0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap. - 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope). - 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki). - Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video). - 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane). - AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons. - golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
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@@ -28,7 +28,7 @@ LOBBY(room) → INFO_CHECK (co-op 25 s; solo and any single-human match untimed
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SETTLE (LP −min(leaks,10) per player (unite survivors to their source); eliminations; layer gains applied; coins; broadcast;
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after a 联防 the outcome and every player's charge ride the SETTLE m.public as `uniteResult`, GitHub #235)
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R14 FINAL_ASSAULT (merged team LP; pairs by seat; shared boss pool; 120 real s countdown, no hard stop; overtime −1 team LP per
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real s after 150 real s (§4, m.public.overtimeAt); no layer gains; team LP 0 ⇒ defeat at once (PRTS 直接失败),
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real s after 120 real s, or 150 with an AI teammate at fight start (§29.1, m.public.overtimeAt); no layer gains; team LP 0 ⇒ defeat at once (PRTS 直接失败),
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pool 0 ⇒ victory — the first end the server registers decides, §20.5)
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R15 HIDDEN_CORE (if difficulty ≥ NORMAL and Σ activated layers > 350 solo / 1200 co-op and team LP > 1)
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→ RESULT (per-player stats, titles, rounds passed, victory/defeat)
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@@ -60,7 +60,7 @@ Summons (§20.1): an operator on the board sends its manually deployable summons
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Equipment (research 04 §2 + addendum, 09 §1.2): 2 slots per chess; a third item on a full carrier replaces the equipped item `replaceUid` names (the replace dialog's pick, official `UseEquipUp.unloadInstId`; absent ⇒ the oldest; a uid not equipped on the target ⇒ `BAD_TARGET`, nothing changes) and the replaced item is destroyed. A consume-on-equip item (盟约之币, 博士投影 …) on a full carrier replaces the same way before it resolves, so the carrier is left with a free slot (the normal 博士投影 takes it until the next round start); a target its effect refuses (博士投影 on an elite) keeps both items — PRTS 卫戍协议/帮助 "达到上限强行佩戴会改为替换装备" names no exception (GitHub #263; the client opens the replace dialog for it, `equipReplaces`). Equipped items are otherwise **locked**: `destroy` (销毁) accepts hand / temp items only (`BAD_TARGET 'equipped items are locked'`); equipment goes back to the hand only when its carrier merges, is sold, or is destroyed by 突变细胞's transformation (the cell itself returns too; PRTS 帮助 "在失去该干员(干员出售、销毁、合并等)…时自动卸除", §21.1) — a sale is refused with `HAND_FULL` when there is no room for it; returned equipment is stowed before the operator a transformation gains and before a merge elite's summon cards, and every path that hands the player an item — returned equipment included — ends with the auto-merge, so no player holds two identical mergeable normal items (§21.7).
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Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income `min(3+r,12)`; prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; shared pool copies 12/14/18/16/8/5 (缪尔赛思 4) across all players; elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite onto the consumed deployed copy's tile, else to the hand (§20.11) + reward offer of 3 **different** free chess of tier `min(level+1, 6)` (copy-weighted; a tier short of different chess tops up from the tier below [ASSUMED], §20.6); full hand blocks every buy / reward pick, a merge-completing one too (PRTS 卫戍协议/帮助 §手牌区, GitHub #82); overflow to temp; a free hand slot pulls the temp pieces back in at once, right → left (`PlayerState._fillHandFromTemp`); temp blocks ready).
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Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income `min(3+r,12)`; prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; single-player pool copies 12/14/18/16/8/5 plus measured exceptions; co-op shared operators use twice those counts, while equipment has separate shared stock (DESIGN §29.8); elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite onto the consumed deployed copy's tile, else to the hand (§20.11) + reward offer of 3 **different** free chess of tier `min(level+1, 6)` (copy-weighted; a tier short of different chess tops up from the tier below [ASSUMED], §20.6); full hand blocks every buy / reward pick, a merge-completing one too (PRTS 卫戍协议/帮助 §手牌区, GitHub #82); overflow to temp; a free hand slot pulls the temp pieces back in at once, right → left (`PlayerState._fillHandFromTemp`); temp blocks ready).
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**Temp overflow (临时整备区, row 8; user playtest #3 item 3).** Passive gains that find the hand full (merge elites, grants — the operator a 突变细胞 transformation gains included, §21.1 —, battle-result rewards, equipment returned by a merged / sold / transformed carrier) overflow into the 5 temp slots, and Ready is refused while any is occupied (official "直到溢出情况排除才可开始进行作战"). A temp piece is resolved — a chess sold back to the pool with its summons removed, items destroyed, a summon stack removed (it comes back at the next round start, PRTS "干员所属召唤物会于下一回合返还", §20.1) — only at the deadline of the **first prep in which its player could act on it** (`PlayerState.tempDue(piece)` vs `prepsEnded`; every write into a temp slot goes through `_putTemp`, which records it): a piece that arrived during a prep before Ready is due at that prep's end; one that arrived after Ready or during the `<休整期结束时>` effects, or outside PREP (COMBAT, 联防, SETTLE — battle-result grants, a SETTLE merge's elite, returned equipment —, the next ROUND_START, 机变) is kept, visible and usable (move to a free hand slot, place, equip, use, destroy, sell) through the **next** prep. Un-readying (`setReady(false)`) makes whatever arrived while ready due at the current prep. ROUND_START no longer wipes temp (it used to destroy what SETTLE had put there before the player ever saw it). A merge's elite whose merge consumed a deployed copy takes that copy's tile and facing (§20.11); otherwise it goes to the hand, overflowing into temp (also outside PREP). `server/match/audit.js` (`tools/matchrun.mjs --check`) tracks the arrivals itself and flags any temp piece that outlives its due prep. The UI frames the row on the board with the rule (§17.5).
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@@ -139,3 +139,5 @@ remain fixed and random results can repeat. A separate seed-derived stream leave
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have a 300 ms anti-burst guard, revision and vote identities. All new setup data and player DIY stocks are prepared
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before mutation; data preparation failure leaves the old opening intact. This is a remake convenience, not an official
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mode rule. Unrelated result-screen changes from PR #408 are not included.
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The shared DIY detail preview (stats, range, trait, talents, potential, cultivation and matching normal/elite skill descriptions) follows roster loadout resolution. Jessica shield placement is limited to her four orthogonal neighbors. The two Ptilopsis prep-gift copy exceptions are defined in §29.3 and META; no generic change to all copied conditions is implied.
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