feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR #272, 感谢 @CXUtk); golden: 74 moved
器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude, data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15 only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it (waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹, “裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js, golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent prop_max_hp). Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物 extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo (俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo, hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
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@@ -129,6 +129,7 @@ the preview being read by a human in 90 s, and losing LP early (fewer rounds to
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| Bounty spawn timing | was: the bounty units appended after the host action's own units | **official: inserted among them at floor((i+1)·len/(n+1)), then the list spread over the window** (client `_InsertSpActionToNormal` + `_CalculateActionPredelay`, decoded; `waves.js withBounties`) |
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| 联防 spawn timing | was: owner k at +min(0.5·k, 5) s, each owner's units over the whole window [ASSUMED] | **official (decoded `_CalculateActionPredelayConsiderUid`): owner k at +0.5·k s, unit step min(max(W/M, 0.05·W), 5 s), M = largest owner group** — a lone leaker's units now come 5 s apart instead of up to 40 s |
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| Leader / leader-part multipliers | was: leaders and their parts never scaled | **official: the round multipliers are the ENEMY effects 攻坚装备 / II / III / 补给线 / 急行军 (`enemy_attribute_mul`; `enemy_exclude` = 炎佑 — plus the TIMES tokens for 补给线 — never a leader) ⇒ parts take HP/ATK/speed, the leader ATK/speed; only the leader's HP (the server pool) is exempt** ("领袖单位于服务器的生命值加成不受上述加成影响"). Co-op 终极 R14: leader ATK ×2.14; solo 标准: ×0.7 |
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| 频次 器物 and leader summons (0.2.1, PR #272 by @CXUtk) | was: a 器物's hit count was the data's whatever the difficulty (the spawn's HP multiplier was overwritten); a leader's mid-fight summons (死亡集群's 妖怪, 刺胄之弹, 余音, 不祥幻影) took no round effect | **official data: 攻坚装备 / II / III leave out only 炎佑, 补给线 / 补给线II also the 14 器物 keys** (activity_table aceffect_enemy_2 / 2_2 `enemy_exclude`) ⇒ a 器物 needs data × hp / supplyHp hits (config `supplyHp`: co-op 终极 R5–R15, the HP-only 1.2 steps and the 1.08), rounded [ASSUMED]; the summons take the round's HP (a hit count too) / ATK / speed through the boss field's `flags.enemyScale`, 死亡集群's `summon.hp_ratio` on top. Solo 标准 青铜镜 30 → 23 hits, co-op 终极 R14 30 → 129; 炎佑 is an ally here, never scaled. The 逐火 / 再生 husk counts (talent `Revive[Trigger].prop_max_hp`) stay as they were [open] |
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| Ground routes | was: 8-dir A*, m02 crates active | **official 4-dir SPFA + smoothing, crates cost 1000, m02 without crates** (research 08 §3) |
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| Income / upgrade curve | R1–R3 VERIFIED, +1/round cap 12 ASSUMED | kept (the model's level curve follows it) |
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| Operator stats per tier | chess status T1 E1 L55 … T6 E2 L1, elites E2 + skill 7 (03) — DATA | faithful: power comes from layers, elites and skills, which is why the model carries them |
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@@ -70,7 +70,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft
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| `rounds[r]` | see below | per-round schedule |
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| `spRounds` | `[3,9,11]` | rounds whose prep opens with a 机变 draft |
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| `combatTimeLimit[r]` | `{"1":45,…,"14":null}` | = `rounds[r].combatTimeLimit`: **real** seconds of the forced-2× battle (DESIGN §4) |
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| `enemyScale[r]` | `{"atk":1.1,"hp":1.2,"speed":1,"kAtk":1,"kHp":1}` | non-boss enemy multipliers (research 01 A3): `atk = atkBase·1.1^kAtk`, `hp = hpBase·1.2^kHp·extra`, `speed` 1.15 on ABYSS from R3. Apply to level-0 stats after special-enemy replacement, also to bounty/special enemies. **Leader HP pools excluded.** |
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| `enemyScale[r]` | `{"atk":1.1,"hp":1.2,"speed":1,"kAtk":1,"kHp":1}` | non-boss enemy multipliers (research 01 A3): `atk = atkBase·1.1^kAtk`, `hp = hpBase·1.2^kHp·extra`, `speed` 1.15 on ABYSS from R3; `supplyHp` (only when ≠ 1, co-op 终极 R5–R15) = the share of `hp` from 补给线 / 补给线II (1.2^(kHp − kAtk) · extra), which the 14 器物 hit-count keys do not take (their `enemy_exclude`). Apply to level-0 stats after special-enemy replacement, also to bounty/special enemies and to the leaders' mid-fight summons. **Leader HP pools excluded.** |
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| `bossHpScale` | `{"bloodPointKey":"bloodPointAbyss","unaffectedByEnemyScale":true}` | which `bloodPoint` column the mode reads; the pool rule's keys live in the global `bossHpScale` below — one set here would override it for this mode (`gamedata.js bossPoolShareOf`) |
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| `upgradePrices` | `[5,8,11,12,13]` | base price L1→2 … L5→6 (−1 per round start, floor 0, reset after upgrade) |
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| `maxShopLevel` | `6` | |
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