feedback5: merge W5AA — community reports of 2026-10-06: the 孤岛风云 prisoners leave the gate confined (grey) and change model as their prefabs do, the 4th attack hits freed; a bounty enemy that dies with no operator behind it pays in 联防 too (the helper whose half it fell on); 忍冬's trigger and 枯朽之种's bounty were already fixed (pinned by tests); DESIGN §25.14 after round 18's §25.13; data/enemies.json regenerated offline on the merged code (round 18's model quirks + the prisoners' clips); golden: vs feedback5 exactly W5AA's moves (26 battles, solo-ABYSS-2, coop2-NORMAL-3, coop3-ABYSS-5, solo-HARD-9-boosted), vs W5AA exactly round 18's boss-pool moves
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@@ -24,7 +24,8 @@ what stays [ASSUMED] and the questions left to the owner → §25.10. The closin
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settled (泥岩's 闭锁; 忍冬, 深靛, 阿) → §25.11; release packaging and the asset manifest (the 自选 voices, the summons
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with no Spine model) → §25.12; round 18 — 拟态物质 at the copy cap (GitHub #207), 华法琳's 7 / 14 (GitHub #175, PR #192),
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a merged elite 拉普兰德 as a new one (GitHub #169), the leader pool per player alive (PR #209), the flying lift and two
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model quirks (PR #211) → §25.13.
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model quirks (PR #211) → §25.13; the community reports of 2026-10-06 (the 孤岛风云 prisoners drawn freed, 忍冬's trigger, a
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bounty burned to death by the 活性源石, 枯朽之种 paying a bounty) → §25.14.
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Decisions of the owner: 2026-10-04 — the server stays on plain `node:http` + `ws`, no web framework (§25.1);
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2026-10-05 — the 补位 plan (§25.3); the 自选编队 rules, the collab operators out of the pool, ISW-A refused (§25.4);
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@@ -36,7 +37,8 @@ kept (§25.7.2); 望's placed 棋子 count in her stock, skills that act through
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a melee 突袭 member lands where it can block (§25.11); 华法琳's granted trait at the data's 7 / 14, replacing the 12 / 24
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lock (§25.13.2); a newly merged elite 拉普兰德 counts as a new 拉普兰德 (§25.13.3); the leader pool = bloodPoint × the players
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alive at the fight's start, adopting PR #209 and replacing 「保持固定血量」 (§25.13.4); flying units at 1.3 tiles and the two
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model quirks of PR #211 (§25.13.5).
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model quirks of PR #211 (§25.13.5); the bounty pays whenever its enemy dies (relayed with the community
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reports, §25.14.3).
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### 25.1 Refactor and tooling: the big files split, golden results, lint, types, import boundaries (refactor plan; owner's decision of 2026-10-04: no web framework) — `server/http/`, `server/match/match/`, `server/match/player/`, `server/sim/battle/`, `content/enemies/`, `kits/ops/`, `public/js/ui/gameLogic/`, `render/fx/`, `render/app/`, `screens/game/`, `tools/golden.mjs`, `tools/check-imports.mjs`, `eslint.config.js`, `jsconfig.json`
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@@ -668,6 +670,7 @@ its tile, §18.1; §25.9.2). Where a 0.1.4 change met 0.2.0 work:
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| A newly merged elite 拉普兰德 is a new 拉普兰德: +8 on its first manual refresh of the round (GitHub #169, §25.13.3) | the owner, 2026-10-06 (was [ASSUMED]: the copies' count carried) |
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| The leader pool = bloodPoint × the players alive when the fight starts, solo × 1 (PR #209, §25.13.4) | the owner, 2026-10-06 (replaces 「保持固定血量」; config restores it) |
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| Flying units hover 1.3 tiles; 帝国炮火先兆者 ×2 drawn 1.263× taller, 木制瑞印 mirrored (PR #211, §25.13.5) | the owner, 2026-10-06 |
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| A bounty pays whenever its enemy dies — terrain and other 无来源 deaths included, in 联防 too (§25.14.3) | the owner, 2026-10-06 (relayed with the community reports) |
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Settled by the sources in W5V, no longer questions: 泥岩 S3's dormancy is 闭锁 — she lets go and blocks nobody (PRTS,
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§25.11.4); 阿 S2 / S3 keep the data's DEFAULT, 忍冬 S2's and 深靛 S1's notes are what the kits do (§25.11.5).
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@@ -680,7 +683,8 @@ the moment a 棋子 leaves, a 棋子 over the cap lost, TRP-X's 7th placed 棋
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redeployment; 电弧 S2's area = 赛柯's 3-2 range, standing summons only; the official 突袭 landing taken as random among the
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legal tiles, ranged members on the old order, the target's own tile counted as a blocking tile; 泥岩's 反制 during 闭锁
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not modelled; the English of the remake's own strings; the lite zip without `public/fonts`, the zips' unchanged
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package.json (maintainer scripts fail there); the stand-in and operator kit items of the tables above.
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package.json (maintainer scripts fail there); the 联防 payee of a bounty death no operator caused — the helper of the half
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it fell on (§25.14.3); the stand-in and operator kit items of the tables above.
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Left to the owner (none changed in 0.2.0): 淬羽赫默's 丰润羽翼 as 生命回复速度 (the client template, no PRTS note) and 遥's
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break heal on the ATK cached at the grant (both kept, §25.11.5); whether a passive counts as 技能就绪 for the whole
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@@ -692,7 +696,8 @@ sources: the ally condition for 阿 S2 / S3, 泥岩 S3's 闭锁.
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Open polish (no rule): 34 or more of the 38 summons of the 自选 kits have no Spine skeleton in the online sources, so the
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field draws them as the avatar placeholder (§25.12); `scripts/make-windows-bundle.mjs` still copies every tracked file
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but test/ (it could reuse the package selection); the THIRD-PARTY-NOTICES "In the release bundle" column does not tell
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the lite zip (no fonts) apart.
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the lite zip (no fonts) apart; the enemy prefabs whose default clips differ from the manifest's roles (猎狗pro, 大鲍勃,
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碎骨, “斩胄之剑” / “破胄之锤”, §25.14.1).
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### 25.11 The owner's decisions of 2026-10-06 and the items the sources settled (W5V) — `kits/ops/op-wang.js`, `kits/shared/summoner.js summonTriggerArea`, `content/bonds/addon/battle.js raidTile`, `kits/ops/chess_char_4_18-mudrok.js`
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@@ -978,3 +983,82 @@ ported PR credits its author there and here.
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`test/render/playtest6-enemies.test.js` (exactly the two 先兆者 stretch and 木制瑞印 mirrors; the 1.263 aspect and the bar
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height; the mirrored model's opposite x sign). Docs: DATA §9 (`modelScaleY`, `mirrorX`), ASSETS (model size, flying
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units), research 00 / 12.
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### 25.14 Community reports of 2026-10-06 (W5AA) — `content/enemies/archetypes.js prisoner`, `render/units.js FORMS`, `tools/assets/spine.mjs PREFAB_SPINE_ROLES`, `sim/battle/economy.js _bountyPayee`
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The owner collected four community reports on 2026-10-06. Each was reproduced on the 0.2.0 tree with a script (and,
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where the report could be older, on the v0.1.2 / v0.1.4 sources), checked against the official data — the battle
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prefabs of the local client, ArknightsGameData's buff templates, PRTS — and the earlier decisions. Two were real and are
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fixed (W5AA's commits name every golden scenario moved); two were already fixed and are pinned.
