feedback1 integrate: WB follow-up - bounty lists, 机密商店 and 战术决策 from 66 official screenshots (22 matches)
Merges the 7 WB commits after the first WB merge (d1f8a49..2cb84bd): R3 one of 10 fixed sets (9 seen), R9 one of 6 boss groups picked by the matches they came in, R11 one of the 7 seen lists of 7; R11 families 14 / 4 / 4; the 机密商店 and the 战术决策 can offer the same card twice (R11 shop: two VI, at least one V and one 盟约之币). data/choices.json rebuilt with tools/build-data.mjs --offline (identical to the branch's). The tactic bot test uses a real seat (the merged bot scores tactic cards on the player's bonds). DESIGN §21.2 / §7 / §21.20 and CHANGELOG describe the 22-match model.
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@@ -318,12 +318,14 @@ Types: `BAND_INITIAL` 41, `BOND` 23, `EQUIP` 115, `ENEMY_GAIN` 129 (悬赏), `BU
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| Key | Example | Meaning |
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|---|---|---|
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| `events[id]` | `{"id":"enemy_initial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"…","color":"#35d8b4","family":"bounty","solo":false,"training":false}` | 109 official choice events; `_s` = solo copies; `usedBy` on events opened by items (`hunter_band_1` ← 教鞭 / “神秘顾客”) |
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| `families` | `{"bounty":{"name":"悬赏决策",…},"supply":{…},"shop":{…},"tactic":{…}}` | 悬赏决策 / 道具补给 / 机密商店 / 战术决策 |
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| `families` | `{"bounty":{"name":"悬赏决策",…},"supply":{…},"shop":{…},"tactic":{…}}` | 悬赏决策 / 道具补给 / 机密商店 / 战术决策; `desc` = the overlay header after the name, the official event text (战术决策 "进行协同调整,做好迎战准备。", as on the official screens and in effectChoiceInfoDict `buff_select_*`) |
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| `format` | `{"multi":{"cards":6,"pickOrder":"random","firstPickSec":30,"otherPickSec":16,"onTimeout":"autoPickRandom","eachPlayerPicks":1},"solo":{"cards":3,"timer":null},"opensAfterIncome":true}` | |
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| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null,"draftPool":"initial","series":10}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `enemyKey` = the effect's `enemy_id` (fixed per card; the title only names category and tier); `draft` = offered by a 悬赏决策 draft (86 cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔; 4) / `unseen` (in none of the 27 official bounty drafts of the user's 33 screenshots: the 7 multi-round cards, enemyeffect_3_*, the boss bounties of no seen R9 group; 19, [ASSUMED] not offered) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4, player feedback after 0.1.0 report #2; `draftPool` = the kind of draft that offers it: `initial` (R3: the 42 "接下来两场作战" cards), `boss` (R9: 19 boss bounties + 源石虫·特训), `hunter` (R11: the faction _7 / _8 and 特异 series 16 "下场战斗" cards, 24), null when not drafted; `series` = N of `enemyeffect_N_M` (null otherwise) |
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| `cards.tactic[]` | `{"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false}` | `kind` `ally` / `enemyDebuff` / `terrain` (only for the match stage); `team` = also given to teammates |
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| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"sets":[{"cards":[…6],"seen":[1,3,5,9]},…],"mixed":{"series":[10,11,12,13,14,15,20],"count":6,"tiers":[1,1,1,2,2,3]},"count":6},"boss":{"events":[…],"templates":[{"featured":[…],"fill":[…],"seen":[1,5]},…],"count":6},"hunter":{"events":[…],"slots":15,"templates":[{"featured":[…],"fill":[…],"seen":[1,6]},…],"rule":{"giants":[…],"groupCards":[…],"groupSizes":[1,2,3,4],"fill":[…]},"onePerSeries":[10,…,15],"count":6}}` | the official 悬赏决策 structures, read from 33 screenshots of 11 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers): `initial` = one of `slots` fixed sets, the seen `sets` or for an unseen slot `mixed` (one card from each of `count` of `series`, with `tiers`) [ASSUMED]; `boss` = a `templates` entry: its `featured` bosses + `fill` drawn to 6 (uniform among the seen groups [ASSUMED]); `hunter` = one of `slots` events: a seen `templates` group — its `featured` 特异III giant + tier-II cards, always together (matches 1 and 6 share the whole group, only the tier-I card differs) — or for an unseen slot a `rule` group (one of `giants` + `groupSizes` of `groupCards`), then tier-I `fill` to 6, at most one card per `onePerSeries` series (the group / fill split by tier, the unseen slots and the uniform pick among the events [ASSUMED]) |
