From 67edd0ed7546e21997a030fceb67277304452eef Mon Sep 17 00:00:00 2001 From: sganggs Date: Sat, 3 Oct 2026 11:52:52 +0800 Subject: [PATCH] =?UTF-8?q?feedback1=20integrate:=20DESIGN=20=C2=A721=20an?= =?UTF-8?q?d=20CHANGELOG=20for=20the=20residual=20fixes=20after=20QA?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- CHANGELOG.md | 7 +++++-- docs/DESIGN.md | 20 ++++++++++++++------ 2 files changed, 19 insertions(+), 8 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 5dfdb632..e1cf4a97 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -15,6 +15,8 @@ - 玛恩纳三技能可以攻击飞行敌人,击倒敌人后的特性加成按官方计算。 - 烛煌三技能改为攻击一个目标并对周围半径 1.7 溅射,命中时显示火焰爆炸。 - 信仰搅拌机:源石溶剂的扣血改为受到伤害,能触发三技能,和莫斯提马一起能自动叠拉特兰;带「老朋友」模组时三技能范围不再多 1 格。 +- 信仰搅拌机二技能剩余弹药不足 30 发时按官方仍能抵挡致命伤害(用掉剩余弹药并结束技能);身上有不死效果时不消耗弹药。 +- 余二技能不再把石像形态(自缚)的守墓石像传送到身边。 - 溅射、技能圆形范围等范围伤害打不到没被阻挡的隐匿敌人,和官方一致。 - 溅射半径按官方:投掷手 0.9、链术师跳跃 1.7、格雷伊 1.0、迷迭香二技能 1.5。 - 多名阿罗玛共用「首次攻击」标记,同一个敌人只会被加成并浮空一次。 @@ -25,7 +27,7 @@ - 深池逐火战士的「余烬」继续往前走,挡住就能打,5 次伤害(护卫 10 次)击倒,10 秒内没打掉才满血站起来。 - 转译基底·α 原始形态不掉血,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时变成寻仇者、特战术师或幽灵,并换上对应模型。 -- 锏、扎罗、复仇者、杰斯顿、守墓石像的重生和第二形态动画补齐;敌人重生时清空减速、恐惧等状态,技能冷却从头开始。 +- 锏、扎罗、复仇者、杰斯顿、守墓石像的重生和第二形态动画补齐;敌人重生时清空减速、恐惧等状态(击倒它的那一下附带的状态也不会留下),技能冷却从头开始。 - 鸭爵策略:圆仔无法被阻挡、不攻击;鸭爵受伤后移动速度 +300%;最终攻势和隐秘核心里也会替换,漏过去扣 1 点目标生命值。 - 暴鸰停下投弹,炸弹飞到目标身上才爆炸,投完以两倍速度继续飞;投弹前被晕眩等会打断。 - 战场#04「活性源石」下路的敌人和官方一样斜着走;几处领袖战出口也改成官方的斜线。 @@ -55,7 +57,7 @@ - 凯瑟琳升级后的 3 件装备显示为装备卡(「定向投放」);其他免费挑选也标出来源,后面还排着的会显示「之后还有 N 项」。 - 干员详情卡的攻击范围小图实时显示技能期间的范围;整备期棋盘上的范围提示、转向轮盘和详情卡显示同一个范围。 -- 网页卡顿、切到后台或中途进场观战时,不会再漏掉敌人的变身。 +- 网页卡顿、切到后台或中途进场观战时,不会再漏掉敌人的变身,也不会在切回来后补播早已结束的变身动画。 - 灼热 / 炽焰源石虫:整合包附带官方模型;从源码运行且没有提取本机客户端素材时,显示染成橙色 / 红橙色的源石虫。 ### 人机 @@ -63,6 +65,7 @@ - 人机更聪明:凑三张合精锐,买不起第三张时冻结商店,先合精锐再升级调度中心,认准一个主盟约并避开队友在做的盟约,按敌人防御 / 法抗挑输出,道具按用途配发,悬赏按收益和风险挑选。每次休整期的思考时间和以前一样。 - 人机遵守新规则:深水区、战术点范围、突变细胞、本局禁用的盟约、阵法术师的群攻。 - AI 托管不会为了腾地方销毁你的道具。 +- 人机不再把本回合刚买的干员马上卖掉。 ### 核实后不是问题 diff --git a/docs/DESIGN.md b/docs/DESIGN.md index 0fdd5cc1..130dbe2d 100644 --- a/docs/DESIGN.md +++ b/docs/DESIGN.md @@ -231,7 +231,7 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba - `mods` keys (all optional, additive within a key): `atkFlat, atkPct, atkMul, defFlat, defPct, defMul, hpFlat, hpPct, hpMul, resFlat, resMul, aspd, batPct, blockCnt, rangeExtend (tiles), moveMul, dmgDealtMul (multiplicative, e.g. 1.2), dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, dodgePhys, dodgeArts, healingDealtMul, healingTakenMul, spRecoveryFlat, spRecoveryMul, maxTargets (+n), shield (absorbs damage; consumed)`. - `flags`: `stun, freeze, sleep, silence (no skills), disarm (no attacks), stealth (untargetable by enemies/ops unless blocked or revealed — an operator's radius area damage skips it too, `Battle.foesInRadius`, PRTS 作战机制 §AOE伤害判定, §21.19; an enemy's b.snap stealth bit is set only while its 隐匿 is on, §21.4), camou (an ally's 迷彩: like stealth for enemy targeting and on screen, but not 隐匿 for 隐匿 conditions — 叙拉古, 家族徽章; §20.2), invulnerable, unblockable, levitate, fear (enemy: cannot attack, unblockable, runs to random tiles of the ±45° fan away from the source; no source or itself as source = inside its own tile — `fear.js`, §20.4), taunt (+aggro), cold, noHeal (no heals: 禁疗 summons and 孤立 units; an HP-regen attribute still applies — PRTS 安洁莉娜 备注), isolated (孤立: no friendly selector picks it — no heal, buff, aura or talent of an ally, `Battle.allySelectable`; §20.3)`. - **Status catalogue** (`buffs.js`, keys used by content): `stun`, `freeze` (stun + res −15), `cold` (aspd −30; a second cold while cold ⇒ freeze 3 s unless immune), `sleep` (stun; ends on damage? no: in AK sleep = untargetable & unable to act; keep AK: untargetable & inactive), `slow` (moveMul), `bind` (moveMul 0), `fragile` (dmgTakenMul), `artsFragile` (artsTakenMul), `silence`, `fear` (the 恐惧 walk, `fear.js`), `burnGauge`/`necrosis`/`neural` element gauges (see damage), `stealth`, `camou` (迷彩, its own keys: 忍冬 S3 `vulpis:camou` until her next cast, 寒芒克洛丝 S1), `reveal`. -- Immunities from enemy data (`stunImmune`, `silenceImmune`, `sleepImmune`, `frozenImmune`, `levitateImmune`) are honoured by `applyStatus`. +- Immunities from enemy data (`stunImmune`, `silenceImmune`, `sleepImmune`, `frozenImmune`, `levitateImmune`) are honoured by `applyStatus`; a unit both `invulnerable` and `untargetable` (a 重生, a 永久无敌 leader part) takes no status from the other side at all (PRTS 无敌 "无法被不同阵营选中", §21.19). Flag `selfBound` = 自缚 (守墓石像's 转换模式, the 自缚 leaders) beside its `noMove`: 余 S2 never teleports such a unit (束缚 sets `noMove` only). - Same-named debuffs on an enemy (奥术's arts damage taken, 灵知 坚冰, the 莱恩哈特 / 缄默德克萨斯 RES cuts): one instance per target whoever applies it, the strongest wins (`Battle.applyStrongest`; PRTS 作战机制 "同名buff…只能表现出一个" — strongest rather than latest [ASSUMED], §20.10). PRTS 盟约记录's current 奥术 note fits this under the default overlap; an equal re-hit refreshes the instance (an earlier PRTS wording forbade re-applying while one's own lasts) [ASSUMED, slightly stronger] (§21.7). ### 5.4 Hook bus (the only way content plugs in) @@ -557,7 +557,7 @@ Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer **Spectating (research 09 §3.1 / §6.3).** No live spectating while your own normal battle runs (`g.watch` → `WRONG_PHASE 'own battle running'`; the UI toasts "作战中无法查看队友"). After your own battle ends you see "⌛ 作战结束,等待队友完成作战" with each teammate's live progress (`m.public.fields[].progress`); tapping a teammate's avatar expands **前往查看** → `g.watch` → `b.start` (display replica fast-forwarded to the field clock); the own row shows **返回战场**. Prep: the same flow shows the teammate's board (`m.field` with `prep: true`, unchanged). 联防: every human receives the unite spec (helpers + observers). Final Assault: each human sees its own pair field; the other pair → `BAD_TARGET 'other group hidden'`. In 联防/FA fields the ‹ › pill switches the camera LEFT half / 全景 / RIGHT half ("你自己" / "👁 name" / "全景" / "无人在家"); there is **no** view switcher during normal combat. Eliminated players start each combat phase on the first field (auto-observe) and may watch any field. -**Client runner.