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99 changes: 98 additions & 1 deletion CHANGELOG.md
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Expand Up @@ -13,6 +13,102 @@ the richer, screenshot-laden versions live there. `(#123)` references the pull r

## [Unreleased]

## [2026.8.3] — 2026-08-04

The wonders release: planets stopped playing it safe. Terrain generation learned a whole
catalogue of spectacular landforms — a canyon that girdles the globe, crater chains with ejecta
rays, stone arches and sea stacks, tiered sky islands with endless waterfalls, cenotes, lava
tubes and caves that finally open to the surface — and about half of all new worlds now form
true continents with real oceans between them. Combat grew up alongside: enemies show health
bars, the crosshair does real aiming (with auto-aim as a world rule you can switch off), and
ship weapons finally respect their own cooldown and energy budget. Rounding it off: multi-biome
worlds draw from their whole biome pool instead of always the same entries, and NPCs stand on
the ground, step into the light and stopped being clones.

### 🏜️ Terrain wonders — the surface gets spectacular (#698–#703)

- **A world-girdling mega-rift**: a rare planet carries one canyon system that wraps the entire
globe — a genuine "Valles Marineris" you can follow around the world.
- **Craters became events**: complex craters with central peaks and terraced walls, crater
chains, and bright ejecta rays streaking away from young impacts.
- **Per-world terrain grain**: dune seas and mountain ranges now run in a consistent per-world
direction instead of isotropic noise — deserts read as wind-swept, ranges as ranges.
- **Geological set pieces**: hexagonal basalt-column fields, travertine terrace pools,
penitente ice-blade fields, salt polygons, ring-mountain calderas and whole-planet
escarpments.
- **Hybrid worlds**: landform styles and archetypes can mix on one planet now, so a world can
be canyon country on one face and dune sea on another.
- This is a **one-time reshape**: terrain you have not yet explored regenerates with the new
formulas — already-built and explored chunks keep their exact shape.

### 🌊 Continents and true oceans — new worlds only (#704)

- Large planets (roughly half of them, the start world included) now split into **continental
platforms and ocean basins**: domain-warped coastlines, a shelf falling away into deep sea,
and the sea level flooding the basins — so beaches, rivers and landmarks react for free
(a massif offshore becomes a volcanic island, a rift becomes an ocean trench).
- Lava-ocean worlds roll **basalt continents** in their magma seas.
- **Existing worlds are untouched** — continents apply only to newly created worlds (server
flag `continents=off` opts a new world out).

### 🪨 Real overhangs: arches, sky islands, cenotes (#705–#707)

- The engine's strict one-surface heightfield learned **multi-band columns** — and the first
tenants are **natural arches**, **sea stacks** off rocky coasts and **hoodoo** rock spires.
- **Multi-tier sky islands** stack floating layers with stalactite undersides and **endless rim
waterfalls** pouring into the landscape below.
- **Cenotes** — sinkholes with overhanging lips and a pool at the bottom — and vast
**underground mega-caverns** with their own lakes.

### 🕳️ The tunnel carver: caves finally reach the surface (#708, #709)

- A new deterministic **tunnel carver** threads worm-like passages through the rock — until now
every cave was a sealed bubble; **cave mouths and skylight shafts** now genuinely open to the
sky, so you can walk (or fall) into the underground.
- **Lava tubes** wind under volcanic terrain, waterfalls carve **plunge pools** where they
land, and glacier worlds crack into **crevasse fields**.

### ⚡ …and generation stayed fast (#712)

- All of the above initially made every chunk pay for every wonder — a per-world wonder
profile, per-cell tunnel caching and distance-first feature probes brought generation back
near its old speed, with **bit-identical terrain** (verified by a hash sweep over every
planet type).

### ⚔️ Enemy health bars, real aiming, honest ship weapons (#692–#694)

- **Every damageable enemy shows a health bar** — bandits, creatures, space hostiles, planet
machines — green fading through amber to red (companions cyan), visible while in combat or
under your crosshair, with distance fades matching the nameplates. A **hit marker** flashes
when your shot lands. Client toggle in Settings.
- **The crosshair aims now**: whatever is genuinely under your crosshair is the target; the old
magnetic lock — which could kill an enemy *behind your back* — only assists within a forward
cone. **AutoAim is a world rule** (default on, so nothing changes unless you want it to):
switch it off and only real crosshair hits (on foot) or boresight shots (in space) land,
misses visibly striking the terrain.
- **Ship weapons play by their stats**: the server now enforces weapon cooldown and a
reactor-fed energy pool — no more fire-rate cheating — and weapon range/cadence come from
the fitted module (the tier-2 laser finally gets its longer range).

