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
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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
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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
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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
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联防 map, a silenced 萨卡兹枯朽战士's death pollution, …) → §25.18.
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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
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already answered, …) → §25.18.
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Decisions of the owner: 2026-10-04 — the server stays on plain `node:http` + `ws`, no web framework (§25.1);
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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);
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@@ -1115,3 +1116,38 @@ The real ones are fixed, one commit each with its golden scenarios named; the re
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`test/content/enemies_bosses.test.js` (the silence rule, the two keys silenced and after a silence ran out; 3 fail on
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the parent).
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#### 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
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- **Checked**: `setupMatchWaves` (research 08 §2.1, decoded from the client's `RandomEnemyGenerater`): each of the three
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briefing types owns 3 of the 15 round slots, SPECIAL (特异) the other 6, shuffled, one type per round. R14 (the leader)
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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
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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
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rounds, 3–7). Exactly what the player describes.
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- **Official**: act2autochess `specialEnemyRandomTypeDict` (count 3 per random type, SPECIAL −1), constData
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`maxLevelCnt` 15, `specialEnemyNum` 3, `enemyTypeIdentifierToFillRandom` 1 (SPECIAL).
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- **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」).
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- Golden: unchanged. Pinned: `test/sim/feedback5-cb4-pins.test.js` (the 7–9 and the 1–3), `test/match/waves.test.js` (3 of
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the 15 slots each).
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#### 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
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- **Checked**: on v0.1.4 新硎's ATK went 2430 → 3510 → 4590 → 5670 and stayed (a layer per attack, none removed) — the
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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
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once at 1350; killed, max(1, 4 − spent) 铁矛头 (沉沙: +70 %, 铜矛头).
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- **Official**: PRTS 天赋 (4 【断刃】, one spent per successful attack); the client's template `enemy_dead_spawn[sfji]`
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(battle prefab enemy_1207_sfji_2): ON_OUTPUT_ATK_OR_HEAL — while `cnt` ≥ 1, `cnt` += `cnt_add` (−1) and one blade marker
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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) —
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summons `cnt` (at least 1).
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- [ASSUMED]: the client spends a blade per damage output; here every attack spends one, so an attack an operator dodges
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spends one too.
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- Golden: unchanged. Pinned: `test/content/enemies_bosses.test.js` (the #107 test).
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#### 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
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- **Checked**: a leak re-enters 联防 as a new spawn — `planUnite` passes on its key, spawn mods, LP and bounty only, and
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`buildUniteWave` spawns it — so `prisoner()` starts it confined (the 禁锢 buff, no form) and only its own attacks there
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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
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the gate until §25.14.1.
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- Golden: unchanged. Pinned: `test/sim/feedback5-cb4-pins.test.js` (freed in its own combat, leaked, confined in 联防,
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freed at its 4th attack there).
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