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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@@ -121,3 +121,7 @@ sound. A selected mode with no mix uses its own default volume/probability, not
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A model that arrives after an actual deployment continues Start at the elapsed game time; after the clip's duration it
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shows the current base pose. A subsequent attack/death supersedes that pending entrance. No extra deployment sound
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or per-phase animation schedule is added by this change.
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The simplified-view notice describes a renderer load failure, rather than declaring the device incapable of 3D.
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The same fallback covers import failure, timeout and WebGL initialization errors; a reload can retry.
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It does not diagnose a particular user's GPU or persist a disabled renderer preference (§28.25).
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@@ -202,3 +202,17 @@ the existing per-tick behavior. The optional flag defaults to false for compatib
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0.2.3 echo/counter interaction (DESIGN §28.24): recursively earned “余音” pulses are drained FIFO by that echo in the
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same call, retaining the earned attack value and the lethal-hit pulse. [ASSUMED] This local order avoids exhausting
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the hook-depth guard on scaled hit-count HP; the guard remains unchanged for other recursive handlers.
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### Community corrections (2026-10-10, §28.25)
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- A normal enemy attack's post-hit status belongs to the target's deployment at the strike. If lethal damage
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immediately redeploys the target (不屈), that old attack cannot stun the new deployment.
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- Bard continuous regeneration, including 浊心斯卡蒂's replacement trait, continues through stun; leaving the field
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stops refreshing its aura. Stun still prevents attacks and skill use.
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- 黄沙罗盘 SP ignores both an active skill's recovery lock and `noSp`, including the caster and other 萨尔贡 recipients
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of the 浓茶 combination. Other SP gifts retain their existing restrictions.
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- 克莱门莎's 崇高牺牲 strategy requires 阿戈尔 to be active before a knock-out grants layers.
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- 隐秘核心 铳 takes 20% physical/arts damage while another gun or spring remains. The condition is checked on each hit
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as well as by its aura tick, including the first hit and immediately after the last companion leaves.
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Sources and the feedback items requiring no simulation change are recorded in [§28.25](../history/0.2.3.md#2825-community-feedback-of-2026-10-10).
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@@ -7,7 +7,7 @@ Part of [DESIGN.md](../DESIGN.md) (the index; section numbers are global).
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### 6.1 State machine (Match.js)
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```
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LOBBY(room) → INFO_CHECK (co-op 25 s; solo and any single-human match untimed (§18.2); all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order — the room option 「AI 队友最后选择」 (host, off by default; `room.setAiPicksLast`) puts every human seat before every AI seat, each group keeping the drawn order, and draws no extra random number; a skipping human goes behind the other humans still to pick and ahead of the AI seats, or to the very end when no other human remains [ASSUMED] —, ONE countdown — `BAND_TURN_SECONDS` 30 s per turn = m.public.deadline, AI seats pick at once, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ the strategy the player highlights (`g.bandFocus`) while free, else band_bldsk, else the first free one; solo: free pick, no timer, no skip; a single human: untimed) → BATTLE_CHECK (3 s)
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LOBBY(room) → INFO_CHECK (co-op 25 s; solo and any single-human match untimed (§18.2); all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order — the room option 「AI 队友最后选择」 (host, off by default; `room.setAiPicksLast`) puts every human seat before every AI seat, each group keeping the drawn order, and draws no extra random number; a skipping human goes behind the other humans still to pick and ahead of the AI seats, or to the very end when no other human remains [ASSUMED] —, ONE countdown — `BAND_TURN_SECONDS` 50 s per turn = m.public.deadline, AI seats pick at once, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ the strategy the player highlights (`g.bandFocus`) while free, else band_bldsk, else the first free one; solo: free pick, no timer, no skip; a single human: untimed) → BATTLE_CHECK (3 s)
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→ loop r = 1..lastRound:
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ROUND_START (income, upgrade price −1 (floor 0), temp NOT wiped — what overflowed after the last prep's deadline is shown in this
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prep (§6.2 temp overflow), unfrozen shop slots rerolled, frozen kept, <进入休整期时> effects)
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