feedback3 WF: the initial deployment goes by column — the left column first, top to bottom within a column (PRTS 从上到下>从左到右 read as a scan, the 阿戈尔 devour's order; mirrored boss side from its own left); a merge's elite among several deployed copies follows it (server and client); tests whose target was the latest deployed keep it
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@@ -82,7 +82,7 @@ The visible chess per tier are 16/17/19/22/19/19. The item slot uses the same ti
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| Deploy cap | **8** (`characterLimit`); **9** with 人事部文档. Summons don't use a slot (PRTS token pages of the pool's hand summons: 部署占用数 0; user playtest #6). | DATA/VERIFIED |
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| Hand (整备区) | **10 regular + 5 temporary**, shared by operators, items and summon stacks. Full ⇒ no buy or withdraw. Passive overflow goes to temp; **temp blocks Ready**; temp is wiped at the next phase. Board↔hand swap is allowed when full. | VERIFIED |
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| Equipment | 2 per operator (board **or** hand). Locked; 3rd = replace, and the old one is destroyed. 2 identical normal items (equipped or not) merge into golden. | VERIFIED |
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| Deployment | Free, at t=0, order **top→bottom then left→right** (right-side boss player mirrored). Ranged units may use melee tiles. | VERIFIED |
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| Deployment | Free, at t=0, order **从上到下>从左到右** = down each column, the columns left to right (right-side boss player mirrored; research 01 §4.3). Ranged units may use melee tiles. | VERIFIED |
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| DP | Start **10**, **+1/s**, cap **99**. Used only for auto-redeploy (original tile, respawn timer done, DP ≥ `cost`). | DATA/VERIFIED |
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| Skill auto-cast | Default: SP ready + about to attack/heal + an enemy in the **initial** range. ~~`skillTriggerDataList` rows with `skillIndex` 0 = skill 1 only (TANK S1 → on damage: only 古米 and 灰毫 this season)~~ — Superseded by user playtest #6 (DESIGN §20): the class rows apply to **every MANUAL skill** of the class and never to an AUTO skill (PRTS 卫戍协议/帮助 names whole classes; the 阵法术师 row must cover 薄绿's default S2, a phalanx that never attacks with its skill off); a MANUAL skill with its own 技能范围 (not an attack-range change) uses SKILL_RANGE; automatic operations have a 3 s cooldown. charId rows per 03. The TANK row came with 下半 (上半 had none); 深巡 S2, 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 deliberately cast with an enemy in range instead (the owner's decision, DESIGN §21.29); 余 S2 too, on its x-1 (SKILL_RANGE, the owner, 2026-10-04, DESIGN §22.10). | VERIFIED (class-row reading superseded; six 重装 skills deviate on purpose) |
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| Speed | 2× forced, no manual control | VERIFIED |
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@@ -9562,7 +9562,7 @@
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"promotion": {
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"eliteGoesTo": "hand; when a consumed copy was deployed, that copy's board position (PRTS 卫戍协议/帮助 '发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区对应位置)'; user-confirmed after playtest #6)",
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"eliteTileAmongSeveralDeployed": {
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"rule": "the consumed deployed copy that deploys first (board row desc, then col asc; mirrored on the right boss half), with its facing",
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"rule": "the consumed deployed copy that deploys first (board col asc, then row desc — the deployment order since 0.1.3; mirrored on the right boss half), with its facing",
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"assumed": true
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},
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"equipmentReturnsTo": "hand",
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@@ -213,8 +213,8 @@ Boss HP scaling:
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Each player fights their own copy of the round level independently. There is no PvP.
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- **Deployment:** automatic, paying DP (start 10, +1/s). **Redeploy also costs DP** [COMM].
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- **Deploy order:**
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- 上半: left→right, bottom→top.
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- 下半: top→bottom, then left→right. The last-placed unit has the highest taunt.
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- 上半: left→right, bottom→top (PRTS "从左到右>从下到上": along each row, the rows from the bottom).
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- 下半: PRTS 卫戍协议/帮助 "按从上到下>从左到右的顺序部署" (from 2026-03-14): a scan down each column (top first), the columns from left to right — the order PRTS gives the 阿戈尔 devour ("从最先部署(更靠左和靠上的)的【阿戈尔】干员开始") and act-2 videos show (BV1rVwjziEQt, BV1pGAPzrEpZ). The remake read it as top row first until 0.1.3. The last-placed unit has the highest taunt.