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| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 45 / 机密商店 35 / 战术决策 20 (the official co-op R11s: 5 / 4 / 2 of 11, no 道具补给; weights [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events `bounty_hunter_*_s`]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header |
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| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null,"draftPool":"initial","series":10}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `enemyKey` = the effect's `enemy_id` (fixed per card; the title only names category and tier); `draft` = offered by a 悬赏决策 draft (86 cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔; 4) / `unseen` (in none of the 59 official bounty drafts of the user's 66 screenshots: the 7 multi-round cards, enemyeffect_3_*, the boss bounties of no seen R9 group; 19, [ASSUMED] not offered) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4, player feedback after 0.1.0 report #2; `draftPool` = the kind of draft that offers it: `initial` (R3: the 42 "接下来两场作战" cards), `boss` (R9: 19 boss bounties + 源石虫·特训), `hunter` (R11: the faction _7 / _8 and 特异 series 16 "下场战斗" cards, 24), null when not drafted; `series` = N of `enemyeffect_N_M` (null otherwise) |
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| `cards.tactic[]` | `{"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false}` | `kind` `ally` / `enemyDebuff` / `terrain` (only for the match stage); `team` = also given to teammates. A 战术决策 draws each card on its own, with replacement, so the same card can be offered twice (official match 7 R11: 补给 ×2; `tacticDraft`) |
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| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"pick":"slot","groups":[{"cards":[…6],"seen":[1,3,5,9,17]},…],"rule":{"series":[10,…,15,20],"tiers":[1,1,1,2,2,3],"perSeries":2,"prefer":["enemyeffect_10_6","enemyeffect_20_6"]},"count":6},"boss":{"events":[…],"slots":6,"pick":"seen","groups":[{"cards":[…9],"seen":[7,…,21],"weights":[12,13,…]},…],"count":6},"hunter":{"events":[…],"slots":7,"pick":"slot","groups":[{"cards":[…7],"seen":[1,6,21,22],"weights":[…]},{"cards":[…6],"open":1,…},…],"rule":{"size":7,"onePerSeries":[10,…,15],"maxSeries16":2,"giants":[…],"cards":[…]},"count":6}}` | the official 悬赏决策 card lists, read from 66 screenshots of 22 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_GROUPS` / `BOUNTY_HUNTER_GROUPS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers). A draft = one group (`pick` `slot`: one of `slots` events, uniform — a seen group or, for an unseen event, a list built by `rule`; `seen`: a group by the matches it came in), then `count` different cards of its `cards` drawn one by one by `weights` (1 + the drafts of the group the card showed in; a rule-built card 1). `initial`: 9 seen sets of 6 (all six shown), the 10th by `rule` — tiers I I I II II III, ≤ `perSeries` a series, the III one of `prefer` (the two-battle cards no draft showed) [ASSUMED]; `boss`: the 6 groups of 9, 9, 9, 9, 8 and 6 cards (one per bossInitial event; 9 where three named bosses came; the three single-draft groups completed only with the base cards they lack [ASSUMED] — match 4's base-only group may instead be a draft of the 泥岩 group), the 鼠王 group in 14 of 22 matches — every one on the dark grey board — so picked by `seen` [ASSUMED: the per-match cause is open]; `hunter`: the 7 seen lists of 7, `slots` 7 so one of them uniform, so no list is built from nothing [ASSUMED] (which of the 15 events R11 fires is open: by the blocks of effectChoiceInfoDict it would be bounty_hunter_8..15, beside artifact_paid_4 / 5 and hardbuff_select; with 8 events an unseen list would come in about 1 R11 bounty draft in 8); `open` = cards still unseen, drawn by `rule`: a giant for a list without one, else tier I / II cards, one per `onePerSeries` series, ≤ `maxSeries16` of 16_9..12 [ASSUMED] — the only way 12_8 / 16_2 / 16_6 (in no draft) come, about 1 R11 bounty draft in 15 |
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| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws `shopDraft` at its `rounds` (R11), else any normal shop item of tiers I–VI per card (duplicates allowed); `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 14 / 机密商店 4 / 战术决策 4 (the official co-op R11s of 22 matches, no 道具补给; weights = those counts [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events `bounty_hunter_*_s`]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header |
