rimlike/scenes
megaproxy 0b09db9fd6 Wall: swap floor tile (1,1) for proper brick wall (13,4)
User flagged the current walls as looking off. Investigation: coord (1, 1)
in FG_Fortress.png is actually a tan stone FLOOR tile — no brick texture,
no capstone, no depth — which is why a row of them read as pavement rather
than a wall.

Swap to coord (13, 4): the middle column of a 3-tile-wide capped wall in
the autotile region. Used as a single non-autotile sprite, it shows a dark
medieval brick wall with a visible top cap, brick coursing, and mortar
shadow. The side-by-side simulation at /tmp/wall_rows.png makes the
difference obvious — capped brick reads as a real wall, the floor tile
reads as graph paper.

Phase 5 wall rendering stays non-autotile (every wall uses the same sprite
regardless of neighbours), so even at corners the cabin will read more
clearly as a stone structure. Autotile pass is a separate future task.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:55:49 +01:00
..
ai Add BigRock: 2×2 mineable boulder with full mining/path/save support 2026-05-12 14:34:24 +01:00
effects Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
entities Wall: swap floor tile (1,1) for proper brick wall (13,4) 2026-05-12 14:55:49 +01:00
main Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
pawn Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
storyteller Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
ui Alerts: wire room_too_large, no_stockpile_accepts, bill_blocked 2026-05-12 13:16:25 +01:00
world Add BigRock: 2×2 mineable boulder with full mining/path/save support 2026-05-12 14:34:24 +01:00