# Grafiki aktualizacji 0.67

Wykonano wbudowanym narzędziem imagegen. Oryginalne pliki zachowano; kopie w assets/: weapons-v67.png, armor-v67.png, accessories-v67.png, buildings-v67.png, residents-v67.png, wildlife-v67.png, city-terrain-v67.png, civic-houses-v67.png. Kadry opisują environment-v67.json i inventory-v67.json.

## weapons

```text
Use case: stylized-concept. Original production art for Questoria, a medieval fantasy 2D browser MMORPG. Detailed hand-painted pixel art with readable silhouettes at small game scale, restrained colors, clear edges. Not photorealistic, not copying any other game. Square sprite atlas EXACT 7 columns by 7 rows, 49 isolated inventory weapon icons. Genuine transparent background, equal cells, generous clear gutters, complete uncropped silhouettes, no text, no borders, no checkerboard. Each row is one weapon family, each column progresses in sophistication for levels1,5,10,15,20,25,30 left to right. Row1 warrior swords: rusty short sword, iron longsword, steel broadsword, engraved knight blade, blue runic sword, dragon-forged sword, royal darksteel blade. Row2 mage staffs: oak staff, quartz staff, amber staff, frost staff, fire staff, arcane crystal staff, celestial staff. Row3 paladin warhammers: wooden hammer, iron mace, flanged mace, white hammer, sun hammer, silver holy mace, golden sacred hammer. Row4 assassin daggers: hunting knife, curved dagger, twin dirks, poison kris, black stiletto, shadow twin daggers, ornate nightfang daggers. Row5 hunter bows: simple shortbow, yew bow, recurved bow, horn bow, carved longbow, silver composite bow, intricate elven warbow. Row6 necromancer skull wands and bone scepters: bone wand, crow skull wand, skull scepter, obsidian wand, green soul crystal wand, bone dragon scepter, black lich scepter. Row7 berserker two-handed axes: lumber axe, iron battleaxe, steel double axe, heavy notched axe, engraved waraxe, fiery crescent axe, colossal ancestral axe. All angled diagonally in consistent inventory-icon view, blades sharp and well drawn. 2048square.
```

## armor

```text
Use case: stylized-concept. Original production art for Questoria, a medieval fantasy 2D browser MMORPG. Detailed hand-painted pixel art with readable silhouettes at small game scale, restrained colors, clear edges. Not photorealistic, not copying any other game. Square transparent inventory icon atlas EXACT 7 columns x7 rows, 49 isolated complete items, equal cells, no borders/text/grid/checkerboard. Each row progresses from plain starter gear to elaborate level30 gear across seven tiers. Row1 seven helmets: simple leather cap, iron kettle helmet, steel nasal helmet, chain coif, closed knight helm, engraved winged helm, royal darksteel helmet. Row2 seven metal chest armors: padded vest, iron breastplate, chainmail, steel cuirass, knight plate, runic plate, ornate royal plate. Row3 seven mage robes: novice tunic, blue apprentice robe, purple scholar robe, hooded arcane robe, frost embroidered robe, dark ritual vestment, gold celestial robe. Row4 seven leather chest armors: rough jerkin, hunter jacket, studded leather, ranger leather, dark assassin coat, ornate dragonscale leather, shadow master armor. Row5 seven pairs of gloves: cloth, leather, reinforced leather, chain gloves, plate gauntlets, ornate runic gloves, royal gauntlets. Row6 seven pairs boots: simple sandals, leather ankle boots, ranger boots, metal greaves, knight boots, runic plated boots, royal war boots. Row7 seven offhand class items: warrior round shield, mage blue focus orb, paladin sun kite shield, assassin parrying dagger, hunter quiver with arrows, necromancer skull grimoire, berserker tooth-and-bone battle totem. Do not add heads or bodies inside clothing. Full square2048, readable proportions, dark outlines, polished original RPG item art.
```

## accessories

```text
Use case: stylized-concept. Original production art for Questoria, a medieval fantasy 2D browser MMORPG. Detailed hand-painted pixel art with readable silhouettes at small game scale, restrained colors, clear edges. Not photorealistic, not copying any other game. Transparent 6 columns x6 rows inventory sprite atlas, EXACT36 isolated individual icons. Equal cells, centered complete, generous gutters, no text/grid/background. Row1 six rings increasing ornate quality: copper, silver amber, sapphire gold, ruby silver, emerald runic, royal diamond. Row2 six necklaces: leather cord tooth, bronze amulet, silver moon, gold ruby, engraved emerald, royal violet gem. Row3 animal loot: folded rabbit hide, folded wolf pelt, folded brown bear pelt, raw meat on bone, venison steak, curled rabbit meat. Row4 animal loot: white feathers, boar tusk, antler, sharp wolf fang, animal sinew coil, honeycomb. Row5 monster loot: green slime essence flask, spider silk spool, beetle carapace, spectral blue dust, dark rune shard, dragon scale. Row6 monster loot: demon horn, necromantic bone, ogre leather strip, glowing eye, garnet crystal, ancient coin pouch. Crisp hand-painted fantasy RPG inventory art, shapes clear at32px, transparent square1536.
```

## buildings

```text
Use case: stylized-concept. Original production art for Questoria, a medieval fantasy 2D browser MMORPG. Detailed hand-painted pixel art with readable silhouettes at small game scale, restrained colors, clear edges. Not photorealistic, not copying any other game. Architectural sprite atlas EXACT3 columns x4 rows,12 completely different buildings, genuine transparent background. Each in equal cell with large clear gutters. Complete single detached building per cell, all roof/chimney/details visible. Camera classic 2D RPG: look toward upright front facades from slightly above, see sloping roofs AND tall standing front walls; buildings must look standing upright, not flattened on ground. No isometric diamond floor pads, no labels, no people, no terrain backdrop. Row1: grand two-storey mercantile exchange hall with clock and burgundy V banner; long two-storey brick waterfront warehouse with twin broad doors; ornate narrow goldsmith townhouse with turquoise roof and gold shop trim. Row2: solid two-storey stone bank with arched door and burgundy V banner; broad two-storey half timber inn with moss green roof and hanging brass bell; two-storey ochre dyer townhouse with blue fabrics hanging from balcony. Row3: single-storey rustic log hunting lodge with antlers; two-storey white orchard farmhouse with red tile roof and wooden porch; single-storey elongated roadside inn with side extension and orange roof. Row4: single-storey marsh hermit hut on short timber stilts with moss-covered roof; single-storey quarry stoneworker workshop with side crane and gray roof; single-storey reed-roof fisherman cottage with blue shutters and nets. Original European fantasy architecture in gray stone, old wood and restrained colors. Production sheet1536x2048or squarelarge.
```

## residents

```text
Use case: stylized-concept. Original production art for Questoria, a medieval fantasy 2D browser MMORPG. Detailed hand-painted pixel art with readable silhouettes at small game scale, restrained colors, clear edges. Not photorealistic, not copying any other game. Sprite atlas exactly4columns x4rows,16 individual full-body NPCs on genuine transparent background, large clear gutters in equal cells. Traditional 2D RPG top-down slight oblique view facing south. Adult heads proportioned like classic pixel RPG hero, large readable faces, 6 heads tall, standing straight feet planted. Not tiny heads, not chibi. All distinct faces, hair, clothes, ages. Row1: portly wealthy middle-aged merchant in burgundy coat; dignified female trade magistrate with silver hair and navy dress; older goldsmith with magnifying monocle and leather apron; sturdy female warehouse keeper with keys. Row2: bald innkeeper with cream shirt and brown vest; young dyer woman with blue-stained apron; male wilderness hunter with green cloak and bow; old orchard farmer with straw hat. Row3: red-haired woman roadside innkeeper; elderly marsh herbalist in patched gray cloak; bearded quarry foreman with hammer; fisherman in blue cap carrying net. Row4: caravan master with turban and map; armored Velin guard captain with burgundy tabard and V crest; female coast ranger with crossbow; pale ruined-temple scholar in violet cloak holding book. No labels, no backgrounds, no extra characters. Detailed pixel-art cloth folds and readable eyes,1440squareor larger.
```

## creatures

```text
Use case: stylized-concept. Original production art for Questoria, a medieval fantasy 2D browser MMORPG. Detailed hand-painted pixel art with readable silhouettes at small game scale, restrained colors, clear edges. Not photorealistic, not copying any other game. Exactly4columns x5rows original monster/animal sprite atlas,20 distinct complete creatures on genuine transparent background, equal cells, ample gutters, no text/grid/floor. Slight oblique top-down RPG view, readable at36-90px in game. Row1: small brown rabbit crouched, long-eared gray hare, red fox in three quarter side profile, young deer with small antlers. Row2: wild gray wolf in side three quarter view, boar piglet, large brown stag with antlers, black raven standing. Row3: moss-covered forest golem, thorn-spined swamp toad, giant mud crab, bandit archer with green hood. Row4: stone mining kobold carrying pickaxe, armored lizard warrior, pale undead acolyte, large black cave bat. Row5: gigantic stone guardian with blue runes, venomous basilisk lizard, armored red drake with wings, ancient dark woodland spirit with branching antlers. Every silhouette distinct, animals natural proportions (not cartoon smiling), monster colors readable on grass, muted clear outlines. Fullbodies1440x1800orlarge square.
```

## materials

```text
Use case: stylized-concept. Original production art for Questoria, a medieval fantasy 2D browser MMORPG. Detailed hand-painted pixel art with readable silhouettes at small game scale, restrained colors, clear edges. Not photorealistic, not copying any other game. Opaque flat overhead seamless game material atlas EXACT4columns x4rows. Each texture fills its equal square cell, no border or gaps. Fine detail suited to 32px world grid, low contrast, no obvious repeating standout marks. Row1: fine beige limestone town cobbles, small blue-gray granite cobbles, terra-cotta herringbone pavers, worn harbor flagstones. Row2: weathered dock planks, pale sandy street surface, polished cream interior stone, charcoal slate floor with fine joints. Row3: deep green forest leaf litter, brown pine needle floor, tan rocky mountain trail, mossy ruined paving. Row4: damp reed-bed mud, dark lava rocks without bright lava, black volcanic ash, pale coastal shingle. Each cell seamless on opposite edges, square2048.
```


## Sztandar Domu Gildii

Plik: `assets/civic-houses-v67.png`. Edycja istniejącego własnego atlasu `assets/civic-houses-v58.png`; pozostałe budynki w grze nadal używają poprzedniej wersji. Przezroczystość zachowana.

```text
Use case: precise-object-edit. Edit target: the supplied original 4-building sprite atlas. Change ONLY the blue hanging banner above the entrance of the large blue-roof guild hall in the upper-left quadrant: make the banner deep burgundy red fabric with a single clear embroidered antique gold capital E, no other emblem. Preserve the guild hall's exact silhouette, roof, door, lanterns, lighting, camera, dimensions and ALL remaining parts of the atlas. Preserve original transparency. Do not move or redesign buildings. No labels or added text anywhere else. Preserve original 1536x1024 atlas layout.
```

## Integracja

Ikony przedmiotów: `inventory-v67.json` oraz `inventory-art-v67.mjs`. Budynki, stworzenia i otoczenie: `environment-v67.json`; wyglądy mieszkańców: `npc-outfits-v67.json`. Źródłowe PNG nie były malowane ręcznie ani programowo przerysowywane po wygenerowaniu. Kadry, rozmiary i punkty drzwi ustala kod gry. Nowy atlas ma 49 broni, 49 części wyposażenia i dodatków klasowych oraz 36 ikon biżuterii i surowców; różne przedmioty mogą współdzielić ikonę danej rodziny.

## Finalna korekta stylu mieszkańców

Plik używany w grze: `assets/residents-v67b.png`. Wbudowany Imagegen, edycja `residents-v67.png` z bezpośrednimi odniesieniami do `npc-principals-v43.png` i `hero-idle-v38.png`. Zmieniono proporcje wszystkich 16 postaci i twarze; stroje oraz kolejność zachowano. Wysokość w grze 48 px.

```text
Use case: style-transfer. Asset type: production NPC sprite atlas for an existing 2D pixel-art RPG. Image 1 is EDIT TARGET, the 4-by-4 sheet of sixteen NEW residents. Image 2 is the DEFINITIVE STYLE AND PROPORTION REFERENCE, the existing eight Elvar NPCs. Image 3 is the existing player character, a secondary exact head/body scale reference. Redraw ALL SIXTEEN people from Image 1 to belong to precisely the same game as Images 2 and 3. The target currently has small realistic adult heads and elongated bodies; change to the references' compact charming RPG sprites: large expressive heads and visible eyes, broad short bodies, short legs and boots, about THREE HEADS TOTAL body height including the head. Head WITH HAIR takes about 30-34 percent of full sprite height. Match the old NPC faces, pixel-art edge contour, chunky pixel clusters, restrained shading, dark outlines, camera and front-facing still pose. This is character sprite art at 48px game height, not realistic portrait illustration. Preserve distinctive role, age, hair colors, outfit colors and props of each of the 16 subjects, in the SAME order: row1 burgundy wealthy bearded merchant, silver-haired navy-dress female magistrate with scroll, elderly balding white-bearded jeweler with loupe, brown-haired female warehouse keeper with keyring; row2 bald friendly innkeeper with tankard, young blue-clad textile woman with fabric, dark-haired green-cloaked hunter with bow, straw-hatted elderly farmer with apples; row3 red-haired female innkeeper with jug, elderly hooded marsh herbalist with herbs and staff, black-haired miner with pickaxe, blue-capped fisherman with net; row4 desert caravan merchant with white turban and map, red-tabard armored guard captain, blonde female green-cloaked crossbow scout, silver-haired violet-cloaked scholar with book. Do NOT copy the eight old reference people into the new sheet. Keep all 16 unique identities. EXACTLY 4 columns by 4 rows, equally sized cells, full body, centered per cell, same feet baseline per row, generous TRANSPARENT gutters on all four sides of each sprite, no silhouettes touching each other or the image border. All adults exactly same body proportions and overall height as the player and existing residents. Actual transparent background only, preserve alpha, no backdrop, no labels, no grid, no shadows on ground. No extra figures, no realistic slender bodies, no tiny heads, no text. Crisp enlarged pixel art similar to the references, square1536 atlas.
```