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| `shopDraft` | `{"rounds":[11],"slots":[{"6":1},{"6":1},{"5":1},{"coin":1},{"3":1,"4":2,"5":3,"coin":2},{"3":1,"4":2,"5":3,"coin":2}],"coin":"chess_item_1_03_e_a","itemWeights":{"chess_item_6_09_e_a":5,…},"seen":[2,4,5,8],"count":6}` | the official 机密商店 (R11 of matches 2, 4, 5, 8; build-data `SHOP_DRAFT`; the user: "机密商店按官方改成可以重复吧"): six slots, each drawn on its own — with replacement, so an item can come twice (official: 盟约之币 ×2, 变形同构体 ×2) — a tier (or `coin` = 盟约之币) by the slot's weights, then an item of that tier by `itemWeights` (1 + the official cards it showed on; unlisted 1). Every official shop: exactly two tier VI, ≥ 1 V, ≥ 1 盟约之币, no other tier I / II; the slot split and the weights [ASSUMED]; solo 3 of the 6 [ASSUMED]; only at `rounds` (R11 = 绝境 / 终极, the rounds of the screenshots) — the earlier 机密商店 of 标准 R3 / R9 and 险境 R3 / R6 / R9 (no screenshot; the data's shop events sit in three blocks) keep the previous draw, any normal shop item of tiers I–VI per card, with replacement [ASSUMED]; free (price 0) |
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| `tacticDraft` | `{"rounds":[11],"kinds":["ally"],"weights":{"allybuff_select_4":4,…},"seen":[7,9,18,20],"count":6}` | the official 战术决策 (R11 of matches 7, 9, 18, 20; build-data `TACTIC_DRAFT`; the user: "战术决策也按官方改成可以重复吧"): six cards, each drawn on its own — with replacement, so a card can come twice (official: 补给 ×2 in match 7; the other three drafts show six different cards). All 24 official cards are `ally` cards (no 排斥 / 责罚 / 裁决, no 模拟战场演变; four drafts without a debuff: about 0.04 % for the previous draw, 6 different cards of the 26 ally + 9 debuff cards), and 列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6), so at `rounds` (R11 = 绝境 / 终极, the round of the screenshots) only the cards of `kinds`, each by `weights` (1 + the official cards it showed on; unlisted 1) [ASSUMED: the weights; no terrain card at R11 — the maps of the 4 matches are unknown]; each card independent, no slots like `shopDraft` [ASSUMED, open: all 4 drafts hold a 驰援, a 盟誓 and two of 列装 / 财富 / 补给 / 整备 / 升华 — about 3 % under independent draws, a pattern spotted after the fact]; solo 3 [ASSUMED]; other rounds (标准 R3 / R9, 险境 R3 / R6 / R9, 险境 solo R9; no screenshot) every card uniform, terrain cards only for the match stage, with replacement too [ASSUMED]. A card acting only on dead bonds is never offered (`Match.bondLive`). `assumed` lists the assumed parts |
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| `pools[poolId]` | `{"kind":"equip","items":[…]}` / `{"kind":"chess","tier":2,"rule":"shopEligible"}` | server-side reward pools referenced by effects (`pool_equip_*`, `pool_chess_shop_N_reward`, `pool_char_later`, …), all [ASSUMED]; `rule:"shopEligible"` = visible/non-hidden entries, `maxTier:"shopLevel"` = ≤ current shop level, `weighted` = `[[id, weight]]`. `pool_equip_vict` (维多利亚, every 25 layers: "获得一件带有随机特殊效果的维式重锤") and `pool_equip_rockr` (洛洛's 定制品; user playtest #4 — the research 04 §8 guess 有限加速器 / 激光发射器 / 护盾无人机 / 双模机械臂 / 蜂鸣器 is superseded) = the 4 special 维式重锤, uniform |
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## 9. `enemies.json` — `{ [enemyKey]: Enemy }` (249 keys that can appear)
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@@ -397,7 +397,7 @@ Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies
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- items: 56 equipment (+golden) + 3 Arts; 变形同构体 bond grant; VI-tier set/combos.
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- bands: 40 strategies (meta + battle). 鸭爵 “神秘顾客” swaps 0–2 ground enemies (not the leader, its parts or bounties; on a pair boss field only the player's half — the boss / hidden `onBattleStart` event carries `routes` and `side`) in every teammate's normal / Final Assault / Hidden Core battle from R5 into the act2 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 (lpr 1, 1 fund to the killer, 联防 included) (§21.5).
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- enemies: special-type behaviours (FLY, TIMES, ELEMENT, DOT, INVISIBLE, REFLECTION, SPECIAL) and notable individual abilities from `data/enemies.json`; bosses 1–10 scripted — the huge leaders (假想敌:胄 ×2, 假想敌:管 ×2, 盐风主教昆图斯, 阿利斯泰尔, “萨米的意志”) are 自缚 + 无法被阻挡 (PRTS 天赋; `content/bosses.js SELF_BOUND`: a persistent noMove + unblockable buff from spawn) with their hit area (§19.4); 圆仔 and 鸭爵 are 无法被阻挡 (PRTS 天赋, §21.5); the knock-out forms follow PRTS — 深池逐火 余烬 (5 / 10 hits, 隐匿, blockable, back after 10 s), 转译基底·α (damage cancelled until its 2 s change into 寻仇者 / 特战术师 / 幽灵), the leaders' 重生, 守墓石像's statue and flight — and every 重生 clears what operators put on the enemy and restarts its skills from their initial cooldown (§21.4, §21.19); the mode's air units are 静态刚体, never moved (§21.9); leader parts (斩胄之剑 / 破胄之锤 / 碎铳之簧) pass every damage they take to their leader 1:1 as 无来源 HP loss (`PART_TRANSFER` 1, PRTS "等量"), a 假想敌:胄 drone that dies costs it 2 % of the pool (`DRONE_LINK_BASE 'pool'`) (§20.10, §20.13); devices/terrain.
