feedback5: 宴 stands during 落地斩·破门 — her one unnumbered skill set (Skill_Start / Loop / End) is S1 分神's sit-down rest, and the by-name resolver gave it to S2 too, so she knelt through the opening seconds of every battle (the owner's playtest of 2026-10-07); tools/assets/spine.mjs PREFAB_SPINE_ROLES now also fixes operator models by character id (front and back): 宴's S2 plays her ordinary clips (via 'attack'), S1 keeps the rest; data/assets.json rebuilt offline (only her entries changed); test/feedback5-utage-anims.test.js; CHANGELOG 界面, §25.22.9; golden unchanged (client art only)

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@@ -1872,7 +1872,8 @@ contact (#232, §25.22.1), the round-start banner of an eliminated player or a s
without its game data (#173, §25.22.3), the official result box and battle-over sounds of the approved PR #112 (#235,
§25.22.4), the 5-阿戈尔 batch revive by board position (§25.22.5), an enemy finishing its attack clip after a strike
(§25.22.6, with the owner's 1 s re-stealth for the 鸭爵 swap's 流泪小子, a deliberate deviation), and 蕾缪安's S3 that
waits for targets (§25.22.8). Official as it was: 拉普兰德's and 赫默's layers from the 整备区 (§25.22.7). The rest of
waits for targets (§25.22.8); from the owner's own playtest, 宴's model no longer kneels while her deployment skill
runs (§25.22.9). Official as it was: 拉普兰德's and 赫默's layers from the 整备区 (§25.22.7). The rest of
round 19 was answered (not a bug, already fixed in 0.2.0, or left for 0.2.1).
#### 25.22.1 GitHub #232 「再部署之后的干员无法阻挡破隐被冰冻的隐身怪」 (@ccyl; the repro and the cause by @kukiC): a stunned or frozen enemy is blocked by contact — `sim/ai.js updateEnemy`
@@ -2204,6 +2205,21 @@ round 19 was answered (not a bug, already fixed in 0.2.0, or left for 0.2.1).
stays while the shooter's skill bit is on, then LOCK_T after; an unheld one times out — fails on the parent's
renderer); `test/content/kits_t6.test.js`, `kits_alt_t6.test.js`, `test/sim/feedback3-ammo-bar.test.js` pass unchanged.
#### 25.22.9 宴 knelt through the opening seconds of every battle (the owner's playtest of 2026-10-07: 「干员宴的模型开局时是跪地的状态,不是正常的站立」) — `tools/assets/spine.mjs PREFAB_SPINE_ROLES`, `data/assets.json`
- **Seen**: 宴 on the board knelt as the battle opened and stood up a few seconds later. **Cause**: her skeleton has one
unnumbered skill set (Skill_Start / Skill_Loop / Skill_End) — she sits down and rests, S1 分神's pose (停止攻击,防御力
提升,每秒恢复生命); tools/assets/anim-roles.mjs resolves clips by name, so both skill indices got it, and S2 — the 卫戍
default 落地斩·破门, on for its duration from every deployment — played the rest pose. **Now**: PREFAB_SPINE_ROLES also
fixes operator models (by character id, front and back): 宴's index 1 plays her ordinary clips (`via: 'attack'`, which
render/spine.js treats as no skill clip), index 0 keeps the rest; `fetch-assets --offline` rebuilt data/assets.json
(only her entries changed). [ASSUMED]: by the clips' pose and S1's text (the prefab's skill table was not read).
- Open: 29 more operators in the mode share one unnumbered skill set across their skills (e.g. 德克萨斯, 雷蛇, 拉普兰德,
银灰, 煌); for most it is an attack-like skill pose, so a skill that officially has none shows it while it runs — to be
checked against the prefabs' skill tables for 0.2.1.
- Tests: `test/feedback5-utage-anims.test.js` (the resolver alone kneels in S2; the fix; the shipped manifest, both models).
Checked in a real match (the fast server's starter kit on round 2): both copies stand at 0.7 s with 落地斩·破门 on.
### 25.23 The Japanese, Korean and Traditional Chinese interfaces (UI-JA, UI-KO, UI-TW; the owner's decision of 2026-10-07) — `public/i18n/ja.json`, `ko.json`, `zh-TW.json`, `shared/packs.js`, `shared/i18nPacks.js`, `shared/i18n.js`, `public/js/ui/lang.js machineTranslationNote`, `public/js/ui/settings.js`, `tools/build-i18n.mjs` (`untranslated: 'native'`, `nativeCharset`), `data/i18n/*.json`, `public/css/theme.css` (`--cjk-faces`, `:lang()`), `public/js/screens/lobby.js`, docs/I18N.md, docs/PACKS.md
- **Seen**: the owner tested 0.2.0 — 「新版本日语韩语繁体中文实测切换没有生效,只有中文英文生效」. The switch worked (the game texts