fix: correct community-reported combat and strategy draft behavior
Guard lethal stuns against a replacement deployment; keep bard auras running through stun; require an active Aegir bond for Clementia's strategy; allow Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation against current gun/spring companions. Set multiplayer strategy picks to 50s and describe renderer fallback without diagnosing unsupported hardware. Golden moves (full 285-scenario regeneration): - roster-008: inactive Aegir no longer gains 18 strategy layers. - boss-boss_4-solo: bard regeneration continues through stun. - hidden-boss_9-pair: mitigation covers first hits/current companions. - standin-07: hammer stun cannot follow an immediate revival deployment. No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
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@@ -80,7 +80,7 @@ legal from R14 into R15. The client mirrors it
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| Timer (real s, × `opts.timerScale`) | Value |
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|---|---|
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| INFO_CHECK | `config.timers.infoCheck` 25 |
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| band draft turn | `Match.BAND_TURN_SECONDS` 30 [ASSUMED] (= `timers.bandTurn`), the step's only countdown: `m.public.deadline` = the current turn's end, no step cap (`timers.bandDraft` 50 = the official whole step, informational) (co-op; solo / single human untimed) |
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| band draft turn | `Match.BAND_TURN_SECONDS` 50 (owner official-play report, 2026-10-10) (= `timers.bandTurn`), the step's only countdown: `m.public.deadline` = the current turn's end, no step cap (`timers.bandDraft` 50 = the official whole step, informational) (co-op; solo / single human untimed) |
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| BATTLE_CHECK | `battleCheck` 3 |
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| 机变 first / other pickers | `spFirst` 30 / `spTurn` 16 (co-op; solo / single human untimed) |
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| PREP | `modes[m].rounds[r].prepTime` (co-op; solo / single human untimed) |
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@@ -98,7 +98,7 @@ band draft / 机变 / PREP deadline, and BATTLE_CHECK / ROUND_START / SETTLE run
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`m.public.overtimeAt` = when the overtime drain starts, 150 real s; both on the field clock).
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### 1.1 Band draft
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Co-op: random order (all seats, bots included), one pick per turn, ONE countdown: `BAND_TURN_SECONDS` 30 s per turn,
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Co-op: random order (all seats, bots included), one pick per turn, ONE countdown: `BAND_TURN_SECONDS` 50 s per turn,
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published as `m.public.deadline` (= `draft.turnDeadline`; `draft.turnSeconds` its length) — no step cap; AI seats pick
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at once. A turn that runs out takes the strategy the player highlights in the draft screen (`g.bandFocus {bandId?}`,
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`Match.timeoutBand`) while it is allowed and no teammate holds it, else `bandDraft.timeoutBandId` 华法琳, else the first
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