feedback1 WB: R11 bounty drafts as groups + tier-I fill (matches 1 and 6 share a group); solo R11 weights marked assumed
The official R11 bounty drafts are not a free draw under the old rule: matches 1 and 6 show the same 特异III giant and the same four tier-II cards and differ only in their one tier-I card; 15_7 + 13_8 come together in 3 of the 5 drafts; 10_8, 11_8 and 12_8 never show. A uniform draw under the old rule repeats 5 of 6 cards in some pair of 5 drafts in about 2.5 % of samples. - tools/build-data.mjs: BOUNTY_HUNTER_TEMPLATES (the 4 seen R11 groups: giant + tier-II cards, fill = the 5 tier-I cards seen) and BOUNTY_HUNTER (the shape an unseen slot draws: one giant + 1-4 tier-II cards + tier-I fill, one card per faction series 10-15). choices.json bountyDrafts.hunter gains slots (15), templates and rule. The R9 note now names the per-match explanation (leader, map) beside two versions. Solo 绝境 / 终极 R11 family weights are marked as extrapolated from co-op. - server/match/choices.js: the hunter draft picks one of the 15 event slots: a seen group, or a rule group of that shape, then tier-I fill. - test/match/feedback1-bounty.test.js: each official R11 bounty draft fits exactly one seen group and the rule shape; matches 1 / 6 share 5 cards; generated drafts: a seen group in about 4 of 15, every seen group and every R11 card offered. - docs/DATA.md, docs/META.md: the R11 structure, the solo weights and the R9 open question.
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@@ -321,8 +321,8 @@ Types: `BAND_INITIAL` 41, `BOND` 23, `EQUIP` 115, `ENEMY_GAIN` 129 (悬赏), `BU
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| `format` | `{"multi":{"cards":6,"pickOrder":"random","firstPickSec":30,"otherPickSec":16,"onTimeout":"autoPickRandom","eachPlayerPicks":1},"solo":{"cards":3,"timer":null},"opensAfterIncome":true}` | |
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| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null,"draftPool":"initial","series":10}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `enemyKey` = the effect's `enemy_id` (fixed per card; the title only names category and tier); `draft` = offered by a 悬赏决策 draft (86 cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔; 4) / `unseen` (in none of the 27 official bounty drafts of the user's 33 screenshots: the 7 multi-round cards, enemyeffect_3_*, the boss bounties of no seen R9 group; 19, [ASSUMED] not offered) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4, player feedback after 0.1.0 report #2; `draftPool` = the kind of draft that offers it: `initial` (R3: the 42 "接下来两场作战" cards), `boss` (R9: 19 boss bounties + 源石虫·特训), `hunter` (R11: the faction _7 / _8 and 特异 series 16 "下场战斗" cards, 24), null when not drafted; `series` = N of `enemyeffect_N_M` (null otherwise) |
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| `cards.tactic[]` | `{"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false}` | `kind` `ally` / `enemyDebuff` / `terrain` (only for the match stage); `team` = also given to teammates |
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| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"sets":[{"cards":[…6],"seen":[1,3,5,9]},…],"mixed":{"series":[10,11,12,13,14,15,20],"count":6,"tiers":[1,1,1,2,2,3]},"count":6},"boss":{"events":[…],"templates":[{"featured":[…],"fill":[…],"seen":[1,5]},…],"count":6},"hunter":{"events":[…],"anchors":[…],"anchorCount":1,"rest":[…],"onePerSeries":[10,…,15],"count":6}}` | the official 悬赏决策 structures, read from 33 screenshots of 11 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers): `initial` = one of `slots` fixed sets, the seen `sets` or for an unseen slot `mixed` (one card from each of `count` of `series`, with `tiers`) [ASSUMED]; `boss` = a `templates` entry: its `featured` bosses + `fill` drawn to 6 (uniform among the seen groups [ASSUMED]); `hunter` = `anchorCount` of `anchors` (the 特异III giants) + `rest`, at most one per `onePerSeries` series |
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| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 45 / 机密商店 35 / 战术决策 20 (the official R11s: 5 / 4 / 2 of 11, no 道具补给; weights [ASSUMED]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header |
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| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"sets":[{"cards":[…6],"seen":[1,3,5,9]},…],"mixed":{"series":[10,11,12,13,14,15,20],"count":6,"tiers":[1,1,1,2,2,3]},"count":6},"boss":{"events":[…],"templates":[{"featured":[…],"fill":[…],"seen":[1,5]},…],"count":6},"hunter":{"events":[…],"slots":15,"templates":[{"featured":[…],"fill":[…],"seen":[1,6]},…],"rule":{"giants":[…],"groupCards":[…],"groupSizes":[1,2,3,4],"fill":[…]},"onePerSeries":[10,…,15],"count":6}}` | the official 悬赏决策 structures, read from 33 screenshots of 11 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers): `initial` = one of `slots` fixed sets, the seen `sets` or for an unseen slot `mixed` (one card from each of `count` of `series`, with `tiers`) [ASSUMED]; `boss` = a `templates` entry: its `featured` bosses + `fill` drawn to 6 (uniform among the seen groups [ASSUMED]); `hunter` = one of `slots` events: a seen `templates` group — its `featured` 特异III giant + tier-II cards, always together (matches 1 and 6 share the whole group, only the tier-I card differs) — or for an unseen slot a `rule` group (one of `giants` + `groupSizes` of `groupCards`), then tier-I `fill` to 6, at most one card per `onePerSeries` series (the group / fill split by tier, the unseen slots and the uniform pick among the events [ASSUMED]) |
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| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 45 / 机密商店 35 / 战术决策 20 (the official co-op R11s: 5 / 4 / 2 of 11, no 道具补给; weights [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events `bounty_hunter_*_s`]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header |
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| `pools[poolId]` | `{"kind":"equip","items":[…]}` / `{"kind":"chess","tier":2,"rule":"shopEligible"}` | server-side reward pools referenced by effects (`pool_equip_*`, `pool_chess_shop_N_reward`, `pool_char_later`, …), all [ASSUMED]; `rule:"shopEligible"` = visible/non-hidden entries, `maxTier:"shopLevel"` = ≤ current shop level, `weighted` = `[[id, weight]]`. `pool_equip_vict` (维多利亚, every 25 layers: "获得一件带有随机特殊效果的维式重锤") and `pool_equip_rockr` (洛洛's 定制品; user playtest #4 — the research 04 §8 guess 有限加速器 / 激光发射器 / 护盾无人机 / 双模机械臂 / 蜂鸣器 is superseded) = the 4 special 维式重锤, uniform |
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## 9. `enemies.json` — `{ [enemyKey]: Enemy }` (249 keys that can appear)
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