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- choices: 机变 families (悬赏决策 bounties, 道具补给, 机密商店, 战术决策 team/personal buffs). 悬赏决策 = the official structure of its round (choices.json `bountyDrafts`, 86 drafted cards: R3 a fixed set of six 两场 cards, R9 a boss group + cheap fill, R11 a 特异III giant group + tier-I fill; §21.2); bounty cards carry `descRaw`; no draft offers a multi-round card, and 教鞭's lasts two battles (`choices.js MULTI_ROUND_BOUNTY_BATTLES`, §20.6). 教鞭 = a random 战术特训 card (3 drawn, 1 taken).
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- choices: 机变 families (悬赏决策 bounties, 道具补给, 机密商店, 战术决策 team/personal buffs). 悬赏决策 = the official structure of its round (choices.json `bountyDrafts`, 86 drafted cards: R3 a fixed set of six 两场 cards, R9 6 of a boss group's list, R11 6 of a seen 7-card list; §21.2); 机密商店 (R11 the official composition) and 战术决策 can offer the same card twice (`shopDraft` / `tacticDraft`); bounty cards carry `descRaw`; no draft offers a multi-round card, and 教鞭's lasts two battles (`choices.js MULTI_ROUND_BOUNTY_BATTLES`, §20.6). 教鞭 = a random 战术特训 card (3 drawn, 1 taken).
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---
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@@ -1116,7 +1116,7 @@ In SETTLE it is the field the last battle left on screen. In prep without watchi
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Twenty-seven reports after the public 0.1.0 release (2026-10-02), relayed by the user in five batches; most were not tested by the user. Verdicts: **real** (fixed), **partly** (the rule was right, what a player sees was wrong or a related part was wrong — fixed), **not real** (not reproduced; tests lock the rule). Where each is handled: batch 1 — #1 拉普兰德's "获得该干员后该回合的首次刷新" should stack 叙拉古 → §21.1 (real); #2 late bounty enemies offered in early bounty drafts → §21.2 (real); #3 the water pool map: operators deployable in the water, 突袭 operators land in it → §21.3 (real); #4 昆图斯's 突变细胞 gone after one use → §21.1 (real: not consumed); #5 转译基底 does not transform → §21.4 (real); #6 凯瑟琳's three upgrade items shown wrong → §21.2 (real); #7 鸭爵's 圆仔 blockable, audit the other 鸭爵 enemies → §21.5 (real); #8 深池逐火战士's 怨恨的余烬 cannot be killed → §21.4 (real); #9 tacticians (伺夜) can place the tactical point outside their attack range → §21.3 (real); #10 bots too dumb, smarter without more CPU → §21.6 (real). Batch 2 — B1 奥术 not working → §21.7 (partly: the bond works, 标准 switches it off); B2 源石溶剂 white + white → gold, then an extra white → §21.7 (not real); B3 维娜·维多利亚 S3 summons one 黄金盟誓 → §21.8 (real); B4 玛恩纳's skill deals no damage → §21.8 (real, on flying waves); B5 薄绿 can pull flying enemies → §21.9 (real). Batch 3 — C1 the hidden leader's "造成50%伤害" broadcast before the fight → §21.10 (real); C2 变形同构体 + class item: the bond member count excludes the wearer → §21.11 (partly: display only). Batch 4 — D1 信仰搅拌机: 源石溶剂's HP drain should trigger S3 → §21.12 (real); D2 野鬃's skill sometimes pushes the wrong way → §21.13 (real); D3 special 源石虫 all drawn as the plain one → §21.14 (partly); D4 暴鸰's bombs do not drop properly → §21.14 (partly); D5 the originium-floor map's lower route should cut diagonally from row 4 to row 3 → §21.15 (real). Batch 5 — E1 烛煌 S3's attack range does not change → §21.16 (partly: the card); E2 medics that block a roaming leader stop healing and attack it → §21.17 (not real); E3 卡涅利安's attack is not a true AoE → §21.18 (real).
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Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were merged into `feedback1` in the order WB, WA, WE, WD, WC, WI, WM, WN, WO, WL, WG, WH, WJ, WK, WP, WR, WQ, WF; data/*.json was rebuilt by `tools/build-data.mjs --offline` after every builder merge, never hand-merged. The integration fixed a bug already in 0.1.0 (a 联防 battle timed out during 隐德来希 S3 reported its 心烛 as leaks, so the server refused an honest client result — candles carry `mem.noLeak`), the last review of the transform workstream (form fx were still dropped by the render engine), every cross-workstream note worth doing with a primary source, and reconciled the bot with the merged rules — §21.19. §21.20 lists the settled decisions and what stays [ASSUMED]. Normative lines rewritten with it: §2 (`grid.js`), §3 (the effective `buildable`, the 深水区, range-bound summons, 攻击距离 vs skill ranges), §5.2 (`liveRangeGrid`, `form`), §5.3 (stealth vs area damage, the 奥术 refresh), §5.4 (`kill` / `death`, `foesInRadius`, `loseHp` vs damage, 静态刚体), §5.5 (healers that block, `rangeAoe`, armed enemies, results), §5.6 (TAKE_DAMAGE, `noRangeExtend` / `showOwnRange`, the profession splash radii), §6.2 (rewardOffer, piece `meta.round`, summons in range, returned equipment), §6.3 (变形同构体), §6.6 (the bot), §7 (bounty drafts, 鸭爵, knock-out forms), §8.2 / §8.3 (fx `form`, `m.ticker`, `range`, UnitInfo `items` / `form`, the stealth bit, rewardOffer), §9 (forms, alias tint), §10 (offers, ticker, 本局禁用), §13 (`spine/enemy`), §14 (ground pathing, boss tickers, the runner's form fx), §16, §17.3, §18.5, §18.6 #10, §19.1, §19.7, §20.1, §20.3, §20.6, §20.9.
|
||||
Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were merged into `feedback1` in the order WB, WA, WE, WD, WC, WI, WM, WN, WO, WL, WG, WH, WJ, WK, WP, WR, WQ, WF, then WB's follow-up from 66 screenshots of 22 matches (bounty lists, the 机密商店 and 战术决策 with repeats) after QA; data/*.json was rebuilt by `tools/build-data.mjs --offline` after every builder merge, never hand-merged. The integration fixed a bug already in 0.1.0 (a 联防 battle timed out during 隐德来希 S3 reported its 心烛 as leaks, so the server refused an honest client result — candles carry `mem.noLeak`), the last review of the transform workstream (form fx were still dropped by the render engine), every cross-workstream note worth doing with a primary source, and reconciled the bot with the merged rules — §21.19. §21.20 lists the settled decisions and what stays [ASSUMED]. Normative lines rewritten with it: §2 (`grid.js`), §3 (the effective `buildable`, the 深水区, range-bound summons, 攻击距离 vs skill ranges), §5.2 (`liveRangeGrid`, `form`), §5.3 (stealth vs area damage, the 奥术 refresh), §5.4 (`kill` / `death`, `foesInRadius`, `loseHp` vs damage, 静态刚体), §5.5 (healers that block, `rangeAoe`, armed enemies, results), §5.6 (TAKE_DAMAGE, `noRangeExtend` / `showOwnRange`, the profession splash radii), §6.2 (rewardOffer, piece `meta.round`, summons in range, returned equipment), §6.3 (变形同构体), §6.6 (the bot), §7 (bounty drafts, 鸭爵, knock-out forms), §8.2 / §8.3 (fx `form`, `m.ticker`, `range`, UnitInfo `items` / `form`, the stealth bit, rewardOffer), §9 (forms, alias tint), §10 (offers, ticker, 本局禁用), §13 (`spine/enemy`), §14 (ground pathing, boss tickers, the runner's form fx), §16, §17.3, §18.5, §18.6 #10, §19.1, §19.7, §20.1, §20.3, §20.6, §20.9.
|
||||
|
||||
### 21.1 拉普兰德's first refresh; 突变细胞 is not consumed (#1, #4) — `sim/content/garrisons/meta.js SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT`, `match/PlayerState.js pieceRoundCount / bumpPieceRoundCount / _mergeChess / transformChess`, `match/effectsMeta.js ctx.pieceCounter / incPieceCounter / transform`, `match/builtinMeta.js char_chess_transformation_equip`, `match/bot.js cellTarget / makeHandRoom`, `tools/build-data.mjs ITEM_RULES`, `ui/detailPanel.js ItemDetail`
|
||||
|
||||
@@ -1129,18 +1129,19 @@ Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were
|
||||
- [ASSUMED]: an elite merged this round keeps its copies' highest count (no second firing that round); a copy re-bought after a sale fires on its own first refresh ("获得该干员后"; each extra +4 costs 3 + 1 − 1 = 3 funds); the carrier transforms wherever it stands; a 6阶 carrier becomes another 6阶.
|
||||
- Tests: `test/match/feedback1-meta.test.js`, `test/ui/feedback1-cell.test.js`; `items.test.js`, `merge.test.js` updated.
