# Czytelniejsze podłoże 0.6

Zmiany: usunięty obrys kółka pod bohaterem; nowy spokojniejszy atlas powierzchni z większymi kamieniami, rzadszymi akcentami trawy, łagodniejszą wodą i uproszczoną ziemią. Ozdobne budynki oraz UI z wersji 0.5 pozostają punktami orientacyjnymi. Zapis i mechanika gry pozostają zgodne.

Plik wynikowy: C:/Users/konra/Documents/Codex/2026-10-21/w/outputs/rpg-local/assets/terrain-v6.png

Tryb: wbudowane Imagegen, edycja atlasu terrain-v5.png; bez fallback CLI. Oryginalne źródło v5 zachowane. Renderer używa v6 i omija brzegi komórek atlasu podczas próbkowania.

## Finalny prompt

Use case: style-transfer. Edit the provided production terrain atlas to make the game MUCH CLEARER AND VISUALLY CALMER. Preserve the exact4columns by4rows square atlas layout and the material ordering; change the material rendering, not the grid. The current atlas is far too busy and noisy at game size. REDUCE surface microdetail by at least80percent and contrast within each surface by half. Polished original hand-painted PIXEL RPG terrain with broad clean color areas, chunky readable forms and only a few carefully placed details. NOT photorealistic, NOT textured photograph, NOT dithered, no grain, no stippling, no dense leaf pattern, no black outlines around every stone, no random single-pixel noise. Gentle low saturation natural colors. It must remain attractive and crafted, not flat primitive placeholders. Background terrain should recede behind characters and buildings.
ROW1: four cohesive muted sage/meadow green grass variants. Each swatch at least85percent calm broad green color, only three to five small subtle tufts, soft large-scale color variation, NO detailed carpet of individual leaves or clovers. Consistent edges and base hue across four variants, no neon yellowgreen.
ROW2: four calm warm gray medieval stone paving variants. LARGE rounded slightly irregular flagstones, about twelve to eighteen stones per entire square swatch. Very subtle narrow midtone joints, soft bevel shading, a few tiny chips only, maximum two or three small moss accents per swatch. Clear flat faces with no internal speckled texture or crack networks. Keep all four paving variants close in brightness and hue.
ROW3: col1 soft muted ochre brown earth path; col2 matching alternate earth; each90percent smooth with only three to five little pebbles, no gravel. Col3 calm deep teal river with just a few broad soft ripple lines; col4 matching alternate river, no sparkling caustic mesh, no foam noise.
ROW4: col1 large calm bluegray crypt floor flagstones with almost no cracks; col2 matching slightly mossy crypt flagstones, restrained; col3 simple large masonry blocks for wall tops, no dense moss; col4 broad aged oak planks with subtle midtone seams and only a couple of broad grain strokes, no detailed woodgrain or shiny nails.
Exact sixteen equal square cells with edge-to-edge material fill. No grid borders, gutters, labels, text, objects, people, frames or UI. Each swatch seamless on opposite edges, rendered as a clean usable game atlas. Prioritize readability of small48pxcharacters over rich microdetail. Retain actual opaque background. This is an intentional calm stylization, not a blur filter over the current detailed image.

