement recipes; 154 of 240 original identities are repainted. The 12-seed audit leaves 11 legacy occurrences in 11 families and selects city/industrial-city next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-363 checkpoint (2026-09-13): Harbor City is production-accepted in manifest illustrated-places-146-r67 with separate grasslands and wetlands Hero/detail/ground families. All six full-bleed RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Genuine close/regional composition covered both deterministic occurrences and reached exact focused/ready profile routes; modest low warehouses, a square counting house, short working landings and tiny boats stay subordinate to broad coast or wetland. The legacy fortress, clock and church towers, blue roofs, giant dock network, sailing fleet, black backing, halo and hard plate are absent. The 65/65 one-worker gate and one-process raster verifier pass with zero browser warnings/image errors and 13.3/4.5 ms maximum slice/frame. Inventory is 156 logical modern Heroes, 204 profile-resolved Hero paintings, 408 companion paintings and 1,616 placement recipes; 153 of 240 original identities are repainted. The expanded 12-seed audit leaves 13 legacy occurrences in 12 families and selects grassland/open-prairie next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-362 checkpoint (2026-09-13): Forest Town is production-accepted in manifest illustrated-places-145-r66 with separate hills and tundra Hero/detail/ground families. All six accepted RGB paintings bind the mandatory September 5–7 contract and four canonical image references; one road-dominated hills detail is retained as rejected evidence. Genuine close/regional composition covered all four deterministic occurrences and reached exact focused/ready profile routes across inland and coastal contexts, without the legacy clock tower, blue roofs, dense civic block, waterwheel, black backing, halo or hard plate. The 67/67 one-worker gate and one-process raster verifier pass with zero browser warnings/image errors and 24.7/9.0 ms maximum slice/frame. Inventory is 155 logical modern Heroes, 202 profile-resolved Hero paintings, 404 companion paintings and 1,608 placement recipes; 152 of 240 original identities are repainted. The expanded 12-seed audit leaves 15 legacy occurrences in 13 families and selects city/harbor-city next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-361 checkpoint (2026-09-13): Forest Town is source-approved but deliberately inactive on manifest illustrated-places-144-r65. Expanded deterministic discovery found four legacy sites across hills and tundra, so six profile-specific review paintings were created: two low woodland-interlocked towns, two minor work-edge details and two neutral grounds. All exact RGB sources bind the mandatory September 5–7 contract and four canonical image references. Direct review rejected one hills detail whose inherited lane dominated the canvas; the road-free correction and the other five sources pass, and the one-worker source gate is 9/9. Inventory remains 154 logical modern Heroes, 200 profile-resolved Hero paintings, 400 companion paintings and 1,600 placement recipes; 151 of 240 original identities are repainted. Routing, raster and four-site composed review remain the next gate. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-360 checkpoint (2026-09-13): Mudflat is production-accepted in manifest illustrated-places-144-r65 as four separated low-contrast silt pockets embedded in continuous wetland, with one minor silt-tongue detail and neutral ground. All active full-bleed RGB paintings bind the mandatory September 5–7 contract and four canonical image references; the first Hero is retained as rejected evidence because it formed a road-like diagonal band. Genuine 1.65/0.845 composition reached exact focused/ready Hero/detail/ground routes without a road, coast, beach, cracked-earth icon, pond, black backing, halo or hard plate. The 69/69 one-worker focused gate and one-process raster verifier pass, with zero browser warnings or image errors and 7.6/6.8 ms maximum slice/frame. Inventory is 154 logical modern Heroes, 200 profile-resolved Hero paintings, 400 companion paintings and 1,600 placement recipes; 151 of 240 original identities are repainted. The established 18-seed audit is now clean, while 89 catalog identities remain for expanded deterministic discovery. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-359 checkpoint (2026-09-13): Fen Meadow is production-accepted in manifest illustrated-places-143-r64 as a restrained low peat-and-sedge wetlands feature, one tiny hummock detail and identity-free wetland ground. All three full-bleed RGB paintings bind the mandatory September 5–7 contract and four canonical image references. Direct and close composed review accept broken seepage and short sedges without the legacy pond, tall cattails, lily pads, bright flowers, black backing, halo or hard plate. The audited site’s live Hidden Reach overlay suppresses fine detail at medium/regional zoom, where no high-contrast stamp appears; exact Hero/detail/ground routes remained focused/ready and the browser log was clean. The 87/87 one-worker focused gate and one-process raster verifier pass, with 7.6/2.3 ms maximum slice/frame. Inventory is 153 logical modern Heroes, 199 profile-resolved Hero paintings, 398 companion paintings and 1,592 placement recipes; 150 of 240 original identities are repainted. The established 18-seed audit leaves wetland/mudflat next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-358 checkpoint (2026-09-13): Caldera Basin is production-accepted in manifest illustrated-places-142-r63 as a broad shallow cold volcanic collapse embedded in continuous mountain terrain, with one minor broken-rim detail and identity-free upland ground. The three active full-bleed RGB paintings bind the mandatory September 5–7 contract and the four canonical image references. Direct and genuine 1.65/0.845 composed review reject the legacy lava-ring spectacle in favor of an asymmetrical eroded landform; exact Hero/detail/ground routes reached focused/ready with zero browser warnings or image errors. The 85/85 one-worker focused gate and one-process raster verifier pass; maximum observed slice/frame were 7.6/2.3 ms. Inventory is 152 logical modern Heroes, 198 profile-resolved Hero paintings, 396 companion paintings and 1,584 placement recipes; 149 of 240 original identities are repainted. The established 18-seed audit leaves two legacy occurrences in two families and selects wetland/fen-meadow next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-357 checkpoint (2026-09-13): Sheltered Sound is production-accepted in manifest illustrated-places-141-r62 as a subtle deeper-blue lower-energy water reach loosely protected by two tiny submerged shoulders, with one minor shoulder detail and identity-free ocean ground. All active paintings bind the mandatory style-contract ID and four canonical image references. Direct review rejected the first Hero as a long pale shallow shelf; genuine 1.65/0.845 composition then accepted the corrected family because the real procedural coast forms the open sound and the authored art stays subordinate. Exact Hero/detail/ground routes reached focused/ready. The 69/69 one-worker gate and one-process raster verifier pass, with no browser warnings, image errors, painted coastline, island ring, cyan lagoon, black backing, halo or hard plate; maximum observed slice/frame were 2.0/7.9 ms. Inventory is 151 logical modern Heroes, 197 profile-resolved Hero paintings, 394 companion paintings and 1,576 placement recipes; 148 of 240 original identities are repainted. The fresh 18-seed audit leaves three legacy occurrences in three families and selects volcanic/caldera-basin next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-356 checkpoint (2026-09-13): Seagrass Meadow is production-accepted in manifest illustrated-places-140-r61 as disconnected muted submerged seabed patches, one minor current-bent detail and identity-free ocean ground. All active paintings bind the mandatory style-contract ID and four canonical image references. Genuine 1.65/0.845 composition rejected the first oversized diagonal Hero stripe, then accepted the reduced fragmented repaint with broad dark-water separation and exact focused/ready Hero/detail/ground routes. The 67/67 one-worker focused gate and one-process raster verifier pass, with no browser warnings, image errors, aquarium blades, bright cyan pool, floating weed, black backing, halo or hard plate; maximum observed slice/frame were 7.6/5.1 ms. Inventory is 150 logical modern Heroes, 196 profile-resolved Hero paintings, 392 companion paintings and 1,568 placement recipes; 147 of 240 original identities are repainted. The fresh 18-seed audit leaves four legacy occurrences in four families and selects shallow-sea/sheltered-sound next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-355 checkpoint (2026-09-13): Island Passage is production-accepted in manifest illustrated-places-139-r60 as a broad irregular dark-water corridor between two far-separated low mostly submerged banks, with one minor shoal trace and identity-free ocean ground. All three full-bleed paintings bind the mandatory style-contract ID and the four canonical image references. Genuine 1.65/0.845 composition preserves the exact ATLAS-AT-003 site, Hero total, five compatible connectors and geography; the negative-space passage reads naturally beside the real procedural coast. The legacy island ring, enclosed bright-cyan lagoon, tall cliffs, trees, black backing, halo and hard plate are absent; exact Hero/detail/ground routes reached focused/ready. The 69/69 one-worker focused gate and one-process raster verifier pass, with no image errors, a 2.4 ms maximum slice and 4.6 ms maximum frame. Inventory is 149 logical modern Heroes, 195 profile-resolved Hero paintings, 390 companion paintings and 1,560 placement recipes; 146 of 240 original identities are repainted. The fresh 18-seed audit leaves five legacy occurrences in five families and selects shallow-sea/seagrass-meadow next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-354 checkpoint (2026-09-13): Fishing Village is production-accepted in manifest illustrated-places-138-r59 as three or four low weathered turf-and-timber cottages, incomplete net racks and two tiny grounded skiffs inside continuous cold tundra, with one subordinate net-mending shelter and identity-free ground. All three full-bleed paintings bind the mandatory style-contract ID and the four canonical image references. Genuine 1.65/0.845 composition preserves the exact ATLAS-AT-002 site, Hero total, seven compatible connectors and geography; the procedural coast meets the source cleanly and supplies all water. Painted shoreline, an island, dock, harbour, lighthouse, tower, stacked settlement, black backing, halo and hard plate are absent; exact Hero/detail/ground routes reached focused/ready. The 67/67 one-worker focused gate and one-process raster verifier pass, with no image errors, an 8.4 ms maximum slice and 5.3 ms maximum frame. Inventory is 148 logical modern Heroes, 194 profile-resolved Hero paintings, 388 companion paintings and 1,552 placement recipes; 145 of 240 original identities are repainted. The fresh 18-seed audit leaves six legacy occurrences in six families and selects shallow-sea/island-passage next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-353 checkpoint (2026-09-13): Coral Garden is production-accepted in manifest illustrated-places-137-r58 as irregular dusty-ochre, dull-rust, olive-brown and chalky submerged coral patches beneath continuous muted blue-green water, with one subordinate depth-softened rubble trace and identity-free ocean ground. All three full-bleed paintings bind the mandatory style-contract ID and the four canonical image references. Genuine 1.65/0.845 composition preserves the exact ATLAS-AT-011 site, Hero total, six compatible connectors and geography without exposed land, an atoll or reef ring, aquarium silhouettes, saturated cyan, glow, halo or hard plate; exact Hero/detail/ground routes reached focused/ready. The 81/81 one-worker focused gate and one-process raster verifier pass, with no image errors, a 2.5 ms maximum slice and 7.7 ms maximum frame. Inventory is 147 logical modern Heroes, 193 profile-resolved Hero paintings, 386 companion paintings and 1,544 placement recipes; 144 of 240 original identities are repainted. The fresh 18-seed audit leaves seven legacy occurrences in seven families and selects rural/fishing-village next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-352 checkpoint (2026-09-12): Golden Veld is production-accepted in manifest illustrated-places-136-r57 as irregular wind-bent honey-gold grass swaths, one subordinate grass-screened natural detail and identity-free ground. All three full-bleed paintings bind the mandatory style-contract ID and the four canonical image references. Genuine 1.65/0.845 composition preserves the exact ATLAS-AT-007 site, Hero total, one compatible connector and geography without crop rows, road, livestock, black backing, halo, hard plate or duplicate landmark; exact Hero/ground routes reached focused/ready, with the active detail unused at this topology. The 79/79 one-worker focused gate and one-process raster verifier pass; browser logs and image errors are empty, with 4.8 ms maximum slice and 6.1 ms maximum frame. Inventory is 146 logical modern Heroes, 192 profile-resolved Hero paintings, 384 companion paintings and 1,536 placement recipes; 143 of 240 original identities are repainted. The fresh 18-seed audit leaves eight legacy occurrences in eight families and selects reef/coral-garden next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-344 checkpoint (2026-09-12): Vineyard Hills is production-accepted in manifest illustrated-places-128-r49 as broken low russet-olive vine bands following cold tundra contours, one tiny subordinate vine-and-windbreak trace, and identity-free ground. Four canonical-reference-bound paintings are retained; detail v1 is rejected process evidence because it formed an arched chamber, while corrected v2 is a flat incomplete windbreak. Genuine 1.65/0.845 composition preserves the exact four-connector site, Hero total and geography without the legacy villa, barrels, crop quilt, black backing, halo or hard plate. Exact routes reached focused/ready; the 65/65 one-worker gate and one-process raster verifier pass. The fresh 18-seed audit leaves 16 legacy occurrences in 16 families and selects forest/birch-grove next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-343 checkpoint (2026-09-12): Wind-Carved Badlands is production-accepted in manifest illustrated-places-127-r48 as a low broken diagonal field of shallow wind-cut ribs, benches and gullies plus one tiny subordinate trace and identity-free ground. The three paintings explicitly bind the locked style-contract ID and all four canonical image references. Genuine 1.65/0.845 composition preserves the exact five-connector site, Hero total and geography without the legacy black-backed arch, spires, monumental skyline, halo or hard oval. Exact routes reached focused/ready; the 65/65 one-worker focused gate and one-process raster verifier pass. The fresh 18-seed audit leaves 17 legacy occurrences in 17 families and selects farmland/vineyard-hills next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-342 checkpoint (2026-09-12): White Desert is production-accepted in manifest illustrated-places-126-r47 after the regional gate rejected Hero v1's broad pale oval. Final v2 turns the formation into asymmetric diagonal chalk-and-gypsum lobes divided by ochre corridors, with one tiny partly buried trace and identity-free ground; all active paintings bind the mandatory style-contract ID and four canonical image references. Genuine 1.65/0.845 composition preserves the exact five-connector site, Hero total and geography without the legacy black-backed arch, pillar monument, halo, isolated plate or pale spotlight. Exact routes reached focused/ready; the 65/65 one-worker focused gate and one-process raster verifier pass after correction. The fresh 18-seed audit leaves 18 legacy occurrences in 18 families and selects desert/wind-carved-badlands next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-341 checkpoint (2026-09-12): Glass Desert is production-accepted in manifest illustrated-places-125-r46 as broad low smoke-brown and dusty-amber fused desert surface plus one tiny partly buried trace and identity-free ground. The three Gravel Desert-derived paintings explicitly bind the locked style-contract ID and all four canonical image references. Genuine 1.65/0.845 composition preserves the exact six-connector site, Hero total and geography without the legacy black-backed cyan crystal monument, glow, halo, isolated plate or hard oval. Exact Hero/detail/ground sources reached focused/ready with zero warnings or image errors; the 65/65 one-worker focused gate and one-process raster verifier pass. The fresh 18-seed audit leaves 19 legacy occurrences in 19 families and selects desert/white-desert next. No broad suite or load test ran; the asset-completion goal remains active under the same no-drift and resource-safe contract.
Scenes-340 checkpoint (2026-09-12): Canal City is production-accepted in manifest illustrated-places-124-r45 as a low desert settlement threaded by narrow muted canals plus one subordinate footbridge trace and identity-free ground. The three Gravel Desert-derived paintings explicitly bind the locked style-contract ID and all four canonical image references. Genuine 1.65/0.845 composition preserves the exact seven-cell site, Hero total and geography without the legacy black-backed cathedral city, island silhouette, broad turquoise water, plate or halo. Exact sources reached focused/ready with zero warnings or image errors; the 29/29 one-worker focused gate and one-process raster verifier pass. The fresh 18-seed audit leaves 20 legacy occurrences in 20 families and selects desert/glass-desert next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-339 checkpoint (2026-09-12): Ancient Metropolis is production-accepted in manifest illustrated-places-123-r44 as a compact low desert civic cluster plus one tiny masonry trace and identity-free ground. Six Gravel Desert-derived paintings are retained: the three v1 drafts are inactive process rejects because their executed prompts omitted the mandatory contract ID, while the visually approved v2 corrections bind it and all four canonical image references explicitly. Genuine 1.65/0.845 composition preserves the exact seven-cell site, Hero total and geography without the legacy black-backed monumental diorama, palace mass, skyline, complete wall, plate or halo. Exact sources reached focused/ready with zero warnings or image errors; the 29/29 one-worker focused gate and one-process raster verifier pass. The fresh 18-seed audit selects city/canal-city next. No broad suite or load test ran; the asset-completion goal remains active.
Scenes-337 checkpoint (2026-09-12): Crevasse Field is production-accepted in manifest illustrated-places-121-r42 after the automatic regional gate rejected its warmer Glacier-derived v1 trio for a broad oval scene footprint. Three colder Polar Icecap-derived v2 paintings pass direct comparison against the four immutable canonical references plus genuine close/regional composition as shallow broken fissures within continuous neutral arctic terrain, without canyon, abyss, cyan glow, plate or halo. Exact sources reached focused/ready with zero browser warnings or image errors; the 31/31 one-worker focused gate and one-process raster verifier pass. The fresh sequential 18-seed audit selects arctic/wind-carved-snow next. No broad suite or load test ran; the goal remains active under the same no-drift and resource-safe contract.
Scenes-336 checkpoint (2026-09-12): Tidal Lagoon is production-accepted in manifest illustrated-places-120-r41. Its three style-locked Bluewater edits pass direct canonical review, four close/regional compositions, the 29/29 one-worker focused gate and the one-process raster verifier. Both sites, Hero totals, connector topology and geography remain deterministic, and the final scene stays continuous sea without exposed land, a bounded lagoon, reef ring, plate, halo or saturated-cyan drift. The fresh sequential 18-seed audit selects arctic/crevasse-field next. No broad suite or load test ran; the goal remains active under the same no-drift and resource-safe contract.
Scenes-335 checkpoint (2026-09-12): Bluewater Expanse is production-accepted in manifest illustrated-places-119-r40 after the automatic regional gate rejected a halo-producing companion pair and an interim detail. The corrected Hero/detail/ground trio passes direct canonical review, four final close/regional compositions, the 27/27 one-worker core gate and the one-process raster verifier. Both ocean sites, Hero totals, topology and geography remain deterministic. The fresh sequential 18-seed audit selects shallow-sea/tidal-lagoon next. No broad suite or load test ran; the goal remains active under the same no-drift and resource-safe contract.
Scenes-334 checkpoint (2026-09-12): Abyssal Deep is production-accepted in manifest illustrated-places-118-r39 after direct canonical source review and four live close/regional compositions. Its one Hero, subordinate detail and identity-free ground preserve both ocean sites and continuous terrain without scenic or icon-like drift. The one-worker 25/25 core gate and one-process raster verifier pass; the bounded regression result is 107/108 solely because of the known stale broad native-terrain-domain exact-ID allowlist. The next bounded family is ocean/bluewater-expanse, selected by the fresh sequential 18-seed audit. No broad suite or load test ran; the goal remains active under the same no-drift and resource-safe contract.
Scenes-333 style-locked Watchtower acceptance (2026-09-12): manifest illustrated-places-117-r38 activates exact grasslands/hills Heroes plus one tiny sentry-shelter detail and one identity-free ground per profile. All six paintings are narrow profile-matched edits of the accepted Border Keep set with Clay Pit, Copper Mine, Gold Vein and Monastery Hamlet supplied as immutable references. Four genuine 1.65/0.845 compositions preserve both deterministic seven-cell sites, Hero totals and geography while reducing the landmark to one narrow roofed tower, tiny lean-to and short broken windbreak in dominant continuous terrain; no keep, enclosure, platform, plate, halo, black backing or scenic cutout appears. The active family gate and provenance gate pass 3/3 with one worker, the focused gate passes 59/59 with one worker, and the raster verifier passes in one process. Exact Hero/detail/ground sources reached focused/ready, browser warnings and image errors were zero, the maximum observed slice was 18.9 ms and the maximum frame 5.2 ms. A fresh sequential 18-seed audit selects ocean/abyssal-deep next at two ocean sites. No broad suite or load test ran; the goal remains active. The inventory is now 127 logical Heroes, 173 profile-resolved Hero paintings, 346 companions, 124/240 legacy repaints, 1,384 connector recipes and 498 authored contours.
Scenes-332 style-locked Border Keep acceptance (2026-09-12): manifest illustrated-places-116-r37 activates exact grasslands/hills Heroes plus one tiny structural watch shelter and one identity-free ground per profile. All six paintings are narrow edits of trusted Monastery Hamlet production art with Clay Pit, Copper Mine, Gold Vein and Monastery Hamlet supplied as immutable references. Four genuine 1.65/0.845 compositions preserve both deterministic 7-/8-cell sites, Hero totals and geography while keeping the squat tower and short irregular wall subordinate to continuous terrain; no castle mass, plate, halo, black backing or scenic cutout appears. The active family gate passes 3/3 with one worker, all 56 focused checks have passed across the one-worker run and targeted stale-count rerun, and the one-process raster verifier passes. Exact Hero/detail/ground sources reached focused/ready, browser warnings and image errors were zero, the maximum observed slice was 27.9 ms and the maximum frame 4.5 ms. A fresh sequential 18-seed audit selects fortification/watchtower next at grasslands and hills sites. No broad suite or load test ran; the goal remains active. The inventory is now 126 logical Heroes, 171 profile-resolved Hero paintings, 342 companions, 123/240 legacy repaints, 1,368 connector recipes and 492 authored contours.
Scenes-331 style-locked Pastureland acceptance (2026-09-12): manifest illustrated-places-115-r36 activates six exact fields/tundra paintings and raises the inventory to 125 logical Heroes, 169 profile-resolved Hero paintings, 338 companions, 122/240 legacy repaints, 1,352 connector recipes and 486 authored contours. The accepted v3 set consists only of minimal edits to trusted Olive Groves and Glacier Field sources under the four immutable canonical references; twelve scenic v1/v2 drafts remain rejected. Four genuine 1.65/0.845 compositions preserve continuous terrain, small incidental livestock, two deterministic sites, Hero totals and four-/five-cell topology without fences, enclosures, plates, halos or scenic cutout edges. The 3/3 family gate, 112/112 focused one-worker gate and one-process raster verifier pass; browser warnings and image errors are zero. A fresh 18-seed audit selects fortification/border-keep next. No broad suite or load test ran; status remains active.
Scenes-330 style-locked Olive Groves acceptance (2026-09-12): manifest illustrated-places-114-r35 activates three exact hills paintings and raises the current inventory to 124 logical Heroes, 167 profile-resolved Hero paintings, 334 companions, 121/240 legacy repaints, 1,336 connector recipes and 480 authored contours. Direct canonical comparison and genuine 1.65/0.845 composed review accept a modest loose contour-following grove without the legacy black-backed fenced-house diorama, orchard grid, plate, halo or oversized landmark. Both four-cell sites, Hero totals and geography remain deterministic. The 3/3 family gate, 83/83 focused one-worker gate and one-process raster verifier pass; browser warnings/errors are zero and the maximum observed slice is 5.5 ms. The fresh 18-seed audit selects farmland/pastureland next at fields and tundra sites. No broad suite or load test ran; status remains active.
Scenes-324 style-locked Fjord Coast acceptance (2026-09-12): manifest illustrated-places-111-r32 activates one fields Hero, one natural-detail companion and one identity-free ground companion across both deterministic sites. Direct canonical comparison and live 1.65/0.845 composed review accept the low inlet as continuous olive-gold coast terrain without a tall cliff, icon, plate, halo or repeated stamp. A scoped connector-terrain contract restores the legacy 4/6-cell coastline topology across fields, wetlands and ocean while leaving Hero selection fields-only. Exact sources reached focused/ready; the maximum slice was 5.9 ms, the raster verifier passes, and the focused one-worker gate passes 77/77.
Scenes-326 style-locked Sea Caves acceptance (2026-09-12): manifest illustrated-places-112-r33 activates exact tundra/arctic Heroes and four profile-specific natural companions while preserving the ATLAS-AT-009 six-cell and ATLAS-MF-002 four-cell topology. Direct canonical comparison and four live 1.65/0.845 compositions accept the low cave notches as terrain, with a continuous olive-rock tundra coast and a coherent arctic snow-rock peninsula whose forest edge has no rectangular snow plate. The rejected first arctic detail remains inactive. Exact sources reached focused/ready, browser warnings and image errors were zero, the maximum slice was 8.3 ms, the raster verifier passes, and the focused one-worker gate passes 77/77. The r33 inventory is 122 logical Heroes, 165 profile-resolved Hero paintings, 330 companions, 119/240 legacy repaints, 1,320 connector recipes and 474 authored contours. A fresh sequential 18-seed audit selects desert/gravel-desert next at ATLAS-AT-006 q33/r56 and ATLAS-AT-007 q12/r68. No broad suite or load test ran; the overall map goal remains active.
Status: active. Primary benchmark: gonzVision1.png, preserved at public/assets/illustrated-atlas-vision.png.
Scenes-322 style-locked Glacier Field acceptance (2026-09-12): manifest illustrated-places-110-r31 activates one arctic Hero, one natural-detail companion and one identity-free ground companion while preserving both deterministic sites. Direct canonical comparison and live close/regional review accept the shallow old glacier embedded in rocky snow terrain, without an ice cliff, cyan icon, isolated plate or diorama edge. Exact sources reached focused/ready with no image errors and a 7.7 ms maximum slice. The focused gate passes 74/74 with one worker and the raster verifier passes as one process. A fresh sequential audit selects coast/fjord-coast next at two fields-profile sites. No broad suite or load test ran; the overall map goal remains active.
Scenes-320 style-locked Active Volcano acceptance (2026-09-12): manifest illustrated-places-109-r30 activates one full-bleed mountain Hero, one natural-detail companion and one identity-free ground companion across three deterministic sites. Direct canonical comparison and live close/regional review accept the low broad volcanic massif, tiny dull vent, short heat traces and modest smoke wisp as embedded terrain—not a glowing icon, steep cone or cinematic eruption. Exact sources reached focused/ready with no image errors and a 4.6 ms maximum slice. The focused gate passes 71/71 with one worker and the raster verifier passes as one process. A fresh sequential 18-seed audit selects arctic/glacier-field next at two arctic sites. No broad suite or load test ran; the overall map goal remains active.
Scenes-318 supersedes the current-state paragraphs below (2026-09-12): manifest illustrated-places-108-r29 accepts the style-locked Caravanserai and Oasis Town families. Nine exact production paintings cover three profile scenes; six genuine close/regional views pass with exact focused/ready sources, no image errors and a 7.6 ms maximum slice. The locked simplified high-oblique brush language, terrain-first hierarchy and modest settlement scale hold in both families. The focused gate passes 68/68 with one worker, the raster verifier passes as one process, and the earlier six stale global expectations are reconciled to verified r29 totals. A fresh sequential 18-seed audit selects volcanic/active-volcano next. No broad suite or load test ran; whole-map joins, repetition, catalog completion and release approval remain open, so this goal stays active.
Scenes-314 style lock, Hill Village repaint acceptance and Caravanserai review checkpoint (2026-09-12): world-of-gonz-atlas-v2-september-5-7-locked-v1 now SHA-256 pins Clay Pit, Copper Mine, Gold Vein and Monastery Hamlet as mandatory image references and makes direct visual comparison authoritative over technical test success. Manifest illustrated-places-106-r27 replaces the rejected photoreal Hill Village sources with three versioned simplified illustrated-atlas paintings. Exact routing preserves three deterministic sites; close/regional composition passes 2/2, the combined style/family gate passes 6/6 with one worker, and the raster verifier passes as one process. Six inactive Caravanserai hills/tundra Hero/detail/ground sources pass the same lock and await user review; legacy Caravanserai routing is unchanged. No broad suite or load test ran.
Scenes-308 Barley Fields v2 acceptance (2026-09-12): manifest illustrated-places-106-r25 activates three exact full-bleed profile Heroes plus six subordinate detail/identity-free-ground companions for hills, grasslands and tundra, preserving three deterministic sites and connected profile-safe placement. Six genuine sequential close/regional views confirm exact focused/ready sources and modest irregular barley areas following continuous terrain, with no rectangular crop tile, decorative quilt, platform, halo or hard plate. The family gate passes 3/3, the complete focused gate passes 75/75 with one worker, and the raster verifier passes as one process. No broad suite or load test ran. A fresh sequential read-only catalog audit is next; whole-map joins, repetition, foreground performance, catalog completion and release approval remain open, so this goal stays active.
Scenes-306 Polar Icecap v2 acceptance and next-family selection (2026-09-10): manifest illustrated-places-106-r24 activates one exact full-bleed arctic Hero, one subordinate pressure-ridge detail and one identity-free rocky-snow ground while preserving three deterministic sites and profile-safe connected placement. Genuine close/regional review confirms exact focused/ready sources and a low matte wind-shaped snow crown embedded in continuous terrain, with no ice cliff, isolated island outline, platform, halo or hard plate. The dedicated gate passes 3/3, the complete focused gate passes 72/72 with one worker, and the raster verifier passes as one process. No broad suite or load test ran. A fresh sequential read-only 18-seed audit selected farmland/barley-fields at three hills/grasslands/tundra occurrences as the next bounded family. Whole-map joins, repetition, foreground performance, catalog completion and release approval remain open, so this goal stays active.
Scenes-304 University Town v2 acceptance and next-family selection (2026-09-10): manifest illustrated-places-106-r23 activates two exact full-bleed Heroes and four companions for hills and tundra, preserving four deterministic sites and profile-safe connected placement. Genuine close/regional review confirms exact focused/ready sources and compact domestic-scale learning settlements embedded in continuous terrain, with no monumental campus, authored island edge, wall, platform, halo or hard plate. The focused gate passes 69/69 with one worker and the raster verifier passes as one process. No broad suite or load test ran. A fresh sequential read-only 18-seed audit selected arctic/polar-icecap at three occurrences as the next bounded family; the goal remains active.
Scenes-303 University Town v2 source checkpoint (2026-09-10): six new full-bleed 1536x1024 RGB review paintings cover hills and tundra Hero/detail/ground roles. Direct automatic review accepts compact domestic-scale scholarly settlements, single-building detail traces and identity-free grounds without a monumental campus, wall, platform, halo or hard plate. The dedicated one-worker source guard passes 2/2, locking format, hashes, originals and four deterministic legacy sites. Manifest illustrated-places-106-r22 remains unchanged until genuine composed review passes; no raster, broad-suite or load gate ran for this inactive batch.
Scenes-302 Mountain Town v2 acceptance and next-family selection (2026-09-10): manifest illustrated-places-106-r22 activates two exact full-bleed Heroes and four companions for hills and tundra, preserving four audited sites and profile-safe connected placement. Genuine close/regional review confirms exact focused/ready sources and compact modest settlements embedded in continuous terrain, with no fortress, wall, platform, halo or hard-edged plate. The focused gate passes 66/66 with one worker and the raster verifier passes as one process. One server, one simulation worker and one browser tab were used sequentially; no broad whole-directory suite or load test ran. A fresh sequential read-only 18-seed audit selected town/university-town at four hills/tundra occurrences as the next bounded family. Whole-map joins, repetition, foreground performance, catalog completion and release approval remain open, so this goal stays active.
Scenes-300 Rocky Headland v2 acceptance and next-family selection (2026-09-10): manifest illustrated-places-106-r21 activates two exact full-bleed Heroes and four companions for fields and tundra, preserving four audited sites and profile-safe connected placement. Genuine close/regional review (four views) confirms exact focused/ready sources and a low mainland-attached weathered promontory embedded in continuous coast, with no tall island, platform, halo, icon or hard-edged plate. The focused gate passes 64/64 with one worker and the raster verifier passes as one process. One server, one simulation worker and one browser tab were used at a time; no broad whole-directory suite or load test ran. A fresh sequential read-only 18-seed audit then selected town/mountain-town from the tied four-occurrence backlog. Its hills/tundra profile sources are the next bounded work and remain ungenerated and unrouted.
Scenes-299 Floating Stones v2 acceptance (2026-09-10): the first post-freeze bounded catalog family is accepted in manifest illustrated-places-106-r20. Four exact profile Heroes and eight companions cover mountain, grasslands, desert and hills while preserving the four audited legacy sites and connector topology. Eight genuine composed views at zoom 1.65/0.85 confirmed exact sources, focused/ready state and the intended three-to-five small matte fragments over natural shelves, with identity reduced to one fragment in details and omitted from grounds. There is no glow, platform, halo, giant island mass or hard-edged plate. Focused validation passes 61/61 with one worker and the raster verifier passes as one process. Each seed used one server, one simulation worker and the same browser tab; no broad whole-directory suite or load test ran. Continue with the source-approved inactive Rocky Headland boundary.
Scenes-298 September 8 correction-batch completion (2026-09-10): the temporary expansion-generation freeze has done its job. Irrigated Farms, Cursed Land, Portal Nexus and Celestial Crater are accepted through manifest illustrated-places-106-r19, with 42 exact full-bleed RGB production paintings across 14 profile scenes. Genuine controlled composition review covered every profile at regional and close zoom (28 views), verified exact sources plus focused/ready state, and found the approved September 5–7 terrain-first language intact: quiet subordinate companions, continuous native terrain, and no plate, halo, glow or isolated icon mass. The curated correction-batch gate passes 79/79 with one worker, including the formerly stale global Hero/count assertions; the raster verifier passed as one process after each integration. Review used one server, one simulation worker and one browser tab at a time. No broad whole-directory suite or load test ran. The complete-map goal remains active: resume bounded catalog work with Floating Stones composed review first and Rocky Headland next, leaving both source-approved families inactive until their own integration gates pass.
