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Sea + land palette matched to the original - #18

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goetchstone merged 1 commit into
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ui/original-palette
Aug 1, 2026
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Sea + land palette matched to the original#18
goetchstone merged 1 commit into
mainfrom
ui/original-palette

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Retuned against the owner's gameplay screenshots: near-black deep navy vs bright teal-green shoals over lush green land, replacing a uniform mid-blue sea and olive land. Pairs with the per-cell seabed data. Render-only. 1,249 tests green.

🤖 Generated with Claude Code

…ots)

The owner supplied screenshots of real BattleShips Pro play. Against them
our sea was a uniform mid-blue and our land an olive slate; the original
is HIGH CONTRAST — near-black navy in the deep channels against bright
teal-green shoals ringing every island, over lush green land.

That contrast is what makes the lanes legible at a glance in the original,
and it only became worth doing now that the true per-cell seabed ships
(WaterMask.depth): with real deep/shallow/pink bands to paint, a wider
value range finally has structure to describe.

- WATER_RAMP spans a much wider range (shoal 0x3f8f7d -> deep 0x102a44 ->
  abyss 0x06121f) while staying desaturated, so hulls still out-saturate
  the sea (the competitive-readability rule is unchanged).
- LAND_BASE to the original's grass green (0x2f5730).
- Seabed band alphas raised so the bands read through the base grade.

Render-only; no sim or determinism impact. 1,249 tests green; lint clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
@goetchstone
goetchstone merged commit abc727b into main Aug 1, 2026
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