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- **Skills:** fire automatically. Units with summons deploy the summon on first deployment regardless of SP [COMM].
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- **Perfect clear (完美作战):** every enemy killed before the time limit, none reached the objective.
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- **Bond stacking:**
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@@ -843,11 +843,11 @@ Local copies are in `scratchpad/gd/extra/critic/` (`bw_盟约.txt`, `bw_sweep.tx
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| new | – | At **combat start, all unfrozen shop contents are cleared** ("进入作战期后,栏上若未处于冻结状态则清空全部物资"). | VERIFIED |
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| 4.2 / 8 | bench 10 + temp area | **Hand (手牌区/整备区) = 10 regular + 5 temporary slots**, shared by operators, **items** and hand-deployable **summons**. Several summons of one owner stack into 1 slot; summons of different owners don't stack.<br>When the regular hand is full, every action that would add a card is refused: buy, and withdraw from the board. Exception: a purchase that completes a 3-merge nets −1 card, so allow it.<br>Passive gains (merge result, band/trait/item grants, items returned by promotion) overflow into the temp slots. **While temp is non-empty the player cannot start combat.** Temp is wiped when the next phase starts.<br>A board↔hand swap is allowed even with a full hand. Cards fill hand slots **right→left**. | VERIFIED |
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| 5.2 | – | **Items cannot be sold** ("多余的装备无法进行出售,可以销毁"). They can only be destroyed for 0 funds. Operators sell for 1 from board or hand. | VERIFIED |
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| 7 | promotion reward [COMM] | Confirmed (PRTS 帮助, BWIKI, official intro). On acquiring the 3rd copy:<br>1. The 3rd copy is not created, and the 2 owned copies are destroyed wherever they are.<br>2. **1 elite goes to the hand — or, when a consumed copy was deployed, to that copy's board position** (PRTS 帮助 "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区对应位置)"; the user confirmed it first-hand after playtest #6 — this row used to read "not to a board tile", a misreading of the same sentence). Their equipment returns to the hand ("干员晋级后已配发装备会回收至整备区,需要重新配置"). [ASSUMED] where the text is silent: with two or three deployed copies the elite takes the tile of the one that deploys first (top→bottom, then left→right — the official deploy order) with its facing; the copies' summons leave and the elite's own summon card joins the hand (§战斗部署 "如果部署的干员拥有可手动部署的附属召唤物,则该召唤物会立刻加入手牌区"); the deploy count never grows. A 突变细胞 carrier is destroyed before its new operator is gained (official footage, DESIGN §21.1), so a merge that operator completes never uses the carrier's tile.<br>3. The shop then temporarily shows **3 operators of tier min(shopLevel+1, 6) at price 0**. The official intro shows "II 0 ×3" after a tier-I merge at L1 and "III 0 ×3" at L2.<br>4. The player takes **1**. The offer cannot be refreshed or frozen and expires at round end. | VERIFIED (elite to the copy's board position: PRTS + the user); the tile among several deployed copies ASSUMED |
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| 7 | promotion reward [COMM] | Confirmed (PRTS 帮助, BWIKI, official intro). On acquiring the 3rd copy:<br>1. The 3rd copy is not created, and the 2 owned copies are destroyed wherever they are.<br>2. **1 elite goes to the hand — or, when a consumed copy was deployed, to that copy's board position** (PRTS 帮助 "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区对应位置)"; the user confirmed it first-hand after playtest #6 — this row used to read "not to a board tile", a misreading of the same sentence). Their equipment returns to the hand ("干员晋级后已配发装备会回收至整备区,需要重新配置"). [ASSUMED] where the text is silent: with two or three deployed copies the elite takes the tile of the one that deploys first (the left column first, top to bottom — the official deploy order, §4.3) with its facing; the copies' summons leave and the elite's own summon card joins the hand (§战斗部署 "如果部署的干员拥有可手动部署的附属召唤物,则该召唤物会立刻加入手牌区"); the deploy count never grows. A 突变细胞 carrier is destroyed before its new operator is gained (official footage, DESIGN §21.1), so a merge that operator completes never uses the carrier's tile.<br>3. The shop then temporarily shows **3 operators of tier min(shopLevel+1, 6) at price 0**. The official intro shows "II 0 ×3" after a tier-I merge at L1 and "III 0 ×3" at L2.<br>4. The player takes **1**. The offer cannot be refreshed or frozen and expires at round end. | VERIFIED (elite to the copy's board position: PRTS + the user); the tile among several deployed copies ASSUMED |