Scenes-294 Floating Stones v2 source checkpoint (2026-09-10): the next tied four-occurrence catalog family now has twelve automatically approved full-bleed RGB sources across mountain, grasslands, desert and hills Hero/detail/ground roles. The selected identity uses three to five small matte weathered fragments just above a natural shelf, subordinate single-fragment details and identity-free grounds; one repetitive mountain ground was rejected and replaced. The dedicated one-worker guard passes 2/2 and preserves all four legacy sites while confirming the candidates remain inactive. Manifest illustrated-places-106-r16 is unchanged; genuine composed review is pending. No broad suite, raster run or load test ran.
Scenes-293 Rocky Headland v2 source checkpoint (2026-09-10): after completing all source paintings in the sixteen-family course-correction plan, a fresh sequential 18-seed catalog audit selected coast/rocky-headland from the tied four-occurrence backlog. Six automatically approved full-bleed RGB sources cover fields and tundra Hero/detail/ground roles: low mainland-attached promontories, tiny subordinate weathered outcrops and quiet identity-free terrain. The dedicated one-worker guard passes 2/2 and locks the four legacy sites while confirming the candidate sources remain inactive. Manifest illustrated-places-106-r16 is unchanged; genuine composed review is pending. No broad suite, raster run or load test ran.
Scenes-292 Celestial Crater v2 source checkpoint (2026-09-10): the selected wetlands 05B Hero and eleven automatically approved derived paintings cover wetlands, arctic, grasslands and hills Hero/detail/ground roles. All twelve review sources are full-bleed 1536x1024 8-bit RGB with unique verified hashes; the one-worker family guard passes 4/4. The identity remains a small irregular impact scar, short ejecta trace and matte meteor remnant, with subordinate details and identity-free grounds, without glow, halo, perfect ring, platform or isolated icon treatment. The set remains inactive on manifest illustrated-places-106-r16; genuine composed review is pending. Across the sixteen-family correction plan, all 29 profile Hero masters and all 58 required companions now have approved source paintings, but the composed-review backlog keeps waves five and six open. No broad suite, raster run or load test ran.
Scenes-288 Mana Spring all-profile acceptance and wave-four completion (2026-09-10): the approved mountain, grasslands, tundra and desert Heroes and all eight subordinate companions are active through exact RGB production copies and manifest illustrated-places-106-r15. The bounded nine-path change preserves all five audited occurrences, Hero totals and connector topology. Focused validation passes 61/61 with one worker, the raster verifier passes in one process, and one-active-tab composed review at zoom 0.85/1.65 confirms exact r15 sources, focused/ready, zero app-origin logs and continuous profile-native terrain without a rectangular plate, halo or repeated secondary spring. The wave gate passes 404/404 with two workers. No load test ran. Continue wave five with Irrigated Farms; 30 companion paintings are approved and 28 remain.
Scenes-287 Salt Desert v2 acceptance and wave-three completion (2026-09-09): the approved regional saline-depression Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r14. The bounded three-path change preserves all five desert occurrences, audited Hero totals and connector topology. Focused validation passes 61/61 with one worker, the raster verifier passes in one process, and one-tab composed review of independent ATLAS-AT-004 and ATLAS-AT-008 geometries at zoom 0.85/1.65 confirms exact r14 sources, focused/ready, zero app-origin errors and an 11.0 ms maximum frame. Direct review finds the salt pan, minor gypsum/brine trace and quiet sand/gravel embedded in real desert and coast geometry, with no halo, plate, isolated white island, repeated mineral band or competing landmark. The wave gate passes 401/401 with two workers. No load test ran. Continue wave four with the three remaining Mana Spring profile companions.
Scenes-286 Mangrove Coast v2 acceptance (2026-09-09): the approved regional-estuary Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r13. The bounded three-path change preserves all four forest occurrences, audited Hero totals and connector topology. Focused validation passes 61/61 with one worker, the raster verifier passes in one process, and one-tab composed review of independent ATLAS-AT-003 and ATLAS-AT-008 shorelines at zoom 0.85/1.65 confirms exact r13 sources, focused/ready, zero app-origin errors and a 10.0 ms maximum frame. Direct review finds a full-bleed mangrove estuary, incidental root/branch trace and quiet silt embedded in real forest/coast geometry, with no cutout tree, halo, plate, false island, repeated band or competing landmark. No broad suite or load test ran. Continue wave three with Salt Desert.
Scenes-285 Volcanic Seamount v2 acceptance and wave-two completion (2026-09-09): the approved subdued-ridge Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r12. The bounded three-path change preserves the single ATLAS-PINE-001 q118/r14 ocean site, 54-Hero total and one-detail/five-ground topology. Focused validation passes 61/61 with one worker, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact r12 sources, focused/ready, zero app-origin errors and a 7.6 ms maximum frame. Direct review finds an underwater basalt ridge, a subordinate low-rock trace and non-focal water embedded in broad continuous ocean, with no eruption, lava, smoke, glow, halo, island edge, coastline, hard plate or competing seamount. The wave gate passes 385/385 with two workers. No load test ran. Continue wave three with Mangrove Coast.
Scenes-284 Sargasso Drift v2 acceptance (2026-09-09): the approved loose-weed Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r11. The bounded three-path change preserves the single ATLAS-PINE-001 q102/r7 ocean site, 54-Hero total and one-detail/four-ground topology; the Sargasso tile's stale native-size metadata is corrected to the actual 1536x1024 source. Focused validation passes 61/61 with one worker in 9.2 seconds, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact r11 sources, focused/ready, zero app-origin warnings/errors and a 1.5 ms maximum frame. Direct review finds broad continuous ocean, loose faded weed ribbons, low-rock detail and quiet water, with no island edge, spiral, whirlpool, glow, plate or competing companion landmark. No broad suite or load test ran. Continue wave two with Volcanic Seamount.
Scenes-283 Port Town v2 acceptance (2026-09-09): the approved modest working-hamlet Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r10. The bounded three-path change preserves the single ATLAS-PINE-001 q6/r17 grasslands site, 54-Hero total and one-detail/six-ground topology. Focused validation passes 61/61 with one worker in 10.3 seconds, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact r10 sources, focused/ready, zero app-origin warnings/errors and a 7.9 ms maximum frame. Direct review finds the two-cottage hamlet, short jetty, tiny workboats, minor landing trace and quiet ground embedded in continuous coast, with no halo, platform, cutout, glow or competing harbor. No broad suite or load test ran. Continue wave two with Sargasso Drift.
Scenes-282 Ruined Oasis v2 acceptance (2026-09-09): the approved small exhausted-oasis Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r9. The bounded three-path change preserves the single ATLAS-PINE-001 q29/r48 desert site, 54-Hero total and one-detail/six-ground topology. Focused validation passes 61/61 with one worker in 10.1 seconds, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact r9 sources, a ready cache, zero browser errors and a 3.10 ms maximum frame. Direct review finds the small silted oasis, minor wall trace and quiet ground embedded in continuous desert, with no halo, platform, cutout, glow, bright water or competing companion landmark. No broad suite or load test ran. Continue wave two with Port Town.
Scenes-282 Ruined Oasis v2 acceptance (2026-09-09): the approved small exhausted-oasis Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r9. The bounded three-path change preserves the single ATLAS-PINE-001 q29/r48 desert site, 54-Hero total and one-detail/six-ground topology. Focused validation passes 61/61 with one worker in 10.1 seconds, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact r9 sources, a ready cache, zero browser errors and a 3.10 ms maximum frame. Direct review finds a small silted pool, sparse palms and low eroded walls embedded in continuous desert; the minor wall trace and quiet ground add no halo, platform, cutout, glow, bright water or competing landmark. No broad suite or load test ran. Continue wave two with Port Town.
Scenes-281 Temple City v2 acceptance (2026-09-09): the approved small weathered precinct Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r8. The bounded three-path change preserves the single ATLAS-PINE-001 q27/r22 wetlands site, 54-Hero total and one-detail/seven-ground topology. Focused validation passes 61/61 with one worker in 10.3 seconds, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact r8 sources, a ready cache, zero browser errors and a 2.30 ms maximum frame. Direct review finds the precinct and minor causeway trace embedded in continuous muted wetlands, with no halo, platform, cutout, glow or competing companion landmark. No broad suite or load test ran. Continue wave two with Ruined Oasis.
Scenes-280 Giant Mushroom Wood v2 acceptance (2026-09-09): the approved muted grove Hero and two sequentially generated companions are active through exact RGB production copies and manifest illustrated-places-106-r7. The bounded three-path change preserves the single ATLAS-PINE-001 q-12/r30 desert site, 54-Hero total and one-detail/seven-ground topology. Focused validation passes 61/61 with one worker in 10.0 seconds, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact v2 sources, ready caches and zero browser/page errors. Direct review finds a compact weathered fungal pocket within continuous muted dryland and a natural coast transition, with no doorway, halo, platform, cutout, glow or competing companion landmark. No broad suite or load test ran. Continue wave two with Temple City.
Scenes-279 Dragon Bones v2 acceptance (2026-09-09): the approved low fossil Hero and two sequentially generated companions are now active through exact RGB production copies and manifest illustrated-places-106-r6. The bounded three-path change preserves the single ATLAS-PINE-001 q-11/r43 desert site, 54-Hero total and one-detail/six-ground topology. Focused validation passes 61/61 with one worker in 9.6 seconds, the raster verifier passes in one process, and one-tab composed review at zoom 0.85/1.65 confirms exact v2 sources, ready caches and zero browser/page errors. Direct review finds a weathered sand-buried fossil within continuous muted desert, with no halo, platform, cutout, glow, display treatment or competing companion landmark. No broad suite or load test ran. Continue wave two with Giant Mushroom Wood.
Scenes-278 Buried City v2 acceptance (2026-09-09): wave two has started with the approved tundra Hero and two sequentially generated companions. Manifest illustrated-places-106-r5 routes exact RGB production copies while preserving the single ATLAS-PINE-001 q33/r81 site, 54-Hero total and one-detail/seven-ground topology. The 61/61 focused set passes with one worker in 9.9 seconds, the single-process raster verifier passes, and one-tab composed review at zoom 0.85/1.65 confirms exact v2 sources, ready caches and zero browser errors. Direct review finds low partly exposed foundations within continuous muted tundra and a natural coastal transition, with no halo, platform, cutout edge or competing ruin. No broad suite or load test ran. Continue wave two with Dragon Bones.
Scenes-277 Dormant Volcano v2 acceptance (2026-09-09): the approved low-rim Hero and two newly generated subordinate companions were copied byte-for-byte into production and routed by manifest illustrated-places-106-r4 without changing the retained ATLAS-PINE-001 q86/r40 site or its one-detail/three-ground topology. The 62/62 focused set passes with one worker in 9.7 seconds, the single-process raster verifier passes, and genuine one-tab composed review passes at zoom 0.85 and 1.65 with exact v2 sources, ready caches and zero errors. Direct review confirms continuous muted mountain terrain with no halo, platform, cutout edge, eruption spectacle or competing landmark. No broad suite or load test ran. Wave one is complete; continue with the first wave-two family, Buried City, under the same automatic-review and resource rules.
Scenes-276 automatic-review checkpoint (2026-09-09): the exact user instruction automatically approve based on your test, i dont want to reply on all authorizes automatic approval only after exact provenance/format checks and direct comparison with the approved September 5–7 terrain-first references. All 18 queued Hero choices now pass and are selected, including recommended 04B and 05B. Mana Spring desert is the first completed integration under this policy: manifest illustrated-places-106-r3 routes the byte-identical RGB v3 Hero and v2 detail/ground companions; 66/66 focused checks pass with one worker, the raster verifier passes, and composed review passes at 0.85/1.65 with zero browser errors. The load gate was intentionally not run. Three Mana Spring profile companion sets and the broader correction waves remain open.
Scenes-274 guarded Mana Spring desert readiness (2026-09-09): a machine-readable contract fixes the approved Hero and pending companion hashes, current v1 sources, ATLAS-AT-005 q72/r28 geography, 47-Hero total, seven-companion topology, three non-desert profile routes, land mask and composition metadata. After explicit MS-D1/MS-G1 approval, only a version bump, three desert source paths and two motif labels may change. Focused validation passes 4/4 in 660 ms with one worker and confirms every future production path is inactive. Runtime, broad-suite and load evidence remain unchanged.
Scenes-273 approved Mana Spring desert companion preparation (2026-09-09): the approved desert Sample 01 now has an inactive detail candidate (MS-D1) and quiet-ground candidate (MS-G1). Both preserve the full-bleed ochre terrain, upright high-oblique camera, miniature scale and restrained contrast; the detail is a narrow subordinate seep trace and the ground contains no water or focal landmark. They pass direct assistant preflight plus 3/3 exact RGB/hash/inactivity checks in 97 ms with one worker. Their explicit visual approval remains required before routing. This reduces not-yet-generated companion art from 58 to 56 while leaving all 58 production companions unapproved.
Scenes-272 Walled Town acceptance reconciliation (2026-09-09): the four global-inventory files named in the acceptance review pass 20/20, and the two Walled Town-specific routing/provenance cases pass 2/2. Both focused commands ran with one worker. The receipt and documentation agree that all six active paintings passed source/provenance review, while genuine composed browser evidence covers exactly the two retained grasslands and fields scenes with zero browser/page errors. No runtime art changed; the broad suite and load gate were deliberately not rerun. The course-correction queue remains at 20 inactive images and 18 pending user decisions.
Scenes-271 approval input validation (2026-09-09): the read-only review:decisions command validates a pasted comma-separated choice list against all 18 register slots. It accepts exactly one legal ID per slot and rejects incomplete, duplicate, unknown or ambiguous A/B input. A successful dry run prints the proposed mapping but writes no state, records no user evidence and authorizes no generation or routing. Focused validation passes 8/8 in 156 ms with one worker.
Scenes-270 approval-gate traceability (2026-09-09): september-8-course-correction-decisions.json mirrors all 18 review slots and their legal candidate IDs while leaving every selection and explicit-user-evidence field null. Its gate authorizes neither further Hero generation nor runtime routing and requires separate companion approval. The focused reviewer test passes 5/5 in 158 ms with one worker and proves no review path is present in the active manifest.
Scenes-269 low-memory provenance gate (2026-09-09): test/course-correction-review.test.js now matches each of the 20 queued candidates to exactly one prompt/provenance record, reads only the 26-byte PNG header, and streams one file at a time through SHA-256. All candidates pass native 1536×1024 dimensions, 8-bit opaque RGB color type and recorded hash identity. Focused validation passes 4/4 in 205 ms with one worker. No visual decision, artwork, manifest or runtime state changed.
Scenes-268 guarded pilot readiness (2026-09-09): dormant-volcano-v2-integration-readiness.json now defines the exact future manifest mutation boundary: one required cache-version bump and only the three Dormant Volcano Hero/detail/ground source paths, with every other tile, motif and routing field locked. A new fast boundary test passes 3/3 with one worker. It verifies the pending 1536×1024 8-bit RGB Hero hash and inactivity, the current v1 runtime paths, and agreement among plan, receipt and manifest for the one retained ATLAS-PINE-001 q86/r40 site and its one-detail/three-ground topology. Approval remains pending and runtime is unchanged.
Scenes-267 resource-safe reviewer QA (2026-09-09): npm run review:art starts a dedicated static server bound to 127.0.0.1:3411; it does not import multiplayer code or create worker threads. A genuine single in-app browser tab at 319×614 loaded 04B from its native 1536×1024 RGB source with one image element, zero selected decisions and no warnings/errors. The check caught horizontal overflow in the mobile jump control; the responsive toolbar now fits exactly within the 304-pixel document width. Focused review/resource validation passes 7/7 with one outer test worker. The tab and server were closed, runtime is unchanged, and all 18 approval decisions remain open.
Scenes-266 low-memory review surface (2026-09-09): tile-library/atlas-v2/hero-expansion/review/index.html turns the 20-image/18-decision approval gate into a one-image-at-a-time workflow. It uses one <img> element, no preloading or contact sheet, browser-session-only selections and a copyable decision line; it cannot activate or modify art. 04B and 05B are marked as assistant recommendations but remain unselected. A 3/3 static test verifies queue/slot counts, every image/receipt/prompt path, the single-image contract and serving through the existing project static handler. No browser, multiplayer server or load client ran.
Scenes-265 resource hardening (2026-09-09): test/integration.test.js now caps its internal atlas/connector asset fetch fan-out at two; the previous implementation could issue up to 33 simultaneous structural fetches even when the Node suite itself used only one or two workers. test/resource-limits.test.js now statically guards the npm two-worker command, integration two-fetch cap, integration two-simulation-worker setting and load-test two-handshake default. Focused validation passed 1/1 integration and 3/3 guard tests using one outer worker. No broad suite, browser server or load client ran.
Scenes-264 identity alternatives (2026-09-09): two additional inactive full-bleed RGB paintings resolve the preflight's identity cautions without changing the approved camera, scale, palette or terrain-first balance. Portal Nexus 04B is a freestanding threshold with broken converging markers; Celestial Crater 05B is an asymmetric impact scar with disturbed peat, short ejecta traces and a small matte meteor remnant. The review index now holds 20 images across 18 decision slots, with 04B and 05B recommended over their preserved A originals. This assistant recommendation is not user approval. Runtime remains on illustrated-places-106-r2; no tests, browser server or load client ran.
Scenes-263 complete integration order (2026-09-08): the sixteen confirmed-drift families are sequenced into six waves in september-8-course-correction-integration-order.json. The real remaining art scope is 29 profile sets: 19 Hero masters are available, ten additional profile Heroes are still required, and every profile needs two newly approved companions, for 58 companion paintings. Single-site clear-preflight families precede repeated and multi-profile families; Portal Nexus and Celestial Crater remain last because of identity-readability cautions. Runtime is unchanged and every wave remains approval-gated.
Scenes-262 Dormant Volcano integration readiness (2026-09-08): queue ID 18 is preselected as the first bounded pilot only after explicit visual approval. The readiness plan preserves ATLAS-PINE-001 q86/r40, the 54-Hero total, mountain-only routing and the existing one-detail/three-ground topology. It requires separate inactive RGB companion generation and visual approval before a three-path manifest update, then focused tests at two workers, one-process raster verification and genuine one-tab composed review at regional and close zoom. Runtime remains unchanged.
Scenes-261 assistant visual preflight (2026-09-08): every pending original in the eighteen-image review queue was directly inspected in batches of no more than two. Sixteen clearly pass the terrain-first contract. Portal Nexus desert and Celestial Crater wetlands also pass art direction but have understated identity: the former can read as a carved doorway or cave, and the latter as a stone-ringed marsh pool. No image is user-approved or active because of this advisory pass; runtime remains unchanged.
Scenes-260 review package (2026-09-08): the eighteen inactive images still awaiting explicit visual approval are consolidated in september-8-course-correction-review.md, with stable queue IDs and direct links to each image, receipt and prompt record. Header-only verification confirms all eighteen are opaque 1536x1024 8-bit RGB PNGs. The six approved Mana Spring desert samples are excluded from this queue. Runtime and routing remain unchanged.
Scenes-259 Dormant Volcano mountain sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders an ancient low eroded rim and collapsed rubble fan within continuous muted upland geography. The volcano remains subdued and reclaimed, with no eruption, perfect caldera, towering cone, platform or icon halo. All sixteen confirmed September 8 drift families now have at least one correction sample; runtime is unchanged and user review is required before activation.
Scenes-258 Port Town grasslands/coast sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders a tiny working shoreline hamlet, short jetty and two small boats within continuous weathered grassland and blue-grey inlet geography. The port remains a subordinate regional feature, with no market tableau, tall mast, oversized buildings, platform or icon halo. Runtime is unchanged and user review is required before activation.
Scenes-257 Buried City tundra sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders the buried city as low eroded foundation traces partly swallowed by earth and thin snow within continuous grey-olive tundra. The ruin remains subordinate regional archaeology, with no complete city model, monumental architecture, platform or icon halo. Runtime is unchanged and user review is required before activation.
Scenes-256 Volcanic Seamount ocean sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders the seamount as quiet underwater geology—a broken basalt ridge with a few low rock tips—within continuous muted open ocean. There is no eruption, lava, smoke, bright cyan water or icon halo. Runtime is unchanged and user review is required before activation.
Scenes-255 Sargasso Drift ocean sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders faded sargassum as loose, irregular current-borne ribbons within continuous muted open ocean. The sea remains primary, with no spiral, bright golden weed, raised raft or icon halo. Runtime is unchanged and user review is required before activation.
Scenes-254 Ruined Oasis desert sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders a modest exhausted oasis with subdued water, sparse palms and eroded walls within continuous desert geography. The landmark remains low and subordinate, with no bright architectural tableau or halo. Runtime is unchanged and user review is required before activation.
Scenes-253 Giant Mushroom Wood desert sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders a compact muted fungal grove as a rare ecological pocket within continuous dryland geography. The grove remains low and subordinate, with no fantasy doorway, glowing spores or icon halo. Runtime is unchanged and user review is required before activation.
Scenes-252 Dragon Bones desert sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders a small eroded fossil scatter partly buried within continuous muted desert geography. Bones remain subdued and low rather than becoming a giant displayed skeleton. It uses the approved September 5–7 references, including Mana Spring Sample 01. Runtime is unchanged and user review is required before activation.
Scenes-251 Temple City wetlands sample (2026-09-08): one inactive opaque RGB 1536x1024 review image now renders the temple precinct as a modest reclaimed landmark within continuous muted marsh geography, with terrain-only blend margins and no cutout halo. It uses Clay Pit, Copper Mine, Gold Vein and Monastery Hamlet as explicit art-direction references. Runtime is unchanged and user review is required before activation.
Scenes-250 final metadata-candidate review (2026-09-08): direct source inspection confirms Buried City, Port Town and Dormant Volcano as art-direction drift, completing the sixteen-family audit with sixteen confirmed failures. The active sources are isolated dark-halo dioramas or a large crater cutout rather than full-bleed terrain-first regional paintings. Runtime remains unchanged; nine inactive review images across seven families await user review, and nine additional confirmed families await first bounded correction samples.
Scenes-249 second one-occurrence review group (2026-09-08): direct source inspection confirms Ruined Oasis, Sargasso Drift and Volcanic Seamount as art-direction drift. The active sources are respectively a haloed ruin tableau, an isolated saturated weed whirl and a glowing eruption icon with cyan water and oversized smoke/lava. Runtime remains unchanged; all three await bounded inactive correction samples. Buried City, Port Town and Dormant Volcano remain to complete the sixteen-family direct audit.
Scenes-248 Mangrove sample and first one-occurrence review group (2026-09-08): an inactive opaque RGB 1536x1024 Mangrove Coast sample now presents a small mangrove pocket within continuous low coastal forest and tidal-creek geography. Direct source inspection confirms three further one-occurrence drift families: Temple City is an oversized elaborate complex, Dragon Bones a bright monumental skeleton cutout, and Giant Mushroom Wood a saturated fantasy mushroom/doorway icon. Runtime remains unchanged; all samples require user review before expansion or integration.
Scenes-247 Irrigated Farms/Cursed Land samples and Mangrove Coast review (2026-09-08): one inactive opaque RGB 1536x1024 hills Irrigated Farms sample now reduces cultivation to a small working valley in abundant upland terrain; one grasslands Cursed Land sample reduces corruption to a quiet exhausted soil patch with low weathered stones. Direct inspection confirms Mangrove Coast as the seventh drift family: a large glossy mangrove-tree cutout on a black/olive halo. Runtime remains unchanged; all correction samples require user review before expansion or integration.
Scenes-246 tied five-occurrence direct review (2026-09-08): Salt Desert, Irrigated Farms and Cursed Land are all confirmed art-direction drift after direct source inspection. Their active Heroes respectively show a bright isolated saline platform, a saturated terraced game-board and a dark purple monolith patch, each with cutout/halo treatment. One inactive opaque RGB 1536x1024 Salt Desert sample now renders a modest saline depression flush with continuous muted desert. Irrigated Farms and Cursed Land await bounded profile samples. Earlier browser evidence remains valid for routing, masking and mechanics only; runtime is unchanged.
Scenes-245 Celestial Crater direct review and wetlands sample (2026-09-08): direct inspection converted the second-ranked metadata candidate into confirmed drift. The active wetlands Hero is an oversized glossy isolated crater with a black halo, crystal-like rim and bright central flare. One inactive opaque RGB 1536x1024 wetlands sample now uses a small reed-reclaimed impact hollow embedded in continuous muted marsh terrain. Runtime remains unchanged and user review is required before remaining-profile generation or integration. Earlier browser evidence proves routing, land masking and error-free mechanics only; it no longer proves art-direction acceptance.
Scenes-244 Portal Nexus drift audit and desert sample (2026-09-08): after Mana Spring calibration, a current-manifest PNG/source audit found sixteen September 8 families still using transparent Hero sources. magical/portal-nexus is the highest-exposure case with eight mapped occurrences. Direct inspection of its desert Hero confirms the black-backed isolated icon treatment rejected by the user. One inactive opaque RGB 1536x1024 desert sample now restores the September 5–7 full-bleed, terrain-first, muted miniature regional contract. Runtime routing is unchanged; user review must precede remaining-profile generation or integration. Earlier Portal Nexus browser evidence still proves routing, land masking and error-free composition mechanics, but not current art-direction acceptance. The ordered review queue and its deliberately conservative metadata-vs-visual interpretation are persisted in september-8-active-hero-drift-audit.json; Celestial Crater is the next direct-inspection candidate by exposure.
Latest isolated load rerun (2026-09-08): 100/100 connected clients, 9 snapshots/player-second, 8829 bytes/player-second, 1 ms p95 welcome and 0.0377 ms maximum simulation tick with two concurrent handshakes. The npm test script is capped at two workers (node --test --test-concurrency=2) to keep validation smooth on the development machine. Older family paragraphs retain their checkpoint measurements.
Scenes-243 Mana Spring profile review (2026-09-08): user review approved all six scenes-242 desert course-correction samples as the correct September 5–7 style range; Sample 01 is the desert master and Samples 02–06 remain approved variation references. Three inactive mountain, grasslands and tundra candidates now apply the same full-bleed opaque RGB 1536x1024 terrain-first contract, fixed high-oblique camera, muted profile palettes, miniature spring scale, restrained contrast and continuous edges. Exact prompts, generated originals, workspace paths and hashes are recorded in mana-spring-family-course-correction-prompts.json. Manifest illustrated-places-106-r2 continues routing the prior v1 sources until visual approval of these profile candidates. Focused rollback tests remain 3/3 under the two-worker cap; browser composition, connector rework, repetition, whole-biome, foreground-FPS and release gates remain open.
Scenes-240 correction checkpoint (2026-09-08): art-direction drift was corrected before further catalog expansion. The September 8 Sacred Oasis, Petrified Forest and Ancient Ruins first-pass prompts had requested transparent isolated subjects, which conflicted with the approved September 7 Palm Oasis, Mixed Woodland and Broken Aqueduct references. Their v2 Hero/detail/ground sources are now twelve opaque RGB 1536x1024 full-bleed landscape plates generated with those references plus public/assets/illustrated-atlas-vision.png, preserving restrained brushwork, soft lighting, high aerial miniature scale and natural terrain integration. Genuine in-app browser review covered regional zoom 0.85 and close zoom 1.65; Sacred Oasis and Ancient Ruins reached ready caches, Petrified Forest is recorded as progressive-review, and all reviewed compositions show continuous terrain with no page warnings/errors or visible cutout halos. The six-seed audit remains deterministic with unchanged totals (47, 48, 50, 51, 49 and 54) and zero legacy occurrences in those probes. Technical validation is 327/327 plus raster/art verification; this is not whole-biome or full-catalog approval. Additional September 8 drift families, repetition, cross-biome joins, foreground-FPS, remaining catalog and release gates remain open. Goal stays active, local, uncommitted and undeployed.
Historical scenes-238 checkpoint (2026-09-08): Salt Desert was the latest integrated bounded family across five audited desert occurrences, following Celestial Crater, Cursed Land, Irrigated Farms, Mangrove Coast, Petrified Forest, Portal Nexus, Ruined Oasis, Buried City and Sacred Oasis. Its 108 logical modern Heroes, 138 profile-resolved Hero paintings, 276 companions, 1104 placement recipes and 105 of 240 repainted identities are retained as historical counts; the scenes-240 correction checkpoint above is current and supersedes the affected transparent-source descriptions. Broader joins, repetition, the remaining catalog, controlled foreground performance, whole-biome approval and release approval remain open; this work is local, uncommitted and undeployed.
Latest read-only composition follow-up (scenes-238-local, 2026-09-08): Salt Desert preserves five deterministic occurrences at ATLAS-AT-004 q−23/r61, ATLAS-AT-005 q103/r35, ATLAS-AT-006 q1/r28, ATLAS-AT-008 q44/r25 and CHECK-19 q83/r50, with one exact desert Hero, a saline structural detail and quiet same-profile ground variants. A fresh warmed in-app browser capture at ATLAS-AT-004 reached a ready cache, selected the expected Hero/detail/ground sources and reported zero browser/page logs; the compact saline landmark remains subordinate to continuous real desert without a hard plate or artificial island. Exact evidence is recorded in salt-desert-family-receipt.json and saltDesertCompositionFollowUp in complete-map-ledger.json; broader desert/magical joins, repetition, whole-biome approval and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-237-local, 2026-09-08): Celestial Crater preserves six deterministic occurrences at ATLAS-AT-002 q26/r33 and ATLAS-AT-012 q−2/r26 (wetlands), ATLAS-AT-006 q41/r70 (arctic), ATLAS-AT-007 q−5/r38 and ATLAS-MF-002 q0/r26 (grasslands), and ATLAS-MF-006 q−12/r52 (hills), with four exact profile Heroes, structural crater details and quiet same-profile ground variants. Fresh warmed in-app browser captures at ATLAS-AT-002, ATLAS-AT-006, ATLAS-AT-007 and ATLAS-MF-006 reached ready caches, selected the expected Hero/detail/ground sources and reported zero browser/page logs; the compact landmarks remain subordinate to continuous real terrain without a hard plate or artificial island. Exact evidence is recorded in celestial-crater-family-receipt.json and celestialCraterCompositionFollowUp in complete-map-ledger.json; broader climate/magical joins, repetition, whole-biome approval and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-236-local, 2026-09-08): Cursed Land preserves five deterministic occurrences at ATLAS-AT-001 q−3/r33 (grasslands), ATLAS-AT-002 q3/r22 (desert), ATLAS-AT-004 q−14/r65 and ATLAS-AT-007 q96/r34 (mountain), and ATLAS-AT-006 q86/r5 (tundra), with four exact profile Heroes, structural cursed-ground details and quiet same-profile ground variants. Fresh warmed in-app browser captures at ATLAS-AT-001, ATLAS-AT-002, ATLAS-AT-004 and ATLAS-AT-006 reached ready caches, selected the expected Hero/detail/ground sources and reported zero browser/page logs; the compact landmarks remain subordinate to continuous real terrain without a hard plate or artificial island. Exact evidence is recorded in cursed-land-family-receipt.json and cursedLandCompositionFollowUp in complete-map-ledger.json; broader magical/climate joins, repetition, whole-biome approval and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-235-local, 2026-09-08): Irrigated Farms preserves five deterministic occurrences at ATLAS-AT-002 q19/r77 (hills), ATLAS-AT-003 q55/r72 and ATLAS-AT-007 q29/r22 (grasslands), ATLAS-AT-006 q72/r32 (grasslands) and ATLAS-AT-010 q38/r8 (tundra), with three exact profile Heroes, structural field-detail companions and quiet same-profile ground variants. Fresh warmed in-app browser captures at ATLAS-AT-002, ATLAS-AT-003 and ATLAS-AT-010 reached ready caches, selected the expected Hero/detail/ground sources and reported zero browser/page logs; the compact farmland scenes remain subordinate to real terrain and water edges without a hard plate or artificial island. Exact evidence is recorded in irrigated-farms-family-receipt.json and irrigatedFarmsCompositionFollowUp in complete-map-ledger.json; broader farmland/climate joins, repetition, whole-biome approval and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-234-local, 2026-09-08): Mangrove Coast preserves four deterministic forest occurrences at ATLAS-AT-003 q23/r19, ATLAS-AT-005 q73/r17, ATLAS-AT-008 q59/r66 and ATLAS-MF-006 q−2/r77, with one structural root-tangle detail and quiet muddy ground companions. Fresh warmed in-app browser captures at ATLAS-AT-003 and ATLAS-AT-008 reached ready caches, selected the expected Hero/detail/ground sources and reported zero browser/page logs; the compact mangrove cluster remains subordinate to real water/forest edges without a hard plate or artificial island. Exact evidence is recorded in mangrove-coast-family-receipt.json and mangroveCoastCompositionFollowUp in complete-map-ledger.json; broader coastal joins, repetition, whole-biome approval and foreground-FPS approval remain open.
Latest local checkpoint (scenes-228, 2026-09-08): Dormant Volcano is the latest integrated bounded family, replacing the retained live legacy occurrence at ATLAS-PINE-001 q86/r40 (mountain) with one compact weathered-basalt Hero and four available connected companion paintings from eight configured recipes. The generated Hero/detail/ground sources pass local transparency, dimension and raster checks with persisted built-in ImageGen prompts and hashes. A fresh warmed in-app browser close-composition capture visibly renders the cone and broken crater in continuous mountain scree, with a ready scene cache and zero app-origin page errors; this is bounded family evidence, not whole-volcanic approval. Inventory is 98 logical modern Heroes, 117 profile-resolved Hero paintings, 234 companions and 936 placement recipes; 95 of 240 original identities are repainted. All 294 regression tests, raster/art verification and the latest low-burst 100-client load gate pass (9 snapshots/player-second, 8829 bytes/player-second, 1 ms p95 welcome, 0.0377 ms maximum simulation tick, two concurrent handshakes). Broader volcanic/mountain joins/repetition, broader biome approval, the remaining Hero catalog, controlled foreground performance and release approval remain open; the next read-only candidate is oasis/ruined-oasis. Later sections are historical checkpoints; post-initial-release changes remain local, uncommitted and undeployed.