|
||||
|
||||
### 21.2 Bounty drafts by the official round structures; special offers shown as what they hold (#2, #6) — `tools/build-data.mjs BOUNTY_INITIAL_SETS / BOUNTY_BOSS_TEMPLATES / BOUNTY_HUNTER_TEMPLATES / BOUNTY_HUNTER`, `match/choices.js bountyDraftCards`, choices.json `bountyDrafts` / `draftPool` / schedule `bountyDraft`, `test/fixtures/official-bounty-drafts.json`; `match/PlayerState.js pushRewardOffer / pushItemOffer`, `match/effectsMeta.js offerLabel`, `ui/gameLogic.js offerHeader`, `ui/shopBar.js RewardCards`, `ui/rewardOverlay.js`
|
||||
### 21.2 Bounty drafts by the official round structures; special offers shown as what they hold (#2, #6) — `tools/build-data.mjs BOUNTY_INITIAL_SETS / BOUNTY_BOSS_GROUPS / BOUNTY_HUNTER_GROUPS / SHOP_DRAFT / TACTIC_DRAFT`, `match/choices.js bountyDraftCards / shopDraftCards / tacticDraftCards`, choices.json `bountyDrafts` / `shopDraft` / `tacticDraft` / `draftPool` / schedule `bountyDraft`, `test/fixtures/official-bounty-drafts.json`; `match/PlayerState.js pushRewardOffer / pushItemOffer`, `match/effectsMeta.js offerLabel`, `ui/gameLogic.js offerHeader`, `ui/shopBar.js RewardCards`, `ui/rewardOverlay.js`
|
||||
|
||||
- **#2 seen**: "本来应该后期出的悬赏的怪物在前期的悬赏就出现了,导致选了打不过". **Cause**: every draft drew uniformly from 105 cards (§20.6), so R3 could offer the R9 bosses and the R11 giants.
|
||||
- **#2 official** (33 screenshots of 11 co-op 绝境 / 终极 matches at R3 / R9 / R11 collected by the user 2026-10-03; readings in the fixture, no player names): every card is an act2autochess (下半) effect whose enemy is the effect's `enemy_id` (the title only names category and tier: 悬赏·损伤I = 底海滑动者 e12_4 / 临时收音师 e18_1 / 心虚设计师 e16_11); a draft holds 6 different cards in varying positions.
|
||||
- **R3 (11 / 11)**: six 接下来两场作战 cards, I I I II II III (10 coins), one of 10 fixed sets (enemy_initial_1..10); seen: series 18 ×4, 19, 17 and 4 mixed sets of one card from each of 6 of the series 10–15 / 20.
|
||||
- **R9 (12 / 12)**: boss bounties X·悬赏 + 源石虫·特训, 下场作战 — a group of 0–3 named bosses that always come together, plus cheap fill (W / 碎骨 / 弑君者, 大鲍勃, 庞贝 or 鼠王, 源石虫·特训); 7 groups seen for 6 events (two game versions, or a group set per match — open).
|
||||
- **R11**: 悬赏决策 5, 机密商店 4, 战术决策 2, 道具补给 0 of 11; a bounty draft = a group (one 特异III giant + 1–4 tier-II cards, always together; matches 1 and 6 share the whole group) filled with tier-I cards, at most one per faction series 10–15; 4 groups seen for 15 events.
|
||||
- **#2 official** (66 screenshots of 22 co-op 绝境 / 终极 matches of this season at R3 / R9 / R11, collected by the user 2026-10-03; readings in the fixture, no player names): every card is an act2autochess (下半) effect whose enemy is the effect's `enemy_id` (the title only names category and tier: 悬赏·损伤I = 底海滑动者 e12_4 / 临时收音师 e18_1 / 心虚设计师 e16_11); each 悬赏决策 event is a fixed card list and a draft shows 6 different cards of it in varying positions.
|
||||
- **R3 (22 / 22)**: six 接下来两场作战 cards, I I I II II III (10 coins), one of 10 fixed sets (enemy_initial_1..10), all six shown; 9 sets seen — series 17 / 18 / 19 whole, and hand-made mixed sets (one holds two series-20 cards, one holds 自制投石机 e17_6), so no simple rule describes them.
|
||||
- **R9 (22 / 22)**: boss bounties X·悬赏 + 源石虫·特训, 下场作战 — one of 6 groups (one per bossInitial event) of 9, 9, 9, 9, 8 and 6 cards; 庞贝 and 鼠王 never share a draft; named bosses do not always come together (match 19 = 自在 + 杰斯顿 + 陷落雪祀, match 12 = 杰斯顿 alone). The 鼠王 group came in 14 of 22 matches, every dark-grey-board match among them.
|
||||
- **R11**: 悬赏决策 14, 机密商店 4, 战术决策 4, 道具补给 0 of 22. A bounty draft is a list of 7 下场战斗 cards — one 特异III giant, one card per faction series — of which the draft leaves out one (match 15 leaves out the giant; matches 1 / 6 / 21 / 22 leave out four different cards of one list); 7 lists seen.
|
||||
- **机密商店** (matches 2, 4, 5, 8): six free items with repeats (盟约之币 ×2, 变形同构体 ×2); each shop exactly two tier VI, at least one V and one 盟约之币, no tier I / II. **战术决策** (matches 7, 9, 18, 20): six ally cards each (no 排斥 / 责罚 / 裁决, no 模拟战场演变), 补给 twice in match 7.
|
||||
- Never in a draft: the 7 multi-round cards (the 假想敌 question is answered), enemyeffect_3_*, 战术特训, the 鸭爵 set.