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| 2 | BAND_CHECK "3 random + reroll" [ASSUMED] | **All unlocked bands are shown.** In co-op, players pick **one at a time in a random order** shown on the left ("以随机顺序进行策略轮选"). Each co-op player may **skip once**. The step lasts 50 s; on timeout the band is 华法琳. **Duplicates are allowed:** the official illustration shows 2 teammates' picks still un-greyed in the grid. [ASSUMED] 12 s per turn inside the 50 s step. | VERIFIED except the per-turn timer |
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| 2 | banned bonds "1 core + 1 add-on" [ASSUMED] | Replaced by the verified rule in **A2**. | VERIFIED |
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| 1, 12 | one ×0.7/×0.8 multiplier per mode; `aceffect_enemy_*` mapping [ASSUMED] | Replaced by the **per-round table in A3**. | VERIFIED (PRTS, user-sourced) |
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| 4.3 | "automatic, paying DP" | At battle start **all board units deploy for free**, one by one in order: 下半 top→bottom, then left→right; right-side players in the boss round are mirrored.<br>**DP starts at 10, +1/s, cap 99.** These are the round-level `options`. `initialCost` 0 in `m0X` is the terrain file, not the round level.<br>DP is only spent on **automatic redeploy**: the unit returns to its original tile when its respawn timer is done, the tile is free, and DP ≥ `cost`.<br>Precisely (PRTS 卫戍协议/帮助 §作战阶段 单位部署, checked after player report F5): the unit comes back on the tile where its 倒地干员 lies ("原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员并自动部署至该位置"). That is its original tile unless it was moved off it (a 突袭 jump, 乌尔比安's anchor). No ally may deploy on that tile ("倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"). One knocked out on another piece's initial position goes back to its own ("若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其自身的初始位置").<br>Deploy effects do not fire during prep placement. Battle speed is forced to **2×**. | VERIFIED |
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| 4.3 | "automatic, paying DP" | At battle start **all board units deploy for free**, one by one in order: 下半 "从上到下>从左到右" — down each column, the columns left to right (§4.3); right-side players in the boss round are mirrored.<br>**DP starts at 10, +1/s, cap 99.** These are the round-level `options`. `initialCost` 0 in `m0X` is the terrain file, not the round level.<br>DP is only spent on **automatic redeploy**: the unit returns to its original tile when its respawn timer is done, the tile is free, and DP ≥ `cost`.<br>Precisely (PRTS 卫戍协议/帮助 §作战阶段 单位部署, checked after player report F5): the unit comes back on the tile where its 倒地干员 lies ("原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员并自动部署至该位置"). That is its original tile unless it was moved off it (a 突袭 jump, 乌尔比安's anchor). No ally may deploy on that tile ("倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"). One knocked out on another piece's initial position goes back to its own ("若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其自身的初始位置").<br>Deploy effects do not fire during prep placement. Battle speed is forced to **2×**. | VERIFIED |
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| 4.3 | leaked/timeout | When `maxPlayTime` ends, the battle stops. Every enemy not killed (still alive, or reached the goal) is "未击倒" and feeds 联防/LP. [ASSUMED] `maxPlayTime` is **game-time** seconds, so the client at 2× shows it ticking twice as fast. Last spawns land at 15/38/73 s against limits of 45/55/115 s, which leaves the time needed to kill walkers. | VERIFIED + ASSUMED unit |
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| 3 | solo prep 300 s | 下半 solo has **no timer** on prep or 机变 ("休整期及机变阶段没有时间限制…24小时内随时返回"). Treat `normalPhaseTime` 300 and `specialPhaseTime` 150 as an optional "timed solo" setting. | VERIFIED |
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| 4.4 | 联防 partner rule "fewest leaks" | Meaningless, because helpers are perfect by definition. There are **at most 2 helpers**: "所有防卫成功的玩家(最多2名)". Default choice: highest LP, then seat index [ASSUMED]. 1 helper uses `escaped_single` (8 units); 2 helpers use `escaped_multi` (20). | VERIFIED cap |
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@@ -1980,7 +1980,7 @@ Consequences for the current pool:
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- Withdrawing the owner removes its summons from the board.