Latest read-only composition follow-up (scenes-228-local, 2026-09-08): Dormant Volcano retains one deterministic live occurrence at ATLAS-PINE-001 q86/r40 in mountain with four available connected same-profile companions, including one distance-two fractured fumarole detail. A fresh warmed in-app browser capture at zoom 1.65 reached a ready 382x614 scene cache and showed the compact weathered basalt cone embedded in continuous mountain scree; native transparent Hero/detail/ground sources resolved with zero app-origin warning/error logs and no hard plate, artificial island, lava glow or smoke plume. Per-scene frame telemetry was not recorded in this pass. Exact evidence is recorded in dormant-volcano-family-receipt.json and dormantVolcanoCompositionFollowUp in complete-map-ledger.json; broader volcanic/mountain joins, repetition and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-226-local, 2026-09-08): Giant Mushroom Wood retains one deterministic live occurrence at ATLAS-PINE-001 q-12/r30 in desert with eight connected same-profile companions, including one distance-two mushroom detail. A fresh warmed Edge capture at zoom 1.65 reached a ready rendered state after a 25-second warmup and showed the orange-capped grove integrated into a continuous ochre desert land mask with sage scrub and sandstone companions; real water remains visible at the outer coastal edge, without a hard plate or artificial island edge. Per-scene cache/frame telemetry was not recorded in this pass. Exact evidence is recorded in giant-mushroom-wood-family-receipt.json and giantMushroomWoodCompositionFollowUp in complete-map-ledger.json; broader magical/desert joins, repetition and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-225-local, 2026-09-08): Temple City retains one deterministic live occurrence at ATLAS-PINE-001 q27/r22 in wetlands with eight connected same-profile companions, including one distance-two sanctuary gate. A fresh warmed Edge capture at zoom 1.65 reached a ready 54.0 MiB source cache (5.9 ms maximum frame, 0.8 ms last frame) and showed the teal-domed sanctuary, reed paths and low companions integrated into real wetland terrain without a hard plate or artificial island edge. Exact evidence is recorded in temple-city-family-receipt.json and templeCityCompositionFollowUp in complete-map-ledger.json; broader city/wetlands joins, repetition and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-224-local, 2026-09-08): Port Town has one deterministic live occurrence at ATLAS-PINE-001 q6/r17 in grasslands with seven connected same-profile companions, including one distance-two harbor detail. A fresh warmed Edge capture of the focused Hero URL reached a ready cache (36.0 MiB source cache, 17.5 ms maximum frame, 0.4 ms last frame) and showed the compact cottages, market awning and mooring jetty over continuous grassland and real water with no hard plate, artificial island edge, oversized civic tower, incompatible overlay, warning or page error. Exact evidence is recorded in port-town-family-receipt.json and portTownCompositionFollowUp in complete-map-ledger.json; broader town/coast joins, repetition and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-223-local, 2026-09-08): Volcanic Seamount has one deterministic live occurrence at ATLAS-PINE-001 q118/r14 in ocean with six connected same-profile companions, including one distance-two hydrothermal detail. Local source inspection confirms transparent 1536x1024 Hero/detail/ground PNGs and zero recorded app-origin browser/page errors; a fresh warmed Edge composition reached a ready cache (18.0 MiB source cache, 7.0 ms maximum frame, 0.1 ms last frame) and showed the compact basalt/lava cluster integrated into continuous deep ocean without a hard plate or painted coastline. Exact evidence is recorded in volcanic-seamount-family-receipt.json and volcanicSeamountCompositionFollowUp in complete-map-ledger.json; broader ocean joins, repetition and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-222-local, 2026-09-08): Ancient Ruins has one deterministic live occurrence at ATLAS-PINE-001 q62/r9 in grasslands with seven connected same-profile companions, including one distance-two structural detail. A fresh warmed Edge composition reached a ready cache (54.0 MiB source cache, 6.1 ms maximum frame, 0.7 ms last frame) and showed the weathered columns and broken steps integrated into continuous grassland with zero app-origin browser/page errors. Exact evidence is recorded in ancient-ruins-family-receipt.json and ancientRuinsCompositionFollowUp in complete-map-ledger.json; broader ruins joins, repetition and foreground-FPS approval remain open.
Latest read-only composition follow-up (scenes-221-local, 2026-09-08): Sargasso Drift was genuinely inspected in Edge at ATLAS-PINE-001 q102/r7, zoom 0.85, with the focused Hero URL. The new sargassum braid and low rocks remain waterborne within continuous deep-ocean terrain; water shows through the weed and no rectangular plate, artificial island edge, coastline, ship, repeated stamp, warning or page error was observed. Exact evidence is recorded in sargasso-drift-family-receipt.json and sargassoDriftCompositionFollowUp in complete-map-ledger.json; the next bounded catalog candidate is ruins/ancient-ruins.
Latest read-only composition follow-up (scenes-210-local, 2026-09-07): Pebble Shore was freshly inspected in three genuine in-app browser scenes across GONZ-ATLAS-0902 and two ATLAS-TUNDRA-010 shoreline sites. All selected pebble-shore-v4.png with pebble-low-stones-v3.png, reached ready 1027x769 caches and reported zero browser/page logs; the tundra views retained real peninsula/coastal geometry with no hard rectangular plate observed. Opaque ground, mixed-biome shoreline joins, broader repetition, whole-biome approval and foreground-FPS approval remain open. Exact evidence is recorded in pebble-shore-family-receipt.json and pebbleShoreCompositionFollowUp in complete-map-ledger.json; the next bounded read-only candidate is conifer/pine-forest.
Latest read-only composition follow-up (scenes-211-local, 2026-09-07): Forest Temple was freshly reinspected at its retained GONZ-ATLAS-0902 q87/r52 and ATLAS-TUNDRA-010 q62/r29 sites. Both native Hero/gate/ground sources reached ready 1027x769 caches and reported zero browser/page logs; the ruin remains subordinate to continuous forest terrain, with no hard rectangular plate, oversized clearing, road or incompatible overlay observed. Adjacent forest/rock/water joins, broader repetition, whole-biome approval and foreground-FPS approval remain open. Exact evidence is recorded in forest-temple-family-receipt.json and forestTempleCompositionFollowUp in complete-map-ledger.json.
Latest read-only composition follow-up (scenes-212-local, 2026-09-07): Pine Forest was freshly rechecked after the forest-to-tundra integration at ATLAS-PINE-001 q63/r75 and ATLAS-TUNDRA-010 q56/r13. Both native Pine sources reached ready 1027x769 caches, remained below the local 16.7 ms foreground target (7.1 ms and 3.4 ms maximum frame) and reported zero browser/page logs. The Pine grove remains readable without a hard square or island edge; nearby snow/water and climate joins remain open for broader authored treatment and repetition review. Exact evidence is recorded in pine-shared-ground-receipt.json and pineForestCompositionFollowUp in complete-map-ledger.json; the next bounded read-only candidate is rural/farm-village.
Latest read-only composition follow-up (scenes-213-local, 2026-09-07): Farm Village was freshly reviewed at GONZ-ATLAS-0902 q91/r27 (hills) and ATLAS-NORTH-031 q101/r30 (grasslands). Both native village/barn/fallow sources reached ready 1027x769 caches, reported zero browser/page logs and stayed below 4.6 ms maximum frame time; their land-domain masks preserve real water-edge geometry without hard plates or oversized farm masses. Broader shoreline, cross-family join and repetition review remain open. Exact evidence is recorded in farm-village-family-receipt.json and farmVillageCompositionFollowUp in complete-map-ledger.json; the next bounded read-only candidate is rural/hamlet.
Latest read-only composition follow-up (scenes-214-local, 2026-09-07): Hamlet was freshly reviewed at GONZ-ATLAS-0902 q13/r8 (grasslands) and ATLAS-SOUTH-947 q−12/r59 (fields). Both native Hamlet/wayside-cottage/common-ground sources reached ready 1027x769 caches and reported zero browser/page logs; the grasslands view kept the compact lane settlement subordinate on continuous terrain, while the fields view preserved the real water edge under land-domain masking. No hard rectangular plate, oversized settlement mass, road or incompatible overlay was observed. Broader land/coastal joins, repetition and foreground-FPS approval remain open; the next bounded read-only candidate is rural/monastery-hamlet. Exact evidence is recorded in hamlet-family-receipt.json and hamletCompositionFollowUp in complete-map-ledger.json.
Latest read-only composition follow-up (scenes-215-local, 2026-09-07): Monastery Hamlet was freshly reviewed at GONZ-ATLAS-0902 q73/r15 (grasslands) and ATLAS-COLD-001 q27/r11 (fields). Both native Monastery Hamlet/almonry/common-ground sources reached ready 1027x769 caches, stayed below 6.2 ms maximum frame time and reported zero browser/page logs. The grasslands scene keeps the chapel, cloister and low cottages subordinate on continuous terrain; the fields peninsula preserves real surrounding water under land-domain masking with no spill. Broader land/coastal joins, repetition, whole-biome approval and project-wide foreground-FPS approval remain open; the next bounded read-only candidate is resource/copper-mine. Exact evidence is recorded in monastery-hamlet-family-receipt.json and monasteryHamletCompositionFollowUp in complete-map-ledger.json.
Latest read-only composition follow-up (scenes-216-local, 2026-09-07): Copper Mine was freshly reviewed at GONZ-ATLAS-0902 q76/r57 (wetlands) and ATLAS-COLD-001 q78/r22 (desert). Both profile-routed Hero/detail/ground families reached ready 1027x769 caches and reported zero browser/page logs; the wetlands mine stays compact in continuous meadow with its water contact authoritative, while the desert working remains embedded in ochre rock without a circular base or road. The desert run recorded a transient 55.8 ms maximum frame, so foreground-FPS approval remains open. Broader profile joins, repetition and whole-biome approval remain open; the next bounded read-only candidate is ruins/desert-tomb. Exact evidence is recorded in copper-mine-family-receipt.json and copperMineCompositionFollowUp in complete-map-ledger.json.
Latest read-only composition follow-up (scenes-217-local, 2026-09-07): Desert Tomb was freshly reviewed at exact retained coordinates in ATLAS-NORTH-031 q28/r27 (desert) and q1/r45 (mountain), plus ATLAS-COLD-001 q4/r19 (coastal desert). All three native Hero/stele/ground scenes reached ready 1027x769 caches, selected the expected land-domain sources and reported zero browser/page logs. The low funerary precinct stays embedded in ochre desert or scree, and the coastal occurrence preserves the real waterline without spill or a hard plate; transient 114.5 ms and 32.5 ms frames keep foreground-FPS approval open. Broader joins, repetition and whole-biome approval remain open; the next bounded read-only candidate is ocean/maelstrom-waters. Exact evidence is recorded in desert-tomb-family-receipt.json and desertTombCompositionFollowUp in complete-map-ledger.json.
Latest read-only composition follow-up (scenes-218-local, 2026-09-07): Maelstrom Waters was freshly reviewed at the exact modern CHECK-19 occurrence q−24/r70 in the ocean profile. The native Hero/detail/ground sources selected correctly, the scene cache reached ready at 1027x769 (31.3 ms build, 5.0 ms work, 2.8 ms maximum slice across three slices) and the bounded browser run stayed below the local 16.7 ms frame target at 9.5 ms with zero browser/page logs. The compact vortex remains waterborne over continuous deep ocean; five quiet current-ground links and one distance-two eddy detail remain subordinate, with no island, painted coastline, ship, hard plate or repeated stamp observed. Broader ocean joins, repetition, whole-biome approval and project-wide foreground-FPS approval remain open; the next bounded read-only candidate is conifer/cypress-grove. Exact evidence is recorded in maelstrom-waters-family-receipt.json and maelstromWatersCompositionFollowUp in complete-map-ledger.json.
Latest read-only composition follow-up (scenes-219-local, 2026-09-08): Cypress Grove was freshly reviewed at ATLAS-COLD-001 q47/r74 in the forest profile. The Selected Hex panel rendered the new illustrated Hero thumbnail and feature metadata over continuous woodland with no hard plate, island, road, wall, water, repeated stamp, warning or page error; the progressive map cache remained in a building state. Deterministic routing keeps the five connected Cypress companions at the Cold and SEED-02 sites while preserving Pine at the overlapping Tundra and Pine coordinates. Exact evidence is recorded in cypress-grove-family-receipt.json and cypressGroveCompositionFollowUp in complete-map-ledger.json; Sargasso Drift is the subsequent scenes-221 integration, and the next bounded read-only candidate is ruins/ancient-ruins.
Scenes-209: Forest-to-tundra directional ecotone family
Scenes-209 adds forest-tundra-v1, an eight-direction family of native 1536x1024 RGB plates authored with the established atlas reference set. The manifest keeps forest on the left and tundra on the right, selects upright normals at 45-degree intervals, and carries authored contact masks rather than rotating a single source. Read-only deterministic probes found real boundaries in ATLAS-SOUTH-947 and ATLAS-TUNDRA-010 and selected compatible plates without changing geography. Genuine in-app browser compositions at both boundaries resolve forest-tundra-south-v1 and forest-tundra-north-v1, reach ready 1027x769 caches and report zero browser logs; the southern view peaks at 18.9 ms foreground frame time while the tundra view peaks at 2.8 ms. The focused provenance/topology tests pass, and the full suite now passes 264/264 with the raster verifier; the isolated 100-client load gate records 100/100 connected, 9.0 snapshots/player-second, 8903 bytes/player-second, 33 ms p95 welcome and 0.0432 ms maximum tick. Adjacent snow/water/forest joins, repetition, broader biome approval, foreground-FPS and whole-map release approval stay open.
Scenes-210: Pebble Shore three-site composition follow-up
Scenes-210 records a read-only coastal review rather than a new asset integration. GONZ-ATLAS-0902 q108/r25 and ATLAS-TUNDRA-010 q51/r9 plus q58/r74 were inspected at zoom 0.85 in fresh 1280 x 720 in-app browser sessions. Each scene selected the native pebble-shore-v4.png Hero (401x301, 304.6x228.7 world units) and pebble-low-stones-v3.png connector (104.8x66.9 world units), reached a ready 1027x769 cache, and reported zero browser/page logs. The default view keeps the low-stone Hero subordinate on continuous grass; both tundra views retain real peninsula/coastal geometry with no hard rectangular plate observed. Opaque ground, mixed-biome shoreline joins and broader repetition remain open, so this is composition evidence rather than whole-biome or foreground-FPS approval. Exact metrics and findings are recorded in tile-library/atlas-v2/hero-expansion/pebble-shore-family-receipt.json and pebbleShoreCompositionFollowUp in complete-map-ledger.json.
Scenes-211: Forest Temple two-site composition follow-up
Scenes-211 records a fresh read-only review of the retained ruins/forest-temple family. GONZ-ATLAS-0902 q87/r52 and ATLAS-TUNDRA-010 q62/r29 were inspected at zoom 0.85 in fresh 1280 x 720 in-app browser sessions. Both selected forest-temple-v2.png, forest-temple-gate-v1.png and forest-temple-ground-v1.png, reached ready 1027x769 caches and reported zero browser/page logs. The default view keeps the mossed ruin and outer gate readable beside a real water edge; the tundra view preserves the same native scale against rocky/snowward terrain. No hard rectangular plate, oversized clearing, road, giant monument or incompatible overlay was observed. Adjacent forest/climate joins, repetition, whole-biome approval and foreground-FPS approval remain open. Exact metrics and findings are recorded in tile-library/atlas-v2/hero-expansion/forest-temple-family-receipt.json and forestTempleCompositionFollowUp in complete-map-ledger.json.
Scenes-212: Pine Forest post-ecotone composition follow-up
Scenes-212 records a fresh read-only Pine Forest review after integrating the forest-to-tundra directional family. ATLAS-PINE-001 q63/r75 and ATLAS-TUNDRA-010 q56/r13 were inspected at zoom 0.85 in fresh 1280 x 720 in-app browser sessions. Both selected the native pine-forest-v8.png, pine-open-edge-v4.png and pine-needle-floor-v3.png sources with explicit land-domain masking, reached ready 1027x769 caches and reported zero browser/page logs. Maximum foreground frames were 7.1 ms and 3.4 ms, below the local 16.7 ms target. The Pine groves remain readable without a hard square or island edge; nearby snow/water and climate joins and broader repetition remain open, so this is bounded evidence rather than project-wide FPS or whole-biome approval. Exact metrics and findings are recorded in tile-library/atlas-v2/hero-expansion/pine-shared-ground-receipt.json and pineForestCompositionFollowUp in complete-map-ledger.json.
Scenes-213: Farm Village two-profile composition follow-up
Scenes-213 records a fresh read-only review of the retained rural/farm-village family. GONZ-ATLAS-0902 q91/r27 (hills) and ATLAS-NORTH-031 q101/r30 (grasslands) were inspected at zoom 0.85 in fresh 1280 x 720 in-app browser sessions. Both selected farm-village-v2.png, farm-village-barn-v1.png and farm-village-fallow-v1.png with explicit land-domain masking, reached ready 1027x769 caches and reported zero browser/page logs. Maximum foreground frames were 4.0 ms and 4.6 ms. The compact rural cluster remains subordinate on real water-edge terrain without a hard rectangular plate, oversized town mass, road or incompatible overlay. Broader shoreline, cross-family joins, repetition, whole-biome approval and foreground-FPS approval remain open. Exact metrics and findings are recorded in tile-library/atlas-v2/hero-expansion/farm-village-family-receipt.json and farmVillageCompositionFollowUp in complete-map-ledger.json.
Scenes-206: Mixed Woodland one-profile native family
Scenes-206 Mixed Woodland review record: the Hero is a compact asymmetrical grove of pale birch, broadleaf oak and modest spruce embedded in continuous deep-olive forest terrain at q-6/r59 on the ATLAS-TUNDRA-010 forest profile. Fresh in-app browser composition was inspected at zoom 0.85 in compact 380 x 613 and wide 1027 x 769 sessions; selected Hero/detail/ground sources reported native 953x953 Hero and 420.1x373.8 connector world sizes, ready scene caches, and empty local warning/error logs. Four connected same-profile companions were available at native radius, with one protected distance-two fallen-birch detail; real forest geometry remained authoritative with no black backing, hard plate, artificial island, road, house, dense canopy wall or painted water. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/mixed-woodland-family-receipt.json; all 261 regression tests, raster/art verification and the fresh 100-client load gate pass (9.0 snapshots/player-second, 8748 bytes/player-second, 39 ms p95 welcome, 0.0570 ms maximum simulation tick). The next bounded family is conifer/pine-forest at q56/r13 in ATLAS-TUNDRA-010, selected by the read-only audit; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-208: Pine Forest transition taper follow-up
Scenes-208 records a bounded renderer follow-up on the Pine-world occurrence at q63/r75. Primary native terrain masks now taper only on cells marked by the generated transition signal, letting the continuous fallback material participate at climate contacts while ordinary cell centers remain opaque and native-scale. In-app browser inspection at zoom 0.85 and 1280 x 720 reached a ready 1027x769 cache with 1.1 ms maximum scene slice, 7.1 ms maximum frame, 0.22 ms average frame and zero page warnings/errors. The Pine grove remains readable without a hard square or island edge. The adjacent snow/water contacts still rely on their existing coast and climate families; the missing forest-to-tundra directional ecotone, broader join quality, whole-map performance and release approval remain open. Exact evidence is recorded in pine-shared-ground-receipt.json and pineForestTransitionTreatmentFollowUp in complete-map-ledger.json.
Scenes-207: Pine Forest cross-world composition review
Scenes-207 is a fresh evidence pass over the already integrated shared-ground Pine family. ATLAS-TUNDRA-010 q56/r13 was inspected at zoom 0.85 in compact 380 x 613 and reached a ready 351x430 cache (227.1 ms build, 34.5 ms work, 7.6 ms maximum slice, 57.4 ms maximum yield, 14 slices across 85 cells). ATLAS-PINE-001 q63/r75 was inspected at the same zoom in a 1280 x 720 session and reached a ready 1027x769 cache (596.1 ms build, 77.9 ms work, 17.5 ms maximum slice, 359.5 ms maximum yield, 19 slices across 187 cells). Both selected pine-forest-v8, pine-open-edge-v4 and pine-needle-floor-v3 at native 702x577 Hero scale with zero browser/page warnings or errors. A post-review land-domain follow-up at both retained sites reports terrainDomain: land for the Hero and native companions, clips the crops to generated land, and preserves source dimensions. The subsequent sprite-prewarm follow-up prepares the visible native windows before progressive work; it records ready caches with maximum slices of 6.2 ms (Tundra) and 7.5 ms (Pine world), and maximum frames of 4.4 ms and 11.5 ms. The Pine grove reads clearly, but broader snow/water joins, repetition and project-wide foreground performance remain open; the receipt therefore records local review evidence, not whole-biome or FPS approval. Pine remains the next bounded family until those joins and performance are addressed.
Scenes-205: Mossy Woodland one-profile native family
Scenes-205 Mossy Woodland review record: the Hero is a low moss-covered beech stump with two modest saplings, pale marker stones and fern clumps embedded in continuous deep-olive forest terrain at q89/r47 on the ATLAS-TUNDRA-010 forest profile. Fresh in-app browser composition was inspected at zoom 0.85 in compact 380 x 613 and wide 1027 x 769 sessions; selected Hero/detail/ground sources reported native 953x953 Hero and 420.1x373.8 connector world sizes, ready scene caches, and empty local warning/error logs. Four connected same-profile companions were available at native radius, with one protected distance-two fallen-root detail; real forest geometry remained authoritative with no black backing, hard plate, artificial island, road, house, dense canopy wall or painted water. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/mossy-woodland-family-receipt.json; all 259 regression tests, raster/art verification and the fresh 100-client load gate pass (9.0 snapshots/player-second, 8748 bytes/player-second, 39 ms p95 welcome, 0.0570 ms maximum simulation tick). The next bounded family follows the post-Mossy Woodland read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-204: Karst Towers one-profile native family
Scenes-204 Karst Towers review record: the Hero is a compact cluster of five unequal pale limestone spires embedded in continuous gray-olive mountain terrain at q75/r41 on the ATLAS-TUNDRA-010 mountain profile. Fresh in-app browser composition was inspected at zoom 0.85 in compact 380 x 613 and wide 1027 x 769 sessions; selected Hero/detail/ground sources reported native 953x953 Hero and 420.1x373.8 connector world sizes, ready scene caches, and empty local warning/error logs. Five connected same-profile companions were available at native radius, with one protected distance-two broken-pinnacle detail; real mountain geometry remained authoritative with no black backing, hard plate, artificial island, giant mesa, road or painted water. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/karst-towers-family-receipt.json; all 257 regression tests, raster/art verification and the fresh 100-client load gate pass (9.0 snapshots/player-second, 8748 bytes/player-second, 39 ms p95 welcome, 0.0570 ms maximum simulation tick). The next bounded family follows the post-Karst read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-203: Grazing Range one-profile native family
Scenes-203 Grazing Range review record: the Hero is a compact pastoral fence-and-sheep landmark with a low marker stone and shallow runnel embedded in continuous olive-gold hills at q55/r25 on the ATLAS-TUNDRA-010 hills profile. Fresh in-app browser composition was inspected at zoom 0.85 in compact 380 x 613 and wide 1027 x 769 sessions; selected Hero/detail/ground sources reported native 953x953 Hero and 420.1x373.8 connector world sizes, ready scene caches, and empty local warning/error logs. Six connected same-profile companions were available at native radius, with one protected distance-two fence detail; real hills geometry remained authoritative with no black backing, hard plate, artificial island, giant farm, or painted lake. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/grazing-range-family-receipt.json; all 255 regression tests, raster/art verification and the fresh 100-client load gate pass (9.0 snapshots/player-second, 8842 bytes/player-second, 30 ms p95 welcome, 0.0184 ms maximum simulation tick). The next bounded family follows the post-Grazing Range read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-202: Volcanic Basalt Columns one-profile native family
Scenes-202 Basalt Columns review record: the Hero is a compact cluster of five-to-eight unequal weathered basalt columns embedded in continuous ash-gray mountain terrain at q85/r49 on the ATLAS-COLD-001 mountain profile. Fresh in-app browser composition was inspected at zoom 0.85 in compact 380 x 613 and wide 1027 x 769 sessions; selected Hero/detail/ground sources reported native 953x953 Hero and 420.1x373.8 connector world sizes, ready scene caches, and empty local warning/error logs. Five connected same-profile companions were available at native radius, with one protected distance-two basalt-column detail; real mountain geometry remained authoritative with no black backing, hard plate, artificial island, giant volcano or lava lake. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/basalt-columns-family-receipt.json; all 253 regression tests, raster/art verification and the fresh 100-client load gate pass (9.3 snapshots/player-second, 9032 bytes/player-second, 32 ms p95 welcome, 0.0179 ms maximum simulation tick). The next bounded family follows the post-Basalt read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-201: Volcanic Obsidian Flow one-profile native family
Scenes-201 Obsidian Flow review record: the Hero is a compact low cooled-obsidian outcrop with angular glassy shards and one restrained ember-red fissure at q78/r48 on the ATLAS-COLD-001 mountain profile. Fresh in-app browser composition was inspected at zoom 0.85 in compact and wide sessions (dpr 1.25); the selected Hero/detail/ground sources reported native 953x953 Hero and 420.1x373.8 connector world sizes, ready scene caches, and empty local page warning/error logs. Six connected same-profile companions were available at native radius, with one protected distance-two obsidian vent detail; real mountain geometry remained authoritative with no black backing or hard plate. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/obsidian-flow-family-receipt.json; all 251 regression tests, raster/art verification and the fresh 100-client load gate pass (9.1 snapshots/player-second, 8708 bytes/player-second, 50 ms p95 welcome, 0.0317 ms maximum simulation tick). The next bounded family follows the read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-200: Fold Mountains one-profile native family
Scenes-200 Fold Mountains review record: the Hero is a compact sequence of pale folded sedimentary limestone ridges with dark readable strata, broken scree shelves and sparse alpine trees at q9/r48 on the ATLAS-COLD-001 mountain profile. Genuine in-app browser composition was inspected twice at zoom 0.85 on compact 380 x 613 and wide 1027 x 769 viewports (dpr 1.25); the scene caches reached ready state (100.8/180.4 ms build, 3.2/8.6 ms work, 0.5/1.3 ms maximum slice, 7.9/30.6 ms maximum yield, 14/20 slices across 85/187 cells), and local page warning/error logs were empty. Four connected same-profile companions were available at native radius, with one protected distance-two folded-strata spur detail; real mountain geometry remained authoritative with no painted plate, giant peak or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/fold-mountains-family-receipt.json; all 249 regression tests, raster/art verification and the fresh 100-client load gate pass (9.1 snapshots/player-second, 8708 bytes/player-second, 34 ms p95 welcome, 0.0346 ms maximum simulation tick). The next bounded family is volcanic/obsidian-flow at q78/r48 in ATLAS-COLD-001, selected by the read-only audit; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-199: Broken Aqueduct one-profile native family
Scenes-199 Broken Aqueduct review record: the Hero is a compact weathered two-arch limestone aqueduct with one collapsed span, a tiny restrained water trace, moss and fallen stones at q6/r43 on the ATLAS-COLD-001 mountain profile. Genuine in-app browser composition was inspected twice at zoom 0.85 on compact 380 x 613 and wide 1027 x 769 viewports (dpr 1.25); the scene caches reached ready state (262.2/486.6 ms build, 15.2/9.7 ms work, 7.3/2.5 ms maximum slice, 75.4/323.9 ms maximum yield, 19/20 slices across 85/161 cells), and local page warning/error logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two collapsed-pier detail; real mountain geometry remained authoritative with no painted water field, hard plate, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/broken-aqueduct-family-receipt.json; all 249 regression tests, raster/art verification and the fresh 100-client load gate pass (9.1 snapshots/player-second, 8708 bytes/player-second, 34 ms p95 welcome, 0.0346 ms maximum simulation tick). Fold Mountains is now integrated as scenes-200; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-198: Limestone Range one-profile native family
Scenes-198 Limestone Range review record: the Hero is a compact cluster of three stepped horizontal pale-limestone shelves with broken scree, lichen seams and tiny hardy conifers at q88/r36 on the ATLAS-COLD-001 mountain profile. Genuine in-app browser composition was inspected twice at zoom 0.85 on compact 380 x 613 and wide 1027 x 769 viewports (dpr 1.25); the scene caches reached ready state (352.9/162.7 ms build, 29.9/53.1 ms work, 11.4/46.5 ms maximum slice, 237.8/10.2 ms maximum yield, 16/20 slices across 85/161 cells), and local page warning/error logs were empty. Four connected same-profile companions were available at native radius, with one protected distance-two layered-limestone detail; real mountain geometry remained authoritative with no painted water field, hard plate, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/limestone-range-family-receipt.json; all 245 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8714 bytes/player-second, 33 ms p95 welcome, 0.0264 ms maximum tick). The next bounded family follows the read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-197: Windy Moorland one-profile native family
Scenes-197 Windy Moorland review record: the Hero is a compact windswept upland heath with a lichen-marked standing-stone cairn, bent hawthorn, purple heather and a narrow runnel at q14/r35 on the ATLAS-COLD-001 hills profile. Genuine in-app browser composition was inspected twice at zoom 0.85 on 380 x 613 and 1027 x 769 viewports (dpr 1.25); the scene caches reached ready state (116.5/265.8 ms build, 4.2/8.5 ms work, 0.5/1.2 ms maximum slice, 8.1/59.5 ms maximum yield, 15/23 slices across 85/187 cells), and local page warning/error logs were empty. Four connected same-profile companions were available at native radius, with one protected distance-two boundary-stone detail; real hills geometry remained authoritative with no painted water field, hard plate, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/windy-moorland-family-receipt.json; all 245 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8714 bytes/player-second, 33 ms p95 welcome, 0.0264 ms maximum tick). The next bounded family follows the read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-196: Palm Oasis one-profile native family
Scenes-196 Palm Oasis review record: the Hero is a compact cluster of three modest date palms around a low sandstone basin with a tiny enclosed spring, jars and reed tufts at q0/r29 on the ATLAS-COLD-001 desert profile. Genuine in-app browser composition was inspected at zoom 0.85 on a 380 x 613 viewport (dpr 1.25); the scene cache reached ready state (563.8 ms build, 67.0 ms work, 27.6 ms maximum slice, 393.5 ms maximum yield, 17 slices across 85 cells), and local page warning/error logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two basin detail; real desert geometry remained authoritative with no painted water field, hard plate, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/palm-oasis-family-receipt.json; all 245 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8714 bytes/player-second, 33 ms p95 welcome, 0.0264 ms maximum tick). Limestone Range is now integrated as scenes-198; the next bounded family follows the read-only audit in complete-map-ledger.json; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-195: Cloud Forest one-profile native family
Scenes-195 Cloud Forest review record: the Hero is a compact moss-covered cloud-forest grove with subtle cool mist, pale lichen stones and a ferny clearing at q23/r27 on the ATLAS-COLD-001 forest profile. Genuine in-app browser composition was inspected at zoom 0.85 on a 380 x 613 viewport (dpr 1.25); the scene cache reached ready state (1416.1 ms build, 47.4 ms work, 16.1 ms maximum slice, 1047.0 ms maximum yield, 16 slices across 85 cells), and local page warning/error logs were empty. Four connected same-profile companions were available at native radius, with one protected distance-two lichen-stone/root/fern detail; real forest geometry remained authoritative with no painted water, hard plate, road, pond, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/cloud-forest-family-receipt.json; all 239 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8771 bytes/player-second, 33 ms p95 welcome, 0.0154 ms maximum tick). The next bounded family is oasis/palm-oasis at q0/r29 in ATLAS-COLD-001 desert, selected by a read-only audit; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-194: Autumn Forest one-profile native family
Scenes-194 Autumn Forest review record: the Hero is a compact russet-and-amber autumn grove with a small leaf-strewn clearing, mossy stone and fallen branch at q95/r26 on the ATLAS-COLD-001 forest profile. Genuine in-app browser composition was inspected at zoom 0.85 on a 319 x 794 viewport (dpr 1.25); the scene cache reached ready state (626.3 ms build, 59.8 ms work, 20.10 ms maximum slice, 414.8 ms maximum yield, 17 slices across 85 cells), and local page warning/error logs were empty. Four connected same-profile companions were available at native radius, with one protected distance-two fallen-leaf stone/mushroom detail; real forest geometry remained authoritative with no painted water, hard plate, road, pond, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/autumn-forest-family-receipt.json; all 237 regression tests, raster/art verification and the fresh 100-client load gate pass (9.1 snapshots/player-second, 8755 bytes/player-second, 31 ms p95 welcome, 0.0411 ms maximum simulation tick). The next bounded family is forest/cloud-forest at q23/r27 in ATLAS-COLD-001 forest, selected by a read-only audit; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-193: Crystal Forest one-profile native family
Scenes-193 Crystal Forest review record: the Hero is a compact blue-violet crystal outcrop with low mossy stones and flowering saplings at q−20/r54 on the ATLAS-SOUTH-947 fields profile. Genuine in-app browser composition was inspected at zoom 0.85 on a 319 x 794 viewport (dpr 1.25); the scene cache reached ready state (123.3 ms build, 23.7 ms work, 15.6 ms maximum slice, 8.7 ms maximum yield, 15 slices across 85 cells), and local page warning/error logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two standing-stone/crystal detail; real cultivated-field geometry remained authoritative with no painted forest, hard plate, giant crystal, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/crystal-forest-family-receipt.json; all 235 regression tests, raster/art verification and the fresh 100-client load gate pass (9.1 snapshots/player-second, 8920 bytes/player-second, 33 ms p95 welcome, 0.0159 ms maximum simulation tick). The next bounded family is forest/autumn-forest at q95/r26 in ATLAS-COLD-001 forest, selected by a read-only audit; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-192: Rice Terraces one-profile native family