### 🌿 Multi-biome worlds use their whole biome pool (#696)

- Worlds rolled how *many* biomes they get but always took the *first* entries of their type's
pool — so the pool's tail biomes never appeared anywhere, and the first one appeared
everywhere. A seeded per-world shuffle now also decides *which* biomes make the cut
(newly generated chunks only).

### 🧑‍🚀 NPCs: feet on the ground, faces in the light (#711)

- **No more hovering**: settlement folk, camp NPCs, bandits and enemies stand on the actual
blocks (a leftover +0.5 offset from the worldgen overhaul), and settlement NPCs re-ground
as they stroll — dig the floor out from under one and it drops.
- **Brighter**: avatar tint textures rendered at ~40 % of their authored brightness — they are
normalised at load now, outfit palettes widened and lifted, and bandit/Guardian materials
get the standard lighting lift.
- **No more clones**: per-NPC size variation, independent trouser colours, varied android
chassis tones (only ~60 % of researchers are robotic now), and each NPC rolls a stable
face and hair of their own.

## [2026.8.2] — 2026-08-03

The prospector release: space became worth mining. Asteroids gather in real belts you can see
Expand Down Expand Up @@ -1535,7 +1631,8 @@ A graphics-quality pass and a licensing/foundation cleanup.

- Initial public release.