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#### 25.14.1 「囚徒类敌人出门就是已解放的模型」: the 孤岛风云 prisoners leave the gate confined and change model as they are freed — `content/enemies/archetypes.js prisoner`, `render/units.js FORMS`, `render/fx/kinds.js SILENT_PHASES`, `tools/assets/spine.mjs PREFAB_SPINE_ROLES`
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- **Seen**: 普通囚犯 / 老练囚犯 walked out of the gate drawn freed (a red collar light); no prisoner changed its model when
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freed (强壮囚犯, 拳师囚犯, 重犯 and 传奇重犯 stayed grey all battle), on the 2D and the 3D board alike.
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- **Official**: each prisoner skeleton holds three clip sets whose collar light is grey, blinking orange and red. The
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battle prefabs (local client `battle/enm_pfb_6.ab`, read with UnityPy: the Graphic component's anim key → clip table,
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the modes' replace pairs, the clip the Spine starts on) draw mode Default — 【禁锢】 — on the grey set and start on it,
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mode R on the orange set and mode L — 【解放】 — on the red one. The buff templates (ArknightsGameData
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`battle/buff_template_data.json`): `enemy_confinement` starts `confinement.times` charges; `enemy_confinement[atk_cnt]`
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spends one ON_BEFORE_ATTACK unless the prisoner has 麻痹 (PRTS 拳师囚犯 「在持有麻痹的情况下,攻击不计数」) and switches to
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mode R when one is left; `enemy_liberty_listener[warning]` switches to mode L before the next attack — PRTS
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「进行第4次攻击前,切换至解放状态」.
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- **Cause**: the client's name-based role resolver gave 普通 / 老练囚犯 their unnumbered clips, which are the red (freed)
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set — their grey set is `*3`; FORMS had no prisoner entry and the sim sent no form. The sim also counted on the
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'attack' hook, after the damage, so the 4th attack still hit confined.
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- **Now**: `prisoner()` counts in the `before` hook (an attack 麻痹 interrupts never reaches it), sets the form
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'warning' before attack times − 1 (fx 'phase', drawn silently — the blinking light is the model's) and 'liberty'
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before attack times (fx 'liberate', the white blast as before), so that attack already hits with the liberty bonus;
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重犯's free-all and 杰斯顿's knock-out switch every freed prisoner too, and UnitInfo `form` gives a view built later the
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right set. FORMS maps 'warning' / 'liberty' for the six skeletons (普通 / 老练囚犯 `*2` / unnumbered, 强壮囚犯 `*2` /
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`*3`, 拳师囚犯 / 重犯 / 传奇重犯 `*_orange` / `*_red`). `PREFAB_SPINE_ROLES` gives 普通 / 老练囚犯 their grey `*3` set
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as the manifest's roles: data/assets.json regenerated (`fetch-assets --offline --add-only`, JSON compare: those two
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`anims` and the hash), data/enemies.json too (`build-data --offline`: their `attackAnim.clip` Attack → Attack3, the
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same length and strike frame). The 3D board draws the same Pixi views, so both boards follow.
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- [ASSUMED]: none (the modes and their timing come from the prefabs and the buff templates).
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- Found by the same audit (all 242 enemy prefabs against the manifest's roles), not changed, for later: 猎狗pro moves on
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`Run_Loop` (manifest `Move_Loop`), 大鲍勃 attacks on `Attack2`, 碎骨 moves on `Move_02`, “斩胄之剑” / “破胄之锤” idle on
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`Idle_A` (a 0 s pose the resolver skips on purpose); 杰斯顿, 扎罗 and 再生 differ only in the death clip their FORMS
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already set.
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- Golden: 28 scenarios — the warning's 'phase' fx only: roster-001 / 003 / 007 / 024 / 033, bond-miraShip-low; the freed 4th
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attack: roster-004 / 021 / 022 / 026, bond-kazimierzShip-low / raidShip-low / soloShip-low / victoriaShip-low /
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visiShip-low, standin-01, diy-017 / 024 / 061 / 065 / 066 / 094 / 097 / 104 / 105 / 127, and the bot matches
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solo-ABYSS-2, solo-HARD-9-boosted. Tests: `test/content/feedback5-prisoners.test.js`,
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`test/render/feedback5-prisoners.test.js`, `test/render/feedback5-prisoners.browser.test.js` (RENDER_E2E=1, both boards).
