0.2.5-dev: 萨卡兹枯朽战士 (and every enemy sharing its death fog) leaves no 污秽侵蚀 when it dies silenced — the owner's official-play recall, against the PRTS / in-game wording (#470); the 调度中心 5 / 6 promotion reward includes 自选 operators of the newly reached tier (#515, after research; the owner's decision); golden: unchanged
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@@ -464,3 +464,60 @@ continues the same layer gap (191 → 206). The human settle row first differs a
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267 → 282; final bonds move 奥术 27 → 30, 拉特兰 17 → 23 and 精准 53 → 59. This scenario was not among the 45 that
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already differed from 0.2.4 (§30.9, §30.16), so the release-relative total is now 46. The other 286 digests match
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the preceding candidate.
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### 30.20 Silenced 枯朽 death fog, and 自选 in the promotion reward
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Two owner decisions of 2026-10-12. Neither is a new pool or a change to any other silence rule.
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**#470.** `enemy_1267_nhpbr` (萨卡兹枯朽战士) and `enemy_1267_nhpbr_2` (萨卡兹枯朽战士组长) share one death ability,
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PollutedDie 【污染秽蚀】 (`kitPolluted`). A death while `flags.silence` is set creates no zone. The owner's official-play
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recall is that killing one which already shows the silence icon leaves no fog. That recall contradicts the PRTS /
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in-game text 「不可沉默」. Both handbook lines are `format: "NORMAL"` ("被击倒时释放污染秽蚀,使周围我方持续损失生命"),
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not `SILENCE`. 0.2.0 already withheld the fog (§25.18.2), from the general 死亡爆炸 line "如无特殊说明,此能力默认可沉默"
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and a client-template reading of `projectile_on_killed`. That section stays as the 0.2.0 reading. The reason recorded
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now is the owner's recall, against 「不可沉默」. The local gamedata cache does not contain the string 「不可沉默」; the
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contradiction is the issue title and the owner's statement.
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The same ability is only those two keys. Checked and left unchanged: 萨卡兹枯朽战车 / 尖端 (`enemy_1272_nhtank`, `_2`)
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秽蚀轰击 is an attack skill with `_ignoreSilence` and `silenceImmune`; 枯朽之种 (`enemy_1269_nhfly`) self-destructs and
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is silence-immune; 枯朽萃聚使徒 (`enemy_1321_wdarft`) summons seeds and is silence-immune; 萨卡兹枯朽前锋 / 辟路前锋
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(`enemy_1422_lrsldr`, `_2`) deal arts while in a 源石污染区; 假想敌:蚀裂 (`enemy_9006_actoxi`) has a different death
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cloud that was already silenceable; 高能源石虫's 死亡爆炸 is a different ability. A silence that has expired does not
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stop the fog. A leak (`reason !== 'killed'`) still creates none. A killing blow that would apply silence only if the
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target is still alive is not this case: the report is the icon already showing.
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**#515.** The promotion reward (three different operators, one tier above the 调度中心, at most 6, price 0) includes
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自选 operators of the newly reached tier, the way the ordinary shop includes them once the 调度中心 is at that tier.
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`pushRewardOffer` with no explicit `ids` now passes `diyStockEntries()` into `pool.roll`. The tier filter is unchanged,
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including the downward walk when a tier has no further distinct chess (playtest #6 item 19). Shop level 4 rolls reward
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tier 5, so a stocked tier-5 自选 piece can appear and a tier-6 piece cannot. Shop level 5 rolls reward tier 6, so a
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stocked tier-6 piece can appear; a tier-5 piece appears only if that roll walks down. Shop level 6 still can roll tier
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6. Shop level 3 rolls tier 4 and has no tier-4 自选 piece. The ordinary shop (`economy.js`, `diyRollEntries`) still
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waits for `shopLevel` 5 / 6. Effect offers that pass explicit `ids` do not roll. A 自选 piece is not guaranteed. A slot
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whose every bond is banned still has no stock. `left <= 0` stays out. Copy counts 8 / 5 stay [ASSUMED] and unchanged.
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Seen: 卫戍协议/帮助 干员的获得与精锐化 describes a temporary refresh of three operators one tier above the 调度中心 and
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does not say that 自选 are excluded. The next section's note "仅在调度中心等级 ≥ 干员所在等阶时,该干员才有可能出现在栏位中"
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is the persistent shop: binding it to the refresh would leave a level-4 调度中心 with no tier-5 operator.
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`shopLevelDisplayDataDict` lists the tier-5 DIY slots at level 5 and the tier-6 slots at level 6; those rows are visible
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shop chess, and no second pool excludes them. No parsed page names 自选 inside the refresh. The inclusion is the
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owner's decision of 2026-10-12, not a new [ASSUMED]. 0.2.0 §25 had [ASSUMED] that the reward used the slot's shop
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level; that sentence stays there, and this section reverses it.
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Normative lines: `server/match/player/acquire.js` `pushRewardOffer`, `server/match/player/diy.js`, META.md §3,
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DATA.md `rewardOffer` and §18, design/match.md economy, PLAYING.md 自选编队, SIM.md enemy damage zones,
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`server/sim/content/enemies/archetypes.js` `kitPolluted`. Tests: `test/match/diy-shop.test.js` (the reward tallies;
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the level-4 ordinary shop still rolls no tier-5 自选 piece), `test/content/enemies_bosses.test.js` (both keys, silenced
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and after the silence runs out).
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`npm run golden:update` recomputed all 287 scenarios. No scenario was added or removed, and no digest moved.
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#470 does not change the sim: the fog was already withheld. #515 can change a promotion reward only when the seat
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has stocked 自选 of the reward tier and the 调度中心 is still below that slot's shop level. The two DIY matches start
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at shop level 5. `coop2-NORMAL-5-coverage-diy` rolls its only reward after the shop is already 6, where both iterators
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include the tier-6 stock, so the offer is the same. `coop2-NORMAL-70-diy` rolls four tier-6 rewards while the shop is
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still 5. On this seed the card the seat takes is the same operator as before. Rounds 8–10 differ only in an untaken
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card (round 8 swaps the other two; rounds 9 and 10 replace the third). The other level-5 offer is unchanged. Both
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level-6 offers match the previous roll, including the one that shows the tier-6 自选 piece, which the shop gate already
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allowed. The digest records
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shop draws, fielded pieces, board hashes and the rng state, not an untaken reward card, so the stored scenario does
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not move. The release-relative total against 0.2.4 stays 46.
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