feedback1 WB: bounty-half evidence stated as a trend with its counter-evidence; queued free offers counted on the pill and header

- tools/build-data.mjs bountyDraftHalf: exact faction-series counts (12 of 18 two-battle cards bring first-half
  enemies, 5 outside the wave tables, enemyeffect_12_4 a second-half attachment), base-HP gradient, the user's
  two-battle recall; counter-evidence (假想敌 named enemyInitial_*, the unread NGA R3 guide); the split marked
  [ASSUMED] with its flip; data unchanged
- server/match/choices.js, docs/META.md, docs/DATA.md: the split marked [ASSUMED]
- m.private shop.rewardOffer.queued: offers waiting behind the shown one; the header says 之后还有 N 项 and the
  reminder pill +N (a 定向投放 behind a promotion reward put off)
- tests: corrected headers, the stale bountyTiers fixture dropped, queued checks (unit + opt-in e2e on desktop
  and 756x366)
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sganggs committed 2026-10-03 02:38:42 +08:00
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@@ -115,8 +115,10 @@ or the next two ("接下来两场作战"), 源石虫·特训, and the 7 multi-ro
feedback after 0.1.0, report #2 — late bounty enemies in the early drafts): a draft up to R7 (the official wave
generator's first half: 绝境 / 终极 R3, 险境 co-op R3 / R6) draws the 42 "接下来两场作战" cards, a draft from R8 on (R9)
the 56 "下场作战" cards (boss bounties, 特异 giants, the faction _7 / _8 cards, 源石虫·特训) and the 7 multi-round ones —
uniformly, with no tier window (the official late-draft screenshot shows boss bounties worth 1 to 6 together; the
evidence is in `tools/build-data.mjs bountyDraftHalf`). The mode's inactive enemy list does not thin the draft (PRTS
uniformly, with no tier window (the official late-draft screenshot shows boss bounties worth 1 to 6 together). The
split by battle count is [ASSUMED] beyond that screenshot and a trend in the faction series (12 of the 18 two-battle
faction cards bring first-half enemies, no next-battle card does); the evidence and the counter-evidence (the 假想敌
cards are named `enemyInitial_*`) are in `tools/build-data.mjs bountyDraftHalf`. The mode's inactive enemy list does not thin the draft (PRTS
11/18 note "不影响悬赏决策出场"). Every bounty card carries the effect's official rich text `descRaw` (the battles in blue
"下场作战" / "两场作战"; the overlay and the effects column render it; the effects column also says "还剩 N 场作战").
**Multi-round cards last two battles** (`choices.js MULTI_ROUND_BOUNTY_BATTLES = 2`, `bountyBattles` / `bountyText`): the
@@ -417,7 +419,7 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
consumed copies are removed; a reward offer of 3
**different** free chess of tier min(level+1, 6) (copy-weighted from the shared pool, already-drawn ones excluded; a
short tier tops up from the tier below — user playtest #6 item 19; pick 1, expires at prep end; queued when several
merges happen). The same rule holds for every way a merge completes — buy, reward pick, effect / band / choice grants
merges or special refreshes happen — `shop.rewardOffer.queued` counts the ones behind the shown offer). The same rule holds for every way a merge completes — buy, reward pick, effect / band / choice grants
(`acquireChess`), transformations — and in every phase: a merge completed after the prep (SETTLE / Final Assault
effects such as 突变细胞) keeps its offer for the next prep; its elite takes the deployed copy's tile at once, or goes to
the hand / temp (kept through the next prep, see Hand). In a boss round's prep the tile is read on the player's half of