chore(meta): update changelog — micro-habitat mosaic + biosphere register

Player-facing entries for the T-1084 intra-class mosaic and T-1085 native biosphere register shipped in this branch (D-246/D-247). Describes the shipped post-review behavior, so the never-released C1/H1 bugs need no separate Fixed lines.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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2026-07-05 17:52:01 +02:00
co-authored by Claude Opus 4.8
parent c17b4f5442
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@@ -26,6 +26,8 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
- **Layer-1 world topography cascade** (#953, D-208/209/210) — deterministic empty-world generation in Rust: D8 priority-flood drainage (rivers/basins, ~45 ms/body after optimization), 7 geographic settlement-attractor tags, and sub-biome + terrain-modification-cost classification. The foundation the settlement-placement layer builds on
- **Canonical 16-bit heightmaps** (#963, D-202) — every body's elevation is now a per-body 16-bit grayscale `heightmap.png` (1024×512, `sea_level` in a tEXt chunk); the old color render is renamed `reliefmap.png`. Single source of truth the generation cascade reads
- **Deterministic generation cascade** (#952, D-224/D-200) — `SeedChain`, a single splitmix64-based seed-derivation contract descending from the master world seed with domain separation (replaces ad-hoc seed mixing); an extensible per-layer cascade harness (`run_cascade`); and a golden-seed regression test pinning Layer 0→1 output (source heightmap SHA-256 + serialized topography) so any determinism drift is caught
- **Intra-class micro-habitat mosaic** (D-246, T-1084) — within a single terrain type the ground now reads as a spatially-coherent mosaic of micro-habitats instead of one uniform texture: a forest breaks into dense stand, glade, deadfall and a riparian brook; a wetland into clearing, copse, creek, meadow, bog and marsh; grassland, sand, rock, gravel and lava each get their own palette. Patches are relief-conditioned (wet habitats settle in the lows, drier ones on the rises) and biome-aware (one grassland reads as savanna, temperate meadow, cold steppe or tundra depending on climate). Climatically-barren ground — a frozen ice world, a hyper-arid margin — correctly stays barren rather than being painted green. Deterministic: re-derived from seed, never stored
- **Native biosphere register** (D-247, T-1085) — the Reach's habitable worlds were alive before humans arrived (the settlement timeline forbids terraforming dead rock from scratch), and roughly half of that native life runs on mirror-handed biochemistry a human body can't digest. Every body now carries a biosphere class — native-and-edible (Compatible), native-but-inert (Mirror), thin-atmosphere engineered (TerraformedSterile), or dead (Airless) — authored from each world's identity with a stable ~50/50 edible-vs-inedible split across living worlds, so "breathable" and "edible" are decoupled. Seeds the food-supply economy and future foraging/medicine consequences; includes the Cadwal→Linnaeus rename (IP hygiene) and a wiki continuity pass across five systems
### Changed
- **Planning system migrated to pql** (PR #154/#155) — decisions and ticketing moved off the binary SQLite DB (`settledreach.db` + `tooling/db` CLI) onto **pql**, a markdown-vault indexer + planning tool. Decisions now live in the `governance/{decisions,questions,rejected}/` DQR tree (markdown is the source of truth); 1013 tickets live in a **git-tracked text changelog** (`.pql/changelog/`, union-merge — no more binary-DB merge conflicts or backup ritual). Ticket references switched to `T-NNN` (`T-440 == legacy #440`). Phase gating is now the **cascade hierarchy** — initiative `T-745` (Development Cascade) → six phase epics; a ticket is in a phase by being parented under its phase epic (replacing the milestone subsystem and the interim `phase:N` labels, both of which drifted). Hooks, Makefile, skills (`/whats-next`, `/ticket`, `/pr-process`), and CLAUDE.md all cut over to the `pql` CLI. Plan archived at `docs/architecture/pql-migration.md`