[Unreleased]: https://github.com/marceld23/BlocksBeyondTheStars/compare/v2026.8.2...HEAD
[Unreleased]: https://github.com/marceld23/BlocksBeyondTheStars/compare/v2026.8.3...HEAD
[2026.8.3]: https://github.com/marceld23/BlocksBeyondTheStars/compare/v2026.8.2...v2026.8.3
[2026.8.2]: https://github.com/marceld23/BlocksBeyondTheStars/compare/v2026.8.1...v2026.8.2
[2026.8.1]: https://github.com/marceld23/BlocksBeyondTheStars/compare/v2026.7.24...v2026.8.1
[2026.7.24]: https://github.com/marceld23/BlocksBeyondTheStars/compare/v2026.7.23...v2026.7.24
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8 changes: 8 additions & 0 deletions data/whatsnew.json
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@@ -1,5 +1,13 @@
{
"entries": [
{
"version": "2026.8.3",
"date": "",
"title_de": "Schluchten, Kontinente und schwebende Inseln 🏔️",
"title_en": "Canyons, continents and floating islands 🏔️",
"body_de": "Dieses Update gehört den Planeten. Die Terrain-Generierung hat einen ganzen Katalog spektakulärer Landformen gelernt — von der Schlucht, die einmal um den Globus läuft, bis zur Höhle, die endlich einen Eingang hat — und ungefähr jede zweite neue Welt formt jetzt echte Kontinente mit richtigen Ozeanen dazwischen. Und weil man all das auch verteidigen will: Gegner zeigen Lebensbalken, und euer Fadenkreuz zielt jetzt wirklich. 🌍\n\n**Die Oberfläche traut sich was.** Ein seltener Planet trägt jetzt einen **Mega-Riss** — ein Schluchtensystem, das sich einmal komplett um die Welt zieht, ein echtes Valles Marineris zum Abfliegen. Krater sind Ereignisse geworden: Zentralberge, terrassierte Wände, Kraterketten und helle Strahlenkränze junger Einschläge. Dünenmeere und Gebirgszüge laufen pro Welt in eine Richtung, statt richtungslos zu rauschen — Wüsten sehen windgekämmt aus. Dazu kommen sechseckige Basaltsäulenfelder, Sinterterrassen mit Wasserbecken, Büßereis-Felder, Salzpolygone, Ringgebirgs-Calderen und planetenweite Steilstufen. Das alles ist eine **einmalige Umformung**: Nur Terrain, das ihr noch nicht erkundet habt, entsteht neu — alles Gebaute und Erkundete behält exakt seine Form. 🏜️\n\n**Der Himmel hängt voller Inseln — und der Fels macht Bögen.** Die Engine kann jetzt echte Überhänge: **natürliche Felsbögen**, Brandungspfeiler vor felsigen Küsten, Hoodoo-Felsnadeln. **Mehrstöckige Himmelsinseln** stapeln schwebende Ebenen mit Stalaktiten an der Unterseite und **endlosen Wasserfällen**, die von der Kante in die Landschaft stürzen. Und wer nach unten schaut: **Cenoten** — Einsturzlöcher mit überhängender Lippe und einem Pool am Grund — und riesige unterirdische **Kavernen** mit eigenen Seen. 🏝️\n\n**Höhlen haben endlich einen Eingang.** Bisher war jede Höhle eine versiegelte Blase im Fels. Ein neuer Tunnelgräber zieht jetzt wurmartige Gänge durchs Gestein — mit **Höhlenmündern und Lichtschächten, die wirklich an die Oberfläche führen**. Ihr könnt in den Untergrund hineinlaufen (oder hineinfallen 😅). Unter Vulkanlandschaften winden sich **Lavaröhren**, Wasserfälle graben Sturzbecken, und Gletscherwelten reißen in Spaltenfelder auf. 🕳️\n\n**Und neue Welten bekommen Kontinente.** Ungefähr die Hälfte aller neuen großen Planeten — Startwelt inklusive — teilt sich jetzt in **Kontinentalplatten und Ozeanbecken**: geschwungene Küstenlinien, ein Schelf, das in die Tiefsee abfällt, und Meere, die die Becken fluten. Strände, Flüsse und Landmarken reagieren von selbst — ein Massiv vor der Küste wird zur Vulkaninsel, ein Riss zum Tiefseegraben. Lava-Ozeanwelten rollen Basaltkontinente im Magmameer. **Bestehende Welten bleiben unberührt** — Kontinente gibt es nur auf neu erstellten. Und keine Sorge um die Ladezeiten: Ein Performance-Pass sorgt dafür, dass die Weltgenerierung trotz des ganzen Katalogs praktisch so schnell ist wie vorher. 🌊\n\n**Im Kampf seht ihr jetzt, wen ihr trefft.** Jeder angreifbare Gegner — Banditen, Kreaturen, Weltraum-Feinde — zeigt einen **Lebensbalken** von Grün über Bernstein nach Rot (Begleiter in Cyan), sichtbar im Kampf oder unter dem Fadenkreuz, dazu blitzt ein Treffermarker, wenn euer Schuss sitzt. Und das Fadenkreuz **zielt jetzt wirklich**: Was ihr anvisiert, wird getroffen — die alte Zielhilfe, die notfalls auch den Gegner *hinter* euch erledigte, hilft nur noch in einem Kegel nach vorn. Wer es sportlich mag: **AutoAim ist eine Weltregel** (standardmäßig an, es ändert sich also nichts, wenn ihr nichts wollt) — ausgeschaltet zählen nur echte Fadenkreuz-Treffer, und Fehlschüsse schlagen sichtbar im Gelände ein. Schiffswaffen halten sich jetzt außerdem an ihre eigenen Werte: Der Server erzwingt Abklingzeit und Reaktor-Energie, und die Tier-2-Laserkanone bekommt endlich ihre größere Reichweite. ⚔️\n\n**Die NPCs stehen jetzt auf dem Boden.** Wortwörtlich: Siedler, Lagerbewohner und Banditen schwebten seit dem Weltgenerierungs-Umbau einen halben Block über dem Boden — jetzt stehen sie auf echten Blöcken, und wer einem Siedler den Boden unter den Füßen weggräbt, sieht ihn fallen. Sie sind auch **deutlich heller** (die Avatar-Texturen liefen auf 40 % ihrer Helligkeit) und endlich keine Klone mehr: eigene Größe, eigene Hosenfarbe, eigenes Gesicht und Haar — und nur noch gut die Hälfte der Forscher sind Androiden. 🧑‍🚀\n\n**Nebenbei:** Mehr-Biom-Welten schöpfen jetzt aus ihrem ganzen Biom-Pool — bisher fehlten die hinteren Einträge auf jeder Welt, während der erste überall auftauchte. Ab sofort entscheidet ein Würfelwurf pro Welt auch, *welche* Biome mitspielen (in neu generierten Chunks). 🌿\n\nViel Spaß beim Erkunden — und wer die erste Himmelsinsel mit Wasserfall findet oder von seiner Kontinentalküste aus in See sticht: Screenshots her! ✨",