|
||||
- **#2 now**: cards.bounty `draftPool` initial 42, boss 20, hunter 24 (86 drafted); `draftExcluded` 'unseen' (19: multi-round, e3_*, 凋零骑士 / 遗弃者 / 锏 / 扎罗 / 迷路的巨像). R3 = a seen set, or the mixed rule for the 3 unseen slots; R9 = a seen group + its fill; R11 = a seen group (4 of 15 slots) or a rule group of the same shape, then tier-I fill; 绝境 / 终极 R11 families: bounty 45 / shop 35 / tactic 20 (was supply 50 / shop 50). `MULTI_ROUND_BOUNTY_BATTLES = 2` stays (it now only affects 教鞭's 法术大师A2·多轮战术特训). The mode's inactive enemy list no longer removes bounty cards (PRTS 11/18 note "不影响悬赏决策出场"). Flip: add a newly seen set or group to the build-data constants and rebuild.
|
||||
- **#2 now**: cards.bounty `draftPool` initial 42, boss 20, hunter 24 (86 drafted); `draftExcluded` 'unseen' (19: multi-round, e3_*, 凋零骑士 / 遗弃者 / 锏 / 扎罗 / 迷路的巨像). A draft = one group, then 6 different cards of it, each drawn with weight 1 + the official drafts of its group it showed in. R3 = one of 10 slots: a seen set, or for the unseen 10th a rule set (tiers I I I II II III, ≤ 2 per series, the III 法术大师A1 e10_6 or 鼎沸 e20_6 — the two-battle cards no draft showed); R9 = a seen group, picked by the matches it came in; R11 = one of the 7 seen lists, uniform (the 4 lists seen with 6 cards completed by the list shape, so 12_8 / 16_2 / 16_6 come in about 1 R11 bounty draft in 15); 绝境 / 终极 R11 families: bounty 14 / shop 4 / tactic 4 (the official counts; was supply 50 / shop 50). The R11 机密商店 (`shopDraft`): six slots drawn with replacement — VI, VI, V, 盟约之币 and twice V / IV / III / 盟约之币 — items weighted by the official cards they showed on; the earlier 标准 / 险境 shops keep any tier I–VI per card, also with replacement. The 战术决策 (`tacticDraft`): every card drawn on its own with replacement; at R11 only the ally cards, weighted 1 + the official cards each showed on; other rounds every card, uniform. Identical cards are separate cards (picks go by index; two picks of a team card stack). `MULTI_ROUND_BOUNTY_BATTLES = 2` stays (it now only affects 教鞭's 法术大师A2·多轮战术特训). The mode's inactive enemy list no longer removes bounty cards (PRTS 11/18 note "不影响悬赏决策出场"). Flip: add a newly seen set, group or list to the build-data constants and rebuild. On the 22 official bounty drafts the generator reaches every one (60 000 seeds per round, `mode_multi_hard` and `mode_multi_abyss`).
|
||||
- **#6 seen**: 凯瑟琳's three items appeared as blank operator cards with raw ids under 晋升奖励. **Now**: a special-refresh offer is drawn as what it holds — free item cards (icon, name, tier, description, FREE) or chess cards under its source's label (凯瑟琳 定向投放, 娜仁图亚 见者有份, 寻呼模块, 信标, 松果) + SPECIAL + 免费选择 1 件 / 名; m.private `shop.rewardOffer = { tier, source: 'merge'|'special', label, queued, slots }`; offers waiting behind the shown one show as "之后还有 N 项" and a +N on the reminder pill; a special offer plays the refresh sound.
|
||||
- [ASSUMED]: the 3 unseen R3 sets (mixed rule) and 险境 R6 drafting like R3; uniform among the seen R9 groups, unseen bosses not offered; the R11 group / fill split by tier, the 11 unseen R11 slots, uniform among the events; the R11 weights; solo 绝境 / 终极 R11 = the co-op weights (no solo screenshot; the data has 15 solo `bounty_hunter_*_s` events); solo shows 3 of 6. Not changed: 机密商店 and 战术决策 can repeat a card officially; the remake's never do.
|
||||
- Tests: `test/match/feedback1-bounty.test.js`, `test/ui/feedback1-offers.test.js`, `test/match/playtest6-matchflow.test.js`, `test/ui/playtest6-bounty.test.js`, `test/content/choices.test.js`; opt-in `test/ui/feedback1-offers.e2e.test.js` (`SP_E2E=1`).
|
||||
- [ASSUMED]: the card weights inside a group; the unseen 10th R3 set (rule) and 险境 R6 drafting like R3; R9 groups picked by the matches they came in (what of the match decides — map, leader or difficulty — is open) and the three single-draft groups completed only with the base cards they lack; R11 = one of the 7 seen lists (which of the 15 events R11 fires is open: by the blocks of effectChoiceInfoDict it would be bounty_hunter_8..15, and with 8 events an unseen list would come in about 1 R11 bounty draft in 8); the R11 family weights = the official counts; the 机密商店 slot split and item weights, and the earlier 标准 / 险境 shops; the 战术决策 weights, R11 without terrain cards, independent draws (open: all 4 official drafts hold a 驰援, a 盟誓 and two of 列装 / 财富 / 补给 / 整备 / 升华), twin battle passives stacking; solo 绝境 / 终极 R11 = the co-op weights (no solo screenshot; the data has 15 solo `bounty_hunter_*_s` events); solo shows 3 of 6.
