feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory)

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@@ -689,10 +689,10 @@ helpers = `unite.js helperOrder` (research 08 §5, PRTS 卫戍协议/帮助 §
chosen by most units on the field (downed included) > an active bond > most standing units > seat; the pair ordered by
units > active bond > Σ active layers > standing > seat (LP plays no part), the first one on the right-hand field
(colOffset +8, where escaped_multi enters), the other colOffset 0; the escaped template of that size routes the leaked
enemies by slot class, and its own map is the field (`unite.js uniteStageId`: stages.json `act1autochess_escaped_single` /
`_multi`, two road halves joined at col 10 — no water, crates or devices of the round's stage, no band map characters:
the level has no predefined ones; the round's stage only with data that lacks them; GitHub #41), each helper's pieces
on their prep tiles; helpers' operators carry
enemies by slot class on the round's battlefield — the match stage opened to both halves (`GEO.UNITE_RECT`, cols 0–20),
its terrain, crates, water, devices, runes and band map characters included, as in 0.1.x (the owner's decision of
2026-10-07, 「官服保留地形」; 0.2.0 fought it on the escaped levels' own map, the placeholder road every wave template
carries — GitHub #41, withdrawn), each helper's pieces on their prep tiles; helpers' operators carry
`{ hpPct, sp }` from `unitsEnd` ("阵地以其当前状态": the HP ratio and the 技力 only — a skill running at the end enters
switched off; summon pieces `{ sp }`, "召唤物仅修改技力"); an operator knocked out at the end of the helper's own
combat carries `{ down: true }` (PRTS 卫戍协议/帮助: "部署完成后…上一阶段为退场状态的干员强制退场"): deployed, then forced out