Scenes-192 Rice Terraces review record: the Hero is a compact stepped paddy cluster with stone-and-earth terrace bands, narrow channels, a tiny timber shelter, bridge and sluice at q52/r54 on the ATLAS-SOUTH-947 grasslands profile. Genuine in-app browser composition was inspected at zoom 0.85 on a 1280 x 720 viewport (dpr 1.25); the scene cache reached ready state (1593.8 ms build, 294.1 ms work, 91.2 ms maximum slice, 459.9 ms maximum yield, 29 slices across 187 cells), and local page warning/error logs were empty. Five connected same-profile companions were available at native radius, with one protected distance-two seedling-basket/sluice detail; real grasslands geometry remained authoritative with no painted lake, hard plate, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/rice-terraces-family-receipt.json; all 233 regression tests, raster/art verification and the fresh 100-client load gate pass (9.1 snapshots/player-second, 8965 bytes/player-second, 33 ms p95 welcome, 0.0171 ms maximum simulation tick). The next bounded family is magical/crystal-forest at q-20/r54 in ATLAS-SOUTH-947 fields, selected by a read-only audit; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-191: Caravan Well one-profile native family
Scenes-191 Caravan Well review record: the Hero is a compact pale-stone well with a timber lifting beam, two low windbreaks, a subordinate date palm and a rolled travel bundle at q44/r30 on the ATLAS-TUNDRA-010 desert profile. Genuine in-app browser composition was inspected at zoom 0.85 on a 319 x 794 viewport (dpr 1.25); the scene cache reached ready state (142.7 ms build, 18.7 ms work, 13.0 ms maximum slice, 8.1 ms maximum yield, 17 slices across 85 cells), and local page warning/error logs were empty. Eight connected same-profile companions were available at native radius, with one protected distance-two trough detail; real desert geometry remained authoritative with no painted pool, hard plate, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/caravan-well-family-receipt.json; all 231 regression tests, raster/art verification and the fresh 100-client load gate pass (8.9 snapshots/player-second, 8542 bytes/player-second, 33 ms p95 welcome, 0.0110 ms maximum simulation tick). The next bounded family is farmland/rice-terraces at q52/r54 in ATLAS-SOUTH-947 grasslands; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-190: Hop Gardens one-profile native family
Scenes-190 Hop Gardens review record: the Hero is a compact open crescent of hop trellises around a small timber drying shed at q46/r56 on the ATLAS-COLD-001 grasslands profile. The genuine desktop browser composition was inspected at zoom 0.85 on a 1068 x 689 viewport; the scene cache reached ready state (25,357.8 ms build, 159.1 ms work, 58.3 ms maximum slice, 1,008.5 ms maximum yield, 27 slices across 263 cells), and local page warning/error logs were empty. Four connected same-profile companions were available at native radius, with one protected distance-two drying-rack detail; real water-edge geometry remained authoritative with no painted water, hard plate, road, wall or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/hop-gardens-family-receipt.json; all 229 regression tests, raster/art verification and the fresh 100-client load gate pass (8.9 snapshots/player-second, 8829 bytes/player-second, 32 ms p95 welcome, 0.0152 ms maximum simulation tick). The next bounded family is oasis/caravan-well at q44/r30 in ATLAS-TUNDRA-010 desert; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-189: Great Dune Sea one-profile native family
Scenes-189 Great Dune Sea review record: the Hero is a compact cluster of three unequal wind-sculpted barchan dunes at q35/r37 on the ATLAS-TUNDRA-010 desert profile. The genuine in-app browser composition was inspected at zoom 0.85 on a 380 x 613 canvas; the scene cache reached ready state (97.6 ms build, 8.5 ms work, 3.1 ms maximum slice, 9.5 ms maximum yield, 13 slices across 85 cells), and local page warning/error logs were empty. Six connected same-profile companions were available at native radius, with one protected distance-two slip-face detail; real desert terrain remained authoritative with no painted water, hard plate, road, or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/great-dune-sea-family-receipt.json; all 227 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 9043 bytes/player-second, 34 ms p95 welcome, 0.0195 ms maximum simulation tick). The next bounded family is farmland/hop-gardens at q46/r56 in ATLAS-COLD-001 grasslands; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-188: Dune Coast one-profile native family
Scenes-188 Dune Coast review record: the Hero is a compact wind-carved dune crescent with a weathered driftwood marker at q38/r18 on the ATLAS-TUNDRA-010 desert profile. The genuine in-app browser composition was inspected at zoom 0.85 on a 380 x 614 canvas; the scene cache reached ready state (265.2 ms build, 15.3 ms work, 4.7 ms maximum slice, 84.7 ms maximum yield, 13 slices across 85 cells), and local page warning/error logs were empty. Six connected same-profile companions were available at native radius, with one protected distance-two dune-marker detail; real shoreline geometry remained authoritative with no painted water, hard plate, road, or incompatible overlay. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/dune-coast-family-receipt.json; all 225 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8971 bytes/player-second, 33 ms p95 welcome, 0.0210 ms maximum simulation tick). The next bounded family is desert/great-dune-sea at q35/r37 in ATLAS-TUNDRA-010 desert; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-187: Fey Grove one-profile native family
Scenes-187 Fey Grove review record: the Hero is a compact flowering hazel grove with restrained teal motes at q36/r30 on the South-world forest profile. The genuine desktop composition was inspected at zoom 0.85 in a 1528 x 794 viewport (dpr 1.25); the scene cache reached ready state (1,128.1 ms build, 128.9 ms work, 20.2 ms maximum slice, 506.4 ms maximum yield, 24 slices across 263 cells), and local page warning/error logs were empty. Eight connected same-profile companions were available at native radius, with one protected distance-two fey-stone detail; water and incompatible profiles remained excluded. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/fey-grove-family-receipt.json; all 223 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum simulation tick). The next bounded family is coast/dune-coast at q38/r18 in ATLAS-TUNDRA-010 desert; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-186: Ancient Oakwood one-profile native family (historical integration snapshot; receipt reconciled to scenes-187 gate)
Scenes-186 Ancient Oakwood review record: the Hero is a compact broad-trunk hollow oak with mossed roots, sparse saplings and a quiet stone marker at q44/r29 on the South-world forest profile. The genuine desktop composition was inspected at zoom 0.85 in a 1528 x 794 viewport (dpr 1.25); the scene showed continuous olive woodland, a subordinate oak-root detail and quiet ground companions, with the adjacent mountain edge remaining geographic terrain. Six connected same-profile companions were available at native radius, with one protected distance-two oak-root detail; the adjacent mountain cell remained excluded. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/ancient-oakwood-family-receipt.json; all 223 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum tick). The next bounded family is coast/dune-coast at q38/r18 in ATLAS-TUNDRA-010 desert; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-185: Bridge Town one-profile native family (historical integration snapshot; receipt reconciled to scenes-187 gate)
Scenes-185 Bridge Town review record: the Hero is a compact timber footbridge with two cottages, a small toll shelter and converging field paths at q1/r39 on the South-world fields profile. The genuine desktop composition was inspected at zoom 0.85 in a 1528 x 794 viewport (dpr 1.25); its cache reached ready state (12,630.1 ms build, 12.4 ms work, 3.5 ms maximum slice, 1,007.3 ms maximum yield, 18 slices across 263 cells), and the in-app page warning/error logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two bridge-rail/milestone detail; nearby water remained excluded and the procedural shoreline stayed authoritative. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/bridge-town-family-receipt.json; the current 223 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum simulation tick). The next bounded family is coast/dune-coast at q38/r18 in ATLAS-TUNDRA-010 desert after a read-only audit; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-184: Free City one-profile native family (historical integration snapshot; receipt reconciled to scenes-187 gate)
Scenes-184 Free City review record: the Hero is a compact open civic pavilion with a teal cupola, stone arches and a small market awning at q21/r45 on the South-world wetlands profile. The browser composition was genuinely inspected at zoom 0.85 in a 1280 x 720 viewport (dpr 1.25); its cache reached ready state (270.1 ms build, 41.3 ms work, 14.4 ms maximum slice, 68.7 ms maximum yield, 28 slices across 187 cells), and warning/error logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two civic wayfinding detail; nearby water remained excluded and the real shoreline stayed authoritative. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/free-city-family-receipt.json; the current 223 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum simulation tick). Bridge Town, Ancient Oakwood and Fey Grove are now integrated as scenes-185/186/187; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-183: Royal Capital one-profile native family (historical integration snapshot; receipt reconciled to scenes-187 gate)
Scenes-183 Royal Capital review record: the Hero is a compact domed civic hall and short gatehouse at q71/r27 on the South-world wetlands profile. The browser composition was genuinely inspected at zoom 0.85 in a 1280 x 720 viewport (dpr 1.25); its cache reached ready state (214.0 ms build, 35.5 ms work, 8.0 ms maximum slice, 38.3 ms maximum yield, 20 slices across 187 cells), and warning/error logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two civic-notice detail; nearby ocean cells remained excluded and the real shoreline stayed authoritative. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/royal-capital-family-receipt.json; the current 223 regression tests, raster/art verification and fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum simulation tick). Free City, Bridge Town, Ancient Oakwood and Fey Grove are now integrated as scenes-184/185/186/187; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-182: Garden City one-profile native family (historical integration snapshot; receipt reconciled to scenes-187 gate)
Scenes-182 Garden City review record: the Hero is a compact octagonal glass conservatory with espaliered trees and restrained flower beds at q19/r26 on the South-world wetlands profile. The browser composition was genuinely inspected at zoom 0.85 in a 1280 x 720 viewport (dpr 1.25); its cache reached ready state (146.5 ms build, 9.3 ms work, 1.2 ms maximum slice, 37.4 ms maximum yield, 16 slices across 187 cells), and warning/error logs were empty. Six connected same-profile companions were available at native radius, with one protected distance-two potting-bench detail; the real western shoreline remained authoritative. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/garden-city-family-receipt.json; the current 223 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum tick). Royal Capital, Free City, Bridge Town, Ancient Oakwood and Fey Grove are now integrated as scenes-183/184/185/186/187. Cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance approval remain open.
Scenes-181: Hidden Oasis one-profile native family (historical integration snapshot; receipt reconciled to scenes-187 gate)
Scenes-181 Hidden Oasis review record: the Hero is a compact date-palm spring on irregular sandstone ledges at q12/r64 on the North-world desert profile. The browser composition was genuinely inspected at zoom 0.85 in a 1280 x 720 viewport (dpr 1.25); its cache reached ready state (965.7 ms build, 62.8 ms work, 21.6 ms maximum slice, 410.2 ms maximum yield, 18 slices across 187 cells), and warning/error logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two spring-maintenance detail; the real western shoreline remained authoritative. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/hidden-oasis-family-receipt.json; the current 223 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum tick). Garden City, Royal Capital, Free City, Bridge Town, Ancient Oakwood and Fey Grove are now integrated as scenes-182/183/184/185/186/187. Cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-180: Date Plantation one-profile native family (historical integration snapshot; receipt reconciled to scenes-187 gate)
Scenes-180 Date Plantation review record: the Hero is three compact date palms on a low sandstone terrace in Hidden Hollow at q-1/r55 on the North-world desert profile. The browser composition was genuinely inspected at zoom 0.85 in a 1280 x 720 viewport (dpr 1.25); its cache reached ready state (121.0 ms build, 9.3 ms work, 4.9 ms maximum slice, 24.7 ms maximum yield, 13 slices across 187 cells), and warning/error logs were empty. Eight connected same-profile companions were available at native radius, with one protected distance-two harvest marker; the adjacent lake-profile cell remained excluded and the real shoreline stayed authoritative. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/date-plantation-family-receipt.json; the current 223 regression tests, raster/art verification and the fresh 100-client load gate pass (9 snapshots/player-second, 8975 bytes/player-second, 33 ms p95 welcome, 0.0467 ms maximum tick). Hidden Oasis, Garden City, Royal Capital, Free City, Bridge Town, Ancient Oakwood and Fey Grove are now integrated as scenes-181/182/183/184/185/186/187; cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance remain open.
Scenes-179: Sacred Mountain one-profile native family
Scenes-179 Sacred Mountain review record: the Hero is a compact arched stone shrine with a restrained cool-blue flame and sparse alpine conifers in Hidden Expanse at q18/r47 on the North-world mountain profile. The browser composition was genuinely inspected at zoom 0.85 in a 1280 x 720 viewport (dpr 1.25); its cache reached ready state (1066.6 ms build, 51.9 ms work, 15.5 ms maximum slice, 938.7 ms maximum yield, 13 slices across 187 cells), and warning/error logs were empty. Five connected same-profile companions were available at native radius, with one protected distance-two offering-stone detail. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/sacred-mountain-family-receipt.json; the fresh 207-test suite, raster/art verification and 100-client load gate pass (9 snapshots/player-second, 8799 bytes/player-second, 32 ms p95 welcome, 0.044 ms maximum simulation tick). The next bounded family is oasis/date-plantation at q-1/r55 in the North-world desert. Cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance approval remain open.
Scenes-178: Rocky Hamada one-profile native family
Scenes-178 Rocky Hamada review record: the Hero is a compact stepped sandstone outcrop with a single capstone and sparse scrub in Hidden Expanse at q30/r35 on the North-world desert profile. The browser composition was genuinely inspected at zoom 0.85 in a 1280 x 720 viewport; its cache reached ready state (164.1 ms build, 9.0 ms work, 1.4 ms maximum slice, 37.0 ms maximum yield, 15 slices across 203 cells), and warning/error logs were empty. Four connected same-profile companions were available at native radius, with one protected distance-two cairn/mineral detail. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/rocky-hamada-family-receipt.json; the scenes-178 205-test suite, raster/art verification and 100-client load gate pass (9 snapshots/player-second, 8857 bytes/player-second, 34 ms p95 welcome, 0.0297 ms maximum simulation tick). Sacred Mountain is now integrated as scenes-179; the next bounded family is oasis/date-plantation at q-1/r55 in the North-world desert. Cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance approval remain open.
Scenes-177: Orchard Country one-profile native family
Scenes-177 Orchard Country review record: the Hero is a compact fruit-tree grove with a low stone trough in Broken Heights at q18/r30 on the North-world grasslands profile. The browser composition was genuinely inspected at zoom 0.85; its cache reached ready state (139.2 ms build, 12.9 ms work, 6.4 ms maximum slice, 11.1 ms maximum yield, 20 slices across 203 cells), and logs were empty. Five connected same-profile companions were available at native radius, with one protected distance-two harvest-cart detail; the adjacent lake-profile neighbor was excluded and the retained Hero coordinate and world total are unchanged. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/orchard-country-family-receipt.json; the fresh 203-test suite, raster/art verification and 100-client load gate pass (9.4 snapshots/player-second, 9184 bytes/player-second, 34 ms p95 welcome, 0.0232 ms maximum simulation tick). The next bounded family is desert/rocky-hamada at q30/r35 in the North-world desert. Cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance approval remain open.
Scenes-176: Lavender Fields one-profile native family
Scenes-176 Lavender Fields review record: the Hero is a compact violet lavender patch with a weathered stone marker and tiny drying frame in Whispering Basin at q88/r27 on the North-world grasslands profile. The browser composition was genuinely inspected at zoom 0.85; its cache reached ready state (656.2 ms build, 81.7 ms work, 30.8 ms maximum slice, 374.9 ms maximum yield, 22 slices across 203 cells), and logs were empty. Six connected same-profile companions were available at native radius, with one protected distance-two drying-rack detail; the retained Hero coordinate and world total are unchanged. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/lavender-fields-family-receipt.json; the fresh 201-test suite, raster/art verification and 100-client load gate pass (8.9 snapshots/player-second, 8594 bytes/player-second, 30 ms p95 welcome, 0.0141 ms maximum simulation tick). The next bounded family is farmland/orchard-country at q18/r30 in the North-world grasslands. Cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance approval remain open.
Scenes-175: Bioluminescent Reach one-profile native family
Scenes-175 Bioluminescent Reach review record: the Hero is a compact cyan bioluminescent wake with low submerged skerries in Hidden Crown at q84/r65 on the default-world ocean profile. The browser composition was genuinely inspected at zoom 0.85; its cache reached ready state (730.9 ms build, 54.8 ms work, 18.7 ms maximum slice, 585.7 ms maximum yield, 15 slices across 203 cells), and logs were empty. Six connected same-profile companions were available at native radius, with one protected distance-two glowing-skerry detail; the retained Hero coordinate and world total are unchanged. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/bioluminescent-reach-family-receipt.json; the fresh 199-test suite, raster/art verification and 100-client load gate pass (9.3 snapshots/player-second, 8999 bytes/player-second, 32 ms p95 welcome, 0.0343 ms maximum simulation tick). The next bounded family is farmland/lavender-fields at q88/r27 in the North-world grasslands. Cross-family joins/repetition, the remaining Hero catalog and controlled foreground performance approval remain open.
Scenes-169 Ice Bastion is integrated and reviewed, but the complete-map goal remains active.
Scenes-170: River Village one-profile native family
Scenes-170 River Village review record: the Hero uses four low turf-roof cottages, a tiny dry footbridge and a quiet storage shed in Hidden Wilds at q70/r82 on the Cold-world tundra profile. The browser composition was genuinely inspected at zoom 0.85; its cache reached ready state (483.5 ms build, 50.4 ms work, 17.8 ms maximum slice, 405.6 ms maximum yield, 11 slices across 176 cells), and logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two storage detail; the retained Hero coordinate and world total are unchanged. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/river-village-family-receipt.json; the next backlog audit should select another named family without changing geography.
Scenes-171: Wave-Cut Platform one-profile native family
Scenes-171 Wave-Cut Platform review record: the Hero is a compact low broken limestone shelf in Old Vale at q-8/r18 on the default-world wetlands profile. The browser composition was genuinely inspected at zoom 0.85; its cache reached ready state (380.5 ms build, 48.9 ms work, 18.4 ms maximum slice, 292.4 ms maximum yield, 12 slices across 59 cells), and logs were empty. Four connected same-profile companions were available at the coast edge, with one protected distance-two limestone detail; the retained Hero coordinate and world total are unchanged. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/wave-cut-platform-family-receipt.json; the next backlog audit should select another named family without changing geography.
Scenes-169: Ice Bastion one-profile native family
Scenes-169 Ice Bastion review record: the Hero uses a compact broken crescent wall, squat watch shelter and single blue pennant in Whispering Basin at q32/r86 on the North-world tundra profile. The browser composition was genuinely inspected at zoom 0.85; its cache reached ready state (534.8 ms build, 64.9 ms work, 22.3 ms maximum slice, 251.1 ms maximum yield, 8 slices across 52 cells), and logs were empty. Eight connected same-profile companions were available at native radius, with one protected distance-two wall detail; the retained Hero coordinate and world total are unchanged. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/ice-bastion-family-receipt.json; the next backlog audit should select another named family without changing geography.
Scenes-168: Fallen Tower one-profile native family
Scenes-168 Fallen Tower review record: the Hero uses a compact broken cylindrical tower stump, low collapsed wall and small doorway in Wild Reach at q39/r54 on the South-world mountain profile. The browser composition was genuinely inspected at zoom 0.85; its cache reached ready state (103.3 ms build, 15.8 ms work, 11.9 ms maximum slice, 22.8 ms maximum yield, 13 slices across 85 cells), and logs were empty. Seven connected same-profile companions were available at native radius, with one protected distance-two detail; the retained Hero coordinate and world total are unchanged. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/fallen-tower-family-receipt.json; the next backlog audit should select another named family without changing geography.
Scenes-167: Coastal Fortress two-profile native family
Scenes-167 Coastal Fortress review record: the fields Hero uses a compact low stone fort and gatehouse in Cinder Vale at q-14/r45; the grasslands Hero uses a compact low coastal fort and watch platform in Old Hollow at q46/r74. Both browser caches reached ready state (fields build 88.5 ms, active work 16.5 ms, max slice 8.1 ms; grasslands build 125.2 ms, active work 27.2 ms, max slice 8.1 ms), and both logs were empty. Exact prompts, generated paths, hashes and source dimensions are recorded in tile-library/atlas-v2/hero-expansion/coastal-fortress-family-receipt.json; the next backlog audit selects ruins/fallen-tower for a bounded mountain review.
- The next bounded family is
ruins/fallen-tower: one retained South-world mountain occurrence at q39/r54 remains queued for a bounded native review with its original 50 Hero total and exact coordinates preserved.
Scenes-166: Haunted Battlefield two-profile native family
- Built-in ImageGen produced two active 1254-square RGB Heroes and four active 1536 x 1024 companions for wetlands and grasslands. The compact broken memorial identity uses low masonry, a torn pennant and fallen blade; it rejects the legacy black-backed battlefield, giant arch, dense weapon field and hard plate. All six paintings passed source and composed review. Exact prompts, generated paths and hashes are in
haunted-battlefield-family-prompts.jsonandhaunted-battlefield-family-receipt.json. - Repeated seed reports retain both original coordinates and Hero totals: Cold q38/r25 wetlands and Tundra q-18/r54 grasslands, each with eight connected exact-profile companions and one distance-two protected detail. Default, North and South have no Haunted Battlefield. Geography is unchanged.
- Genuine controlled browser QA at 1280 x 720 and zoom 0.85 covers both profiles. The wetlands scene preserves the real water edge and the grasslands scene preserves a natural coast; both remain terrain-dominant with subordinate companions, no black plate, road, repeated stamp or mixed-profile art, ready caches and zero browser warnings/errors. Caches measured 1162.1 ms build/118.5 ms work/40.4 ms max slice (18 slices) in wetlands and 144.8/50.6/19.7 ms (14 slices) in grasslands, over 203 cells.
- All 181 regression tests pass. Raster/art verification passes with 240 Hero mappings, eight variants per Hero, 32 base motifs, 26 seam-architecture checks and no visible magenta. The isolated 100-client load run connected 100/100 clients for 9.1 snapshots/player/second, 9047 bytes/player/second, 33 ms p95 welcome and 0.0558 ms maximum tick. Controlled foreground-FPS approval and full catalog/biome approval remain open. Goal stays active, local, uncommitted and undeployed.
- The next bounded family is
fortification/coastal-fortress: two retained South-world sites span fields q-14/r45 and grasslands q46/r74, with their original 50 Hero total and exact-profile topology preserved for the next audit.
Scenes-165: Lost Observatory one-profile native family
- Built-in ImageGen produced one active 1254-square RGB Hero, one active 1536 x 1024 quiet-ground companion and one protected 1536 x 1024 observatory detail for the mountain profile. The compact broken low wall and toppled bronze lens reject the legacy tower-scale silhouette, hard plate, road-like approach, giant ring and painted horizon. Exact prompts, generated paths and hashes are in
lost-observatory-family-prompts.jsonandlost-observatory-family-receipt.json. - The only retained occurrence is Cold-world q91/r41 in mountain terrain with its original Hero total. Eight same-profile companions form a connected native-radius cluster with one distance-two protected detail; the other four audited seeds have no Lost Observatory site. Geography and all Hero totals are unchanged.
- Versioned controlled desktop QA at 1280 x 720 and zoom 0.85 shows the compact stone ruin and bronze lens embedded in ordinary alpine scree, with one subordinate detail and quiet ground companions. No tower, road, hard plate, repeated stamp or fake shoreline appears. The ready cache measured 905.7 ms build, 77.4 ms active work, 26.2 ms maximum slice across 25 slices and 203 visible cells; direct browser logs contain zero warnings or errors. All 179 regression tests pass; raster/art verification and the isolated 100-client load gate pass (9.1 snapshots/player-second, 8732 bytes/player-second, 30 ms p95 welcome, 0.0353 ms maximum tick). The 26.2 ms slice keeps controlled foreground-FPS approval and full catalog/biome approval open. Goal stays active, local, uncommitted and undeployed.
- The next bounded family is
ruins/haunted-battlefield: retained occurrences are Cold-world wetlands q38/r25 and Tundra-world grasslands q-18/r54; the Tundra occurrence already exposes eight exact-profile companions for a native-family review without changing geography.
Scenes-164: Sunken Ruins two-profile native family
- The next bounded family is
ruins/lost-observatory: one retained Cold-world mountain site has fifteen same-profile cells within native reach, so it is queued for the next exact-profile conversion without changing geography.
- Built-in ImageGen produced two active 1254-square RGB Heroes, two active 1536 x 1024 quiet-ground companions and two protected ruin details for wetlands and mountain. The compact low buried-lintel identity rejects the legacy water-filled island, tall columns, intact arch, circular ruin ring, hard base, giant temple silhouette and painted hydrology. All six paintings passed source inspection. Exact prompts, generated paths and hashes are in
sunken-ruins-family-prompts.jsonandsunken-ruins-family-receipt.json. - Repeated seed reports retain both original coordinates and Hero totals: North-world wetlands q88/r18 with no eligible same-profile neighbor within native two-hex reach, and Tundra-world mountain q74/r34 with eight connected companions. Both select their exact profile Hero families; the isolated wetlands site intentionally receives no out-of-profile companion. South, Cold and default have no Sunken Ruins. Geography is unchanged.
- Genuine controlled browser QA at 1280 x 720 and zoom 0.85 covers both profiles. The wetlands lintel remains land-clipped against its real shore, the mountain remnant joins ordinary scree, and the mountain detail remains subordinate. No artificial island, painted water, giant temple, road, rails, ring, black plate, repeated ruin band or page warning/error appears. Both scene caches reached ready state (wetlands 592.5 ms build/27.6 ms work/17.4 ms max slice; mountain 266.1/30.9/21.1 ms). All 177 regression tests pass; raster/art verification and the isolated 100-client load gate pass (9.1 snapshots/player-second, 8875 bytes/player-second, 32 ms p95 welcome, 0.0239 ms maximum tick). Controlled foreground-FPS approval and full catalog/biome approval remain open.
Scenes-163: Iron Deposit two-profile native family
- Built-in ImageGen produced two active 1254-square RGB Heroes, two active 1536 x 1024 quiet-ground companions and two protected claim details for desert and forest. The compact shallow iron seam identity rejects giant quarry or mountain silhouettes, deep pits, rail networks, roads, mine buildings, repeated iron bands and black void bases. All six paintings passed source and composed review. Exact prompts, generated paths and hashes are in
iron-deposit-family-prompts.jsonandiron-deposit-family-receipt.json. - Repeated seed reports retain both original coordinates and Hero totals: default-world desert q22/r40 with eight companions and South-world forest q58/r34 with seven. Each site selects its exact profile family, remains connected and uses one distance-two protected claim detail. North, Cold and Tundra have no Iron Deposit. Geography is unchanged.
- Genuine controlled browser QA at 1280 x 720 and zoom 0.85 covers both profiles. The desert shelf and forest bank remain terrain-integrated, real coastlines stay readable, and details remain subordinate. No artificial island, quarry, road, rails, ring, black plate, repeated mine yard or page warning/error appears. Both scene caches reached ready state (desert 642.7 ms build/79.1 ms work/36.2 ms max slice; forest 179.7/14.6/2.2 ms). All 175 regression tests pass; raster/art verification and the isolated 100-client load gate pass (8.9 snapshots/player-second, 31 ms p95 welcome, 0.0668 ms maximum tick). Controlled foreground-FPS approval and full catalog/biome approval remain open.
Scenes-162: Coal Basin two-profile native family
- Built-in ImageGen produced two active 1254-square RGB Heroes, two active 1536 x 1024 quiet-ground companions and two protected sorting details for fields and forest. The compact shallow seam identity rejects the legacy mountain-scale quarries, deep terraced pits, rail networks, mine buildings, giant coal heaps and black void bases. Composed review found both first-pass trestles too large; targeted half-scale v2 edits replace them while the v1 sources remain recoverable. Exact prompts, generated paths and hashes are in
coal-basin-family-prompts.jsonandcoal-basin-family-receipt.json. - Repeated seed reports retain both original coordinates and Hero totals: Cold q38/r74 fields with seven connected companions and Tundra q67/r74 forest with eight. Each site selects its exact profile family and one distance-two protected sorting trestle. Default, North and South have no Coal Basin. Geography is unchanged.
- Controlled 1280 x 720 QA at zoom 0.85 covers both profiles before and after the detail refinement. The final scenes stay terrain-dominant, the coastal fields occurrence preserves the real generated shoreline, and both v2 trestles remain subordinate. No giant quarry, deep pit, road, rails, ring, black plate or repeated mine band appears. Direct browser logs contain zero warnings or errors. Both scene caches reached ready state with 7.8–24.7 ms maximum slices.
- All 173 regression tests pass. Raster/art verification passes with 240 Hero mappings, eight variants per Hero, 32 base motifs, 26 seam-architecture checks and no visible magenta. The isolated 100-client load run connected 100/100 clients for 9.1 snapshots/player/second, 8855 bytes/player/second, 77 ms p95 welcome and 0.0289 ms maximum tick. Goal stays active, local, uncommitted and undeployed; controlled foreground-FPS approval and full catalog/biome approval remain open.
Scenes-161: Chalk Cliffs two-profile native family
- Built-in ImageGen produced two active 1254-square RGB Heroes and four active 1536 x 1024 companions for tundra and wetlands. The shared identity is a compact broken chalk bluff or low mossed chalk bank; it rejects the legacy giant standalone island, painted ocean, ring and hard plate. All six first-generation paintings passed source and composed review. Exact prompts, generated paths and hashes are in
chalk-cliffs-family-prompts.jsonandchalk-cliffs-family-receipt.json. - Repeated seed reports retain both original coordinates and Hero totals: South q15/r77 tundra and Tundra q-9/r70 wetlands; each uses four or six connected same-profile companions and one distance-two protected chalk remnant. Default, North and Cold have no Chalk Cliffs. Geography is unchanged.
- Controlled 1280 x 720 QA at zoom 0.85 covers both profiles. The generated coast remains authoritative, the terrain stays dominant and the natural details remain subordinate. No baked sea, artificial island, road, ring, halo, hard plate edge or repeated cliff band appears. Direct browser logs contain zero warnings or errors. Both scene caches reached ready state with 3.8–14.2 ms maximum slices.
- All 171 regression tests pass. Raster/art verification passes with 240 Hero mappings, eight variants per Hero, 32 base motifs, 26 seam-architecture checks and no visible magenta. The isolated 100-client load run connected 100/100 clients for 9 snapshots/player/second, 8791 bytes/player/second, 106 ms p95 welcome and 0.0213 ms maximum tick. Goal stays active, local, uncommitted and undeployed; controlled foreground-FPS approval and full catalog/biome approval remain open.
Scenes-160: Walled Town two-profile native family (reconciled scenes-207)
- Built-in ImageGen produced two active 1254-square RGB Heroes and four active 1536 x 1024 companions for grasslands and fields. The shared identity is a compact low stone wall with a modest gatehouse, three low roofs and a tiny watch platform; it rejects the legacy fortress-scale ring, cathedral tower, dense urban block, paved radial streets, black base and hard plate edge. All six active paintings passed source review; both retained scenes passed fresh controlled composed browser review with ready caches and zero browser warnings/errors. Exact prompts, generated paths and hashes are in
walled-town-family-prompts.jsonandwalled-town-family-receipt.json. - Repeated seed reports retain both original coordinates and Hero totals: default q34/r15 grasslands and South q-8/r36 fields; each uses seven or eight connected same-profile companions and one distance-two protected wall detail. North, Cold and Tundra have no Walled Town. Geography is unchanged.
- Fresh versioned in-app browser QA at 1280 x 720 (dpr 1.25) and zoom 0.85 covers both profiles. Grasslands and fields remain terrain-dominant; the southern coast stays readable through land-domain masking, companions remain subordinate, and no fortress mass, road, ring, hard plate edge, repeated town rhythm or page error appears. Caches reached ready state with 20.9 ms (grasslands) and 19.9 ms (fields) maximum slices; browser logs were empty. Exact measured values are reconciled in
walled-town-family-receipt.json. - The scenes-196 and scenes-204 measurements are retained as historical snapshots (255 and 257 tests respectively). The current scenes-208 reconciliation passes 261/261 with the same raster/art gate; the latest shared 100-client load run connects 100/100 clients for 9.1 snapshots/player/second, 8636 bytes/player/second, 40 ms p95 welcome and 0.0250 ms maximum tick. Goal stays active, local, uncommitted and undeployed; controlled foreground-FPS approval and full catalog/biome approval remain open.
Scenes-159: Pilgrim Town three-profile native family
- Built-in ImageGen produced three active 1254-square RGB Heroes and six active 1536 x 1024 companions for fields, tundra and grasslands. The shared identity is a compact wayside shrine with two low pilgrim shelters; it rejects the legacy church-sized settlement, tower, paved streets, dense houses, black base and cliff-like perimeter. All nine first-generation paintings passed source and composed review. Exact prompts, generated paths and hashes are in
pilgrim-town-family-prompts.jsonandpilgrim-town-family-receipt.json. - Repeated seed reports retain all original coordinates and Hero totals: default q102/r18 fields, cold q-10/r78 tundra and Tundra q43/r59 grasslands, each with seven or eight connected exact-profile companions and one distance-two protected pilgrimage detail. North and South have no Pilgrim Town. Geography is unchanged.
