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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@@ -215,8 +215,11 @@ export class PlayerAcquire {
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* copy-weighted roll from the shared pool excluding the ones already drawn; a tier left without another chess tops
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* up from the tier below (user playtest #6 item 19: the official promotion reward never offers one operator twice —
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* the user's first-hand report; the normal shop's slots may repeat). The offer reserves no copies (the pick takes one).
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* The player's slotted 自选 pieces join the draw like in its shop (player/diy.js diyRollEntries: once the 调度中心 is at
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* the slot's level) — the reward is a temporary refresh of the shop ("临时刷新3名…干员") [ASSUMED].
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* The player's slotted 自选 pieces of the reward tier join the draw (player/diy.js diyStockEntries: copies left, then
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* the roll's tier — not the ordinary shop's shopLevel gate). 卫戍协议/帮助 干员晋升 names one temporary refresh one tier
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* above the 调度中心 and no separate pool; the owner decided on 2026-10-12 that the refresh includes 自选 of the newly
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* reached tier. 0.2.0 had [ASSUMED] the shop-level gate on this refresh too (DESIGN §25); §30.20 reverses that.
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* An offer built from explicit `ids` does not roll.
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*/
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pushRewardOffer(source = 'merge', { tier = null, ids = null, label = null } = {}) {
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const ro = this.gd.rewardOffer();
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@@ -228,7 +231,7 @@ export class PlayerAcquire {
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const fresh = (id) => !list.includes(id);
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for (let i = 0; i < ro.count; i++) {
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let id = null;
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for (let tt = t; tt >= 1 && !id; tt--) id = this.m.pool.roll(this.m.rngShop, { tier: tt, filter: fresh, extra: this.diyRollEntries() });
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for (let tt = t; tt >= 1 && !id; tt--) id = this.m.pool.roll(this.m.rngShop, { tier: tt, filter: fresh, extra: this.diyStockEntries() });
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if (id) list.push(id);
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}
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}
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