"body_en": "This update belongs to the planets. Terrain generation learned a whole catalogue of spectacular landforms — from a canyon that runs all the way around the globe to caves that finally have an entrance — and about every second new world now forms true continents with real oceans in between. And since you'll want to defend all that: enemies show health bars, and your crosshair actually aims now. 🌍\n\n**The surface got bold.** A rare planet now carries a **mega-rift** — one canyon system wrapping the entire world, a genuine Valles Marineris you can follow around the globe. Craters became events: central peaks, terraced walls, crater chains and bright ejecta rays around young impacts. Dune seas and mountain ranges run in one consistent direction per world instead of directionless noise — deserts finally look wind-swept. On top: hexagonal basalt-column fields, travertine terrace pools, penitente ice-blade fields, salt polygons, ring-mountain calderas and whole-planet escarpments. All of this is a **one-time reshape**: only terrain you haven't explored yet regenerates — everything built and explored keeps its exact shape. 🏜️\n\n**The sky is full of islands — and the rock makes arches.** The engine can do real overhangs now: **natural arches**, sea stacks off rocky coasts, hoodoo rock spires. **Multi-tier sky islands** stack floating layers with stalactite undersides and **endless rim waterfalls** pouring off the edge into the landscape below. And looking down: **cenotes** — sinkholes with overhanging lips and a pool at the bottom — plus vast underground **caverns** with lakes of their own. 🏝️\n\n**Caves finally have an entrance.** Until now every cave was a sealed bubble in the rock. A new tunnel carver threads worm-like passages through the stone — with **cave mouths and skylight shafts that genuinely open to the surface**. You can walk into the underground now (or fall into it 😅). **Lava tubes** wind beneath volcanic terrain, waterfalls carve plunge pools where they land, and glacier worlds crack into crevasse fields. 🕳️\n\n**And new worlds get continents.** Roughly half of all new large planets — start world included — now split into **continental platforms and ocean basins**: sweeping coastlines, a shelf falling away into deep sea, and oceans flooding the basins. Beaches, rivers and landmarks react on their own — a massif offshore becomes a volcanic island, a rift becomes an ocean trench. Lava-ocean worlds roll basalt continents in their magma seas. **Existing worlds are untouched** — continents only appear on newly created ones. And don't worry about loading times: a performance pass keeps world generation practically as fast as before, despite the whole catalogue. 🌊\n\n**In combat you can now see who you're hitting.** Every attackable enemy — bandits, creatures, space hostiles — shows a **health bar** fading from green through amber to red (companions in cyan), visible in combat or under your crosshair, plus a hit marker flashes when your shot lands. And the crosshair **actually aims**: whatever you point at is what gets hit — the old aim assist, which would happily kill the enemy *behind* you, now only helps within a forward cone. If you like it sporty: **AutoAim is a world rule** (on by default, so nothing changes unless you want it to) — switch it off and only genuine crosshair hits count, with misses visibly striking the terrain. Ship weapons also play by their own stats now: the server enforces cooldown and reactor energy, and the tier-2 laser cannon finally gets its longer range. ⚔️\n\n**NPCs stand on the ground now.** Literally: settlers, camp folk and bandits had been hovering half a block above the ground since the worldgen overhaul — now they stand on real blocks, and if you dig the floor out from under a settler, they drop. They're also **noticeably brighter** (the avatar textures ran at 40 % of their authored brightness) and finally no longer clones: individual size, trouser colour, face and hair — and only about half of the researchers are androids now. 🧑‍🚀\n\n**Also in this one:** multi-biome worlds now draw from their whole biome pool — the tail entries never appeared on any world before, while the first one appeared everywhere. From now on a per-world roll also decides *which* biomes make the cut (in newly generated chunks). 🌿\n\nHave fun exploring — and if you find the first sky island with a waterfall, or set sail from your own continental coast: we want screenshots! ✨"
},
{
"version": "2026.8.2",
"date": "2026-08-03",
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