- Controlled 1280 x 720 QA at zoom 0.85 covers all three profiles. Fields, tundra and grasslands remain terrain-dominant; exposed coast and river edges stay clean through land-domain masking, companions remain subordinate, and no road, ring, hard plate edge, repeated town rhythm or page error appears. Cache scenes reached ready state; foreground performance approval remains open project-wide.
- All 167 regression tests pass. Raster/art verification passes with 240 Hero mappings, eight variants per Hero, 32 base motifs, 26 seam-architecture checks and no visible magenta. The isolated 100-client load run connected 100/100 clients for 9 snapshots/player/second, 8754 bytes/player/second, 30 ms p95 welcome and 0.0476 ms maximum tick. Goal stays active, local, uncommitted and undeployed; controlled foreground-FPS approval and full catalog/biome approval remain open.
Scenes-158: Timber Reserve two-profile native family
- Built-in ImageGen produced two active 1254-square RGB Heroes and four active 1536 x 1024 RGB companions for desert and wetlands. The shared identity is a compact irregular cache of weathered fallen logs and a stump; it rejects the legacy forest-sized logging camp, black base, sawmill, roof, crane, cart, machinery, water feature and built clearing. All six first-generation paintings passed source and composed review. Exact prompts, generated paths and hashes are in
timber-reserve-family-prompts.jsonandtimber-reserve-family-receipt.json. - Repeated seed reports retain all original coordinates and Hero totals: default q8/r48 desert, south q68/r49 wetlands and cold q-4/r59 desert, each with eight connected exact-profile companions and one distance-two protected timber detail. North and tundra have no Timber Reserve. Geography is unchanged.
- Controlled 1280 x 720 QA at zoom 0.85 covers all three profiles. Default and cold desert sites retain real coastal water through land-domain masking; the wetland site preserves its waterline. The logs remain subordinate to the terrain, quiet ground forms no road or worksite rhythm, and no ring, hard plate edge, repeated landmark band or page error appears. Headless cache builds were 276.8–1148.7 ms wall, 61.9–396.2 ms active work and 23.0–38.8 ms maximum slices; this evidence explicitly keeps performance open.
- All 165 tests pass; raster verification and the isolated 100-client load gate pass (9 snapshots/player-second, p95 welcome 66 ms, max tick 0.0346 ms). Goal stays active and undeployed.
Scenes-157: Gem Cavern three-profile native family
- Built-in ImageGen produced three first-pass 1254-square RGB Heroes and six active 1536 x 1024 RGB companions for forest, tundra and grasslands. Composed review found the first Hero shelf too continuous; refined v2 Heroes replace only the central formation with compact broken fissures while preserving exact profile terrain. The three v1 sources remain recoverable and superseded. Exact prompts, generated paths and hashes are in
gem-cavern-family-prompts.jsonandgem-cavern-family-receipt.json. - Repeated seed reports retain all original coordinates and Hero totals: north q76/r61 forest, cold q83/r7 tundra and tundra q34/r58 grasslands, each with seven or eight connected exact-profile companions and one distance-two protected assay detail. Default and south have no Gem Cavern. Geography is unchanged.
- The forest, tundra and grasslands composed checks show terrain-dominant compact mineral fissures, subordinate assay trestles, clean coastal masking where applicable, no mine infrastructure, road/ring/hard edge/repeated landmark rhythm and no observed page errors. Goal stays active and undeployed.
Scenes-156: Clay Pit three-profile native family
- Built-in ImageGen produced three active 1254-square RGB Heroes and six active 1536 x 1024 RGB companions for mountain, grasslands and desert. The shared identity is one compact shallow asymmetric clay cut with a short muted earth-red bank, rough working floor, tiny drying rack and a few raw blocks. It rejects the legacy black base, circular quarry, concentric terraces, giant hole, stairs, crane, cart track, large shed and pottery-yard clutter. All nine first-generation paintings passed source review. Exact prompts, generated paths and hashes are in
clay-pit-family-prompts.jsonandclay-pit-family-receipt.json. - Repeated seed reports retain all original coordinates and Hero totals: default q73/r48 mountain, north q77/r37 grasslands and south q90/r59 desert, each with seven connected exact-profile companions and one distance-two protected drying rack. Cold and tundra have no Clay Pit. Geography is unchanged.
- Controlled 1280 x 720 QA at zoom 0.85 covers all three profiles. Both grasslands and desert sites sit against real shoreline; land-domain masks preserve the waterline without turning the excavation into a lagoon. The mountain cut remains subordinate to its upland, quiet clods form no line, and no road, ring, arena, plate edge or repeated landmark band appears. Page errors are zero. Asset-cold headless cache builds were 547.2–710.2 ms wall, 293.6–505.2 ms active work and 54.6–62.8 ms maximum slices; this evidence explicitly keeps performance open.
- All 161 tests pass; art verification and the isolated 100-client load gate pass. Next: convert the audited
resource/gem-cavernmatrix across forest, tundra and grasslands, then continue wider joins, repetition and controlled performance work. Goal stays active and undeployed.
Scenes-155: Marble Quarry three-profile native family
- Built-in ImageGen produced three active 1254-square RGB Heroes and six active 1536 x 1024 RGB companions for mountain, desert and forest. Three first-pass Heroes remain recoverable but are excluded because source review found their pale quarry floors too broad and plaza-like; precise edits reduced the worked footprint, restored ordinary terrain, and retained only short cream-grey faces, a tiny derrick and a few blocks. Exact prompts, generated paths and hashes are in
marble-quarry-family-prompts.jsonandmarble-quarry-family-receipt.json. - Four repeated seed reports retain all original coordinates and Hero totals: default q-18/r42 mountain with eight companions, north q20/r37 desert with seven, south q60/r70 forest with eight, and cold q11/r60 desert with seven. The tundra seed has no Marble Quarry. Every populated family is connected and exact-profile matched with one distance-two protected block-loading tripod.
- Controlled 1280 x 720 QA at zoom 0.85 covers all three profiles. The mountain and forest coastal scenes preserve the real waterline through land-domain masking; the desert remains route-free; all variants avoid the old black icon base, giant mountain, conveyor, rail, tiled floor, circular quarry and repeated landmark band. No page errors were observed. Cache builds were 186.0–644.2 ms wall, 43.9–116.3 ms active work and 24.2–25.0 ms maximum slices. Performance remains open.
- All 159 tests pass; art verification and the isolated 100-client load gate pass. Next: convert the audited
resource/clay-pitmatrix across mountain, grasslands and desert, then continue wider joins, repetition and controlled performance review. Goal stays active and undeployed.
Scenes-154: Copper Mine four-profile native family
- Built-in ImageGen supplied four 1254-square RGB Hero paintings and eight 1536 x 1024 RGB connector paintings. The shared identity is a compact shallow copper working with a short timber-framed adit, hand windlass, ore sorting and restrained verdigris staining; each source is independently painted on its exact wetlands, forest, desert or fields material. All twelve first-generation paintings passed source and composed review. Exact prompts, generated paths and SHA-256 hashes are in
copper-mine-family-prompts.jsonandcopper-mine-family-receipt.json. - Five repeated seed reports retain all original coordinates and unchanged Hero totals: default q76/r57 wetlands, north q50/r65 forest, south q-32/r64 forest, cold q78/r22 desert and tundra q94/r62 fields. Every companion is connected and profile matched; cluster counts are 7, 8, 7, 7 and 8, each with exactly one distance-two protected ore-sorting trestle.
- Controlled 1280 x 720 QA covers the four distinct profiles at zoom 0.68 or 0.85. Wetlands and fields land masks preserve exposed shorelines, forest canopy joins remain organic, desert remains road-free, and all variants avoid black icon bases, hard plate edges, giant crystals and repeated landmark bands. No page errors were observed. Cache builds were 86.5–660.8 ms wall, 15.8–100.5 ms active work and 7.6–24.2 ms maximum slices. Performance remains open.
- All 157 tests pass; art verification and the isolated 100-client load gate pass. Next: use the now-proven routing contract for the remaining cross-profile resource/town catalog, beginning with another coherent audited family, while continuing wider joins, repetition and controlled performance review. Goal stays active and undeployed.
Scenes-153: strict profile-aware Hero routing
- The shared Hero library now validates optional
profileVariantsas a complete, exact mapping of every compatible terrain profile. Profile-aware entries cannot retain ambiguous top-level Hero or connector arrays; invalid identities, asset paths, sampling metadata, scene layers, quiet-companion coverage or missing/extra profiles fail validation. - Runtime Hero placement resolves the generated cell profile first, chooses the matching Hero source, and uses a profile-keyed connector set constrained to the same profile. The collection preview and read-only seed auditor share the resolver and expose the selected source. Existing single-profile families retain their prior contract.
- Synthetic contract tests and actual five-world Copper Mine assignment execution prove deterministic exact-profile selection and no silent fallback. This architecture checkpoint changed no geography or image inventory; its acceptance family is recorded in Scenes-154.
Scenes-152: Spring Oasis native family
- Built-in ImageGen supplied
heroes/spring-oasis-v2.png,connectors/spring-oasis-detail-v1.pngand the refinedconnectors/spring-oasis-ground-v1.png, all 1536 x 1024 RGB paintings. Four paintings were generated. The first quiet-ground draft was rejected because its three dark diagonal strokes read as roads or drainage channels; the active edit restores nearly ordinary desert. Exact prompts, generated paths and hashes are inspring-oasis-family-prompts.jsonandspring-oasis-family-receipt.json. - Five repeated seed reports retain both original coordinates and unchanged total Hero counts. The default q42/r64 site has eight companions and cold q64/r38 has seven; every companion is a connected desert cell, with exactly one distance-two protected plant detail per site.
- Controlled 1280 x 720 QA covers the default site at zoom 0.85 and 1.328 and the cold site at 1.15. The tiny seep remains distinct from Desert Lake and Canyon Oasis, water does not leave the source, exact desert material removes hard inset edges, and the outer palm–tamarisk group remains subordinate without forming a garden rhythm. No error UI was observed. Cache builds were 110.3–153.9 ms wall, 5–18.4 ms active work and 0.6–7.6 ms maximum slices. Performance remains open.
- All 153 tests pass; art verification and the isolated 100-client load gate pass. Next: implement and test profile-aware Hero and companion source routing against the five-world
resource/copper-minematrix, then continue the cross-profile catalog and wider joins/performance backlog. Goal stays active and undeployed.
Scenes-151: Canyon Oasis native family
- Built-in ImageGen supplied the refined
heroes/canyon-oasis-v2.png, finalconnectors/canyon-oasis-spur-v2.pngandconnectors/canyon-oasis-ground-v1.png, all 1536 x 1024 RGB paintings. Five paintings were generated: the initial cleft was reduced to regional scale, and cold-world review rejected the first outer spur for competing with the Hero. Exact prompts, paths and hashes are incanyon-oasis-family-prompts.jsonandcanyon-oasis-family-receipt.json. - Five repeated seed reports retain both original coordinates and unchanged total Hero counts. Both sites remain desert Heroes; their seven connected companions are desert compatible with exactly one distance-two broken spur.
- Controlled 1280 x 720 QA covers cold q79/r59 at zoom 1.15 and 0.8 and tundra-world q53/r59 at 1.15. The cleft stays distinct from Desert Lake, the final spur is subordinate, and the exposed coastal site does not paint water or create a lagoon. Cache builds were 461.1–1039 ms wall, 15.4–319.8 ms active work and 5.5–28.3 ms maximum slices. Performance remains open.
- All 150 tests pass; art verification and the isolated 100-client load gate pass. Next: convert
oasis/spring-oasis, then return to the cross-profile routing and wider joins/performance backlog. Goal stays active and undeployed.
Scenes-150: Snowcapped Summit native family
- Built-in ImageGen supplied
heroes/snowcapped-summit-v2.png,connectors/snowcapped-shoulder-v1.pngandconnectors/snowcapped-ground-v1.png, all 1536 x 1024 RGB paintings. The Hero retains the named high snowy landmark as two unequal broken grey crags with narrow wind-scoured snow on upper faces, while rejecting the legacy black background, symmetric cone, broad snowfield and isolated game-piece presentation. All three first-generation sources passed source and composed review. Exact prompts, paths and hashes are insnowcapped-summit-family-prompts.jsonandsnowcapped-summit-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected two-tooth shoulder with snow in a shaded notch is allocated to an outer connected mountain cell; all other slots use structure-free exact upland material with three barely visible frost flecks. Land-domain alpha constrains the family to generated terrain.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is mountain compatible and connected, with exactly one distance-two shoulder per Snowcapped Summit site.
- Controlled 1280 x 720 QA covers default q-8/r50 at zoom 1.15 and 0.8 and cold q63/r58 at 1.15. The summit stays distinct from Granite Peaks, Alpine Pass, High Plateau, Knife Ridge and Mountain Basin without becoming a winter biome; exact upland material avoids a hard inset, the outer shoulder stays subordinate and quiet companions form no repeated snow line. No page errors were observed. Cache builds were 492–651 ms wall, 52.7–99.3 ms active work and 17.6–27.7 ms maximum slices. These spikes keep project-wide controlled foreground FPS open.
- All 149 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 8.9 snapshots/player/second, 8755 bytes/player/second, 29 ms p95 welcome and a 0.021 ms maximum tick.
- Next: convert
oasis/canyon-oasis, the next coherent two-site desert Hero family with retained sites in the cold and tundra worlds. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-149: Mountain Basin native family
- Built-in ImageGen supplied the refined
heroes/mountain-basin-v2.png, finalconnectors/mountain-basin-rim-v2.pngand refinedconnectors/mountain-basin-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps one shallow dry open horseshoe hollow with three unequal low shoulders, a broad eroded opening and subtle alluvial traces while removing the isolated black platform, blue pond, stream, closed peak ring and oversized game-piece silhouette. Seven paintings were generated. Four superseded sources remain recoverable: the broad initial Hero, ring-like initial rim, radial-fan initial ground and a first reduced rim that still competed with the Hero. Exact prompts, paths and hashes are inmountain-basin-family-prompts.jsonandmountain-basin-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One small protected broken bedrock shoulder is allocated to an outer connected mountain cell; all other slots use structure-free exact upland material with nearly invisible dry alluvial flecks. Land-domain alpha constrains the family to generated terrain and no painted water alters hydrology.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is mountain compatible and connected, with exactly one distance-two rim fragment per Mountain Basin site.
- Controlled 1280 x 720 QA covers north q78/r67 at zoom 1.15 and 0.8 and cold q15/r27 at 1.15. The refined hollow remains distinct from Granite Peaks, Alpine Pass, High Plateau and Knife Ridge without becoming a crater icon; exact upland material avoids a hard inset, the final outer shoulder stays subordinate and quiet companions form no radial repetition. Browser logs are empty. Cache builds were 137.2–1029 ms wall, 14.9–142.1 ms active work and 7.9–27.7 ms maximum slices. The two close spikes keep project-wide controlled foreground FPS open.
- All 148 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8972 bytes/player/second, 30 ms p95 welcome and a 0.0285 ms maximum tick.
- Next: convert
mountain/snowcapped-summit, another coherent two-site mountain family with retained sites in the default and cold worlds. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-148: Knife Ridge native family
- Built-in ImageGen supplied the refined
heroes/knife-ridge-v2.png, refinedconnectors/knife-ridge-spur-v1.pngand refinedconnectors/knife-ridge-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps one short broken lower-left-to-upper-right arete with three unequal teeth, two shallow notches and a rubble shoulder while removing the isolated black platform, continuous wall, stairs and oversized game-piece silhouette. Six paintings were generated. The three first-pass sources are preserved but inactive because their Hero length, upright companion and long pale scree marks failed scale, semantics and repetition review. Exact prompts, paths and hashes are inknife-ridge-family-prompts.jsonandknife-ridge-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One small protected natural bedrock spur is allocated to an outer connected mountain cell; all other slots use structure-free exact upland material with only compact low-contrast talus traces. Land-domain alpha constrains the family to generated terrain.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is mountain compatible and connected, with exactly one distance-two spur per Knife Ridge site.
- Controlled 1280 x 720 QA covers cold q57/r68 at zoom 1.15 and 0.8 and tundra-world q61/r48 at 1.15. The refined formation stays distinct from broad plateau and summit families without reading as a constructed wall; exact upland material avoids a hard inset, the outer spur stays subordinate and quiet companions form no repeated scree band. Browser logs are empty. Cache builds were 145–1018.1 ms wall, 6.6–62.4 ms active work and 0.9–24.9 ms maximum slices. The cold close spike keeps project-wide controlled foreground FPS open.
- All 147 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9.4 snapshots/player/second, 9215 bytes/player/second, 30 ms p95 welcome and a 0.0479 ms maximum tick.
- Next: convert
mountain/mountain-basin, another coherent two-site mountain family with retained sites in the north and cold worlds. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-147: High Plateau native family
- Built-in ImageGen supplied the refined
heroes/high-plateau-v2.png, refinedconnectors/high-plateau-bench-v1.pngand refinedconnectors/high-plateau-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps one low broad turf-topped upland, unequal broken rims, shallow gullies and a subtle natural ramp while removing the isolated black platform, tiered wedding-cake mesa, sheer column walls and oversized game-piece silhouette. Six paintings were generated. The three initial sources are preserved but inactive because their light material, Hero scale, companion scale and long pale cracks failed the first default-world composition review. Exact prompts, paths and hashes are inhigh-plateau-family-prompts.jsonandhigh-plateau-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One small protected natural shelf is allocated to an outer connected mountain cell; all other slots use structure-free exact upland material with three small frost-broken stone traces. Land-domain alpha constrains the family to generated terrain.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is mountain compatible and connected, with exactly one distance-two bench per High Plateau site.
- Controlled 1280 x 720 QA covers default q95/r46 at zoom 1.15 and 0.8 and north q65/r65 at 1.15. The reduced plateau remains distinct from Granite Peaks and Alpine Pass without reverting to a mesa icon; exact upland material avoids a hard inset, the outer bench stays subordinate and quiet companions form no repeated pale pavement band. Browser logs are empty. Cache builds were 159.2–940.6 ms wall, 6.7–73.7 ms active work and 1.2–16.4 ms maximum slices. This family stays within the 16.7 ms slice threshold in these checks, but project-wide controlled foreground FPS is not approved.
- All 146 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8830 bytes/player/second, 30 ms p95 welcome and a 0.0278 ms maximum tick.
- Next: convert
mountain/knife-ridge, another coherent two-site mountain family with retained sites in the cold and tundra worlds. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-146: Gold Vein native family
- Built-in ImageGen supplied the refined
heroes/gold-vein-v2.png, refinedconnectors/gold-vein-marker-v1.pngand first-generationconnectors/gold-vein-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps one low slate ledge, shallow hand-worked notch, narrow pale quartz seam, a few dull ochre flecks and two short braces while removing the isolated black platform, giant golden crystals, mine cart and oversized game-piece silhouette. Five paintings were generated. The initial Hero is preserved but inactive because its long trench read like a quarry or second abandoned mine; the initial marker is likewise preserved because it nearly rivaled the refined Hero. Exact prompts, paths and hashes are ingold-vein-family-prompts.jsonandgold-vein-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected two-stake marker is allocated to an outer connected forest cell; all other slots use structure-free woodland with three tiny dispersed quartz chips. Land-domain alpha constrains the family to generated terrain.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is forest compatible and connected, with exactly one distance-two marker per Gold Vein site.
- Controlled 1280 x 720 QA covers cold q28/r43 at zoom 1.15 and 0.8 and tundra-world q6/r56 at 1.15. The reduced exposure reads as a geological prospect rather than a quarry or glowing resource icon, exact woodland material avoids a hard inset, the reduced marker stays subordinate and quiet companions form no repeated quartz band or connector ring. Browser logs are empty. Cache builds were 134.3–257.4 ms wall, 13.4–24 ms active work and 6.8–18.4 ms maximum slices; controlled foreground FPS is not approved.
- All 145 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8808 bytes/player/second, 29 ms p95 welcome and a 0.0481 ms maximum tick.
- Next: convert
mountain/high-plateau, one of the remaining tied two-site single-profile families, with retained mountain sites in the default and north worlds. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-145: Abandoned Mine native family
- Built-in ImageGen supplied the wet-meadow-matched
heroes/abandoned-mine-v2.png, refinedconnectors/abandoned-mine-vent-v1.pngandconnectors/abandoned-mine-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps one shallow collapsed timber adit, fallen beams, a short flooded depression and modest spoil while removing the isolated black platform, stone portal, rails, cart and oversized game-piece silhouette. Seven paintings were generated. The first Hero, vent and ground sources are preserved but inactive because their dark, channel-heavy wetland material did not match the active map plate. The first material-matched vent is also inactive because it remained too large relative to the adit. Exact prompts, paths and hashes are inabandoned-mine-family-prompts.jsonandabandoned-mine-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected three-post/broken-crossbeam vent is allocated to an outer connected wetland cell; all other slots use structure-free wet meadow with three nearly invisible old-spoil traces. Land-domain alpha constrains the family to generated terrain and clips both exposed coastal sites cleanly.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is wetlands compatible and connected, with exactly one distance-two vent per Abandoned Mine site.
- Controlled 1280 x 720 QA covers north q5/r17 at zoom 1.15 and 0.8 and tundra-world q104/r36 at 1.15. The compact reclaimed ruin remains readable on narrow coastal wetlands, exact material matching avoids a dark inset, the reduced vent stays subordinate and quiet companions form no repeated channel band. Browser logs are empty. Cache builds were 176.1–590.3 ms wall, 31.4–46.8 ms active work and 16.2–16.8 ms maximum slices; controlled foreground FPS is not approved.
- All 144 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8801 bytes/player/second, 68 ms p95 welcome and a 0.0088 ms maximum tick.
- Next: convert
resource/gold-vein, a tied highest-frequency audited single-profile family with two forest sites in two worlds. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-144: Desert Lake native family
- Built-in ImageGen supplied the refined
heroes/desert-lake-v2.png, refinedconnectors/desert-lake-palm-v1.pngand first-generationconnectors/desert-lake-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps a small irregular spring-fed pool with north/east-biased date palms while removing the isolated black platform, circular oasis island, saturated water and oversized game-piece silhouette. Five paintings were generated. The initial pool is preserved but inactive because the coastal south-world site made it read like a lagoon joined to the real sea. The initial palm connector is also preserved but inactive because it exceeded the reduced Hero's vegetation scale. Exact prompts, paths and hashes are indesert-lake-family-prompts.jsonanddesert-lake-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected two-palm/tamarisk clump is allocated to an outer connected desert cell; all other slots use structure-free ochre ground with three barely visible damp mineral traces. Land-domain alpha constrains the family to generated terrain and prevents the painted pool from changing water geography.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is desert compatible and connected, with exactly one distance-two palm clump per Desert Lake site.
- Controlled 1280 x 720 QA covers north q38/r31 at zoom 1.15 and 0.8 and the coastal south q86/r51 at 1.15. The refined pool remains a readable natural oasis while visibly separate from the real sea; the outer clump stays subordinate, quiet companions form no blue ring, damp halo or repeated smear, and browser logs are empty. Cache builds were 104.6–603 ms wall, 6.6–84.9 ms active work and 1.7–15.6 ms maximum slices. This family stays within the 16.7 ms slice threshold in these checks, but project-wide controlled foreground FPS is not approved.
- All 143 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8675 bytes/player/second, 59 ms p95 welcome and a 0.0113 ms maximum tick.
- Next: convert
ruins/abandoned-mine, a tied highest-frequency audited single-profile family with two wetland sites in two worlds, to broaden the conversion into ruins and wetlands. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-143: Alpine Pass native family
- Built-in ImageGen supplied
heroes/alpine-pass-v2.png,connectors/alpine-pass-spur-v1.pngand the refinedconnectors/alpine-pass-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps an open high saddle between two unequal low shoulders while removing the isolated black platform, road icon, sheer wall and oversized game-piece silhouette. Four paintings were generated; the initial quiet ground is preserved but inactive because broad pale gravel marks repeated as a smear. Exact prompts, paths and hashes are inalpine-pass-family-prompts.jsonandalpine-pass-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected notched spur is allocated to an outer connected mountain cell; all other slots use structure-free muted grey-olive upland with three small subdued gravel patches. Land-domain alpha constrains the family to generated terrain.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is mountain compatible and connected, with exactly one distance-two spur per Alpine Pass site.
- Controlled 1280 x 720 QA covers north q71/r34 at zoom 1.15 and 0.8 and south q62/r62 at 1.15. The low unequal shoulders and open saddle read as one traversable natural landform without paving or a black platform; the spur remains subordinate and the refined quiet ground avoids a repeated connector smear. Browser logs are empty. Cache builds were 252.9–329.9 ms wall, 41–162.2 ms active work and 15.3–17.8 ms maximum slices; controlled foreground FPS is not approved.
- All 142 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8791 bytes/player/second, 58 ms p95 welcome and a 0.0223 ms maximum tick.
- Next: convert
oasis/desert-lake, a tied highest-frequency audited single-profile family with two desert sites in two worlds, to broaden the natural-landmark sequence beyond mountains. Higher-frequency cross-profile resource and town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-142: Rainforest Canopy native family
- Built-in ImageGen supplied
heroes/rainforest-canopy-v2.png,connectors/rainforest-emergent-v1.pngandconnectors/rainforest-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps dense layered broadleaf crowns, three unequal emergents, restrained palm traces and one visible fluted buttress while removing the isolated black platform, giant close-up jungle wall, lime saturation, heavy outline and game-piece silhouette. All three first-generation paintings are active. Exact prompts, paths and hashes are inrainforest-canopy-family-prompts.jsonandrainforest-canopy-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected buttress emergent is allocated to an outer connected forest cell; all other slots use structure-free exact woodland material with three low-contrast humid-understory patches. Land-domain alpha prevents coastal water spill.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is forest compatible and connected, with exactly one distance-two emergent per Rainforest Canopy site.
- Controlled 1280 x 720 QA covers north q52/r45 at zoom 1.15 and 0.8 and south q23/r55 at 1.15. The humid grove remains distinct from ordinary woodland and Pine Forest without forming a dark insert; quiet companions do not repeat as a band, both coastal contacts clip cleanly to land, and browser logs are empty. Cache builds were 162.4–243.5 ms wall, 6–101.2 ms active work and 0.8–18.9 ms maximum slices; controlled foreground FPS is not approved.
- All 141 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 8.9 snapshots/player/second, 8889 bytes/player/second, 57 ms p95 welcome and a 0.0237 ms maximum tick.
- Next: convert
mountain/alpine-pass, tied for the highest-frequency remaining audited single-profile backlog at two mountain sites in two worlds. Copper Mine, Marble Quarry and the three-site Clay Pit/Gem Cavern/Timber Reserve/Pilgrim Town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-141: Red Sand Desert native family
- Built-in ImageGen supplied
heroes/red-sand-desert-v2.png,connectors/red-sand-caprock-v1.pngandconnectors/red-sand-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps a compact low iron-red table mesa and three unequal remnants while removing the isolated black platform, radial spire symmetry, glossy saturation, looping tracks and oversized game-piece silhouette. Seven paintings were generated; four superseded scale, color and material iterations remain recoverable. Exact prompts, paths and hashes are inred-sand-desert-family-prompts.jsonandred-sand-desert-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected caprock is allocated to an outer connected desert cell; all other slots use structure-free desert material with three tiny rust-grit flecks. Exact ground matching and land-domain alpha prevent a brown inset and coastal water spill.
- Five repeated seed reports retain both pre-integration coordinates and unchanged total Hero counts. Every companion is desert compatible and connected, with exactly one distance-two caprock per Red Sand Desert site.
- Controlled 1440 x 900 QA covers north q36/r23 at zoom 1.15 and 0.8 and cold q-6/r51 at 1.15. The mesa remains a distinct low regional landform, quiet companions do not form a repeated patch, and the cold coastal occurrence clips cleanly to land. Browser logs are empty. Cache builds were 456.7–915.9 ms wall, 20.2–261.2 ms active work and 14.8–19.6 ms maximum slices; controlled foreground FPS is not approved.
- All 140 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8940 bytes/player/second, 70 ms p95 welcome and a 0.0139 ms maximum tick.
- Next: convert
forest/rainforest-canopy, tied for the highest-frequency remaining audited single-profile backlog at two forest sites in two worlds. Copper Mine, Marble Quarry and the three-site Clay Pit/Gem Cavern/Timber Reserve/Pilgrim Town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-140: Granite Peaks native family
- Built-in ImageGen supplied
heroes/granite-peaks-v2.png,connectors/granite-peaks-tor-v1.pngandconnectors/granite-peaks-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps a pale multi-summit granite identity while removing the isolated black platform, radial spear symmetry, lime icon ground, road streaks and oversized game-piece silhouette. Four paintings were generated; the initial quiet ground is preserved but inactive because three diagonal scree streaks would repeat across cells. Exact prompts, paths and hashes are ingranite-peaks-family-prompts.jsonandgranite-peaks-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected split tor is allocated to an outer connected mountain cell; all other slots use directionless structure-free grey-olive upland with three compact talus patches. Land-domain alpha constrains the family to generated terrain.
- Five repeated seed reports retain all three pre-integration coordinates and unchanged total Hero counts. Every companion is mountain compatible and connected, with exactly one distance-two tor per Granite Peaks site.
- Controlled 1440 x 900 QA covers default q67/r46 at zoom 1.15 and 0.8, north q70/r26 and cold q6/r34 at 1.15. The asymmetric crown remains distinct from ordinary ridges, the tor stays subordinate and quiet ground does not form a repeated directional band. Browser logs are empty. Cache builds were 595.2–1283.2 ms wall, 41.4–107.6 ms active work and 11.8–19 ms maximum slices; controlled foreground FPS is not approved.
- All 139 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9.1 snapshots/player/second, 8994 bytes/player/second, 76 ms p95 welcome and a 0.0353 ms maximum tick.
- Next: convert
desert/red-sand-desert, tied for the highest-frequency audited single-profile backlog at two desert sites. Copper Mine, Marble Quarry and the three-site Clay Pit/Gem Cavern/Timber Reserve/Pilgrim Town families remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-139: Desert Pavement native family
- Built-in ImageGen supplied
heroes/desert-pavement-v2.png,connectors/desert-pavement-remnant-v1.pngandconnectors/desert-pavement-ground-v1.png, all 1536 x 1024 RGB paintings. The active family keeps a low exposed fitted-stone identity while removing the isolated black platform, bright icon palette, raised walls, route-like scale and repeated rock props. Nine paintings were generated; six superseded iterations remain recoverable. Exact prompts, paths and hashes are indesert-pavement-family-prompts.jsonanddesert-pavement-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected flat remnant is allocated to an outer connected desert cell; all other slots use structure-free muted gravel. Land-domain alpha prevents coastal water spill.
- Five repeated seed reports retain all three pre-integration coordinates and unchanged total Hero counts. Every companion is desert compatible and connected, with exactly one distance-two remnant per pavement.
- Controlled 1440 x 900 QA covers north q6/r59 at zoom 1.15 and 0.8, south q100/r49 and tundra-world q70/r53 at 1.15. The flat ground landmark remains distinct from Desert Tomb, the south peninsula clips cleanly to land, and the inland desert/grassland edge stays smooth. Browser logs are empty. Cache builds were 75.1–535.4 ms wall, 6.5–55.6 ms active work and 2–17.5 ms maximum slices; controlled foreground FPS is not approved.
- All 138 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8749 bytes/player/second, 31 ms p95 welcome and a 0.044 ms maximum tick.
- Next: convert
mountain/granite-peaks, the remaining three-site single-profile candidate. Copper Mine and Marble Quarry remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-138: Market Town native family
- Built-in ImageGen supplied
heroes/market-town-v2.png,connectors/market-town-trade-shed-v1.pngand the refinedconnectors/market-town-common-ground-v1.png, all 1536 x 1024 RGB paintings. The Hero preserves a compact civic trading identity while removing the isolated black platform, saturated roofs, turret, toy-like props and icon scale. The initial quiet-ground attempt repeated parallel wall fragments; the active refinement removes most of them. Exact prompts, generated originals, paths and hashes are inmarket-town-family-prompts.jsonandmarket-town-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected trade shed is allocated to an outer connected grasslands cell; all other connector slots use building-free olive-gold meadow, faint independent wear and sparse cobbles. Land-domain alpha prevents coastal water spill.
- Five repeated seed reports retain all three pre-integration coordinates and unchanged total Hero counts. Every companion is grasslands compatible and connected, with exactly one distance-two trade shed per town.
- Controlled 1440 x 900 composed QA covers north q103/r14 at zoom 1.15 and 0.8, south q-27/r71 and tundra-world q65/r63 at 1.15. All three coastal compositions keep the town intact, quiet and cleanly clipped to land; browser logs are empty. Cache builds were 162.2–894.8 ms wall, 15.1–289.1 ms active work and 6.4–21.3 ms maximum slices. Family composition passes this desktop review, but controlled foreground FPS is not approved.
- All 137 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 22 terrain assets, 32 structural assets, 93 additional directional structure paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8569 bytes/player/second, 31 ms p95 welcome and a 0.0315 ms maximum tick.