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- Tokens marked `DEFAULT` in `shopStateTokenDict` are these placeable pieces: 医疗探机, 诅咒娃娃, 狼群, 斯卡蒂的海嗣, 流形. `HIDDEN` tokens exist only in battle.
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- [ASSUMED] Summons do **not** use one of the 8 deploy slots, as in the base game. Keep this as a config flag.
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- **Battle start:** every board unit deploys for free, in order **top→bottom, then left→right** (下半). In the boss round the order is mirrored for the right-side player. After that, knocked-out units redeploy automatically on their tile when the respawn timer is done and DP ≥ `cost` (DP starts at 10, +1/s, cap 99).
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- **Battle start:** every board unit deploys for free, in order **从上到下>从左到右** (下半): down each column, the columns left to right (research 01 §4.3). In the boss round the order is mirrored for the right-side player. After that, knocked-out units redeploy automatically on their tile when the respawn timer is done and DP ≥ `cost` (DP starts at 10, +1/s, cap 99).
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- **Ranged units may stand on melee tiles** ("所有行动内远程干员可部署在近战位"). Melee units may **not** use ranged-only tiles (HIGH `h`) [ASSUMED standard] — except the branches whose own trait reads 可以放置于远程位 (钩索师 歌蕾蒂娅 / 崖心, 推击手 见行者; PRTS 新人入门 "可部署在高台和地面"). That line is the branch trait, not a 部署效果 like the Y-module 教官's talent "可以额外部署在远程位" (the 帮助: "携带Y模组的教官仍无法部署至高台位"), so it still applies in prep — the remake's reading [ASSUMED], GitHub issue #32 item 4, DESIGN §22.6. Maps: see 05.
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### C3. Pool membership per match
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@@ -67,7 +67,7 @@ Evidence was extracted to the scratchpad `research2/`: guide pages, video frames
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| Moving a deployed unit | Drag the unit to any legal tile, **including its own tile**. The same diamond opens. The original stays visible until confirmed; cancelling leaves the unit and its facing unchanged. Re-orienting in place = drag the unit onto its own tile and swipe a new direction. | WIKI + ASSUMED (own-tile case) |
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| Tap a deployed unit | Opens the selection diamond (underframe) around the unit and shows its **attack range tiles** on the board (orange). Buttons on the diamond: **撤退** (red runner icon, upper-left; unit returns to the bench) and **出售 +1** (coin badge, upper-right). The left side shows the detail card: portrait, tier, LV, ATK/DEF/RES/block/cost, an "攻击范围" mini-grid, bond icons, and tabs 特质/技能/特性/天赋/装备. You cannot rotate from this menu. | DATA + WIKI |
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| Default facing | Every player-initiated placement goes through the wheel, so there is no silent default. Server-created board units (effects such as 外勤医疗 or 预备干员, bots, and back-compat) default to **RIGHT**, toward the gates. | ASSUMED |
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| Persistence | Facing is stored with the position and survives round changes. At combat start units auto-deploy on their tiles **with their facing**, in order **top→bottom, then left→right** (盟约下). | DATA (positions) + COMM (order) |
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| Persistence | Facing is stored with the position and survives round changes. At combat start units auto-deploy on their tiles **with their facing**, in order **从上到下>从左到右** (盟约下): down each column, the columns left to right (research 01 §4.3). | DATA (positions) + COMM (order) |
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| Melee, ranged, medic | All use the same wheel. The range preview uses the unit's own rangeGrid (heal range for medics). Blocking and "front" logic use the facing vector. | DATA |
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| Summons (tokens) | Each summon is its own bench card ("干员及其召唤物会自动加入整备区"), placed and moved freely with the same wheel. Retreating the owner also retreats its summons. | WIKI |
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| Equipment | Dragged onto a unit (board or bench). No direction step. A third item opens the equip-replace dialog (`UseEquipUp { charChessInstId, equipChessInstId, isChangeEquip, unloadInstId }`). | DATA |
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