feat: add second-victory relief exploration
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@@ -1,20 +1,22 @@
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# Prologue exploration visual asset report
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# Exploration visual asset report
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Generated on 2026-07-26 with the built-in image generation workflow. These are
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original project assets; no commercial-game screenshot, logo, or third-party
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character artwork is included in the runtime files.
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Generated on 2026-07-26 and extended on 2026-07-27 with the built-in image
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generation workflow. These are original project assets; no commercial-game
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screenshot, logo, or third-party character artwork is included in the runtime
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files.
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## Runtime assets
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| Role | Project assets | Runtime format |
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| --- | --- | --- |
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| Zhuo village and militia camp | `src/assets/images/exploration/prologue-village.webp`, `prologue-militia-camp.webp` | 1920×1080 opaque WebP |
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| Second-victory northern village and ferry | `src/assets/images/exploration/second-pursuit-village-ferry.webp` | 1920×1080 opaque WebP |
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| Exploration SD characters | `src/assets/images/exploration/characters/exploration-*.webp` | 3072×768 transparent WebP sprite sheets |
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| First-victory camp Jian Yong | `src/assets/images/exploration/characters/exploration-jian-yong.webp` | 3072×768 transparent WebP sprite sheet |
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| Prologue NPC dialogue portraits | `src/assets/images/portraits/zhuo-*-yellow-turban.webp`, `zou-jing-yellow-turban.webp` | 1254×1254 WebP |
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The two backgrounds reserve the exact top, right, and bottom HUD regions used
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by the 1920×1080 desktop layout. The playable portion was aligned to the
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The three backgrounds reserve the exact top, right, and bottom HUD regions used
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by the 1920×1080 desktop layout. Each playable portion was aligned to the
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existing collision and interaction coordinate system before export.
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Each exploration character sheet contains 192×192 frames: four direction rows
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@@ -38,6 +40,22 @@ notice board, peach orchard, and north gate. The camp variant required the
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north gate, command tent, scout tent, sleeping tent, supply area, training
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area, and central fire.
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The second-victory relief variant used the first exploration background as a
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camera-and-style reference and the second battle map as a spatial reference.
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Its final built-in generation request was:
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> Original late-Eastern-Han riverside village after victory, with a shallow
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> river and ferry to the left, a broad central recovery road and courtyard,
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> damaged farmhouses in the upper-right, a north road toward Guangzong, and a
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> southern camp exit. Leave readable open ground for six small SD actors and
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> the fixed desktop HUD, under clear warm late-afternoon light. No people,
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> text, UI, logo, watermark, modern object, copied character, or copyrighted
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> game design.
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The generated master was converted to an opaque 1920×1080 WebP with
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`scripts/build-exploration-background.py`; only the optimized runtime asset is
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tracked.
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### Dialogue portraits
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> High-resolution realistic historical painting, late-Eastern-Han clothing,
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@@ -86,7 +104,7 @@ runtime sheet is shipped.
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## Optimization and verification
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- Backgrounds are limited to 2 MiB each and 4 MiB combined.
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- Backgrounds are limited to 2 MiB each and 6 MiB combined.
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- SD sheets use transparent WebP and remain under 0.6 MiB each.
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- New NPC portraits were converted from generated PNG masters to high-quality
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WebP, reducing the five-file total from about 11.6 MiB to about 1.3 MiB.
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