- Next: convert
desert/desert-pavement, tied with Granite Peaks at three coherent single-profile sites across three worlds. Copper Mine and Marble Quarry remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-137: Arctic Outpost native family
- Built-in ImageGen supplied
heroes/arctic-outpost-v2.png,connectors/arctic-outpost-cache-v1.pngandconnectors/arctic-outpost-ground-v1.png, all 1536 x 1024 RGB paintings. The Hero preserves a remote timber watch-and-shelter identity while removing the isolated black icon base, frozen island, dock, boats, flags, bonfire and oversized prop treatment. Exact prompts, generated originals, paths and hashes are inarctic-outpost-family-prompts.jsonandarctic-outpost-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected half-sunken cache is allocated to an outer connected tundra cell; all other connector slots use building-free olive-grey tundra, patchy frost, low sedges and broken traces. Land-domain alpha prevents coastal water spill.
- Five repeated seed reports retain all four pre-integration coordinates and unchanged total Hero counts. Every companion is tundra compatible and connected, with exactly one distance-two cache per outpost.
- Controlled 1440 x 900 composed QA covers default q26/r4 at zoom 1.15 and 0.8, north q45/r4 and cold q9/r82 at 1.15, plus a visual check of north q70/r76 at the tundra/fields edge. The family remains compact and distinct from temperate settlements and Frozen Tundra; coastal masks never invent islands. The constrained cold peninsula trims the lookout but preserves the station identity. Browser logs are empty and recorded slices peak at 5.4 ms, but controlled foreground FPS certification is still open.
- All 136 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 93 additional directional structure paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8694 bytes/player/second, 31 ms p95 welcome and a 0.0268 ms maximum tick.
- Next: convert
town/market-town, tied for the highest coherent frequency with three retained grasslands sites across three worlds. Copper Mine and Marble Quarry remain deferred behind tested profile-aware source routing. Then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-136: Desert Tomb native family
- Built-in ImageGen supplied
heroes/desert-tomb-v2.png,connectors/desert-tomb-stele-v1.pngand the refinedconnectors/desert-tomb-ground-v1.png, all 1536 x 1024 RGB paintings. The Hero keeps an ancient dry funerary identity while removing the isolated black icon base, monumental temple scale, intact statues, pottery display and skeleton props. The initial ground attempt created a conspicuous left/right biome split; the active refinement replaces it with neutral low sand and scattered scree. Exact prompts, iterations, generated originals, paths and hashes are indesert-tomb-family-prompts.jsonanddesert-tomb-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected broken stele/portal fragment is allocated to an outer connected compatible cell; all other connector slots use structure-free wind-worn ground. Desert and mountain are supported because those are the audited profiles; land-domain alpha prevents coastal water spill.
- Five repeated seed reports retain all five pre-integration coordinates and unchanged total Hero counts. Every companion is desert/mountain compatible and connected, with exactly one distance-two stele detail per tomb.
- Controlled 1440 x 900 composed QA covers
ATLAS-NORTH-031desert q28/r27 at zoom 1.15 and 0.8, mountain q1/r45 at 1.15, andATLAS-COLD-001coastal desert q4/r19 at 1.15. The low precinct remains readable and distinct from Forest Temple; the coastal occurrence clips cleanly to land and browser logs are empty. Cache builds were 123.5-772.1 ms wall, 4.8-77.3 ms active work and 0.6-24.2 ms maximum slices. Family composition passes this desktop review, but controlled foreground FPS is not approved. - All 135 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 93 additional directional structure paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8673 bytes/player/second, 29 ms p95 welcome and a 0.1537 ms maximum tick.
- Next:
resource/copper-minespans wetlands, forest, desert and fields, while current Hero variation and connector routing are profile-agnostic; do not force one misleading ground family across those climates. Continue with the coherent four-siterural/arctic-outposttundra family while designing tested profile-aware source routing for Copper Mine, then resume wider joins/repetition and controlled performance work. Goal stays active and undeployed.
Scenes-135: Monastery Hamlet native family
- Built-in ImageGen supplied
heroes/monastery-hamlet-v2.png,connectors/monastery-almonry-v1.pngandconnectors/monastery-common-ground-v1.png, all 1536 x 1024 RGB paintings. The Hero preserves a stone monastic precinct with nearby lay cottages while removing the isolated circular icon base, black void, hard outlines and oversized cathedral treatment. Exact prompts, generated originals, paths and hashes are inmonastery-hamlet-family-prompts.jsonandmonastery-hamlet-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One tiny protected almonry is allocated to an outer connected compatible cell; all other connector slots use building-free dry-stone fragments, a fading pilgrim path and sparse herbs. Grasslands, hills and fields are supported because those are the audited profiles; land-domain alpha prevents coastal water spill.
- Five repeated seed reports retain all eleven pre-integration coordinates and unchanged total Hero counts. Every companion is profile-compatible and connected, with exactly one distance-two almonry per monastery.
- Controlled 1440 x 900 composed QA covers default grasslands q73/r15 at zoom 1.15 and 0.8,
ATLAS-NORTH-031hills q0/r33 at 1.15 andATLAS-COLD-001fields q27/r11 at 1.15. The fixed-camera family is readable and distinct from Hamlet, Farm Village and Forest Temple; the coastal fields occurrence clips cleanly to land and browser logs are empty. Cache builds were 82.7-1045.2 ms wall, 6.3-130.2 ms active work and 2-20.1 ms maximum slices. Family composition passes this desktop review, but controlled foreground FPS is not approved. - All 134 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 93 additional directional structure paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8725 bytes/player/second, 59 ms p95 welcome and a 0.0111 ms maximum tick.
- Next: audit the tied
resource/copper-mineandruins/desert-tombbacklog candidates, continue exact-coordinate legacy conversion, review wider joins/repetition, and complete controlled performance approval. Goal stays active and undeployed. This was the scenes-135 handoff; Desert Tomb is integrated in scenes-136 above.
Scenes-134: Hamlet native family
- Built-in ImageGen supplied
heroes/hamlet-v2.png,connectors/hamlet-wayside-cottage-v1.pngandconnectors/hamlet-common-ground-v1.png, all 1536 x 1024 RGB paintings. The Hero retains a small roadside settlement while removing the isolated circular icon base, black void, hard outlines and oversized close-up treatment. The first connector cottage was too large relative to the Hero houses, so a targeted edit reduced it to roughly half its linear scale before integration. Exact prompts, generated originals, paths and hashes are inhamlet-family-prompts.jsonandhamlet-family-receipt.json. - The native Hero crop and three authored contact contours preserve source RGB and fixed camera. One protected wayside cottage is allocated to an outer connected compatible cell; all other connector slots use quiet asymmetric hedges, a fading path and stepping stones. Grasslands, hills and fields are supported because those are the audited profiles; land-domain alpha prevents incidental coastal water spill.
GONZ-ATLAS-0902,ATLAS-NORTH-031,ATLAS-SOUTH-947,ATLAS-COLD-001andATLAS-TUNDRA-010retain all thirteen pre-integration Hamlet coordinates and unchanged total Hero counts. Repeated reports are deterministic; every companion remains profile-compatible and connected, with exactly one outer cottage per hamlet.- The available in-app browser was narrow. It confirmed scenes-134 delivery and the correct Hero/cottage/common-ground sources at default grasslands q13/r8 (zoom 1.15 and 0.8), authoritative fields q-12/r59 and default hills q72/r34 (both zoom 1.15). Authored contours, land masking and empty browser logs were reported. Cache builds were 69.3-786.8 ms wall, 3.8-46.6 ms active work and 1.1-20.2 ms maximum slices. The fields coast correctly clipped the family to land; the hills slice exceeded a 60 Hz frame budget. Desktop-scale composition and controlled foreground FPS are not approved.
- All 133 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 93 additional directional structure paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8798 bytes/player/second, 29 ms p95 welcome and a 0.0324 ms maximum tick.
- Next: repeat the family check in a normal desktop viewport, continue the high-frequency legacy backlog (currently led by
rural/monastery-hamlet), audit cross-family joins/repetition, and complete controlled performance review. Goal stays active and undeployed.
Scenes-133: Farm Village native family
- Built-in ImageGen supplied
heroes/farm-village-v2.png,connectors/farm-village-barn-v1.pngandconnectors/farm-village-fallow-v1.png, all 1536 x 1024 RGB paintings. The Hero preserves a humble communal farm settlement while removing the isolated circular icon base, black void, hard outlines, windmill and oversized close-up treatment. Exact prompts, generated originals, paths and hashes are infarm-village-family-prompts.jsonandfarm-village-family-receipt.json. - The native Hero crop and authored contact contour preserve source RGB and fixed camera. One protected thatched barn is allocated to the farthest reachable compatible cell; all other connector slots use quiet asymmetric fence fragments, faint wear and scattered hay. Grasslands and hills are supported because those are the actual audited profiles; land-domain alpha prevents incidental water spill.
- Initial integration exposed the generic modern-art preference moving the identity onto two unrelated rural sites. The new validated
selectionPolicy: legacy-scorecancels that bonus for this family only. Five repeated seed reports now retain the twelve exact pre-integration coordinates, unchanged total Hero counts and exactly one outer barn per connected cluster. - The available in-app browser was narrow. It confirmed scenes-133 delivery, the correct Hero/barn/fallow sources, authored contours, land masking and empty browser logs at default hills q91/r27 (zoom 1.15 and 0.8) and
ATLAS-NORTH-031grasslands q101/r30 (zoom 1.15). Cache builds were 427.5-902.8 ms wall, 32.7-45.5 ms active work and 11.2-17.5 ms maximum slices. Chrome and Edge were unavailable through the controller, so desktop-scale composition and controlled foreground FPS are not approved. - All 132 tests pass. Art verification reports 240 base Hero mappings, 32 base motifs, 93 additional directional structure paintings, 56 verified directional ecotone sources and 26 seam checks. The isolated load run connected 100/100 clients at 8.9 snapshots/player/second, 8791 bytes/player/second, 29 ms p95 welcome and a 0.0468 ms maximum tick.
- Next: repeat the family check in a normal desktop viewport, continue high-frequency legacy conversions, audit cross-family joins/repetition, and complete controlled performance review. Goal stays active and undeployed.
Scenes-132: Forest Temple native family
- Built-in ImageGen supplied
heroes/forest-temple-v2.png,connectors/forest-temple-gate-v1.pngandconnectors/forest-temple-ground-v1.png, all 1536 x 1024 RGB paintings. The Hero preserves the named overgrown stone sanctuary but removes the black-backed icon island, pool, heavy outline and oversized close-up treatment. Exact prompts, generated originals, project paths and hashes are inforest-temple-family-prompts.jsonandforest-temple-family-receipt.json. - The native Hero crop and authored contact contour preserve source RGB and fixed camera. One protected broken-gate detail is allocated to the farthest reachable compatible cell; all other connector slots use quiet asymmetric moss, leaf litter and half-buried stones. The family is forest-only and opts into occurrence-specific land-domain alpha so a coastal site cannot paint into water.
GONZ-ATLAS-0902,ATLAS-NORTH-031,ATLAS-SOUTH-947,ATLAS-COLD-001andATLAS-TUNDRA-010retain all eleven pre-integration Forest Temple coordinates and unchanged total Hero counts. Repeated reports are deterministic; every companion remains forest-compatible and connected, with exactly one outer gate per temple.- Composed in-app-browser QA used authoritative servers rather than query-only seed labels. Default q87/r52 is coherent at zoom 1.15 and 0.8; the second-world q62/r29 check on an explicitly configured
ATLAS-TUNDRA-010server confirms the same scale and contact treatment. Cache builds were 149.2-1041.5 ms wall, 17.1-65.2 ms active work and 12-18.2 ms maximum slices. Authored Hero and connector contours, land masking, scenes-132 delivery and zero omitted boundary directions were reported; browser logs were empty. - All 131 tests pass. Art verification reports 240 base Hero mappings, 93 additional directional structure paintings and 56 verified directional ecotone sources. The isolated load run connected 100/100 clients at 8.9 snapshots/player/second, 8840 bytes/player/second, 28 ms p95 welcome and a 0.0464 ms maximum tick. Browser frame counters are local warm diagnostics, not controlled foreground FPS certification.
- Next: continue high-frequency legacy conversions, audit wider cross-family joins/repetition, and complete controlled performance review. Goal stays active and undeployed.
Scenes-131: eight-direction arctic-to-tundra ecotone
- Preserved approved
arctic-tundra-v1.pngas the east anchor and added seven separately generated 1536 x 1024 RGB companions. Built-in ImageGen prompts, reference roles, generated originals, paths and hashes are inarctic-tundra-directional-prompts.jsonandarctic-tundra-directional-receipt.json. - Arctic remains
leftBiome, tundra remainsrightBiome; every source declares its normal and an authored cardinal/diagonal mask spine. Continuous-angle tests prove complete selection coverage without rotation or flipping, and all eight source hashes are distinct. ATLAS-AT-001,ATLAS-AT-002,ATLAS-AT-006,ATLAS-AT-010andATLAS-AT-012exercise all eight paintings across eleven actual boundaries while repeated reports remain identical.- In-app-browser QA selected the preserved east source at
(7391,369),arctic-tundra-west-v2at(4915,286), andarctic-tundra-south-east-v2at(5820,6886)acrossATLAS-AT-006andATLAS-AT-001. Compatible-domain masking remained active, omitted boundary directions stayed zero, and browser warnings/errors were empty. Cache builds were 458.3-961.6 ms wall with 16.2-19.7 ms maximum slices. - All 130 tests pass; art verification reports 93 additional directional paintings and 56 verified directional ecotone sources. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8864 bytes/player/second, 33 ms p95 welcome and a 0.0599 ms maximum tick. The composed scene slices remain uncontrolled foreground measurements, so no biome or performance approval is claimed.
- All seven ecotone families now have eight separately authored directions. Next: audit cross-family joins/semantic scale/repetition, continue remaining named Hero conversion, and complete controlled performance review. Goal stays active and undeployed.
Scenes-130: eight-direction tundra-to-mountain ecotone
- Preserved approved
tundra-mountain-v1.pngas the east anchor and added seven separately generated 1536 x 1024 RGB companions. Built-in ImageGen prompts, reference roles, generated originals, paths and hashes are intundra-mountain-directional-prompts.jsonandtundra-mountain-directional-receipt.json. - Tundra remains
leftBiome, mountain remainsrightBiome; every source declares its normal and an authored cardinal/diagonal mask spine. Continuous-angle tests prove complete selection coverage without rotation or flipping, and all eight source hashes are distinct. - Direct visual review passes all eight paintings. Frost stays restrained so tundra does not become arctic, while mountain terrain uses varied foothills and distributed peaks rather than a single repeated wall.
GONZ,GONZ-ATLAS-0902,ATLAS-TUNDRA-010,ATLAS-NORTH-031andATLAS-SOUTH-947remain deterministic and unchanged. They contain no adjacent tundra-mountain cells because current temperature/elevation classification inserts arctic between these biomes; this checkpoint records zero actual boundaries rather than manufacturing coverage.- In-app-browser QA on unchanged
GONZ-ATLAS-0902delivered/game.js?v=illustrated-atlas-scenes-130, reached a ready scene cache in 566 ms wall / 59 ms work with a 20.7 ms maximum slice, and reportednot-present-in-this-seedfor the tundra-mountain query. Browser warnings and errors are empty. - All 127 tests pass; art verification reports 86 additional directional paintings and 48 verified directional ecotone sources. The isolated load run connected 100/100 clients at 9.1 snapshots/player/second, 8905 bytes/player/second, 30 ms p95 welcome and a 0.0167 ms maximum tick. The composed scene slice remains an uncontrolled foreground measurement, so no biome or performance approval is claimed.
- Next: complete arctic-to-tundra, refine cross-family joins/repetition, and continue Hero conversion and controlled performance work. Goal stays active and undeployed.
Scenes-129: eight-direction mountain-to-fields ecotone
- Preserved approved
mountain-fields-v1.pngas the east anchor and added seven separately generated native RGB companions. Six are 1536 x 1024; the northwest source and preserved anchor are 1568 x 1003. Built-in ImageGen prompts, reference roles, generated originals, paths and hashes are inmountain-fields-directional-prompts.jsonandmountain-fields-directional-receipt.json. - Mountain remains
leftBiome, fields remainsrightBiome; every source declares its normal and an authored cardinal/diagonal mask spine. Continuous-angle tests prove complete coverage without rotation or flipping. ATLAS-MF-000,ATLAS-MF-002,ATLAS-MF-003,ATLAS-MF-006andATLAS-MF-009exercise all eight paintings across seventeen actual boundaries while repeated reports remain identical.- Composed in-app-browser QA used
GONZ-ATLAS-0902andATLAS-MF-003. Southwest near(1152,4494)selectedmountain-fields-south-west-v2and completed at 808.8 ms wall / 31.5 ms work with a 23.8 ms maximum slice. South at(8249,4246)selectedmountain-fields-south-v2and completed at 562.7 / 67.5 ms with a 16.5 ms maximum slice. Northwest at(1676,1689)selectedmountain-fields-north-west-v2and completed at 861.9 / 233.9 ms with an 18.1 ms maximum slice. Mountain/field sides remain correct beside coast, ridge and Hero layers; browser logs are empty. - All 124 tests pass; art verification reports 79 additional directional paintings and 40 verified directional ecotone sources. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 8684 bytes/player/second, 85 ms p95 welcome and a 0.0566 ms maximum tick. The composed scene slices remain uncontrolled foreground measurements, so no biome or performance approval is claimed.
- Next: complete the remaining two ecotone families, refine cross-family joins/repetition, and continue Hero conversion and performance work. Goal stays active and undeployed.
Scenes-128: eight-direction desert-to-fields ecotone
- Preserved approved
desert-fields-v1.pngas the east anchor and added seven separately generated 1536 x 1024 RGB companions. Built-in ImageGen prompts, reference roles, generated originals, paths and hashes are indesert-fields-directional-prompts.jsonanddesert-fields-directional-receipt.json. - Desert remains
leftBiome, fields remainsrightBiome; every source declares its normal and an authored cardinal/diagonal mask spine. Continuous-angle tests prove complete coverage without rotation or flipping. GONZ-ATLAS-0902,ATLAS-NORTH-031,ATLAS-COLD-001andATLAS-TUNDRA-010exercise all eight paintings across forty actual boundaries while repeated reports remain identical.- Composed in-app-browser QA used unchanged
GONZ-ATLAS-0902. East near(6296,5071)selected the preserved east source plus nearby northeast material and completed at 392.8 ms wall / 8.1 ms work with a 1.3 ms maximum slice. South at(6796,3215)selecteddesert-fields-south-v2and completed at 713.7 / 29.7 ms with an 18.8 ms maximum slice. Northwest at(8535,2019)selecteddesert-fields-north-west-v2and completed at 1126.9 / 43.9 ms with a 13.2 ms maximum slice. Correct sides and ocean exclusion are visible; a fresh review session has no page errors. - All 121 tests pass; art verification reports 72 additional directional paintings and 32 verified directional ecotone sources. The isolated load run connected 100/100 clients at 9.2 snapshots/player/second, 9040 bytes/player/second, 60 ms p95 welcome and a 0.046 ms maximum tick. The composed scene slices remain uncontrolled foreground measurements, so no biome or performance approval is claimed.
- Next: complete the remaining three ecotone families, refine cross-family joins/repetition, and continue Hero conversion and performance work. Goal stays active and undeployed.
Scenes-127: eight-direction forest-to-wetlands ecotone
- Preserved approved
forest-wetlands-v2.pngas the east anchor and added seven separately generated 1536 x 1024 RGB companions. Built-in ImageGen prompts, reference roles, generated originals, paths and hashes are inforest-wetlands-directional-prompts.jsonandforest-wetlands-directional-receipt.json. - Forest remains
leftBiome, wetlands remainsrightBiome; every source declares its normal and an authored cardinal/diagonal mask spine. Continuous-angle tests prove complete coverage without rotation or flipping. GONZ-ATLAS-0902,ATLAS-NORTH-031andATLAS-TUNDRA-010exercise all eight paintings while repeated reports remain identical. Source inspection confirms open woodland, gradual alder/reed transition and narrow distributed wetland channels on the directed sides.- Composed in-app-browser QA used unchanged
GONZ-ATLAS-0902. South near(10106,4741)selectedforest-wetlands-south-v3/southeast material and completed at 160.4 ms wall / 5.1 ms work with a 0.6 ms maximum slice. West at(247,2266)selectedforest-wetlands-west-v3and completed at 90.2 / 3.1 ms with a 0.9 ms maximum slice. North at(10154,1359)selectedforest-wetlands-north-v3and completed at 150.8 / 5.1 ms with a 0.9 ms maximum slice. Correct sides and ocean exclusion are visible; browser logs are empty. - All 118 tests pass; art verification reports 65 additional directional paintings and 24 verified directional ecotone sources. The isolated load run connected 100/100 clients at 9 snapshots/player/second, 9085 bytes/player/second, 66 ms p95 welcome and a 0.0198 ms maximum tick. These warm scene builds are not controlled FPS certification, so no biome or performance approval is claimed.
- Next: complete the remaining four ecotone families, review this family in composed scenes, refine cross-family joins/repetition, and continue Hero conversion and performance work. Goal stays active and undeployed.
Scenes-126: eight-direction forest-to-fields ecotone
- The existing approved
forest-fields-v2.pngremains unchanged as the east-facing anchor. Built-in ImageGen supplied seven new 1536 x 1024 RGB companions for southeast, south, southwest, west, northwest, north and northeast. Exact prompts, reference roles, generated originals, project paths and SHA-256 hashes are recorded inforest-fields-directional-prompts.jsonandforest-fields-directional-receipt.json. - The stable
forest-fields-v1family retains forest asleftBiomeand fields asrightBiome. Every source has its directed normal and cardinal/diagonal mask spine. Continuous-angle tests prove no boundary is farther than 22.5 degrees from authored upright art; the renderer never rotates or flips a source. - Pixel-side verification checks each authored orientation: the woodland sample is darker and greener relative to red than its cultivated opposite.
GONZ-ATLAS-0902,ATLAS-NORTH-031andATLAS-COLD-001together exercise all eight paintings while repeated world reports remain byte-for-byte equal. - Composed in-app-browser QA used unchanged
GONZ-ATLAS-0902. West at(10178,2143)selectedforest-fields-west-v3and completed at 220.9 ms wall / 5.4 ms work with a 0.8 ms maximum slice. North near(485,4576)selectedforest-fields-north-v3and completed at 148.4 / 4.3 ms with a 0.6 ms maximum slice. Southeast near(3843,1400)selectedforest-fields-south-east-v3and completed at 174.4 / 5 ms with a 1.1 ms maximum slice. Nearby ridge, coast, legacy Hero and other unfinished ecotone material remains visible, so this is family composition review rather than biome approval. - Validation: 115/115 tests; art verification reports 58 additional directional structure paintings and sixteen verified directional ecotone sources. The isolated load run connected 100/100 clients, delivered 9.2 snapshots/player/second, 8838 bytes/player/second, 97 ms p95 welcome and a 0.0138 ms maximum server tick. Browser logs are empty. No seed, save, Hero identity, connector, geography, GitHub or Railway state changed.
- Image generation materially supplied the seven missing native paintings, while computer control verified composed source selection and timing. Next: complete the other five ecotone families, refine cross-family joins/repetition, continue dry-profile Salt Works and named Hero conversion, and perform controlled cold/frame-time work. Goal stays active and undeployed.
Scenes-125: eight-direction fields-to-wetlands ecotone
- Built-in ImageGen produced eight distinct 1536 x 1024 RGB sources: east, southeast, south, southwest, west, northwest, north and northeast. The old
wetlands-fields-v1.pngremains preserved. Exact prompts, reference roles, generated originals, copied project paths and SHA-256 hashes are recorded inwetlands-fields-directional-prompts.jsonandwetlands-fields-directional-receipt.json. - The stable
wetlands-fields-v1family retains fields asleftBiomeand wetlands asrightBiome. Each source declares the corresponding directed normal and its own cardinal/diagonal mask spine. The renderer now includes ecotone mask geometry in the native derivative cache key and uses the authored spine; missing or opposite art can never be simulated by rotating or flipping the camera. - Source-level verification samples the intended field and wetland sides in every painting; all eight wetland samples are materially cooler than their opposite cultivated samples. Continuous angle tests confirm no normal is farther than 22.5 degrees from an authored plate. Actual deterministic boundaries across
GONZ-ATLAS-0902,ATLAS-NORTH-031andATLAS-COLD-001select east, southeast, south, southwest, west, northwest and north sources without changing generated geography. Northeast coverage is proven by the continuous direction contract but has not yet appeared in the chosen seed sample. - Composed Edge QA used unchanged
GONZ-ATLAS-0902. Southwest at(580,1441), normal 133.9 degrees and zoom 1.15 drawswetlands-fields-south-west-v2; its warm reviewed cache completed at 1082.3 ms wall / 64.8 ms work with a 26.3 ms maximum slice. Northwest at(7010,4246), normal -120 degrees and zoom 1.15 drawswetlands-fields-north-west-v2; it completed at 11735.5 / 16.5 ms with a 3.8 ms maximum slice and 1005.7 ms callback delay. East at(10821,1606), normal 13.9 degrees and zoom 0.8 drawswetlands-fields-east-v2; it completed at 398.3 / 234.2 ms with a 24.4 ms maximum slice. Correct side orientation and ocean exclusion are visible; neighboring old ecotones, coast material and landmark art remain in the scenes. - Validation: 111/111 tests; art verification reports 51 additional directional structure paintings and eight verified directional ecotone sources; syntax and JSON checks pass. The isolated load run connected 100/100 clients, delivered 9 snapshots/player/second, 8762 bytes/player/second, 30 ms p95 welcome and a 0.0573 ms maximum server tick. Browser logs contain only extension-origin warnings/errors, not page errors. No seed, save, Hero identity, connector, geography, GitHub or Railway state changed.
- The image-generation skill materially supplied the eight native paintings, and computer control enabled composed source/side/performance review. Next: finish directional coverage for the other six ecotone families, refine their joins and repetition, continue dry-profile Salt Works plus named Hero conversion, and reduce cold/frame-time stalls. Goal stays active and undeployed.
Scenes-124: Salt Works wetland identity conversion
- Built-in ImageGen produced a five-source, fully preserved Salt Works set.
heroes/salt-works-v2.png,connectors/salt-pan-tender-shed-v2.pngandconnectors/salt-brine-margin-v1.pngare active; the v1 Hero and shed remain preserved as superseded oversized attempts. Exact prompts, reference roles, generated paths, native sizes and SHA-256 hashes are recorded insalt-works-family-prompts.jsonandsalt-works-family-receipt.json. - The existing
resource/salt-worksidentity is replaced only where the actual selected site is wetlands-compatible. It gains eight deterministic recipes: exactly one small protected tender shed on an outer connected cell and quiet brine-margin paint elsewhere. The Hero and both companions use native crops, authored contact footprints and occurrence-specific land-domain alpha; no source RGB, world geography, save state or connector count is changed. - Composed Edge QA used unchanged
GONZ-ATLAS-0902at the actual q47/r48 site, centered near(6844,4040), at zoom 0.8 and 1.15. The brine pans read as a compact coastal focal point, the shed remains subordinate, and the family no longer presents the broad legacy apron. Diagnostics confirm the active v2 Hero, v2 shed and v1 quiet margin. The overview cache completed at 688.6 ms wall / 96.6 ms work with a 21.6 ms maximum slice; the close cache completed at 198.7 / 26.6 ms with a 7.7 ms maximum slice. These are local build diagnostics, not controlled FPS certification. - Three-seed regression checks retain the default q47/r48 site and find compatible wetland Salt Works selections at q59/r34 and q51/r73 in
ATLAS-NORTH-031, and q104/r33 inATLAS-COLD-001, without changing geography. One wetland painting cannot honestly cover the legacy desert/grassland range, so separate dry-profile art remains required. - Validation is 107/107 tests plus reproducible art and syntax checks. The isolated load run connected 100/100 clients, delivered 8.9 snapshots/player/second, 8676 bytes/player/second, 32 ms p95 welcome and a 0.0326 ms maximum server tick. Browser logs contained only unrelated extension warnings, with no page error. Next: refine adjacent wetland ecotones, create honest dry-profile Salt Works variants, convert additional original Hero identities, and continue cold/frame-time work. Goal stays active and undeployed.
Scenes-123: Reed Marsh coastal land-domain fit
- Added
terrainDomain: landtowetland/reed-marsh,marsh-fisher-hutandmarsh-reed-margin. Each placement now receives a cached native-size derivative from the union of nearby non-ocean/non-lake primary terrain footprints. Source RGB, normalized crop windows, authored contact contours and bitmap files are untouched; only occurrence-specific alpha is masked. - Composed QA used unchanged
GONZ-ATLAS-0902at the actual q101/r53 coastal village, centered at(12226,4453), at zoom 0.8 and 1.15. The former seaward garden/contact extension is gone. The village, docks and one protected outlying hut remain readable, while the painted marsh edge now follows the generated organic shoreline. Renderer diagnostics confirm the Hero plus both companion sources and thesource-native-alpha-from-primary-land-footprintscontract. - The 0.8 cache completed at 721.1 ms wall / 92.1 ms work with an 18.5 ms maximum slice. The closer 1.15 cache completed at 587.6 / 12.3 ms with a 4.8 ms maximum slice; the last domain derivative took 0.30 ms and the bounded retained domain cache reported 2.73 MiB. These are local build diagnostics, not a controlled FPS certification.
- Regression coverage now limits explicit land-domain metadata to the reviewed Pebble Shore and Reed Marsh families, validates all six opted-in items, and preserves the three-seed/four-site marsh topology checks. Validation remains 103/103 tests plus reproducible art checks. The isolated load run connected 100/100 clients, delivered 8.9 snapshots/player/second, 8846 bytes/player/second, 42 ms p95 welcome and a 0.0297 ms maximum server tick. No painting, identity, companion, recipe, biome approval, seed or save count changes.
- The computer-control skill materially enabled rendered-pixel and canvas-diagnostic review at both scales. Browser logs contained only unrelated extension warnings, with no page error. Next: refine adjacent wetland ecotones and the visible legacy Salt Works family, then continue original Hero conversion and cold/frame-time work. Goal stays active and undeployed.
Scenes-122: complete eight-direction shared-ground marsh coast family
- Built-in ImageGen produced
marsh-shore-water-north-west-v3.png,marsh-shore-water-north-v4.pngandmarsh-shore-water-north-east-v3.png, each as a separate precise edit using its prior directional plate, shared wet meadow, master vision and Reed Marsh v4. The three old active sources remain preserved and are now marked superseded. New SHA-256 values are3faf4f36f95bd637f44f932960a742e758d62cc400044604ea3d7c7e2fe86849,af6439a72f0764944d23d2d2499f36bcc106191220edf6421f6a184eefa895c5andf30325916122f4a5a633e8b1d268aaa945c9acd56a4d40444c4eec6d5ebaf6db. - All three are 1568x1003 RGB paintings. Read-only inspection found six northwest, seven north and six northeast radius-190 windows. Their nineteen windows exactly replace the previous nineteen; the family stays at eight directions and 45 windows, while all four coast families remain 32 paintings / 177 windows. Directed material contrast ranges from
0.417to1.0, above the verifier threshold, with camera and water side unchanged. - Composed QA used unchanged
GONZ-ATLAS-0902at zoom 1.15. North at(2342,2349)requested and painted north v4; northwest at(3105,1524)requested and painted northwest v3; northeast at(985,1565)requested northeast v3 and confirms that source in the completed painted-source set. Visual review finds smaller, quieter meadow detail and removes the former shrub islands/bright lawn, while older neighboring ridge/coast/Hero materials remain visible. - Completed cache measurements: north 437.5 ms wall / 7.3 ms work, 1.9 ms max slice; northwest 1744.1 / 49.9 ms, 14.7 ms max slice and 993.2 ms callback yield; northeast 127.9 / 29.6 ms, 22.1 ms max slice. The northeast graphics slice remains over a 60 Hz budget, so no FPS approval is inferred.
- Validation: 103/103 tests pass; art verification reproduces all eight active marsh paintings; JavaScript syntax and diff checks pass. The isolated load run connected 100/100 clients, delivered 9 snapshots/player/second, 8647 bytes/player/second, 32 ms p95 welcome and 0.022 ms maximum server tick.
- Exact built-in prompts, reference roles and generated source paths are recorded in
oriented-structures/marsh-coast-shared-ground-prompts.jsonandmarsh-coast-receipt.json. Image generation materially removed oversized vegetation and unified the family ground, but did not approve the wetland profile. Next: repair the Reed Marsh coastal subject/contact footprint, refine adjacent wetland ecotones, convert the visible Salt Works family, and reduce cold/frame-time stalls. Goal stays active and undeployed.
Scenes-121: fifth shared-ground marsh coastline direction
- Built-in ImageGen produced
oriented-structures/marsh-shore-water-west-v3.pngfrom the preserved west v2 plate, sharedwet-meadow-v3.png, master vision and Reed Marsh v4 scale reference. The new file is a 1568x1003 RGB painting with SHA-256dc9bac5790393e21b2f11908579829e569aae0c8b5cbb07599dfa703608c658b; the old west v2 remains recoverable and is marked superseded rather than overwritten. - Read-only native inspection found two valid radius-190 windows at
(617,337)and(619,598), with directed west-facing contrast1.0and0.667. Water remains left and land right. Runtime still has eight marsh directions, 45 marsh windows, 32 coast paintings and 177 total coast windows; this replacement does not inflate coverage. - Actual composed QA used unchanged
GONZ-ATLAS-0902, coast center(6701,4040), direction 180 degrees and zoom 1.15. Renderer diagnostics confirm the requested v3 source and both measured windows were painted. The shoreline retains its shape and fine open-water texture while large rounded shrub groups are gone. A nearby old Salt Works Hero and its broad apron still conflict with the new material, so neither the scene nor wetlands profile is approved. - The completed local cache measured 899.5 ms wall / 47.1 ms active work over 17 slices, with a 29.1 ms maximum stage-2 slice and 511.7 ms maximum callback yield. This remains over a 60 Hz frame budget and is not an FPS pass.