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Docs: docs/ASSETS.md, docs/SIM.md, DESIGN §9 (design/client.md).
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#### 25.14.2 「敌人在忍冬技能范围内没有开技能,在攻击范围才开」: already answered by the larger-range rule (§25.5) — no change
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- **Checked**: data/chess.json — S1 小施惩戒 DEFAULT (AUTO, no larger range), S2 坠刃拷问 SKILL_RANGE on its 技能范围 3-12
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(§25.11.5), S3 隐狐之艺 (her default) ACTIVE_RANGE on its running range 2-2 (`rawRule` DEFAULT); she is in neither
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part of data/backups.json. On v0.1.4 S3 was on DEFAULT and cast only with an enemy in her 1-tile range — the report;
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on this tree it casts with an enemy two tiles ahead (not three), S2 on any tile of the 3-12.
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- Golden: unchanged. Pinned: `test/sim/feedback5-community-pins.test.js`.
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#### 25.14.3 「被源石地板烫死的悬赏没给赏金」: a bounty enemy that dies with no operator behind it pays in 联防 too — `sim/battle/economy.js _bountyPayee`, `sim/battle/deploy.js _remove`
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- **Seen**: a bounty enemy burned to death by the 活性源石 paid no bounty.
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- **Checked**: on its own field it always paid its owner — all 96 walking kill-bounty enemies on 战场#04 with no
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operator, on this tree and on v0.1.4: none unpaid. The loss is in 联防: a leaked bounty enemy re-enters carrying
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`bounty.ownerPlayerId` = the leaker (unite.js planUnite), and a death without an operator killer fell back to that
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owner, who has no per-player entry in the 联防 battle, so `addCoins` dropped the coins. Until 0.1.3 the 联防 field was
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the round's map (GitHub #41), so 战场#04's 活性源石 burned leaked bounty enemies for nothing; the 联防 maps have no
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terrain now, but a 无来源 tick, the enemy's own HP loss or another enemy's hit still paid nobody.
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- **Official**: PRTS 卫戍协议:盟约 决策 「该敌人于对应玩家所属区域倒下时,使相应玩家获得额外资金」 — no exception for 环境伤害;
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the owner's decision (relayed 2026-10-06): the bounty pays whenever the body dies.
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- **Now**: `_bountyPayee` — an operator or summon of a player in the battle that dealt the blow pays its player (as
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before, a 联防 helper included); any other death pays the card's owner when that player fights there (own field, Final
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Assault / Hidden Core: unchanged), else the player whose half of the field the enemy fell on (`_ownerForTile`).
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- [ASSUMED]: the 联防 payee of a death nobody caused (no source names one; PRTS's 「于…区域倒下」 reads as the area's
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player).
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- Golden: unchanged. Tests: `test/sim/feedback5-bounty-payee.test.js` (the 联防 cases fail on the parent; the own-field
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活性源石 death, a helper's operator on the other half and a pair boss field pinned). Docs: docs/SIM.md §1.2,
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docs/META.md, docs/PLAYING.md.
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#### 25.14.4 「悬赏敌人枯朽萃聚使徒召唤的枯朽之种被击杀也会获得赏金」: already fixed in 0.1.3 (§23.25) — no change
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- **Checked**: the 使徒's BornBugs spawn its seeds through `spawnChildren`, which drops the card's `bountyId` /
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`bountyCoins` (§23.25); a seed never had a `bounty` on the own field, so killing one never paid. On the v0.1.2 sources a
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bounty 使徒 whose seeds leaked sent every seed into 联防 carrying the card — 15 of 16 re-entries paid it again — which
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is the report; on this tree only the 使徒's own leak carries it.
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- Golden: unchanged. Pinned: `test/sim/feedback5-community-pins.test.js`.
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