feedback1 WB: docs for the 22-match bounty drafts and the 机密商店 composition (DATA, META, PLAYING)
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@@ -107,24 +107,32 @@ untimed. The UI picks a card with two taps (select → 确认选择, DESIGN §18
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the mode's static `inactiveBondIds` — 标准 has no 拉特兰 / 阿戈尔 / 卡西米尔 / 奥术 … — and with chess in the pool), so
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玛恩纳的盟誓 / 莫斯提马的盟誓 / 卡西米尔驰援 never show up in 标准. Card generation and the
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family defaults are documented in `choices.js` (bounty / supply / shop / tactic). 机密商店 cards are **free** (official
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text "无需消耗资金"). 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
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text "无需消耗资金") and follow the 4 official 机密商店 (choices.json `shopDraft`, build-data `SHOP_DRAFT`; the user:
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"机密商店按官方改成可以重复吧"): six slots drawn with replacement — VI, VI, V, 盟约之币 and twice V / IV / III / 盟约之币,
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an item within its tier weighted by the official cards it showed on — so the same item can be offered twice (official:
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盟约之币 ×2, 变形同构体 ×2; the slot split and the weights [ASSUMED]); two identical cards are two cards (picks go by
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index). 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
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"※以下悬赏任务仅由法术教鞭生成") nor the 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 cards (user playtest #6 item 4). **Each draft is
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built like the official one of its round** (`choices.js bountyDraftCards`, choices.json `bountyDrafts` / schedule
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`bountyDraft`; player feedback after 0.1.0, report #2 — late bounty enemies in the early drafts — settled by 33
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screenshots of 11 official co-op 绝境 / 终极 matches, readings in `test/fixtures/official-bounty-drafts.json`): **R3**
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one of the 10 official sets of six "接下来两场作战" cards, 3 × I + 2 × II + 1 × III — 7 seen (a whole series 17 / 18 / 19,
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or one card from each of 6 of the series 10–15 / 20), the 3 unseen slots built by that rule [ASSUMED]; **R9** boss
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bounties + 源石虫·特训: a seen group of 0–3 named bosses that always come together, filled to 6 with the cheap ones (W /
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碎骨 / 弑君者, 大鲍勃, 庞贝 or 鼠王, 源石虫·特训) — 7 groups for 6 events: two game versions or a group set per match
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(leader, map), open; **R11** (绝境 / 终极 co-op: 悬赏决策, 机密商店 or 战术决策, never 道具补给; solo the same weights
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[ASSUMED]) six "下场战斗" cards like R9: a group — one 特异III giant + 1–4 tier-II cards, always together (matches 1 and 6
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share the whole group, only the tier-I card differs) — filled to 6 with tier-I cards, at most one per faction series;
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4 groups seen for the 15 events, the unseen slots draw a group of that shape [ASSUMED]. 险境 R6 drafts like R3
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`bountyDraft`; player feedback after 0.1.0, report #2 — late bounty enemies in the early drafts — settled by 66
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screenshots of 22 official co-op 绝境 / 终极 matches of this season, readings in
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`test/fixtures/official-bounty-drafts.json`): the event is a fixed card list and the draft shows 6 different cards of
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it, each drawn with weight 1 + the official drafts of its group it showed in [ASSUMED]. **R3** one of the 10 official
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sets of six "接下来两场作战" cards (all six), 3 × I + 2 × II + 1 × III in 22 of 22 — 9 seen, hand-made (one holds two
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series-20 cards), the 10th built by a rule whose III is 法术大师A1 or 鼎沸 (the two-battle cards no draft showed)
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[ASSUMED]; **R9** boss bounties + 源石虫·特训: one of 6 groups of 9 cards (one per bossInitial event; 庞贝 and 鼠王
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never together); the 鼠王 group (杰斯顿 / “自在” / 陷落雪祀) came in 14 of 22 matches, every match on the dark grey board
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among them, so a group is picked by the matches it came in [ASSUMED: something of the match — map, leader or
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difficulty — decides, open]; **R11** (绝境 / 终极 co-op: 悬赏决策 14, 机密商店 4, 战术决策 4, never 道具补给, weights =
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those counts; solo the same [ASSUMED]) a list of 7 "下场战斗" cards — one 特异III giant, one card per faction series —
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of which the draft leaves out one (matches 1 / 6 / 21 / 22 leave out four different cards of one list); 7 of the 15
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lists seen, the unseen ones and the 4 lists' 7th cards built by that shape [ASSUMED]. 险境 R6 drafts like R3
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[ASSUMED]. A card's enemy is fixed by its effect (`enemy_id`): the title only names category and tier (悬赏·损伤I =
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底海滑动者 or 临时收音师).
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底海滑动者 or 临时收音师). The players pick in turn from one shared draft (a taken card stays greyed with the taker's
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avatar, as in the official matches 17 and 21).
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No official draft showed a multi-round card, a pre-series card (enemyeffect_3_*) or the boss bounties 凋零骑士 / “遗弃者”
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/ 锏 / 扎罗 / 迷路的巨像: `draftExcluded: 'unseen'` [ASSUMED], flipped by adding them to build-data
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`BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_TEMPLATES` / `BOUNTY_HUNTER_TEMPLATES` once a screenshot shows one. The card positions are shuffled; solo
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`BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_GROUPS` / `BOUNTY_HUNTER_GROUPS` once a screenshot shows one. The card positions are shuffled; solo
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shows 3 of the 6 [ASSUMED]. The mode's inactive enemy list does not thin the draft (PRTS
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11/18 note "不影响悬赏决策出场"). Every bounty card carries the effect's official rich text `descRaw` (the battles in blue
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"下场作战" / "两场作战"; the overlay and the effects column render it; the effects column also says "还剩 N 场作战").
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