** `public/js/battle/runner.js` owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most `max(8, 4·speed)` ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same `snapshot()`/`drainEvents()` wire formats every frame (`view.setLocalFeed` shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + `local`, `battleId`, `players`, `sides`, `speed`) into `store.match.field` and its state into `store.match.battle` (with `leaks: { [fieldId]: counted leaks so far }` of every normal field it simulates and, while the 联防 field is on screen, `uniteLeft` per leaker (§20.6), authoritative or display replica — the settle rule's count, `/sim/spec.js battleProgress`; published in the frame a count changes: the live LP of §17.5), sends `b.progress`/`b.result` when authoritative (results retried once on timeout; a result lost with the socket — the request failed `DISCONNECTED` / `OFFLINE` or timed out twice — is kept and sent again when the session is back online and whenever a `b.start` still names that finished battle `authoritative: true`; the server answers a duplicate `ok` and changes nothing; a server refusal is final), follows `m.public.paused` (solo pause: every local clock stands still, resume shifts it by the paused time), handles `b.pool`/`b.end`, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; the server deadline + takeover cover extreme cases). Catch-up frames keep the state events and every enemy form fx (`keepsState`); while hidden, the battle on screen holds them for the first frame back (`hold`; past `HELD_MAX` the superseded status / skill toggles are dropped, `compactHeld`, and only a backlog still past it re-enters the view from the field meta), and a battle that ended while hidden delivers them when the tab is shown; the game screen's pre-entry buffer (`keepEarly`, also while a re-sent field meta re-enters the field on screen) and the render engine's event queue (`render/interp.js isCosmeticEvent`) never drop a form fx either (§21.4). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next `b.start` retries and the server's deadline covers the field meanwhile. `public/js/battle/observe.js` holds the observing rules and labels. +**Client runner.** `public/js/battle/runner.js` owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most `max(8, 4·speed)` ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same `snapshot()`/`drainEvents()` wire formats every frame (`view.setLocalFeed` shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + `local`, `battleId`, `players`, `sides`, `speed`) into `store.match.field` and its state into `store.match.battle` (with `leaks: { [fieldId]: counted leaks so far }` of every normal field it simulates and, while the 联防 field is on screen, `uniteLeft` per leaker (§20.6), authoritative or display replica — the settle rule's count, `/sim/spec.js battleProgress`; published in the frame a count changes: the live LP of §17.5), sends `b.progress`/`b.result` when authoritative (results retried once on timeout; a result lost with the socket — the request failed `DISCONNECTED` / `OFFLINE` or timed out twice — is kept and sent again when the session is back online and whenever a `b.start` still names that finished battle `authoritative: true`; the server answers a duplicate `ok` and changes nothing; a server refusal is final), follows `m.public.paused` (solo pause: every local clock stands still, resume shifts it by the paused time), handles `b.pool`/`b.end`, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; the server deadline + takeover cover extreme cases). Catch-up frames keep the state events and every enemy form fx (`keepsState`); while hidden, the battle on screen holds them for the first frame back (`hold`; past `HELD_MAX` the