feedback5 R19E: an enemy finishes its attack clip after its block ends — the 鸭爵 swap's 流泪小子 no longer walks on the tick its strike stuns its blocker (community report of 2026-10-07 「哭狗瞬间隐匿没有后摇」, GitHub #214 by @FrogThai); golden: 216 scenarios move
ai.js enemyAttack set the post-strike stand only for an unblocked ranged enemy (`!e.blockedBy && radius > 0`), so a
melee enemy released by its own strike walked on that very tick. 流泪小子 (enemy_2034_sythef_2, the strategy's version;
「泪眼汪汪」 / 「哭狗」 in the reports) stuns its blocker with every hit, the stunned blocker lets it go and its 隐匿 is
back 0 s later: on 0255afd it walked off the tick of each strike (four non-attacking walls in a lane: 8 stuns, 19.8 s
隐匿 / 9.0 s revealed, leaked at 28.9 s). PRTS 状态机: an enemy's ATTACK state 「每帧检查异常状态…攻击结束后回退到MOVE状态」
and COMBAT 「逻辑同ATTACK」 — only a character's COMBAT 「检测到不存在阻挡对象时强行切回IDLE状态」 — so an enemy finishes its
attack when its blocker goes. Now every enemy stands for the rest of its clip after a strike (attackStand; a blocked one
never walks, so it shows only when the block ends meanwhile: its blocker stunned or knocked out by that strike, or
gone); a stun / freeze / sleep / 浮空, leaving the field and, new, a displacement (失衡, Battle.displace) end the stand.
流泪小子 now stands 0.8 s (its 1.567 s clip, strike at 0.767), 隐匿, and a blocker whose stun ended often takes it over
again: the same lane 13 stuns, 29.1 s 隐匿 / 12.8 s revealed, leaked at 42.0 s.
Checked and official, unchanged: a stunned operator blocks nothing (gamedata_const ba.stun 「无法移动、阻挡、攻击及使用技能」,
PRTS 异常效果 STUNNED 「无法攻击、释放技能、阻挡敌人类单位」 — the keeps-blocking hypothesis is wrong); 隐匿 back 0 s after a
block (PRTS 流泪小子); moveSpeed 0.8 × the level's moveMultiplier 0.5, interval 2.0 s, stun 3.5 s, MELEE (enemy_database;
PRTS 盟约记录 鸭爵 备注: 4500 HP, 3.5 s stun, 隐匿 kept); the cooldown runs on the walk, so a new blocker sees the swing at
once and the strike after the 0.767 s wind-up; a bot teammate's 鸭爵 swaps into a human's battles, the Final Assault and
the Hidden Core too (「你和队友遭遇的部分敌人」), on the replaced enemy's route.
Golden — traced in lockstep against a copy of the parent: in each of the 199 battle scenarios the first differing tick is
an enemy standing out its clip after a strike where the parent walked on; every moved match has such stands in an
earlier or the same round. roster 41 of 49 (all but -003, -005, -009, -018, -019, -025, -035, -049); bonds 21
(deputShip-low, emptyShip-low / -high, indomShip-low / -high, investShip-low, kazimierzShip-low / -high,
kjeragShip-high, lateranoShip-high, miraShip-high, raidShip-low, sargonShip-high, siracusaShip-low, soloShip-low /
-high, suntShip-low / -high, swiftShip-high, visiShip-low, yanShip-low); fields 13 (all but boss-boss_1-solo,
boss-boss_2-pair / -solo, boss-boss_6-solo, boss-boss_7-pair / -solo, hidden-boss_8-solo, hidden-boss_10-solo,
unite-1); matches 17 (all but solo-HARD-9-boosted); standins 10 of 10; diy 114 of 138 (all but -011, -012, -018, -020,
-025, -027, -029, -031, -033, -047, -053, -077, -080 … -082, -086 … -088, -091 … -093, -098, -108, -123). The
displacement rule alone moves one roster scenario.
Tests: test/sim/feedback5-attack-clip-rest.test.js (5; the four behaviour tests fail on the parent, the data pin passes
on both); test/sim (745), test/content + feedback1-ducklord (2030), test/match (593) pass. Docs: CHANGELOG 0.2.0 规则
(按官方) and 核实后不是问题, docs/history/0.2.0.md §25.22.6, docs/SIM.md, design/engine.md, DATA.md.
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@@ -70,6 +70,7 @@
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- 自制投石机「索敌不受阻挡影响」:被站在排气格栅上(隐匿)的干员阻挡、范围内又没有别的干员时不会攻击,和原版一样;其他敌人仍会攻击阻挡自己的隐匿干员(社区反馈)。
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- 升级调度中心后,新增的商品栏位立即放上新卡,不用等下一次刷新(社区反馈;官方教程「升级后将出现更多的商品栏位」)。
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- 被冻结或晕眩的敌人仍会被接触到的干员阻挡:干员再部署到它身边、或阻挡数空出来时会立即挡住它,隐匿的敌人也随之破隐,不用再等冻结或晕眩结束;沉睡、浮空、恐惧和不可阻挡的敌人仍然不会被阻挡(GitHub #232,感谢 @ccyl、@kukiC)。
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- 敌人打出一次攻击后,即使阻挡它的干员正好被这一下晕眩、击倒或撤走,也会先把这次攻击的动作做完再继续前进(例如流泪小子约 0.8 秒),不再当场就走;被推开或拉动会打断这段动作(社区反馈「哭狗瞬间隐匿没有后摇」、GitHub #214,感谢 @FrogThai;PRTS 状态机:敌人的攻击状态在攻击结束后才回到移动)。
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### 界面
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@@ -127,6 +128,7 @@
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- 本局禁用的盟约在每个难度都一样,只移除全部盟约都被禁用的干员;炎佑也会受到源石溶剂「每秒受到 60 真实伤害」的效果(PRTS 备注);两名变形同构体变成的阿戈尔照常吞噬(社区反馈)。
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- 伺夜的狼群最多 3 只狼影,吟游者的特性可以回复战术家召唤物和不屈者的生命,荒芜拉普兰德三技能期间由无人机攻击、本人不普攻,叙拉古的恐惧概率,都和官方一致;突袭的玛恩纳攻击范围内有敌人时不突袭,是盟约原文的规则(社区反馈)。
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- 以下没有复现,需要具体的对局(干员、地图、回合或录像):野鬃把敌人顶出地图、锏拉动领袖、昆图斯占地变小、炼金单元没有伤害、归溟幽灵鲨被吞噬时进入再部署、炎佑被空中单位阻挡、选 Pith 策略时联防里阿戈尔的加成被清空、满血时源石溶剂不生效(社区反馈)。
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- 策略「鸭爵」换来的流泪小子(「泪眼汪汪」「哭狗」):攻击使干员晕眩 3.5 秒,而被晕眩的干员不能阻挡(官方术语「晕眩:无法移动、阻挡、攻击及使用技能」),所以它会接着走向下一名干员;解除阻挡后 0 秒就重新隐匿,移动速度 0.8,攻击间隔 2 秒,走到下一名干员面前马上抬手、0.767 秒后命中,这些都与官方数据一致。AI 队友选了鸭爵,你的作战同样会换怪(策略原文「你和队友遭遇的部分敌人」),最终攻势和隐秘核心也会换,换上的敌人走被替换敌人的路线(社区反馈、GitHub #214,感谢 @FrogThai)。
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## 0.1.4 — 2026-10-06
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