- Validation: all 103 tests pass; art verification reproduces all eight active marsh sources; JavaScript syntax and diff checks pass. The isolated load run connected 100/100 clients, delivered 9 snapshots/player/second, 8660 bytes/player/second, 51 ms p95 welcome and 0.1469 ms maximum server tick.
- Exact built-in prompt, reference roles and generated source path are recorded in
oriented-structures/marsh-coast-shared-ground-prompts.jsonandmarsh-coast-receipt.json. Next: repaint/review north, northwest and northeast; correct the Reed Marsh contact footprint; convert the visible legacy Salt Works family; continue wetland ecotones and graphics-work budgeting. Goal stays active and undeployed.
Scenes-120: first shared-ground marsh coastline replacement
- Built-in ImageGen repainted
oriented-structures/marsh-shore-water-south-west-v2.pngas versionedmarsh-shore-water-south-west-v3.png, using the old plate as the geography authority,wet-meadow-v3.pngas the land-material authority, and the master vision plus Reed Marsh v4 as scale references. The original generated file and copied asset have identical SHA-256b28b7d848e2c3fefa13c2475551cf41fc73fa0a6de21e6113fffb662def08733; v2 remains preserved. - The active source is 1568x1003. Read-only pixel inspection found six valid radius-190 waterline windows with the same southwest water side. Runtime orientation count remains eight, marsh window count remains 45, total active coast paintings remain 32 and total coast windows remain 177. This is replacement work, not new coverage.
- Exact browser QA used unchanged seed
GONZ-ATLAS-0902, structural coast center(12155,4576), normal 120 degrees, at zoom 1.15. A cache-busted renderer diagnostic confirmsmarsh-shore-water-south-west-v3is selected. The source removes the old oversized round trees and chunky bushes; low sedge, small hummocks and drainage marks now match the wet-meadow frequency more closely. The Hero's rectangular garden/contact extension is still visible and prevents full family approval. - The completed review cache reported 429.4 ms wall / 42.8 ms active work, 17.4 ms maximum slice at stage 2 and 311.9 ms maximum callback yield. This is a single local rebuild, not controlled FPS evidence. Source-level status is runtime-approved while marsh composition, biome and catalog gates remain open.
- Validation: all 103 automated tests pass. Art verification reproduces all eight active marsh shoreline sources and reports 32 active structural families / 44 additional directional paintings without inflated counts. Syntax and diff checks pass. The isolated load run connected 100/100 clients, delivered 9.5 snapshots/player/second, 61 ms p95 welcome and 0.0203 ms maximum server tick.
- Exact prompt/provenance:
oriented-structures/marsh-coast-shared-ground-prompts.jsonandmarsh-coast-receipt.json. The renderer now exposes the source chosen for an explicitly requested coast scene, so future directional reviews cannot mistake a nearby fallback for the intended painting. - Next: review/repaint the remaining seven marsh directions where shared-ground mismatch is visible; solve the Reed Marsh subject/contact footprint without erasing buildings; refine adjoining wetland ecotones; continue additional original Hero families and cold/frame-time work. Goal stays active and undeployed.
Scenes-119: Reed Marsh shared ground and native contact contours
- Previous interrupted pass made progress: three built-in ImageGen paintings were generated, preserved in the workspace and connected to the runtime. This continuation completed provenance, actual-world review and regression checks. The old review processes were confirmed absent before restarting isolated local servers; no production saves or world seed were changed.
- New assets:
hero-expansion/heroes/reed-marsh-v4.png,connectors/marsh-fisher-hut-v3.png,connectors/marsh-reed-margin-v3.png. Exact prompts and SHA-256/source paths are inmarsh-shared-ground-prompts.jsonandmarsh-shared-ground-receipt.json. All three use the shared wet-meadow and master vision references. Older versions remain preserved, with their receipt explicitly historical. - Actual native dimensions are 1568x1003, 1571x1001 and 1570x1001, slightly different from requested dimensions. No source files are resized or RGB-filtered. The edit did not preserve subject pixels exactly: recognizable miniature buildings/docks remain, with some shape/position differences. Existing normalized crop windows remain unchanged.
- Three restrained alpha contours replace generic broad aprons. The Hero gains a subject-protection rectangle; the hut gains the existing protected foreground behavior. All four probed village sites across three seeds retain their cell positions and connected-cell counts (4, 6, 4, 6), with one outlying hut each. A former second northern hut becomes quiet reed ground; this is an intentional recipe choice, not a new painting.
- Composed reviews: default q101/r53 at 0.8 before/after; ATLAS-TUNDRA-010 q-15/r61 at 0.8 and 1.1. Diagnostics confirm all new sources plus both wet-meadow sources drawn. Inland cottages, gardens and dock edges are clearer with less broad background overlay. The quiet margin is somewhat greener/brighter, and coarse old shoreline/ecotone overlays remain. At the default coastline the garden/contact ground still extends into generated water: native subject-footprint placement needs correction, without erasing buildings or introducing islands. This prevents full family/biome approval.
- All 103 tests pass, including three new native-source/provenance, contour/protection and actual-seed placement tests. Art, syntax and diff checks pass. Load test: 100/100 clients, 8.8 snapshots/player/second, 8633 bytes/player/second, 35 ms p95 welcome, 0.0471 ms maximum server tick.
- Browser timings are not an FPS pass: the default after-review is a second build with 242.6 ms active work and a 28 ms maximum slice; its initial maximum observed build was 10.6 seconds. Northern second builds have 2.3/1.4 ms maximum slices at 0.8/1.1 zoom, but do not prove cold-preparation performance. Baseline and resumed review used separate browser sessions.
- Counts remain 13 Heroes, 26 distinct companions and 104 recipes; 10/240 original identities repainted. Contact contours increase to 18 and protected outbuilding paintings to three. No new full-biome/catalog approval. Next: coastal subject-footprint fit, matching marsh coast/ecotone sources, additional original Hero families, and cold-frame work. Goal stays active; this checkpoint is local and undeployed.
Scenes-118: shared wet meadow and coastal contact material
- Previous goal turn: progress, with native shoreline-mask verification and tests completed. This pass generates five actual built-in ImageGen paintings:
terrain/wetlands/wet-meadow-v3.pngandwet-meadow-v4.png, plushero-expansion/heroes/pebble-shore-v4.png,connectors/pebble-low-stones-v3.pngandconnectors/pebble-shingle-margin-v3.png. Exact prompt sets arewet-meadow-prompts.jsonandpebble-shared-ground-prompts.json; hashes and original generated paths are retained in the ground and family receipts. - The new wetland sources use the master vision directly, with more open damp olive grass, small shallow wet areas and finer vegetation. All five sources are 1254-square. This is not perfect prompt adherence: reed/shrub sizes are not reliably within the requested tiny pixel range, and patterned scratch/gravel strokes remain visible. No full-profile approval is inferred from generation.
- Pebble Shore and its stone companion retain the existing native crop dimensions, contact contours, land-domain mask and placement topology. Their painted rock size/positions remain visually similar, not pixel-identical. The quiet companion now has sparse embedded shingle among damp grass instead of a broad gravel bed. Eight recipes still use two distinct companion paintings.
- Reviews include the default shore q108/r25 before/after at 1.1 zoom, northern shore q51/r9 at 0.8, and the existing Reed Marsh q101/r53 at 0.8. Runtime diagnostics confirm both new ground sources and all three revised coastal sources are drawn. Edge detached during the reload; after a bounded recovery attempt, review continued in the in-app browser. Different browser/DPR/viewport conditions make timing a diagnostic, not a controlled comparison.
- The revised companions are quieter and less gravel-heavy, but their flatter, darker material remains distinct from the older coarse coastal overlays. The existing Reed Marsh cottages/hut are intact; its older reed-bed and generic-apron material still need work. Source-detail improvements do not solve the broad water fade or snow boundary. Next art priority is the remaining marsh coastline/ecotone material and Reed Marsh family, followed by additional original Hero identities.
- A wider 0.5-zoom review at southern Pebble Shore q58/r74 confirms the family remains readable, but its smooth meadow patch still stands out. The nearby white snow join and an old Hero stamp are visible. Its 2.5 ms final work slice belongs to the second warm rebuild and is not a cold-load or FPS pass.
- Validation: all 100 tests pass. New tests verify native PNG dimensions/hashes, independent ground sources, old-art preservation, accurate terrain approval accounting, shared references and unchanged coastal windows/masks/recipe counts. An older mountain test's global counts were replaced with checks against actual source statuses; its mountain-specific invariants remain intact. Art, syntax and diff checks pass. Load: 100/100 clients, 9 snapshots/player/second, 8859 bytes/player/second, 30 ms p95 welcome and 0.0527 ms maximum server tick. Browser active-work slices include 50.5 ms, so foreground FPS remains unapproved.
- No new active Hero identities, companion slots, recipes or full-quality approvals. The coastal receipt now tracks nine generated sources: three active, three superseded and three rejected. All prior art remains recoverable. World geography, production saves, seed, GitHub and Railway are unchanged; the goal stays active.
Scenes-117: native coastal Hero land-domain masks
- The previous connection-only turn made no map progress: Railway still required user sign-in. Local work resumed without another authentication retry. The already-started land-domain implementation is now validated in the browser, covered by seven regression tests and recorded here.
- Only
coast/pebble-shore,pebble-low-stonesandpebble-shingle-marginopt intoterrainDomain: land. Each placement receives a cached native-size derivative, using nearby non-ocean/non-lake cells and the primary terrain's irregular cell footprints. Source RGB is copied 1:1, with no source blur, resizing, rotation or file modification. Only alpha is masked, after foreground subject protection where applicable. - The shared footprint helper preserves the former primary terrain geometry. The land mask reuses its alpha-hardening curve at source resolution, but is a union of land cells, not an exact copy of the separate screen-space biome composites. The primary renderer also has a minimum blur at overview scale. This work does not claim pixel-perfect coastline equivalence at every zoom.
- Reviewed READY scenes: default seed q108/r25 at zoom 1.1 before/after; ATLAS-TUNDRA-010 q51/r9 and q58/r74 at zoom 0.8; Pine q56/r13 at zoom 0.8. The default shore loses excess seaward shingle while retaining native detail in its remaining rocks. Painted content outside land may be removed, so preservation of every source rock is not claimed. Northern/southern instances stay recognizable. Pine remains unmasked at 533.3x438.3 world units, with its young-pine companion intact.
- Native sizes stay 401x301 for the coastal Hero and 138x88 for the small stone companion, drawing at 304.6x228.7 and 104.8x66.9 world units. The new derivative cache is bounded to four million pixels (16 MiB RGBA estimate); observed retained use was 1.30–1.56 MiB. This is not whole-process or GPU memory. Source allocation and mask creation can still stall: the last mask call in the forest-neighbor view took 20.8 ms, and the southern scene had a 29.3 ms active-work slice. Background callback waits also approached one second; elapsed build time is not an FPS result.
- Validation: 98 tests pass, including opt-in validation, unchanged primary geometry, native copy/alpha operations, location/seed/subject cache identity, zoom reuse, all-water rejection, inland bypass, bounded eviction and actual Hero/connector drawing paths. These Canvas-operation tests are not screenshot-equivalence tests. Art verification, syntax and diff checks pass. Load: 100/100 clients, 9 snapshots/player/second, 8788 bytes/player/second, 33 ms p95 welcome and 0.0469 ms maximum server tick.
- No new paintings, recipe counts or quality approvals. No seed, authoritative geography, save, GitHub or Railway changes. Remaining priorities: jointly refine wetland foundation and contact materials, continue unconverted Hero families and missing ecotone directions, and reduce cold graphics-work stalls without degrading detail.
Scenes-115/116: Pebble Shore and matching coastal companions
- Converted the existing
coast/pebble-shoreidentity with three active built-in ImageGen paintings:heroes/pebble-shore-v3.png,connectors/pebble-low-stones-v2.pngandconnectors/pebble-shingle-margin-v1.png. All are native 1254-square sources, with exact prompts, hashes and provenance inpebble-shore-family-prompts.jsonandpebble-shore-family-receipt.json. - Initial source review was insufficient: the first actual-world composition made a broad 610x476-world-unit peninsula with oversized rocks. A targeted new painting reduced the subject itself; the corrected 401x301 native window draws at 304.6x228.7 world units. The quieter stone companion draws at 104.8x66.9. Individual alpha contours preserve sharp RGB; no bitmap rotation or runtime size reduction disguises the scale correction.
- Actual reviews cover default seed q108/r25 at 1.1 zoom before/after, plus ATLAS-TUNDRA-010 q51/r9 and q58/r74 at 0.8. The new family removes bright old beach, dune and coral stamps. Each site has one small stone detail companion and three or four quiet shingle-ground companions. Eight recipes still mean two distinct companion paintings, not eight paintings.
- Terrain, seed and authoritative feature coordinates are unchanged. Existing modern-art preference changes which coastal artwork is selected at some Tundra sites; no claim is made that every Hero identity remained at its prior location. Total site counts remain 47 and 49.
?hero=<id>&near=x,ynow selects the nearest existing instance for reproducible review; scenes-116 refreshes this navigation code. - Not full approval: the quieter opaque ground still forms dark patches on lighter mixed-biome terrain, and the Hero apron slightly changes the visible coast contour. A transparent shingle-overlay trial returned a painted checkerboard in an RGB PNG without transparency; it is excluded. Together with the oversized pair, three rejected sources remain preserved. Marsh foundation, coast-aware contact placement and snow/water joins need further work.
- Validation: all 91 tests, art, syntax and diff checks pass. The 100-client load test reports 9 snapshots/player/second, 31 ms p95 welcome, 8889 bytes/player/second and 0.0199 ms maximum server tick. Browser active-work slices reached 26.7 ms; background callback waits reached about one second. The southern scene's final 1.6 ms slice is a warm rebuild, not proof of cold-load or FPS performance.
- Next: resolve contact-material patches and coastal apron geometry, continue remaining original Hero families and missing ecotone directions, and address graphics-work stalls. No GitHub release, Railway deployment, production seed or save reset occurred in this checkpoint. The goal remains active, with full-biome and full-catalog quality gates open.
Scenes-114: four woodland ridge replacements
- Built-in ImageGen produced four independent 1570x1001 paintings, saved as
oriented-structures/forested-upland-{sw-ne,north-south,east-west,nw-se}-v3.png. Exact prompts, reference roles, hashes and original generated paths are inforest-ridge-refinement-prompts.jsonandforest-ridge-refinement-receipt.json. All four superseded paintings remain recoverable. - The family keeps its stable ID, four axes and existing generated-world anchors. Each painting has a separately traced native alpha contour with 12-pixel feathering. There is no RGB blur, image rotation, global scale adjustment or renderer-logic change. Sixteen active ridge paintings remain; eight now have authored contours and are in composition review. No new Hero, companion or directional slot is counted.
- Browser review covered east-west before/after, north-south and northwest-southeast in ATLAS-TUNDRA-010, plus the southwest-northeast ridge and Pine family in ATLAS-PINE-001. Unequal rock masses replace the repetitive triangular teeth, and wooded skirts meet adjacent ground without obvious rectangular clipping. The Pine Hero and its companion layout remain intact.
- Not full approval: source relief exceeds the prompt's numeric height target, especially the broad east-west crag. These are more prominent landforms, not a proven exact scale match. Ground repeats, old neighboring Hero stamps, coastal material mismatch and white/soft snow joins are still visible. The forest biome and wider catalog remain open.
- Validation: all 87 tests, art verification, syntax and diff checks pass. The first full test invocation inherited a temporary QA seed from its launching shell; a fresh-shell rerun passed without product changes. The load test connected 100/100 clients, 9 snapshots/player/second, 32 ms p95 welcome, 8634 bytes/player/second and 0.035 ms max server tick. Browser maximum work slices ranged up to 63.4 ms; this is not an FPS pass or a controlled speed comparison.
- Next: convert the visibly mismatched original coastal Hero families and their designated companions; continue missing ecotone directions, repeated-ground refinement and graphics-work budgeting. This checkpoint does not alter production, world seeds or saves. Railway sign-in remains an external connection step, not a blocker for local art work.
Scenes-113: woodland-to-marsh and woodland-to-meadow transitions
- Built-in ImageGen produced two distinct native-resolution replacements:
structures/ecotones/forest-wetlands-v2.png(1570x1002) andforest-fields-v2.png(1571x1001). Exact prompts, input roles, original generated paths and hashes are preserved inforest-transition-prompts.jsonandforest-transition-receipt.json. Both former paintings remain intact. - Stable family IDs and left/right biome contracts retain existing geography. Separate painting IDs report successful rendering of the new art. No image rotation, global scale change, added blur, new directional slots, Hero identities or companion paintings. Seven active ecotone paintings remain; two are in local composition review. Missing directions still use continuous ground, not flipped camera art.
- Completed scenes-112/113 comparison at northern Citadel q101/r25, zoom 0.8, removes the dense dark forest wall southeast of the city. City size remains 524.9x395.8 world units and the external cottages survive. Both new paintings were also drawn at actual transition anchors on ATLAS-TUNDRA-010 and GONZ-ATLAS-0902; details and timings are in
forestTransitionReviewin the ledger. - Added
?ecotone=<family>&near=x,y&direction=degrees&zoom=...review navigation, alongside existing coast/ridge links. It selects actual generated boundaries without adding or moving them. The read-only seed probe now exposes ecotone anchors/normals. - Source/composition caveats remain explicit: far-right field furrows are stronger than requested, marsh reed strokes are still coarse, and some ground values differ. Old forested ridges show repetitive angular peaks. The default marsh view exposes
coast/pebble-shoreand dune/coral companions as mismatched stamps; this identity still needs a real new-direction family. No whole-biome or whole-map approval is inferred. - Validation: all 84 tests, art checks, syntax and diff checks pass. Actual-client probes preserve geography and 47/49 Hero sites. Load: 100/100 clients, 9 snapshots/player/second, 31 ms p95 welcome, max server tick 0.0366 ms. Browser work slices reach 22.9–23.7 ms, and background callback waits reach about one second; foreground FPS and cold-load performance remain unapproved.
- Next: replace the four old forested-ridge paintings, continue remaining original Hero families and missing ecotone directions, and refine repeated fields/terraces and coast/snow joins. No production seed, save, Git commit or Railway deployment changed. The Railway connection still requires the user's sign-in; local work is not blocked.
Scenes-112: shared woodland foundation and Pine family
- Generated two independent 1254-square woodland paintings. They replace the dense dark forest foundation, with connected open olive ground and small tree groups. The old
terrain/forest/v1.pngandv2.pngare preserved. Terrain-slot count stays 22; four current terrain paintings (two mountain, two forest) remain in composition review. - Built
pine-forest-v8.png,pine-open-edge-v4.pngandpine-needle-floor-v3.pngagainst the new woodland source. All are native 1254-square paintings; runtime crops are 702x577, 389x251 and 238x226 respectively. Individually traced contact contours feather alpha only, without grading or blurring RGB. - The mature stand, young-pine edge and moss/litter companion share a ground treatment. The new family replaces
conifer/pine-forest, not a new catalog identity. It has eight placement recipes using two distinct companions; each reviewed site has one foreground young-pine cluster and five quiet ground connectors. No geometry, seed or production-save changes. - The nine previous failed Pine experiments remain separate, recoverable and excluded. The three new paintings do not turn the old rejected sources into approved work. Receipts and exact built-in generation prompts are in
terrain/forest/woodland-ground-*.jsonandhero-expansion/pine-shared-ground-*.json. - Composed reviews: default Citadel q93/r39 at 1.1 zoom (ground-only scenes-111); northern Pine q56/r13 at 1.1, southern Pine q63/r75 at 0.8, and forest Citadel q101/r25 at 0.8 (scenes-112). The former dark wall beside the first city is replaced by open woodland. Pine ground no longer forms the earlier conspicuous bright/dark island. These are local improvements, not whole-forest approval: old woodland/wetland structure overlays, repeated trees/terraces, coarse brush texture and snow/shore joins remain visible.
- Source fidelity caveat: image edits did not preserve background pixels exactly, and mature tree height exceeded the prompt's numeric request. Only inspected crops are used, with scale determined by actual pixels. Younger companions are visibly shorter, but wider semantic-scale review is still required.
- A fifth review at southern Pine q63/r75, zoom 0.5, keeps a recognizable grove against open woodland. It also exposes repeated small tree groups, the old straight sawtooth ridge, snowy transition softness and older Hero bases. These wider problems remain on the work list.
- Validation: 81 tests pass, including source hashes, native dimensions, old-source preservation and both actual forest-site connector layouts. Art verification passes. Load test: 100/100 clients, 9.0 snapshots/player/second, 33 ms p95 welcome. Browser cold work reaches 24.3 ms per slice at zoom 0.8 and 26.5 ms at zoom 0.5, so no FPS approval is claimed.
- Next art priority: revise the remaining dark forest structural overlays to the same canopy/ground contract, then continue named-family coverage. City terrace repetition, snow/shore joins and cold redraw stalls remain open. This checkpoint is local and undeployed.
Scenes-110: correct native structural cache ownership
- Ridge prewarming formerly stored a bitmap under the plain image URL, while the renderer read a mask-specific key. Both entries consumed cache space, and the prepared bitmap was unused. The shared key function now governs both preparation and rendering.
- Shore prewarming now preserves each selected window index and painted-waterline anchor. Source-file loading is still deduplicated by URL, but different visible windows have distinct derivative entries. Missing directions, disabled rivers and native Hero aprons remain excluded.
- Async conversion only replaces the canvas that is still current. Evicted or superseded results are closed; conversion rejection and unsupported browsers retain the native canvas. There is no image resize, RGB filter, seed or placement change.
- Actual scenes-109/110 comparisons on
GONZ-ATLAS-0902: Citadel q93/r39 at zoom 1.1 uses 49.6 MiB of structural cache instead of 86.7; Ice Cave q35/r21 at zoom 0.8 uses 25.2 instead of 42.1. These are RGBA pixel-accounting estimates for one cache, not process/GPU memory. All six city ridge paintings and all thirteen ice-view shoreline windows were retained. Browser screenshots showed the same art, including the unresolved repetitive terraces and snow/forest joins. - Performance remains open: Ice Cave measured 201.7/211.8 ms active build work before/after, with 21.9/23.7 ms maximum slices. City measured 102.2 ms active work and a 21.3 ms maximum slice after the fix. Earlier city cold/warm builds and viewport sizes differ, so their timing is not a controlled speed comparison. No FPS improvement is claimed. Mask/preparation work outside the scene-cache timer is also not included in those timings.
- Validation: 78 tests (including eight new exact-key, native-size, fallback and async-eviction tests), art verification, syntax and diff checks pass. No server logic changed. The latest reconnect attempt returned the same Railway sign-in requirement; local work remains possible. No release, world regeneration or save reset occurred.
- Next: remove the remaining cold Hero/connector preparation stalls without sacrificing native detail, and resume the shared forest ground/canopy treatment. Whole-map art and catalog coverage remain the objective; this cache repair adds no paintings or approval counts.
Scenes-109: mine improvement retained; Pine family rejected after composed review
- Replaced coarse repeated mine spoil with
sulfur-scree-tailings-v2.png. The mine and supply shed are unchanged. Ready-cache comparisons at default seed q79/r38 (1.1 zoom) and south seed q46/r35 (0.8 zoom) show fewer conspicuous gravel patches. - Added a separate actual-ground-source diagnostic so foreground sheds do not conceal which connector material was painted. Its reset and ground/detail behavior are regression tested.
- Pine Forest trials produced nine saved images. Scale corrections, a ground-tone revision and a transparent extraction were evaluated; none entered final runtime coverage. Two provisional compositions were tested at actual forest sites in
ATLAS-TUNDRA-010andATLAS-PINE-001. Yellow or dark ground islands remained, and the transparent derivative changed subject scale/detail. pine-family-review-manifest.jsonretains the withdrawn family configuration with a non-approved status.pine-family-review-receipt.jsonrecords nine rejected sources, exact prompts/hashes, and two transparency prompts that were never executed. The live manifest excludes all Pine trials; no full-biome/catalog approval or new active family is claimed.- Next forest pass must design shared ground, canopy density and tree scale together. Global brightness changes and wider feathering did not solve the composed scene. City repetition, cross-biome joins and graphics-work stalls remain separate open issues.
- Validation: 70 automated tests, art checks, syntax and diff checks pass. The trial still recorded a 53.8 ms graphics-work slice; browser performance is not approved. No production push, deployment, seed change or save reset occurred.
Release first — complete
- GitHub
main:7c66995c8f73ca77c2e2f13f0b5d1fe33cf5864b. - Railway production deployment
6229756398: success, 2026-09-02 19:05 UTC. - Live: https://worldofgonz-production-0bd2.up.railway.app/
- Verified healthy server, scenes-64 client, all nine new image URLs, three available new Hero types / seven placed instances, 243 Hero mappings and 38 motifs.
- Regression suite: 8 tests passed; art checks passed; 100/100 load-test clients connected, 9.1 snapshots/player/second, 32 ms p95 welcome.
- Railway's automatic GitHub deployment works. Its separate Codex connector requires user reauthentication; deployment was verified through GitHub status and the live application instead.
Completion criteria
- Every one of the 11 terrain profiles has coherent, sharp ground, a suitable Hero family and quieter matching companions, checked in an actual composed scene.
- All 24 existing Hero categories and all 240 named catalog entries are audited and converted or explicitly retained after visual review. The three additional Heroes are additions, not evidence that old entries have been converted.
- Every Hero has eight valid connector placement recipes and at least two distinct, designated companion paintings. Count paintings separately from placement variants; add more distinct motifs wherever repetition is visible.
- Cities, castles, houses, trees and shrubs share believable relative scale. Quiet terrain remains high quality, without competing with focal locations.
- Neighboring scenes and biome boundaries form connected landscapes; no floating bases, checkerboards, obvious circular patches, enlarged blurry material, or mismatched light.
- Review several deterministic seeds at overview, normal and close zoom. Existing multiplayer tests and rendering/load budgets must continue to pass.
- Keep old assets recoverable until replacements pass review. Keep road/blue-line overlays disabled; do not reset production saves or seed to disguise placement issues.
Work sequence
- [x] Release the approved Grange / Keep / Sanctuary collection first.
- [ ] Fill missing biome families: desert/oasis, wetlands, ocean, lake, arctic, tundra.
- [ ] Convert the existing named Hero catalog category by category, with designated companions. First: Walled Oasis, Reed Marsh and Sunken Shelf.
- [ ] Refine regional coast/ridge/ecotone composition and remove remaining background softness.
- [ ] Audit full-map scale, density, repeated motifs and performance across multiple seeds.
- [ ] Final verification and release of the complete vision.
Coverage is computed by node scripts/art-progress.js; the ledger at docs/art-direction/complete-map-ledger.json records review evidence. A generated file alone is not an approved in-game scene. Do not mark this goal complete while any coverage or quality gate remains open.
Current checkpoint after the release
The next nine paintings are generated and integrated locally: Walled Oasis, Reed Marsh and Sunken Shelf, each with two distinct quieter companions and eight recipes. These explicitly replace their existing catalog IDs; total Hero identities remain 243. There are now six new-direction Hero scenes and twelve connector paintings in the local collection, with compatibility for eight terrain profiles. Lake, arctic and tundra are still missing new-direction families. The production release remains the first three-family collection.
The renderer preloads only nearby new scenes and loads other expansion art on demand. Expansion source pixels are capped at approximately 96 MiB and cached masks at 64 MiB (these are CPU-side pixel estimates, not total browser/GPU memory). High-quality sampling is explicit for Hero and connector draws. A camera viewing margin exposes artwork at border hexes without changing authoritative positions or the seed.
Initial post-release verification at scenes-67: all 9 automated tests passed, the art architecture checks passed, JavaScript syntax checks and git diff --check passed. Browser inspection on the unchanged default seed confirmed six available modern Hero families, eleven placed instances, 243 total Hero identities, 44 total motifs and a ready scene cache. The three new replacement families were each inspected in context. These checks establish working integration, not full aesthetic approval; this second batch remains local and is not part of the production release above.
Native-scale terrain pass — implemented locally, wider art review still open
- Coast, ridge and ecotone masks retain native RGB source resolution instead of first reducing the paintings to 768 pixels. Only the alpha masks are feathered.
- Shared scale is tested in
public/atlas-layout.js: 1254 source pixels span 10 hex widths; a 1569-pixel structural source spans about 12.51. Large regions now use connected local sections instead of stretching one painting across 14–24 hex widths. - Structural centers stay on their actual boundary or eligible ridge terrain. Local normals follow curved shores; disconnected shores are never averaged into a fictitious central coast.
- Structural cores are opaque at regional/close zoom. A separate organic compatible-biome mask prevents forest/mountain artwork from overpainting arctic or other incompatible terrain.
- Native structural derivatives have a 96 MiB pixel-budgeted LRU cache. Only visible structural source families are preloaded; other families load on demand. Structural jobs are spread across frames. These are CPU-side pixel budgets, not total GPU/browser-memory measurements.
- New full-landscape Heroes no longer receive an unrelated legacy apron, extra shadow base, lift, or blanket woodland darkening. The inspector now shows atlas-v2 material for ordinary terrain rather than the old bright connector texture.
- Three new direction-specific temperate ridge paintings are saved in
tile-library/atlas-v2/oriented-structures/, with built-in generation prompts. Together with the original diagonal, there are four authored mountain axes. Selection changes the painting without rotating its camera or lighting. ?profile=arctic(or another valid terrain profile) and&zoom=1.1provide reproducible local visual-review links. The late-loading library no longer overwrites that requested view. The query does not change the authoritative seed or simulation.
Verification: 20 automated tests pass, including native source-size sampling, connected-boundary placement, deterministic direction selection, climate-domain masks and pixel-cache eviction. Art checks include the three additional paintings. The 100-client load test connected 100/100 clients at 8.9 snapshots/player/second and 30 ms p95 welcome. Browser checks covered the default seed's woodland/desert views, ATLAS-NORTH-031 arctic terrain, and ATLAS-SOUTH-947 mountains at normal/close zoom. Visible examples show sharper geography, upright temperate ridges and restored snow coverage. Internal steady draw timings were around 0.17–0.29 ms, but some cold cache slices still reached 21–25 ms; this is not a claim of measured end-to-end FPS or a complete performance pass.
Next visual priority: finish directional art for coasts and ecotones. Their arbitrary bitmap rotations produced tilted landforms; the current direction guard below prevents those rotations, but missing angles still need new paintings. The ridge climates are now extended. In addition, coast source content and fine terrain repetition need review against the actual shoreline, and legacy Heroes such as Sulfur Mine still visibly belong to the older art style. The structural sharpness fix does not mean these wider problems are solved. Keep the full terrain-composition phase and whole-biome gates open.
Next art coverage after/alongside that correction: lake, arctic and tundra, followed by all remaining named families. Whole-biome and whole-map review gates remain open; only asset generation and initial runtime integration are complete for the new wave.
Four-climate upright ridge expansion — local, not released
Nine additional paintings extend forested uplands, desert badlands and arctic escarpments. Every ridge family now has four authored ground axes: four original paintings plus twelve new directional paintings. These are landscape structures, not twelve new Hero families. Built-in ImageGen prompts and recoverable original-file paths are recorded in tile-library/atlas-v2/oriented-structures/climate-ridge-prompts.json and climate-ridge-receipt.json.
The actual renderer now never rotates a ridge painting, including a future source lacking axis metadata. It always uses source-pixel world scale. The preloader requests the selected ridge direction, not both that direction and an unused base. Source IDs reported in the DOM identify paintings used in a completed scene cache, separately from the available library count. ?ridge=FAMILY-ID&zoom=1.1 focuses existing geographic sections only; absent families report not-present-in-this-seed. scripts/find-art-review-seeds.js runs the actual client geography functions read-only to find suitable test seeds without changing production.
Automated checks: 28 tests pass, including all sixteen distinct source paintings, four-axis coverage per climate, preserved biome compatibility, saved prompts, bounded masks, no renderer rotation/stretch, non-mutating review navigation and boundary-side preservation. Art architecture checks pass with twelve additional directional paintings. The latest 100-client load test connected 100/100 at 9.0 snapshots/player/second and 31 ms p95 welcome. Full-map aesthetic and foreground FPS approval remain open. The atlas manifest's current release-ready flag is now false; its old production-ready label was not a valid approval of this wider vision.
The scenes-78 orientation guard also keeps coasts and ecotones upright. A painting is selected only when its authored land-to-water or left-to-right normal is within 22.5 degrees of the generated boundary. The direction is oriented (not interchangeable with its opposite). Missing directions use the existing native terrain composition; their decorative structural paintings are omitted from preloading and painting, not stretched, spun, or counted as completed art. The woodland comparison removed eight mismatched local boundary overlays and the obvious sideways wall, preserving ridge details. Structural derivative cache usage in that view fell from 96 to 60 MiB. This is an interim quality guard, not completion of the coast/ecotone art collection.