superseded status / skill toggles are dropped, `compactHeld`, and only a backlog still past it re-enters the view from the field meta), and a battle that ended while hidden delivers them when the tab is shown; a catch-up frame or a hidden step drains its events every `EV_SLICE` (15) ticks, each batch stamped with its own game time (`gt`), so a late form fx reaches the render engine as late as it is; the game screen's pre-entry buffer (`keepEarly`, also while a re-sent field meta re-enters the field on screen) and the render engine's event queue (`render/interp.js isCosmeticEvent`) never drop a form fx either (§21.4). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next `b.start` retries and the server's deadline covers the field meanwhile. `public/js/battle/observe.js` holds the observing rules and labels. **Corrections from research 08/09 (normative):** - Waves: official generator (research 08 §2): 3 of 6 types, each owns exactly 3 of the 15 round slots, SPECIAL the rest (shuffled per match); per round one type + one weighted special entry (half by round); each template SPAWN **action** becomes `clamp(roundHalfEven(n·P(t)/P(new)), 1, 5)` units over the same window; placeholder actions of the other movement class are skipped. Stage per match from the mode's list (标准 = 战场#01 only, §6.5). No custom balance multipliers (`data/tuning.json` keeps only titles); co-op boss pool = `bloodPoint[difficulty]` unscaled. @@ -1163,7 +1163,7 @@ Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were - **#5 now**: A_Die_B / _C / _D, then B_* / D_* / C_*; no HP lost before the change (an HP loss stops at 1); the armed forms attack through `ai.js enemyAttack` (`e.profile`). - **Kill accounting**: a survived knock-out gives no kill, credit, bounty, die event or death hook; wave completion and 联防 counters see the enemy standing; a bounty coin is paid once, at the final death. - **重生** (PRTS §重生 "清空自身身上除白名单外所有Buff"): `rebirthCleanse` removes ally-sourced buffs and source-less statuses, keeping `persist` talents, enemy-given buffs (锏's 抵抗) and source-less field state; its skills restart from their initial cooldown when it ends (§21.19). -- **Forms on the client**: `setForm` keeps `e.form` (UnitInfo `form`) and puts `form` on its fx (`fxForm`, the 'phase' fx too, so barrier / charge phases are no forms). No client stage drops a form fx: runner catch-up frames (`keepsState`), the hidden-tab backlog of the battle on screen (`hold`; past `HELD_MAX` superseded status / skill toggles are compacted away, `compactHeld`, and only a backlog still past it re-enters the view from the field meta), a battle that ended while hidden (delivered when the tab is shown), the game screen's pre-entry buffer (`keepEarly`, also while a re-sent field meta re-enters the field on screen) and the render engine's queue (`render/interp.js isCosmeticEvent`: a form fx is never dropped as stale nor shed; one handed out late switches the model without its telegraph or a change clip that would already have ended, its closing clip shortened — the last three since the integration, §21.19). Late views: `renderInfo` keeps `form`. Closing clips are timed from the fx `dur` and keep the current form's death clip until the next form's fx. +- **Forms on the client**: `setForm` keeps `e.form` (UnitInfo `form`) and puts `form` on its fx (`fxForm`, the 'phase' fx too, so barrier / charge phases are no forms). No client stage drops a form fx: runner catch-up frames (`keepsState`), the hidden-tab backlog of the battle on screen (`hold`; past `HELD_MAX` superseded status / skill toggles are compacted away, `compactHeld`, and only a backlog still past it re-enters the view from the field meta), a battle that ended while hidden (delivered when the tab is shown; every batch keeps the game time it was drained at, `EV_SLICE`), the game screen's pre-entry buffer (`keepEarly`, also while a re-sent field meta re-enters the field on screen) and the render engine's queue (`render/interp.js isCosmeticEvent`: a form fx is never dropped as stale nor shed; one handed out late switches the model without its telegraph or a change clip that would already have ended, its closing clip shortened — the last three since the integration, §21.19). Late views: `renderInfo` keeps `form`. Closing clips are timed from the fx `dur` and keep the current form's death clip until the next form's fx. - **Audit**: 锏 / 扎罗 had #5's look (fixed: their 重生 clips); 杰斯顿 → C2_*; 守墓石像 per PRTS (statue, then flight, §21.9); 再生: 1 s 重生, then shields within 1.8. No unit stays untargetable. “余音” stays unmapped (no source says which form is A). - [ASSUMED]: the translator is immobile during its change and stays damage-cancelled; the HP-loss floor 1; form letters B / C / D; the 特战术师 form also hits flyers (the standalone PRTS 特战术师 "不会攻击飞行单位" may carry over — one line, `canTarget: (u) => !u.isFlying`); the ember's 10 s counts from the end of the 重生; 再生's 傀儡 walks; the statue does not attack (clip Sleep); 隐匿 returns at once after a block (PRTS: 3 s); the 重生 whitelist. - Tests: `test/sim/feedback1-transform.test.js`, `test/match/feedback1-runner-forms.test.js` (stalls, hidden tabs, a battle ending while hidden, compaction, the runner feeding the render buffer), `test/render/interp.test.js`, `test/render/forms.test.js`, `test/content/enemies_bosses.test.js`; opt-in `test/render/feedback1-forms.browser.test.js` (`RENDER_E2E=1`; blocking 1 s long tasks). @@ -1181,7 +1181,7 @@ Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were - **Measured on the 0.1.0 bot** (`tools/botbench.mjs`, same seeds on two builds): 0–2 refreshes a prep and side-grade singles sold again for 1 (≈ 2 merges a match, ≈ 2 elites at R13); a level-up could spend the funds a third copy needed; the bounty score ignored the enemy (co-op 绝境: 155 of ≈ 310 bounty enemies leaked); 信标 (destroys its carrier) went on the best operator; DPS ignored DEF / RES; the focus bond flip-flopped. - **Now** (decisions only, no rule or balance change): refresh vs buy by the shop odds of completing held pairs (a full board buys only merge progress or a lineup upgrade worth more than the refreshes its price would pay for; an elite's value includes the merge's free pick); ≤ 4 pairs on the bench, merges before level-ups, a freeze for an unaffordable third copy; one committed focus core bond + a second bond, a teammate's main core bond read from its public bond strip (humans too) counting against it; dealers valued by DPS against the round's DEF / RES; 坎诺特 keeps its interest capital (5) back; bounty picks by expected payout − expected leaks × (2 + 20 / LP) with the kill chance from the exposure model — an expected-value pick (co-op leaks are bound by the drafts, §21.2); items by effect (信标 on a bench single, 拟态物质 on a pair, both 博士投影 on the strongest normal operator, 突变细胞 per §21.1, bond items on a focus member, survival items on blockers); 教鞭 / “神秘顾客” used after a perfect battle and kept otherwise — a bot drops a kept one only for a hand slot, a human's seat under AI 托管 never; a tactician's 援军 inside `PlayerState.summonRange`. - **Result** (seeds 1–40, rehearsal 3, on the WF branch): 独立 绝境 19 → 26 / 40 wins (LP left 14.3 → 16.6), 同盟 绝境 (4 AI) 5 → 12 / 40 (5.1 → 12.7), 标准 unchanged; merges per bot ≈ 2 → 3–4; forced strategies (solo 绝境, seeds 201–220): 坎诺特 9 → 14, 昆图斯 9 → 11, 杜宾 8 → 9. **Decision time unchanged**: heuristics CPU p50 / p95 31 / 74 → 28 / 70 ms solo and 17 / 39 → 17 / 38 ms co-op; the whole prep with its rehearsal 89 / 205 and 83 / 162 ms wall. -- **Reconciled with the merged rules** (§21.19): the server's legality (deploy map without the 深水区, `summonRange`), WA's cell rule, WB's draft structures (it scores whatever is offered), 本局禁用 bonds (never planned), the range a unit is deployed with, and the AoE of §21.18 in its DPS value. On the merged build, seeds 1–40: solo 绝境 27 → 27 wins, co-op 绝境 9 → 11 (within the noise); decision time stays (heuristics CPU 24 / 57 ms solo, 16 / 36 ms co-op; the whole prep 78 / 153 and 73 / 151 ms wall; BALANCE §5). +- **Reconciled with the merged rules** (§21.19): the server's legality (deploy map without the 深水区, `summonRange`), WA's cell rule, WB's draft structures (it scores whatever is offered), 本局禁用 bonds (never planned), the range a unit is deployed with, and the AoE of §21.18 in its DPS value. On the merged build, seeds 1–40: solo 绝境 27 → 27 wins, co-op 绝境 9 → 11 (within the noise); decision time stays (heuristics CPU 24 / 57 ms solo, 16 / 36 ms co-op; the whole prep 78 / 153 and 73 / 151 ms wall; BALANCE §5). After the QA: WB's 22-match bounty lists (a giant in every R11 bounty list, 14 of 22 R11s a 悬赏决策) take the same bot to 22 / 40 and 9 / 40 — a rule change; the bench-shed fix (never sell a piece of this prep, §21.19) then 24 / 40 and 10 / 40. **The 0.1.1 build against 0.1.0 (19 / 40, 5 / 40): 24 / 40 solo 绝境, 10 / 40 co-op 绝境 (4 AI)**; same-prep buy → sell in co-op 绝境 (2 AI 托管 + 2 bots, seeds 21–26) 29 → 3; decision time unchanged (one thread, seeds 1–3: the whole prep 81 / 187 → 81 / 184 ms wall solo, 71 / 153 → 71 / 129 ms co-op; heuristics CPU 36 / 88 → 35 / 86 and 16 / 40 → 16 / 40 ms). - [ASSUMED] (tuned; the official AI is undocumented): MERGE_HIT 36, MAX_PAIRS 4, BENCH_BUDGET 6, FOCUS_MEMBER 4, ARMOR_WEIGHT 10, BOUNTY_KILL 2, the LP value 2 + 20 / LP, the teammate penalty 6, the 坎诺特 reserve = the band's interest capital, `CROWD` (×2 / ×1.3 / ×1.4). - Tests: `test/match/bot-smarter.test.js` (bounty picks, item carriers, Arts kept / AI 托管 safe, tactician range, pair via buy or freeze, 坎诺特, the bond strip, the merged rules, a CPU cost guard < 300 ms), `test/match/feedback1-meta.test.js` (AI 托管 never destroys an item to clear temp). @@ -1315,7 +1315,15 @@ The last review of §21.4's client fix, the cross-workstream notes and the last - **The bot** (§21.6): reconciled with the merged