## Finalne budynki Velin

Plik używany w grze: `assets/velin-buildings-v67.png`. Sześć budynków wygenerowanych od nowa wbudowanym Imagegen z bezpośrednią referencją `assets/buildings-v8.png`. Zastępują pierwsze sześć budynków atlasu `buildings-v67.png`; pozostałych sześć budynków poza Velin nadal pochodzi z tego atlasu. Punkty głównych drzwi zmierzono ponownie na finalnych grafikach.

```text
Use case: stylized-concept. Create SIX NEW original medieval fantasy RPG building sprites for the merchant city Velin, in EXACTLY the same camera projection, roof depth, texture rendering and strong readable outline as the supplied reference of FOUR existing Elvar houses. The input is a STYLE AND CAMERA reference only. Do not edit or reproduce those four houses. These are new game assets that must sit naturally next to the referenced assets. Crucial projection: fixed elevated orthographic camera from SOUTH looking DOWN, see a large DEEP roof surface and chimney top faces. The roof must occupy at least HALF of every building's silhouette height, with the rear roof ridge HIGH in the cell and eaves far lower. Compact vertical front facade beneath it. This MUST NOT be an eye-level medieval shop illustration with just a shallow strip of roof at the top. Make roof depth as emphatic as the reference. Keep front baseline straight horizontal, vertical corner posts upright, no isometric diamond rotation. Hand-painted pixel-art look with clean dark contours, larger readable stone blocks and tiles, warm restrained colors, simplified deliberate highlights; same painted detail density as the reference. No photographic textures. SIX buildings, each unique, EXACTLY3 COLUMNS x2 ROWS, one full building per square cell on transparent alpha. Strong TRANSPARENT GUTTERS on every side of each cell, at least10percent of cell width. No silhouettes touching each other or cell boundaries. Full uncropped chimneys, steps and roof corners. Landscape1536x1024 or2048x1365. Top-left: very BROAD TWO-storey merchant exchange, asymmetrical slate roof with deep roof planes, two projecting gables, a modest CLOCK set into a front gable (not a tall vertical clock tower), cream stone and oak facade, entrance under broad center arch, burgundy hanging cloth. Top-middle: BROAD TWO-storey redbrick warehouse, extremely deep blue-gray gabled roof with two dormers, side wooden loading hoist and two stout loading doors, left door is primary. Top-right: SMALLER narrow TWO-storey pale stone goldsmith's shop with very DEEP teal pitched roof, one large dormer, wooden entry door centered, small round jewelry sign. Bottom-left: TWO-storey bank, broad deep dark slate hipped roof with a large central dormer and chimney, gray stone front, heavy arched central door and barred windows, burgundy pennant, low wide sturdy silhouette rather than vertical palace facade. Bottom-middle: LARGE TWO-storey timber inn with a deep sprawling moss-green cross-gabled roof and usable loft windows, L-shaped wing extending left, center-right front door and little brass bell sign. Bottom-right: TWO-storey ochre dyer's house with a deep terracotta gabled roof, small side workroom lean-to, blue fabrics on a modest front balcony, central wooden front door. Distinct architecture and silhouettes, no reused house copied with color changes. All six have an actual second floor or usable loft, not three floors. Narrow small foundation stones at the foot only, no ground slab or scenic base. Truly transparent background; no opaque backdrop, cast shadow ellipse, smoke, fire, people, labels, watermarks, lettering or UI. Deliberately match the reference's top-down roof-heavy game view.
```
