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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@@ -3696,8 +3696,8 @@ function buildConfig(ctx, waves, stages, bands) {
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timers: {
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infoCheck: step('INFO_CHECK')?.time ?? 25, infoCheckHint: step('INFO_CHECK')?.hintTime ?? 5,
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// bandTurn: one turn of the co-op strategy draft = its only countdown (server/match/Match.js BAND_TURN_SECONDS,
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// [ASSUMED] — user playtest #4 item 4; the official data only has the whole step's 50 s, kept for reference)
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bandDraft: step('BAND_CHECK')?.time ?? 50, bandDraftHint: step('BAND_CHECK')?.hintTime ?? 15, bandTurn: 30,
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// owner official-play report 2026-10-10: 50 s per turn; the official whole-step value stays as reference)
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bandDraft: step('BAND_CHECK')?.time ?? 50, bandDraftHint: step('BAND_CHECK')?.hintTime ?? 15, bandTurn: 50,
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battleCheck: step('BATTLE_CHECK')?.time ?? 3,
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spFirst: 30, spTurn: act.modeDataDict.mode_multi_normal?.specialPhaseTime ?? 16,
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soloPrepTimeData: 300, soloSpTimeData: act.modeDataDict.mode_single_normal?.specialPhaseTime ?? 150,
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