rules as listed there. - **0.1.0 bug found in the merge**: a 联防 battle timed out during 隐德来希 S3 reported its 心烛 as leaks, so the server refused the honest client's result (fullmatch-coop3 seed 116) — candles carry `mem.noLeak` and `Battle._timeout` skips them. - **Checked, no change**: 斩胄之剑 / 破胄之锤 stay unblockable while grounded (their PRTS 天赋 lists 不可阻挡); the database's lpr-0 enemies (简饲源石虫, 节日气球, leader parts, tokens) still cost 0 LP in a leader round (the official `lifePointReduce`); 鸭爵 swaps skip bounty-tagged spawns; 转译基底's bounty coin is paid once. -- Tests: `test/sim/feedback1-followups.test.js`, `test/sim/feedback1-integrate.test.js`, `test/match/feedback1-runner-forms.test.js`, `test/render/interp.test.js`, `test/ui/bosshit-ticker.test.js`, `test/match/feedback1-meta.test.js`, `test/match/bot-smarter.test.js`, `test/content/{enemies_bosses,bonds_core,kits_alt_t6}.test.js`. +- **After the independent QA of the merged branch** (residuals, each checked against its source first): + - **WB's 22-match follow-up merged** (QA major): on the 11-match model 16 of the 58 official bounty drafts of the 22 matches could not be generated (two series-20 cards in an R3 set, named bosses apart at R9, an R11 draft without a giant); with the follow-up every one is reachable — §21.2. + - **A status of the knocking-out hit** (§21.4): 妮芙 S2's fear (and a 叙拉古 6 proc, 铃兰's slow…) landed after the 重生's cleanse — the same hit runs `if (target.alive) applyStatus` after the kill, and the husk is still alive — so an ember walked unblockable + 隐匿 for ≈ 3 s more. A unit both 无敌 and 无法选中 now takes no status from the other side (PRTS 无敌 "无法被不同阵营选中"; `Battle.applyStatus`). + - **余 S2 and 自缚** (in 0.1.0 already): 厚礼上宾 teleported a 守墓石像 in its 转换模式 onto 余's tile. PRTS 余 S2 备注 "处于消失状态的/持有自缚的单位不视为可达目标"; the statue's PRTS 天赋 lists 自缚. Flag `selfBound` (the statue, the 自缚 leaders, the 胄 parts' anchor) beside `noMove` — not `noMove` itself, which 束缚 sets too. + - **信仰搅拌机 S2** (in 0.1.0 already, [ASSUMED] then): with fewer than 30 bullets the lethal hit went through. PRTS 备注 "弹药量不足时仍可抵挡致命伤害,此时将消耗所有剩余弹药并退出技能状态" and "自身持有不死时此效果不会生效": it blocks, spends what is left and ends; while 坚固维式重锤's 不死 window holds her (`unit.mem.undyingUntil`) it steps aside (骑士戒律's earlier 不死 already did). + - **Late form fx after a hidden tab or a catch-up** (§21.4's client half): the runner sent the hidden-tab backlog and a catch-up frame's events stamped with the frame's game time, so the render engine saw a 16 s old form fx as on time and replayed the 2 s change clip on a walking 转译基底·α (the final form was right). Such a step now drains its events every `EV_SLICE` (15) ticks and each batch keeps its own game time (`battle/runner.js stepEntry / drainSlices / heldAt`); render/app.js then skips the change clip as for a stall. + - **The bot's bench shed** (§21.6): the buy loop's pre-emptive shed (one hand slot left) sold the single it had just bought for 3–5 back for 1 — the buy picks by lineup gain, the shed by piece value (co-op 绝境, 2 AI 托管 + 2 bots, seeds 21–26: 29 same-prep buy → sell, all from that line, vs 7 in 0.1.0). It now never sells a piece that came this prep (`sellWeakestHand keepFresh`); 3 remain, from other paths (a reward pick's room, `arrange`, `sellJunk`). + - **Checked, not