feedback1 integrate: WU units on fenced tiles block no ground enemy (F4 深巡 on a 围墙 tile not reproduced)
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@@ -134,3 +134,4 @@
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- 进入隐秘核心看的是全队的**激活层数总和**:后期可以针对性地堆层数。
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- 层数到 999 就满了,多余的叠层没有用,可以把资源转去别的盟约。
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- 领袖战注意**限伤**:单次 30 万以上的伤害会被整次作废。盟约叠到 999 层后,再叠加额外的伤害倍率(例如 999 层谢拉格再点亮奥术)反而可能让大招打出 0 伤害;队友的奥术等减益也会放大你的伤害。
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- **橙色围栏围起的地块**(官方「围墙」)可以部署干员,敌人走不进去:站在里面的干员照常攻击自己攻击范围内的敌人(摆放时选好朝向,让攻击范围对着敌人走的路),但**挡不住地面敌人**(被推、拉到围栏边的敌人也不会被它阻挡),也很少挨打——重装干员(如深巡)的手动技能要受到伤害才释放,在里面可能一直不放;只打自己脚下一格的干员(如角峰)在里面打不到任何敌人。
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@@ -186,7 +186,14 @@ to a new pick. A `wait` leg keeps counting; when the fear ends the route re-plan
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user playtest #5 item 4): an unblocked, blockable enemy is blocked by an ally (or device) whose centre is within its
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block radius of the enemy's position — `constants.js BLOCK_RADIUS`: ground 0.7071 (compared as d² < 0.49999037, the
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tile's circumscribed circle), air 0.8944 (blockFly units against flyers), devices 0.4472 — while that blocker has free
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capacity for the enemy's `blockWeight` (data `blockCnt`). It is checked every tick for every unblocked enemy, moving or
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capacity for the enemy's `blockWeight` (data `blockCnt`). A unit standing on a tile ground units cannot pass — the
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fenced 围墙 / 围栏 tiles (`b`: low, deployable, flyers only; the only low tiles of that kind on the stages) — blocks no
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ground enemy (PRTS 围墙 / 围栏 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人";
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`Battle._blockerFor`). Nothing walks onto those tiles, but a push or pull stops an enemy at the fence edge, 0.5 from the
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unit; it walks on from there (found while checking community report F4 after 0.1.0, 深巡 on a fenced tile: 薄绿 S2 held
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the enemies she dragged against the fence; test/sim/feedback1f-fence.test.js). Air blocking (blockFly against flyers)
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stays [ASSUMED: PRTS restricts the rule to 地面阻挡], and a unit on a fenced tile still attacks whatever stands on its
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range tiles. It is checked every tick for every unblocked enemy, moving or
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not: an enemy that overlaps an operator when its blocker dies / is withdrawn / is stunned, or when the operator's
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blocked enemy dies, is taken over at once; an enemy that finds no room walks on (pass-through). Several blockers in
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contact → the nearest [ASSUMED]. A head-on enemy therefore stops at contact, ~0.71 tile from the blocker's centre, on the
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