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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sganggs committed 2026-10-10 00:45:41 +08:00
1 parent 77cd29f07a
commit 708caf7d06
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@@ -3696,8 +3696,8 @@ function buildConfig(ctx, waves, stages, bands) {
timers: {
infoCheck: step('INFO_CHECK')?.time ?? 25, infoCheckHint: step('INFO_CHECK')?.hintTime ?? 5,
// bandTurn: one turn of the co-op strategy draft = its only countdown (server/match/Match.js BAND_TURN_SECONDS,
// [ASSUMED] — user playtest #4 item 4; the official data only has the whole step's 50 s, kept for reference)
bandDraft: step('BAND_CHECK')?.time ?? 50, bandDraftHint: step('BAND_CHECK')?.hintTime ?? 15, bandTurn: 30,
// owner official-play report 2026-10-10: 50 s per turn; the official whole-step value stays as reference)
bandDraft: step('BAND_CHECK')?.time ?? 50, bandDraftHint: step('BAND_CHECK')?.hintTime ?? 15, bandTurn: 50,
battleCheck: step('BATTLE_CHECK')?.time ?? 3,
spFirst: 30, spTurn: act.modeDataDict.mode_multi_normal?.specialPhaseTime ?? 16,
soloPrepTimeData: 300, soloSpTimeData: act.modeDataDict.mode_single_normal?.specialPhaseTime ?? 150,