changed**: the QA's other notes are on the user-facing list (wording) or the release packaging (the 灼热 / 炽焰源石虫 models come from the gitignored local extraction: `public/assets/local/spine/enemy/enemy_1305_mhslim{,_2}` + `data/local-assets.json`). +- Tests: `test/sim/feedback1-followups.test.js`, `test/sim/feedback1-integrate.test.js`, `test/sim/feedback1-residuals.test.js`, `test/sim/feedback1-transform.test.js`, `test/match/feedback1-runner-forms.test.js`, `test/render/interp.test.js`, `test/ui/bosshit-ticker.test.js`, `test/match/feedback1-meta.test.js`, `test/match/bot-smarter.test.js`, `test/content/{enemies_bosses,bonds_core,kits_alt_t4,kits_alt_t6}.test.js`. ### 21.20 Settled decisions and what stays [ASSUMED] @@ -1329,7 +1337,7 @@ Settled by the user: | Multi-round bounties (§20.6, unchanged) | last two battles — now only 教鞭's card | `server/match/choices.js MULTI_ROUND_BOUNTY_BATTLES = null` | | §20.9's decisions | unchanged (start-deploy summons, 凯瑟琳's hand card, every blocker hits, the collider reach, the elite to the board, the fixed leader pool, the watched bond strip) | as §20.9 | -Official since this release (each with its source in its section): 突变细胞 not consumed (§21.1); the 深水区 refuses deployment and a tactical point stays in range (§21.3); the knock-out forms and kill accounting (§21.4); 圆仔 / 鸭爵 unblockable, +300 % speed, swaps in leader rounds, lpr 1 (§21.5); 标准's 本局禁用 bonds (§21.7); 维娜's lions on every free tile, 玛恩纳 S3 可对空 and his per-kill rule (§21.8); 静态刚体 (§21.9); the per-round BOSS_HIT share and the priority strip (§21.10, §21.19); the 变形同构体 member (§21.11); 源石溶剂 as damage, 信仰搅拌机's counters, the BUFF-damage enemies (§21.12); 野鬃's directional push and 琳琅's radial coins (§21.13); 暴鸰's drop (§21.14); diagonal routes (§21.15); 烛煌 S3's splash, 攻击距离 vs 信仰搅拌机 S3 (§21.16); medics heal while blocking (§21.17); 阵法术师 / 轰击术师 strike all in range (§21.18); area damage vs 隐匿, the splash radii, 阿罗玛's shared mark, 奥术法阵 on 炎佑, 重生 cooldowns, the 自行炮, 琳琅's coin range, 阿戈尔's 物理流失 (§21.19). +Official since this release (each with its source in its section): 突变细胞 not consumed (§21.1); the 深水区 refuses deployment and a tactical point stays in range (§21.3); the knock-out forms and kill accounting (§21.4); 圆仔 / 鸭爵 unblockable, +300 % speed, swaps in leader rounds, lpr 1 (§21.5); 标准's 本局禁用 bonds (§21.7); 维娜's lions on every free tile, 玛恩纳 S3 可对空 and his per-kill rule (§21.8); 静态刚体 (§21.9); the per-round BOSS_HIT share and the priority strip (§21.10, §21.19); the 变形同构体 member (§21.11); 源石溶剂 as damage, 信仰搅拌机's counters, the BUFF-damage enemies (§21.12); 野鬃's directional push and 琳琅's radial coins (§21.13); 暴鸰's drop (§21.14); diagonal routes (§21.15); 烛煌 S3's splash, 攻击距离 vs 信仰搅拌机 S3 (§21.16); medics heal while blocking (§21.17); 阵法术师 / 轰击术师 strike all in range (§21.18); area damage vs 隐匿, the splash radii, 阿罗玛's shared mark, 奥术法阵 on 炎佑, 重生 cooldowns, the 自行炮, 琳琅's coin range, 阿戈尔's 物理流失, no status on a 无敌 + 无法选中 unit, 余 S2 vs 自缚, 信仰搅拌机 S2 with too few bullets (§21.19); the R11 机密商店 composition and repeats in the 机密商店 and the 战术决策 (§21.2). Still [ASSUMED] (each in its section): - §21.1: an elite merged this round keeps its copies' refresh count; a 拉普兰德 re-bought after a sale fires again; a 6阶 突变细胞 carrier becomes another 6阶.