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

This commit is contained in:
sganggs committed 2026-10-06 22:35:10 +08:00
commit 714af994fc
26 files changed
+1081 -366

No files matched your search

+5 -4
View File
@@ -22,10 +22,11 @@
// them beside the operators; one off the field at the end enters fresh [ASSUMED]). Enemies = the union of every leaker's
// counted leaks (same stats: the SpawnSpec mods travel with the leak), routed on the escaped template (`escaped_single`
// for 1 helper, `escaped_multi` for 2): walkers on its `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` /
// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains ("该阶段
// 不能叠加层数"); the helpers' bonds carry the layers their own combat reached (PlayerState.battleInput `reached`: the
// round's pending gains, capped like settle() — the strip's count; "以其阵地当前的状态" [ASSUMED] includes them; until 0.1.3
// the round-start layers), and settle() still adds those gains once. Time limit = the round's combat limit.
// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper) — a death no operator caused pays
// the helper whose half it fell on (Battle._bountyPayee). No IN_BATTLE layer gains ("该阶段不能叠加层数"); the helpers'
// bonds carry the layers their own combat reached (PlayerState.battleInput `reached`: the round's pending gains, capped
// like settle() — the strip's count; "以其阵地当前的状态" [ASSUMED] includes them; until 0.1.3 the round-start layers),
// and settle() still adds those gains once. Time limit = the round's combat limit.
// LP: an enemy still alive at the end (leaked in the unite battle, or never spawned before the limit) costs its
// SOURCE player 1 LP; each player's round loss = min(lpCap, survivors attributed to them + leaks that could not
// re-enter) — the same 10 cap as a normal round.