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0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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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@@ -5,7 +5,8 @@
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// death pays the card's owner when that player fights there — on its own field a 活性源石 death always paid (pinned) —
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// and in 联防, where the owner is the leaker (unite.js planUnite) and fights elsewhere, the helper whose half it fell on.
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// Until 0.2.0 that last case fell back to the leaker, who has no per-player entry in the 联防 battle: the coins were
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// dropped (until 0.1.3 the 联防 field was the round's map — 战场#04's 活性源石 burned leaked bounty enemies for nothing).
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// dropped (in 0.1.x the 联防 field was the round's map, as it is again since 0.2.1, so 战场#04's 活性源石 burned leaked
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// bounty enemies for nothing).
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// Run: node --test test/sim/feedback5-bounty-payee.test.js
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import { test } from 'node:test';
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@@ -1,9 +1,10 @@
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// test/sim/feedback5-ulpia-own-board.test.js — community report of 2026-10-06 (item 27) 「乌尔比安使用3技能会在联防阶段跳到红门
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// 后」. 乌尔比安 S3 必须开辟的通路 throws the anchor up to 6 tiles ahead (the nearest enemy of the line, else the farthest tile) and
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// moves there when the tile "可以部署" (PRTS 备注 ③: the landing tile > the tile one beyond > his own tile). On the one-helper 联防
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// map (act1autochess_escaped_single: the helper's pieces on the left half, the enemies out of the middle gate at col 10) the
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// right half is no tile his player deploys on, yet an anchor that met no enemy flew there and he moved behind the red gate for
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// the whole skill. Now the landing must lie on his own board (Battle.onOwnBoard, the board region mapped onto the field).
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// moves there when the tile "可以部署" (PRTS 备注 ③: the landing tile > the tile one beyond > his own tile). In a one-helper 联防
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// (the helper's pieces on the left half, the enemies out of the middle gate at col 10; the fixture here is the escaped level's
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// plain road, act1autochess_escaped_single — the 联防 field itself is the round's battlefield since 0.2.1) the right half is no
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// tile his player deploys on, yet an anchor that met no enemy flew there and he moved behind the red gate for the whole
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// skill. Now the landing must lie on his own board (Battle.onOwnBoard, the board region mapped onto the field).
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// Run: node --test test/sim/feedback5-ulpia-own-board.test.js
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import { test } from 'node:test';
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