feedback5 CB4: three community reports already answered, pinned — the briefing types fill 7-9 of the 13 normal waves, at most 3 each (item 6, the official schedule; now stated in docs/PLAYING.md); 新硎's 4 断刃 since GitHub #107 (item 53); a freed prisoner re-enters 联防 confined (item 57)

No product change. Item 6: 400 seeds per mode, 险境/绝境/终极 7 in 141, 8 in 192, 9 in 67, per type 1-3 (R14/R15 take
slots of the 15). Item 53: v0.1.4 stacked a layer per attack (2430 -> 5670), this tree spends one blade per attack and
ends the bonus with the 4th (client template enemy_dead_spawn[sfji]). Item 57: a leak re-enters as a new spawn (key,
mods, LP, bounty only), confined.
Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (2). Docs: DESIGN §25.18.3-§25.18.5, docs/PLAYING.md.
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@@ -27,7 +27,8 @@ a merged elite 拉普兰德 as a new one (GitHub #169), the leader pool per play
model quirks (PR #211) → §25.13; the community reports of 2026-10-06 (the 孤岛风云 prisoners drawn freed, 忍冬's trigger, a
bounty burned to death by the 活性源石, 枯朽之种 paying a bounty) → §25.14; the second batch of community reports of
2026-10-06, stream CB4 (enemies, bosses, waves, movement: the 突袭 landing on the 临时整备区 row and the other half of the
联防 map, a silenced 萨卡兹枯朽战士's death pollution, …) → §25.18.
联防 map, a silenced 萨卡兹枯朽战士's death pollution; the briefing types' 7–9 waves, 新硎's 断刃 and a freed prisoner in 联防
already answered, …) → §25.18.
Decisions of the owner: 2026-10-04 — the server stays on plain `node:http` + `ws`, no web framework (§25.1);
2026-10-05 — the 补位 plan (§25.3); the 自选编队 rules, the collab operators out of the pool, ISW-A refused (§25.4);
@@ -1115,3 +1116,38 @@ The real ones are fixed, one commit each with its golden scenarios named; the re
`test/content/enemies_bosses.test.js` (the silence rule, the two keys silenced and after a silence ran out; 3 fail on
the parent).
#### 25.18.3 「每局游戏开始展示的敌人类型(折射、飞行等等),实际出现波次在7到9波,而且每个最多三波,其余波次用特异类型填充」 (item 6): already the official schedule — no change
- **Checked**: `setupMatchWaves` (research 08 §2.1, decoded from the client's `RandomEnemyGenerater`): each of the three
briefing types owns 3 of the 15 round slots, SPECIAL (特异) the other 6, shuffled, one type per round. R14 (the leader)
and R15 (the hidden core) take slots too, so the 13 normal rounds of 险境 / 绝境 / 终极 hold 7–9 type waves — 400 seeds
per mode: 7 in 141 matches, 8 in 192, 9 in 67; per type 1–3 — and every other wave is SPECIAL (solo 标准: 8 normal
rounds, 3–7). Exactly what the player describes.
- **Official**: act2autochess `specialEnemyRandomTypeDict` (count 3 per random type, SPECIAL −1), constData
`maxLevelCnt` 15, `specialEnemyNum` 3, `enemyTypeIdentifierToFillRandom` 1 (SPECIAL).
- **Now**: docs/PLAYING.md states it at 确认本局信息 (the report: 「更新日志和机制描述也没写」).
- Golden: unchanged. Pinned: `test/sim/feedback5-cb4-pins.test.js` (the 7–9 and the 1–3), `test/match/waves.test.js` (3 of
the 15 slots each).
#### 25.18.4 「敌人新硎提升攻击力的断刃好像无限消耗,实际应当攻击一次消耗一个,具体有几个复核」 (item 53): already fixed in 0.2.0 (§25.6.2, GitHub #107) — no change
- **Checked**: on v0.1.4 新硎's ATK went 2430 → 3510 → 4590 → 5670 and stayed (a layer per attack, none removed) — the
report. On this tree: 4 attacks at 2430 (+80 %), the 4th spends the last 断刃 and ends the bonus, the next swing comes at
once at 1350; killed, max(1, 4 − spent) 铁矛头 (沉沙: +70 %, 铜矛头).
- **Official**: PRTS 天赋 (4 【断刃】, one spent per successful attack); the client's template `enemy_dead_spawn[sfji]`
(battle prefab enemy_1207_sfji_2): ON_OUTPUT_ATK_OR_HEAL — while `cnt` ≥ 1, `cnt` += `cnt_add` (−1) and one blade marker
goes; ON_ABILITY_FINISH — `cnt` ≤ 0 ends the ATK buff and switches to mode 1 (无断刃模式); ON_OWNER_KILLED (not 坠落) —
summons `cnt` (at least 1).
- [ASSUMED]: the client spends a blade per damage output; here every attack spends one, so an attack an operator dodges
spends one too.
- Golden: unchanged. Pinned: `test/content/enemies_bosses.test.js` (the #107 test).
#### 25.18.5 「囚犯敌人的解放状态联防时不应继承」 (item 57): already answered (§25.14.1) — no change
- **Checked**: a leak re-enters 联防 as a new spawn — `planUnite` passes on its key, spawn mods, LP and bounty only, and
`buildUniteWave` spawns it — so `prisoner()` starts it confined (the 禁锢 buff, no form) and only its own attacks there
free it; the client drops every view when a battle starts. The freed look was 普通 / 老练囚犯's red clip set, drawn from
the gate until §25.14.1.
- Golden: unchanged. Pinned: `test/sim/feedback5-cb4-pins.test.js` (freed in its own combat, leaked, confined in 联防,
freed at its 4th attack there).