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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@@ -213,8 +213,8 @@ Boss HP scaling:
Each player fights their own copy of the round level independently. There is no PvP.
- **Deployment:** automatic, paying DP (start 10, +1/s). **Redeploy also costs DP** [COMM].
- **Deploy order:**
- 上半: left→right, bottom→top.
- 下半: top→bottom, then left→right. The last-placed unit has the highest taunt.
- 上半: left→right, bottom→top (PRTS "从左到右>从下到上": along each row, the rows from the bottom).
- 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.
- **Skills:** fire automatically. Units with summons deploy the summon on first deployment regardless of SP [COMM].
- **Perfect clear (完美作战):** every enemy killed before the time limit, none reached the objective.
- **Bond stacking:**
@@ -843,11 +843,11 @@ Local copies are in `scratchpad/gd/extra/critic/` (`bw_盟约.txt`, `bw_sweep.tx
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 2 | banned bonds "1 core + 1 add-on" [ASSUMED] | Replaced by the verified rule in **A2**. | VERIFIED |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |