feedback7 UIBACK: upgrading the 调度中心 opens the new shop slot EMPTY — the next refresh or round start fills it; 0.2.0's fill-at-once (464a823, item 19) reverted (GitHub #332 and PR #333 by @2321Robin, official recording BV1AXwuzdEys 1:39 — authored by them: the economy.js change, the rewritten level-slots test and the docs hunks applied as reviewed, without the PR's UPGRADE_FILLS_NEW_SLOTS flag and LOCAL RULING comment: the empty slot is the rule): the shop bar draws a null operator slot as a bare dashed frame (EmptyCard, inert scard--sold) instead of the SOLD OUT 「已招募」 frame, one new UI string in the four packs; META.md §3 and §7 and PLAYING.md say so; the dev mock opens the slot empty and survives null slots; test/ui/shop-empty-slot.e2e.test.js; golden: only matches moves, all 18 (the bots' shop RNG stream) — end results changed in solo-FUNNY-1 defeat→victory, solo-NORMAL-1 and solo-HARD-1 victory→defeat, solo-HARD-2 and solo-ABYSS-1 defeat→eliminated, coop2-NORMAL-14-standins defeat→victory (2 distinct stand-ins fielded: golden-standins.test.js asks ≥ 2); roster, bonds, fields, standins, diy unchanged
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@@ -508,7 +508,7 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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* **Shop**: `shopSlots[level]` chess slots + item slot(s), copy-weighted rolls over remaining pool copies of unbanned,
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visible chess with tier ≤ level; item slot: tier by the same shares, uniform item within the tier. Level-up price =
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base per mode, −1 each round start (floor 0), reset to the next base after upgrading; an upgrade opens the new level's
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extra slots at once with new cards (the cards shown stay); `MAX_LEVEL` at 6. One freeze
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extra slots at once, empty (the cards shown stay; the empty slots fill on the next roll); `MAX_LEVEL` at 6. One freeze
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toggle freezes every unsold slot until the next round start; a manual refresh rerolls everything (new slots stay
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frozen). Unfrozen slots are cleared at combat start. Slot positions are stable (frozen slots keep their index).
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* **Pool**: copies 12/14/18/16/8/5 (缪尔赛思 4); a normal piece holds 1 copy, an elite 3; displays never reserve copies;
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@@ -826,9 +826,11 @@ round was over. The official 1 s `broadcastBeginDelay` is not modelled.
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units > active bond > Σ active layers > standing > seat; the ranks marked 存疑 in PRTS). Unite enemies re-enter with
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their original stats on the official 联防 spawn timing (waves.js `buildUniteWave`, DATA.md §15 #22).
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* A manual refresh while frozen keeps the new slots frozen until the next round start.
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* A level-up opens the new level's extra slots at once, each with a new card drawn at the new level, and keeps the
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cards shown (0.2.0, community report item 19; the official tutorial's 「升级后将出现更多的商品栏位」); the new card
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follows the freeze toggle like a manual refresh's cards.
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* A level-up opens the new level's extra slots at once — empty, with no card drawn into them (official footage, GitHub
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#332: bilibili BV1AXwuzdEys 1:39, a 1→2 upgrade with the new slot visible and empty; the official texts only ever say
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「升级后将出现更多的商品栏位」/「增加刷新栏位」) — and keeps the cards shown. The empty slots fill on the next roll (a manual
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refresh or the round start), like every unfrozen slot; the shop draws an empty slot as a bare frame, never 已招募. 0.2.0
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drew a card into each new slot (community report item 19, one uncorroborated remark): reverted in 0.2.2.
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* Buying a second copy of an equipped normal item merges into the golden item in the hand (not equipped).
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* Promotions by effects (升华, 博士投影) keep the equipment; merges return it; 突变细胞's transformation returns it (the
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cell included) before its new operator is gained into the 整备区 — the carrier's tile is left empty (official footage,
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@@ -49,7 +49,7 @@
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| 出售干员 | 任何干员(含精锐)都只返还 **1** 资金 |
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| 装备 / 法术 | 调度中心出售除特殊装备外的所有装备:4 把特殊维式重锤(战栗 / 坚固 / 加速 / 灼燃)只来自维多利亚盟约(每 25 层)和洛洛的定制品,突变细胞只来自昆图斯的策略。装备不能出售,整备区里的只能「销毁」(不返还)。已配发的装备锁定在干员身上:只能被第三件装备替换(弹出替换窗口,选择要替换的一件,它会被销毁;盟约之币、博士投影等装备即销毁的道具也一样,先销毁选中的那件再生效,干员留下一个空栏位,精锐干员不能使用博士投影,此时什么都不销毁),或在干员出售 / 合成精锐时退回整备区。**突变细胞**不会用完:战斗结束后装备者被销毁(部署在场上的话,原来的格子空出来,剩余可放置角色加 1),突变细胞和它的其他装备先退回整备区,可以再次配发给任意干员;随后获得一名高一阶(最高 VI)的随机普通干员(装备者是精锐也一样),和其他新获得的干员一样进入整备区(满了进入临时整备区),需要自己重新部署;如果它凑齐了合成所需的同名干员,照常合成精锐。**坚固维式重锤**首次受到致命伤害时锁血 8 秒,**每次部署一次**:被击倒再部署(或突袭跳跃再部署、被 M3茧甲 / 埃芒加德复活)后又能锁一次,娜仁图亚策略借来的锤子也一样;借用到期时正在锁血的会锁满 8 秒;站在阿戈尔干员身前被开场吞噬、自带源石溶剂掉血时也会用掉这一次 |
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| 冻结 | 免费,保留当前所有未买的格子到下一回合;冻结状态下仍可主动刷新 |
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| 升级调度中心(1→2 … 5→6) | 险境及以上 5 / 8 / 11 / 12 / 13;同盟标准 5 / 8 / 10 / 11 / 11;独立标准 1 / 1 / 5 / 8 / 10。**每过一回合价格 −1**(最低 0),升级后按下一级的价格重新计算。升级到干员栏位更多的等级(险境及以上 2 级 4 个、4 级 5 个;标准 2 级 4 个、6 级 5 个)时,**新栏位立刻刷出一名新干员**,已有的卡片不变 |
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| 升级调度中心(1→2 … 5→6) | 险境及以上 5 / 8 / 11 / 12 / 13;同盟标准 5 / 8 / 10 / 11 / 11;独立标准 1 / 1 / 5 / 8 / 10。**每过一回合价格 −1**(最低 0),升级后按下一级的价格重新计算。升级到干员栏位更多的等级(险境及以上 2 级 4 个、4 级 5 个;标准 2 级 4 个、6 级 5 个)时,**新栏位立刻出现,但空着不补干员**(官方如此:升级只开位,新位在下一次刷新——手动刷新或回合开始的自动刷新——时才会出现干员;空栏位只画一个空框,不写「已招募」),已有的卡片不变 |
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| 其他收入 | 悬赏敌人、盟约「远见」「奇迹」、装备「骑士储蓄罐」、部分策略和特质 |
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调度中心等级决定商店能出现的**最高阶级**和格子数(险境及以上:干员 3 / 4 / 4 / 5 / 5 / 5 格 + 装备 1 格)。
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