Visual checks used the default seed's forest ridges, southern desert ridges, and ATLAS-COLD-001 arctic ridges. The previous ATLAS-NORTH-031 has snow but no qualifying arctic ridge sections, so it was not used as proof of that painting's integration. Timing diagnostics now separate active work from scheduling: an arctic completed rebuild used 10.1 ms of measured paint calls spread over 24 callbacks with approximately one-second waits, taking 24.1 seconds wall time in the review browser. Another woodland rebuild used 71.4 ms of paint calls over 1.09 seconds wall time. These measurements exclude other loading/decoding work; cold slices up to about 24 ms remain, and no foreground FPS claim is made.
Temperate and arctic shore directions — local, not released
Sixteen new shoreline paintings are saved under tile-library/atlas-v2/oriented-structures/: eight temperate and eight arctic directions. They were generated with built-in ImageGen, with the benchmark and existing climate painting as references. Full prompts are in coast-prompts.json; coast-receipt.json preserves the original generated-file paths. No source image was rotated, downsampled, or deleted. Combined with the twelve ridge additions, there are now 28 additional directional structural paintings, not 28 new Hero families.
The manifest records each painted waterline, an anchor on that line, and an approximate normal measured in the image's actual pixel geometry. The generated diagonals are not precisely the requested compass angles; the runtime uses the observed normals. All six hex-edge directions have suitable variants, but some averaged corner normals still lack a match. On read-only probes of the default seed, 84/85 temperate sections and 31/33 arctic sections have a direction match; on ATLAS-COLD-001, those counts are 58/59 and 40/40. These counts prove metadata selection only, not seamless visual coverage.
Browser review rejected the initial long-band placement: the new rocks were crisp, but an entire painted coastline could still drift away from a curved generated shore. The revised compositor extracts 380-by-380-pixel windows around the actual painted waterline without scaling the source down. Dense, connected geographic anchors place these small upright windows along the real coast. The mask feathers only their edges. The full paintings remain available and recoverable. This limits long land/water overpaint and reduces derivative cache size, but repeated central motifs and some soft joins are still apparent.
?coast=FAMILY-ID&direction=DEGREES&near=WORLD-X,WORLD-Y&zoom=1.1 focuses a nearby existing shore for repeatable review. It does not manufacture a coast, change the seed, or modify the simulation. The optional near coordinates keep review in the same neighborhood after layout density changes.
Scenes-81 browser checks revisited the default seed near (7677,1194) and (7534,5566), plus the cold seed's southern peninsula near (5439,6721). Completed caches confirmed the new temperate and arctic paintings actually drawn in those views, including east-facing temperate artwork. The short windows improve placement and keep the camera upright. However, repeated rocks/ice, soft joins, the snow-to-tundra transition and legacy Hero graphics still fail the full benchmark. No whole-biome or whole-map gate is marked complete.
Verification: 33 automated tests pass; art architecture checks pass with all 28 directional additions; the load test connected 100/100 clients at 9.0 snapshots/player/second and 31 ms p95 welcome. Tests cover distinct files, persisted prompts, actual normal geometry, crop bounds, native-pixel sampling, no rotation, deterministic coast placement and non-mutating review navigation. A completed cold view measured 46.0 ms of active cache work across 29 slices and 29.1 seconds wall time, with about one-second scheduling gaps in this review browser; the largest slice was 17.7 ms. The temperate neighborhood had a 27.5 ms maximum slice. These are not an end-to-end foreground FPS pass.
Next: vary the sampled shoreline motifs without changing scale or light; tighten remaining joins/corner registration; add the missing desert, marsh and warm-shallow directional coast families and ecotones. Then continue missing lake/arctic/tundra Hero families and the named catalog audit. Production remains the earlier scenes-64 release and its seed is unchanged.
Varied shore sampling and desert expansion — local, not released
Eight desert shore paintings are now generated and integrated, bringing directional structure additions to 36: twelve ridge paintings and 24 coast paintings across temperate, arctic and desert climates. Built-in ImageGen prompts and recoverable original paths are in oriented-structures/desert-coast-prompts.json and desert-coast-receipt.json. The master art reference remains unchanged.
The earlier repetition came partly from sampling the same center crop each time. The new read-only inspect-coast-windows.py authoring tool derives several bounded native-pixel windows along each inspected waterline, using a local land/water color check to improve their registration. There are 132 such windows in the 24 paintings; these are sampling choices, not new paintings or Hero connector recipes. The renderer favors near-best local direction fits and uses deterministic world-space variation. It never rotates the camera, flips the water side, changes world geography, or shrinks the full painting to create a small patch. Each crop has a separate reusable cache entry.
The default seed's temperate comparison near (7534,5566) shows more varied rock and cove shapes with fewer duplicated central headlands. The cold seed's same arctic peninsula used ten distinct windows from six source paintings; repeated central ice groups are reduced, while snow/tundra color joins and legacy settlement art still need work. The default-seed desert coast near (6915,3091) rendered seven desert windows from five new paintings plus an older neighboring warm shore. Its small ledges and gravel stay upright and detailed. These are verified integration improvements, not whole-biome approval.
Direction-selection probes now find a match for all temperate, arctic and desert sections in the two reviewed seeds (85/33/61 on the default seed, 59/40/33 on the cold seed). A separate one-degree sweep covers temperate and desert, but still misses arctic normals -33 through -31 degrees. The 22.5-degree guard is unchanged. Metadata coverage is not proof of seamless visual joins.
Small coast jobs now share bounded groups of at most four per rebuild slice while retaining the 7.5 ms time budget. A heavy job still ends that slice, and ridge/ecotone work remains one job per slice. The cold comparison used 20 callbacks instead of 29, with 47.5 ms measured active work and 20.1 seconds wall time under the review browser's approximately one-second callback scheduling. This is not a foreground FPS claim; cold slices still exceed a frame budget (17.5 ms in that view, 22.7 ms in the default desert view).
Verification: 38 automated tests pass, including native crop bounds, distinct PNGs, direction-side preservation, stable variation, cache isolation, bounded batching and skipping empty regional-paint tasks. Art checks pass with all 36 structural additions. The latest 100-client load test connected 100/100, with 9.0 snapshots/player/second and 34 ms p95 welcome. No production seed/save or deployment was changed.
The second desert check on ATLAS-COLD-001 near (1676,4741) verified SE/SW and west directions, with thirteen distinct windows in the completed cache. It also exposed an unfinished small green biome pocket joining the surrounding desert. This is an ecotone/regional-composition problem, not a missing desert painting; keep it on the next visual work list.
Scenes-84 also stops invisible regional profiles from consuming the two actual-paint slots per slice. The same cold-seed desert view retained the same thirteen shoreline windows and visually unchanged artwork while rebuild callbacks fell from 21 to 12. Wall time fell from 21.1 to 12.0 seconds under the review browser's approximately one-second scheduling gaps. Measured active work was 36.2 ms versus 28.2 ms in the earlier run, so this is evidence of fewer wasted scheduling waits, not a CPU-speedup claim. The maximum slice was 21.3 ms; foreground FPS approval remains open.
Next priority: finish marsh and warm-shallow directional coasts and ecotones, then the missing lake/arctic/tundra Hero families and remaining catalog conversion. Continue checking soft joins and texture repetition in composed maps; do not count this sampling pass as completion of the entire visual direction.
Marsh shore integration and newly confirmed Hero scale mismatch — local, not released
Eight marsh shoreline directions are integrated in scenes-87, using ten generated paintings with two superseded north/south versions preserved. The first in-game north-facing view exposed oversized reeds; replacement v3 paintings reduce those dominant marks. Built-in ImageGen prompts and original-file receipts are in oriented-structures/marsh-coast-prompts.json, marsh-scale-refinement-prompts.json, and marsh-coast-receipt.json. Active directional structures now total 44 paintings, including 32 coasts with 177 native crop windows. The marsh share is eight paintings and 45 windows, not 45 new paintings.
The read-only shoreline inspector has an opt-in silty-marsh palette for gray-green shallows. Other coast classifiers, the directed confidence checks, and the 22.5-degree runtime guard are unchanged. Art verification reproduces all eight marsh sources' window metadata from the actual PNGs. Direction selection covers 73/74 marsh sections on the default seed and 55/55 on ATLAS-COLD-001; the second result is a read-only geometry probe, not a second-seed visual review. The default corner near (6844,3958) remains unmatched. A one-degree sweep leaves marsh gaps at -157 through -149 and +32 through +38 degrees.
Actual browser comparisons used the unchanged default seed near (1461,2060), the opposite coast near (5558,5690), and the Reed Marsh Hero near (12226,4453), all at zoom 1.1. The completed caches render the new east/north/northeast, west/southwest, and south/southeast paintings respectively. Low muddy banks gain detail, but the north-facing area still forms a brighter patch and some joins are soft. No whole-biome gate is approved.
Next priority before adding more Heroes: correct the different scale contracts between modern Hero landscapes, their connectors, and terrain. The selected Hero diagnostics in scenes-87 prove that Reed Marsh already uses hero-expansion/heroes/reed-marsh-v2.png as a landscape plate, not an old packed atlas sprite. Its full 1254 x 1254 source is reduced to 183.9 x 183.9 world units, whereas a shoreline window retains approximately native source scale. The buildings become difficult to read and its ground turns into a different-frequency patch. The initial stale-atlas hypothesis was ruled out; no speculative atlas-source fix was applied. Reassess core cropping, scene scale and ground composition against the benchmark instead of simply adding more tiny pictures.
Validation: 40 automated tests pass; art checks pass including reproducible marsh sampling and superseded-source exclusion. The 100-client load run connected 100/100, delivered 9.0 snapshots/player/second and had 31 ms p95 welcome. Review paint slices still reached 23.7–24.6 ms; scheduling varied and foreground FPS remains unapproved. GitHub/Railway production and its seed/save were not changed. The goal remains active with full Hero/catalog, biome-transition, warm-shore, lake/arctic/tundra and whole-map audits still open.
Authored miniature marsh scale and layered composition — local scenes-92
The scenes-88 prototype cropped the earlier marsh art at terrain pixel scale. Browser inspection rejected its oversized cottages: matching native pixel density is not enough if the source painting itself uses a closer camera than the reference. Do not apply the native flag indiscriminately to the other paintings.
Three replacement paintings now use the benchmark's distant miniature proportions: heroes/reed-marsh-v3.png, connectors/marsh-fisher-hut-v2.png, and connectors/marsh-reed-margin-v2.png under tile-library/atlas-v2/hero-expansion/. Built-in ImageGen prompts and recoverable originals are recorded in marsh-miniature-prompts.json and marsh-miniature-receipt.json. Each source retains approximately 1.57 million pixels; the earlier three sources are preserved but inactive. Active coverage is unchanged: six modern Heroes, twelve distinct connector paintings, 48 recipes, three of 240 existing identities repainted. Only one modern Hero family and its two connectors currently use the reviewed native-crop contract.
The marsh Hero samples 628 x 541 source pixels and renders at 477.1 x 411.0 world units. Crops preserve rectangular aspect, source detail, authored orientation and palette. Quiet connector terrain draws below the Hero; complete outbuildings draw above its apron on outer compatible connected cells. This ordering fixes the partial hut/cottage erasure found in intermediate browser comparisons. Native connector centers are their actual topology-selected cells, not extrapolated radial positions that can drift into sea. Legacy drawing retains its previous ordering and scale.
The unchanged default seed near (12226,4453) was inspected after completed scenes-92 rebuilds at zoom 1.1 and 1.5. The central cottages and outlying shed are readable and intact. The new marsh vegetation has finer, more appropriate scale. Some bright/soft shore joins and material transitions remain apparent; this is not whole-biome or whole-map approval.
Verification: 47 automated tests pass, including native crop metadata/bounds, actual renderer dimensions, unblurred RGB sampling, scale-aware mask caching, fixed connector orientation/position, connected outer placement and the progressive compositor's layer order. Art checks, syntax and diff checks pass. The 100-client load test connected 100/100 at 9.0 snapshots/player/second and 30 ms p95 welcome. Normal-zoom cache work measured 74.3 ms over 17 slices and 574.2 ms wall time; the close view measured 66.8 ms over 11 slices and 10.4 seconds wall time under slower browser callback scheduling. Max slices were 20.5 and 22.9 ms. These are not foreground FPS approval.
Next: refine remaining marsh/base/coast joins and evaluate the other five modern families' authored object scale; repaint those requiring a closer match rather than blindly enlarging their plates. Continue lake/arctic/tundra families, warm coasts, ecotones, and every remaining Hero identity. Full goal and review gates remain active. No production deployment, seed or save was changed during this pass; Railway account authorization still requires the user's sign-in.
First lake, arctic and tundra families — local scenes-95
Forest Mere, Ice Cave and Frozen Tundra now each have a native-scale landscape Hero and two quieter designated companion paintings. The local collection has nine modern Heroes, eighteen distinct connector paintings and 72 recipes; six of 240 existing identities are repainted and three additive identities remain. All eleven terrain profiles have compatible modern art. Four Heroes and eight companions use bounded native-scale crops. These counts do not mean every Hero, biome or generated composition is approved.
Built-in ImageGen produced nine initial paintings plus two corrective repaints, saved under tile-library/atlas-v2/hero-expansion/heroes/ and connectors/. Prompts, original paths, dimensions and caveats are in northern-lake-prompts.json and northern-lake-receipt.json. In actual map reviews, Forest Mere v2 trees were too tall and Frozen Tundra v2 looked like a steep miniature mountain group. Their v3 paintings correct those specific scale problems; originals remain preserved. The dwarf-scrub output contained an unwanted central rocky group, excluded by its explicit quiet off-center sampling window. A crop is not another painting.
The actual-client read-only seed probe now reports Hero placement and companion profiles, and verifies geography before/after art assignment. Fallback placement covers all eleven profiles rather than six. Natural tundra chooses the arctic catalog instead of frequent conifer graphics; explicit settlement/other feature categories are preserved. Default seed has 47 sites, with Forest Mere at (2890,5608) and Ice Cave at (4414,1813). Frozen Tundra was inspected at (10511,163) on ATLAS-TUNDRA-010, hosted separately with temporary local saves. Production geography, seed and saves were not changed.
Completed browser caches at zoom 1.1 verify all three new sources and their native dimensions. Forest Mere now has low fine vegetation; Ice Cave is readable against snow; Frozen Tundra has low broad weathered outcrops. Water texture/color transitions, snow-to-green boundaries, repetitive frost grain and quiet connector visibility outside the Hero apron remain open. Source allocation alone is not proof that every companion is perceptually visible.
Validation: 50 automated tests, art checks and 100-client load test pass (100/100 connected, 9 snapshots/player/second, 33 ms p95 welcome). Lake final-cache work measured 204.6 ms, max slice 28.3 ms; ice 179.2 ms, max slice 23.2 ms. Tundra's second cache rebuild was 6.9 ms active over seven slices. Browser callback waits vary substantially, and these are not foreground FPS or complete-load approvals. Review metrics are preserved in the ledger.
Next: refine the above material joins and visible companion composition, then warm shores, ecotones and the remaining named Hero catalog. All full-biome/full-catalog visual gates remain open. This wave is uncommitted and undeployed; the initial requested release remains 7c66995 on GitHub/Railway. Railway reconnection still needs the user's account sign-in. Goal remains active.
Visible natural companions and reduced repeated shapes — local scenes-98, 2026-09-03
The previous goal turn was progress: it generated/integrated the lake and cold families, rejected two scale mismatches and verified actual placements. This pass addresses a confirmed composition problem, not missing source files: quiet connector paintings were drawn before the Hero, whose ground apron could hide their reeds and stones.
Three natural motifs (mere reed shoal, ice moraine and tundra low scree) now draw as foreground details. Each owning Hero declares a protected subjectRect in normalized crop coordinates, measured against the artwork. The cached detail mask removes only alpha over that subject and a softly padded edge, without blurring RGB, resizing the painting, moving its camera or mutating its shared sprite. Quiet water/snow/scrub stays below the Hero; foreground details and outbuildings use the farther existing compatible cells. The additional cache is bounded at 4 million pixels / 16 MiB RGBA, with 0.4 MiB used in the final inspected lake view.
Native recipe selection includes distinct motifs first, preventing a short random cluster from omitting the only detailed painting. A second-seed lake review then exposed two identical shoals. Scenes-98 uses each distinct natural detail once per cluster and real quiet companion recipes for remaining links. It preserves connected topology, source identities and cluster size, rather than counting recipe/crop changes as new paintings. No images were generated or overwritten this pass. Active art remains nine Heroes, eighteen connector paintings and 72 mappings; six of 240 original identities are repainted.
Actual completed browser views at zoom 1.1 verified the visible lake shoal and ice moraine on GONZ-ATLAS-0902, outer tundra stones on isolated ATLAS-TUNDRA-010, and intact marsh cottages/outlying shed as a regression check. The final second-lake comparison loaded scenes-98 and hero-library-7: one shoal replaces the duplicated pair while the Hero island remains intact. The Hero's water still has visibly different value/detail frequency from the base lake material; shoreline/snow transitions and repeated terrain grain are still unfinished. This is not full aesthetic approval.
All 54 tests pass, including native source protection, alpha-only masking, cache offsets, layer order, malformed metadata rejection, real generated-world motif diversity, topology and unique natural-detail placement. Art/syntax/diff checks pass. The 100-client load run connected 100/100, with 9 snapshots/player/second and 32 ms p95 welcome. Read-only default/cold/tundra probes keep geography unchanged with 47/51/49 Hero sites. Review paint slices still reached 23.9–27.3 ms in some scenes; browser callback waits vary and foreground performance is not approved. Detailed evidence is in protectedConnectorReview in the ledger. The progress report now distinguishes integrated art from fully approved biome/catalog gates.
Next priority: reconcile the Hero's authored water/ground apron with the actual base material (value and texture frequency) while retaining crisp subject detail, then refine snow/tundra and marsh joins. Continue warm shores, missing ecotone directions, remaining Hero identities and multi-seed whole-map performance/visual audits. The entire goal stays active. This work remains local; no production deployment, seed or save was changed.
Lake contact integration — local scenes-100, 2026-09-03
The preceding reconnect-only turn made no map progress and confirmed unchanged Railway authentication. That does not block local implementation. This pass finishes the pending lake contact-contour work and replaces the quiet connector that actual map inspection exposed as a repeated boulder stamp.
Forest Mere and its two companions now have authored alpha footprints in normalized crop coordinates. Narrow, source-resolution edge feathering preserves the island/reeds/contact water while revealing the single continuous biome material outside them. Source RGB is not blurred, rotated or stretched. Mask caches include contour metadata, and tests ensure that artwork without this opt-in keeps its previous deterministic generic mask. Foreground details retain protected Hero subject exclusion.
Built-in ImageGen generated connectors/mere-submerged-gravel-v2.png using the existing connector and actual lake material as references. It removes the recognizable rock mound and retains quiet fine water/fleck detail. The original is preserved. The exact prompt and receipt are in lake-contact-refinement.json. This is one replacement painting, not an added connector: active inventory remains nine modern Heroes, eighteen distinct connectors and 72 recipes; six of 240 original Hero identities are repainted. Full visual approval remains zero of eleven profiles and zero of 240 legacy identities.
Completed browser scenes on isolated local servers verified the unchanged default seed at zoom 1.1 and ATLAS-TUNDRA-010 at 1.1 and 1.5. The Hero island and one designated shoal remain intact; the broad mismatched Hero water plate and repeated submerged boulder groups are absent. The Hero still samples 628 x 561 pixels at 477.1 x 426.2 world units; protected connector cache use was 0.4 MiB. Nearby coastline joins and broad terrain/water source variation still need refinement. This is not whole-biome approval.
Validation: 58 tests, art checks, JavaScript syntax and diff checks pass. The 100-client load run connected 100/100, with 9 snapshots/player/second and 31 ms p95 welcome. Actual-client placement probes retain geography and 47/49 Hero sites across the two seeds. Default completed cache: 510.3 ms wall, 102.7 ms active, maximum slice 16.9 ms. Second seed: 689.3/182.3 ms, max slice 26.2 ms; its close view used 107.0/6.7 ms and max slice 1.5 ms. No foreground FPS approval is inferred. The original QA origin showed reconnect/rebuild churn after opening a fresh competing tab, so final timings come from separate temporary-save QA servers; investigating multi-tab session behavior remains a performance follow-up.
The default-seed marsh regression view also completed: generic masks are unchanged, and central cottages plus the outer fisher hut remain intact (608.1 ms wall, 98.2 ms active, max slice 26.3 ms). Its broad shore/terrain transitions still need polish.
Next: refine the remaining coast/material boundaries, cold and marsh joins, and object scale of other modern families; continue warm shores, ecotone directions and every remaining Hero identity. The full vision stays active. These changes remain local and undeployed; production seed and saves are untouched. The initial release remains 7c66995, and Railway account reconnection still needs the user's sign-in.
Citadel City family — local scenes-102, 2026-09-03
The preceding reconnect-only turn did not advance map state; it confirmed unchanged Railway authentication. Safe local work resumed. Citadel City is the seventh existing catalog identity repainted in the new direction, with two distinct quieter designated companion paintings and eight recipe choices. Totals are now ten modern Heroes, twenty connector paintings and eighty mappings, with five Heroes and ten companions at explicit native source-pixel scale. The three additive identities remain; there are still 243 runtime Hero identities.
Built-in ImageGen generated the city, outer cottage group and cultivated traces, plus three corrective repaints. Oversized city/house subjects were corrected in the artwork, not by globally enlarging or shrinking runtime sprites. The first actual mountain view exposed a ring of conspicuous striped field plots; the quieter sixth painting replaces that source. Three final sources and three superseded originals are preserved in the expansion directories. The exact prompts and generation/accounting receipt are in citadel-family-prompts.json and citadel-family-receipt.json.
Native crop-relative alpha contours preserve the city and its contact terrain; one protected outer cottage group uses an actual connected compatible cell. Quiet terraces form the remaining links. Source RGB and camera remain unchanged. The city samples 691 x 521 pixels and draws at 524.9 x 395.8 world units. The inspector shows native crop thumbnails, explicitly labels illustrated Heroes and uses the actual connector source instead of its parent Hero. The preview collection now distinguishes integration counts from whole-map approval.
Read-only actual-client checks preserve mountain site (93,39) on GONZ-ATLAS-0902 and forest site (101,25) on ATLAS-TUNDRA-010, unchanged geography and 47/49 total Hero sites. Completed map views at 1.1 and 1.5 show intact city/outer cottages and compatible miniature scale. Final default 1.1 cache: 821.5 ms wall, 90.8 ms active, max slice 18.8 ms, 20 slices. Forest warm 1.1 rebuild: 123.4/10.9 ms, max 2.0 ms; its art-identical 1.5 view: 149.2/55.4 ms, max 24.4 ms. Background-browser callback throttling caused earlier 5.1/13.0-second wall times; bringing the tab forward improved callback scheduling. These observations do not prove foreground FPS or complete-load performance.
The wider default 0.6 view completed at 614.8 ms wall / 65.4 ms active with 29.6 ms max slice. It also exposes repeated ridge silhouettes, broad regional material joins and an older-style neighboring Hero. Those issues remain genuine next work, not hidden by more landmarks. Full-biome/full-catalog approval remains zero of eleven and zero of 240.
Validation: all 62 automated tests, art checks, syntax and diff checks pass. The 100-client load test connected 100/100, 9 snapshots/player/second, 31 ms p95 welcome. The ledger contains the detailed evidence. Next: refine the wider regional joins/repetition while continuing native-scale correction, warm shores, missing ecotones and every remaining named Hero family. The goal remains active; these changes are local and undeployed, with production seed and saves untouched.
Mountain ground hierarchy and ridge contact — local scenes-104, 2026-09-03
The previous reconnect-only turn made no map progress; it confirmed the same Railway sign-in requirement. This pass resumed independent local work. Source inspection found major peak groups already repeated inside the mountain ground paintings, beneath separately placed ridge scenes. Built-in ImageGen produced two quieter, finely detailed limestone/upland foundations at the existing 1254-square native scale. They replace the active mountain ground references; v1/v2 remain preserved. Exact prompts, original paths, dimensions and hashes are in terrain/mountain/upland-ground-prompts.json and upland-ground-receipt.json. These are two terrain replacement paintings, not new Heroes or connectors.
Four temperate ridge sources now have individually authored contact contours following their actual slopes and scree. Alpha-only 14-pixel feathering removes broad uniform source-background strips while retaining native RGB and upright camera direction. Cache keys include contour/band metadata. Other climates retain their previous masks. Terrain-source diagnostics expose which new paintings were actually drawn. The manifest now separates 22 integrated terrain paintings from 20 historical source approvals and two replacements in composition review; verification no longer demands a misleading universal approval count.
Actual completed browser views cover the unchanged default seed at Citadel City (0.6 and 1.1 zoom), its diagonal ridge near (4653,2060) at 1.1, and isolated ATLAS-SOUTH-947 north-south ridges near (5986,2885) at 0.8. The ground now leaves legible valley space, the city/cottages remain intact, and the four directional ridge paintings retain major peaks and slopes. Forest edges, repeated stone/field motifs, snow/shore joins and older neighboring Heroes remain visible. In particular, resource/sulfur-mine on the second seed is an obvious next catalog conversion. This is not full mountain or map approval.
All 65 tests, art checks, syntax and diff checks pass. The 100-client load run connected 100/100 with 9 snapshots/player/second and 30 ms p95 welcome. Read-only actual-client probes preserve geography and 47/50 Hero sites. Final warm wide cache: 256.4 ms wall / 24.3 ms work, 2.9 ms maximum slice; normal city: 1129.2 / 93.5 ms, 18.1 ms maximum slice; southern ridge: 454.2 / 196.5 ms, 28.4 ms maximum slice; diagonal ridge: 758.7 / 239.5 ms, 21.8 ms maximum slice. An earlier background cache took 28.3 seconds wall time before bringing the tab forward. These timings do not establish foreground FPS or overall performance approval.
Inventory remains ten modern Heroes, twenty distinct companions, eighty recipes, seven existing identities repainted and three additions. Full visual gates remain 0/11 profiles and 0/240 legacy identities. Next: convert the visible Sulfur Mine family, continue terrain/forest/snow/coast joins, warm coasts, ecotones and all other named Heroes. The goal remains active. No production seed, save or deployment changed; all post-initial-release work remains local.
Sulfur Mine and quiet industrial outskirts — local scenes-105, 2026-09-03
The reconnect-only turn confirmed unchanged Railway authentication but did not advance the map. This pass completed the pending Sulfur Mine source accounting, regression tests and actual-world review. The old resource/sulfur-mine artwork is replaced by a low limestone adit, modest timber hoist and small work sheds. Its two distinct designated companions are one miniature supply shed and shallow weathered spoil/mineral flecks. Built-in ImageGen produced five source files, including two corrective miniature-scale repaints; three are active and two superseded originals remain preserved. Exact prompts, source paths, native dimensions, crops and active hashes are recorded in hero-expansion/sulfur-family-prompts.json and sulfur-family-receipt.json.
The Hero samples 628 x 480 native pixels and draws at 477.1 x 364.6 world units. Both companions draw at 238.5 x 227.9 world units. Three independently authored alpha contact contours preserve native RGB detail. One protected supply shed occupies a connected compatible outer cell; remaining links use the quiet ground painting. Eight placement recipes are not eight new paintings. There are now eleven modern Heroes, twenty-two distinct companion paintings and eighty-eight recipes; eight original identities are repainted, three additive identities remain, and 232 originals still lack replacement art. Six Heroes and twelve companions use the explicit native-scale contract.
Read-only actual-client checks retain known mine sites (59,44) on GONZ-ATLAS-0902 and (46,35) on ATLAS-SOUTH-947, unchanged geography and 47/50 total landmark sites. The existing modern-art suitability preference also selects this mine at another default-world resource site (79,38). This is a painting change at an existing site, not an additional simulation location; do not claim all art assignments were unchanged.
Completed browser scenes cover default-world (79,38) at 1.1 and 0.6 zoom, and southern (46,35) at 1.5 and 0.8. They show intact adit, hoist, sheds and a complete external supply shed at consistent miniature proportions; quiet spoil does not create large repeated circular patches. Wider views still expose repeated triangular stone grain and long ridge motifs, broad forest/material boundaries, and older neighboring Hero art. The mine also loses readability at distant zoom. These examples improve the resource family but are not whole-biome or full-map approval.
Verification: 67 automated tests pass, including preserved source accounting/hashes, bounded contact contours and actual two-seed mine topology, quiet/detail diversity and identity retention. Art, syntax and diff checks pass. The isolated 100-client load test connected 100/100 at 9 snapshots/player/second and 31 ms p95 welcome. Default 1.1 final warm cache: 420.4 ms wall / 10.4 ms active, max 2.0 ms slice. Southern 1.5 warm: 85.6 / 6.2 ms, max 2.6 ms. Southern 0.8: 313.6 / 112.6 ms, max 21.2 ms. Default 0.6: 1461.7 / 162.9 ms, max 25.6 ms with a 789 ms callback yield. These timings are cache rebuild measurements, not end-to-end FPS approval; larger slices still exceed a 60 Hz frame budget.
The full goal remains active with 0/11 profiles and 0/240 full-family visual approvals. Next priorities are repeated terrain/ridge motifs and biome material joins, warm coasts/ecotones, and remaining original Hero/companion families. No production seed or save changed. This entire post-initial-release expansion remains local, uncommitted and undeployed.
Varied temperate ridges and finer ground — local scenes-106, 2026-09-03
The previous Sulfur Mine turn made verified progress. Source inspection then traced much of the surrounding repetition to similar triangular peaks and coarse stone/grass strokes already painted into the ridge images. Built-in ImageGen produced four replacements, one per existing temperate axis: mountain-spine-{north-south,east-west,nw-se,sw-ne}-v3.png in tile-library/atlas-v2/oriented-structures/. Unequal crags, broken ledges and lower saddles replace mechanical saw-tooth rows. Each 1570 x 1001 source retains its full native pixels, fixed camera/light and source-pixel world scale. Four new independently traced slope contours use alpha-only 12-pixel feathering. The four former sources remain preserved. Prompts and original paths/hashes are in temperate-ridge-refinement-prompts.json and temperate-ridge-refinement-receipt.json.
The actual regional renderer uses its first terrain variation as opaque primary and its second at restrained opacity. Inspection showed coarser mountain v3 was dominant while finer v4 contributed only a faint variation. Their roles are now reversed, without generating, resizing or counting any additional ground paintings. Ridge selection, geography, Hero locations and source scale are unchanged. Stable family IDs can now have a separate paintingId, reported only after a successful draw; tests prevent unloaded art being counted as rendered. The ridge group's status and the four replacement composition states remain in local review, separate from source eligibility.
Completed default-world comparisons at Sulfur Mine (79,38), 0.6 zoom, confirm three new ridge directions and reduced coarse valley grain after the primary-source change. A second world, ATLAS-SOUTH-947, retains mine (46,35) with intact north-south/east-west slopes at 0.8. The default ridge near (4653,2060), 1.1, confirms the southwest–northeast replacement and its native rock faces. Citadel City (93,39), 1.1, retains the city/cottage silhouettes and 524.9 x 395.8 world-unit Hero scale. Default and southern geography are unchanged with 47/50 Hero sites and 15/6 temperate ridge sections. The latest screenshots still expose broad forest/snow/coast joins, coarse repeating mine spoil, city garden/field repetitions and older neighboring artwork. Those are explicit next work items, not approved defects.
Verification: 69 automated tests pass, including four unique replacement hashes, preserved originals, native dimensions, authored contour bounds, unchanged directional slots, finer ground priority and actual repaint diagnostics. Art, syntax and diff checks pass. The isolated load test connected 100/100 clients at 9 snapshots/player/second and 32 ms p95 welcome. Final finer-ground cache timings: default mine 828.4 ms wall / 119.5 ms active (max 18.8 ms slice), southern mine 388.7 / 147.3 (22.1 ms), southwest–northeast ridge 852.0 / 183.0 (23.7 ms), city 1271.8 / 202.2 (58.1 ms, regional-material stage). The city also had an 813.5 ms callback yield. These are not end-to-end FPS measurements, and the long graphics-work slices remain a performance failure to investigate. Earlier warm rebuild timings are not treated as equivalent to these cold cases.
Four replacement paintings add no new directions, Heroes or companion families. There remain sixteen active ridge paintings across four climates, 44 additional ridge/coast orientation entries, 22 terrain paintings, eleven modern Heroes, twenty-two distinct companions and eighty-eight recipes. Eight original Hero identities have replacement art; 232 still lack it. All 240 full-family and all eleven full-biome review gates remain open. No production seed, save, Git commit or Railway deployment changed; the full goal remains active. Scenes-338 style-locked Wind-Carved Snow acceptance (2026-09-12): manifest illustrated-places-122-r43 activates three exact Polar Icecap-derived arctic paintings at the deterministic five-cell site. Direct canonical comparison and live 1.65/0.845 composition accept restrained sastrugi in continuous cold-neutral terrain, eliminating the legacy black backing, cyan ice and monument-like cornices. Exact sources reached focused/ready, with zero browser warnings or image errors, a 7.7 ms maximum slice and 6.9 ms maximum frame. The 33/33 focused gate passes with one worker and the raster verifier passes in one process. A fresh 18-seed audit selects city/ancient-metropolis next. No broad suite or load test ran; the asset-completion goal remains active.