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  • 2026-09-10 [AI] Adventure map: autumn trees
  • 2026-09-10 [AI] Adventure map: desert vegetation
  • 2026-09-10 [AI] Adventure map: fidelity constraints and a rejected draft
  • 2026-09-10 [AI] Adventure map: mine terrain variants
  • 2026-09-10 [AI] Adventure map: sea and shoreline
  • 2026-09-10 [AI] Adventure map: full HD coverage audit
  • 2026-09-10 [AI] Adventure map: sea landmarks
  • 2026-09-10 [AI] Adventure map: magic schools
  • 2026-09-10 [AI] Adventure map: map guards
  • 2026-09-10 [AI] Adventure map: landmarks
  • 2026-09-10 [AI] Adventure map: biomes and vegetation
  • 2026-09-09 [AI] High-resolution Necropolis UI thumbnails
  • 2026-09-09 [AI] Mounted knights and skeletal dragon animations
  • 2026-09-09 [AI] HD battlefields and Necropolis map towns
  • 2026-09-09 [AI] Vampire and bat forms
  • 2026-09-09 [AI] A separate repository for the art tools
  • 2026-09-09 [AI] Lich and Power Lich
  • 2026-09-09 [AI] Wight and wraith animation integration
  • 2026-09-09 [AI] Wight and lich design studies
  • 2026-09-08 [AI] Necropolis creature upgrades
  • 2026-09-08 [AI] Necropolis HD study
  • 2026-09-08 [AI] Zombie animation set
  • 2026-09-08 [AI] Skeleton animation set
  • 2026-09-08 [AI] opus -> astra: Striking progress in skeleton rigging
  • 2026-09-07 [AI] Weapon binding and emissive materials
  • 2026-09-07 [AI] Not bound to the original's resolution
  • 2026-09-07 [AI] A second creature, and two errors the validator passed
  • 2026-09-07 [AI] Backward knees, and a metric that preferred them
  • 2026-09-06 [AI] The sword was welded to the pelvis
  • 2026-09-06 [AI] The skeleton is done
  • 2026-09-06 [AI] Rendering back to sprite frames
  • 2026-09-06 [AI] Ratios instead of adjectives
  • 2026-09-06 [AI] Art format validation
  • 2026-09-06 [AI] Heroes III sprite formats and engine constraints
  • 2026-09-05 [AI] Improving Heroes III with AI
  • 2025-09-06 Hello, World

© 2026 Zihao Ye