|
||||
- Tests: `test/match/feedback1-bounty.test.js`, `test/match/feedback1-secret-shop.test.js`, `test/match/feedback1-tactic.test.js`, `test/ui/feedback1-offers.test.js`, `test/ui/feedback1-secret-shop.test.js`, `test/ui/feedback1-tactic.test.js`, `test/match/playtest6-matchflow.test.js`, `test/ui/playtest6-bounty.test.js`, `test/content/choices.test.js`; opt-in `test/ui/feedback1-offers.e2e.test.js`, `feedback1-secret-shop.e2e.test.js`, `feedback1-tactic.e2e.test.js` (`SP_E2E=1`).
|
||||
|
||||
### 21.3 No deployment in the water; tactical points inside the tactician's range (#3, #9) — `sim/grid.js DEPLOY_REFUSED_TILES / canStand`, `tools/build-data.mjs effectiveBuildable / ownerRange`, `match/board.js ownerRangeKeys`, `match/PlayerState.js _legal / summonRange / _liftOutOfRange / _reorient`, `ui/gameLogic.js summonRange`, `match/bot.js`, `match/invariants.js`, `content/kits/tier3.js tacticalPoint`
|
||||
|
||||
@@ -1323,7 +1324,8 @@ Settled by the user:
|
||||
| Decision | Settled rule | One-line flip |
|
||||
|---|---|---|
|
||||
| A tactician re-oriented in place (§21.3) | a range-bound summon still inside the new range stays; one outside goes back to its stack (user-confirmed 2026-10-03; PRTS only says a MOVED owner resets every summon) | `PlayerState._liftOutOfRange` lifting every range-bound summon of a re-oriented owner |
|
||||
| Bounty drafts (§21.2) | the official structure of each round from the user's 33 screenshots of 11 matches (R3 fixed sets, R9 boss groups + fill, R11 giant groups + tier-I fill; no multi-round card in a draft) | add a newly seen set / group to `tools/build-data.mjs BOUNTY_INITIAL_SETS / BOUNTY_BOSS_TEMPLATES / BOUNTY_HUNTER_TEMPLATES` and rebuild |
|
||||
| Bounty drafts (§21.2) | the official structure of each round from the user's 66 screenshots of 22 matches (R3 fixed sets, R9 boss groups, R11 seen 7-card lists; no multi-round card in a draft) | add a newly seen set / group / list to `tools/build-data.mjs BOUNTY_INITIAL_SETS / BOUNTY_BOSS_GROUPS / BOUNTY_HUNTER_GROUPS` and rebuild |
|
||||
| 机密商店 / 战术决策 repeats (§21.2) | the same card can be offered twice, as officially (the user: "机密商店按官方改成可以重复吧", "战术决策也按官方改成可以重复吧"); R11 机密商店 = two VI, ≥ 1 V, ≥ 1 盟约之币 | `choices.json shopDraft` / `tacticDraft` removed (choices.js falls back to the previous draws, still with replacement) |
|
||||
| Multi-round bounties (§20.6, unchanged) | last two battles — now only 教鞭's card | `server/match/choices.js MULTI_ROUND_BOUNTY_BATTLES = null` |
|
||||
| §20.9's decisions | unchanged (start-deploy summons, 凯瑟琳's hand card, every blocker hits, the collider reach, the elite to the board, the fixed leader pool, the watched bond strip) | as §20.9 |
|
||||
|
||||
@@ -1331,7 +1333,7 @@ Official since this release (each with its source in its section): 突变细胞
|
||||
|
||||
Still [ASSUMED] (each in its section):
|
||||
- §21.1: an elite merged this round keeps its copies' refresh count; a 拉普兰德 re-bought after a sale fires again; a 6阶 突变细胞 carrier becomes another 6阶.
|
||||
- §21.2: the 3 unseen R3 sets and 险境 R6 drafting like R3; uniform among the seen R9 groups; the R11 group / fill split, the 11 unseen R11 slots and the R11 weights (solo = co-op); solo shows 3 of 6. Open for the user: all six cards of an R11 悬赏决策, an R9 screenshot with the match's 确认本局信息 page and date, solo 绝境 / 终极 R3 / R9 / R11.
|
||||
- §21.2: the weights inside a group; the unseen 10th R3 set and 险境 R6 drafting like R3; R9 groups by the matches they came in; R11 one of the 7 seen lists and the family weights (solo = co-op); the 机密商店 slots / weights and the earlier shops; the 战术决策 weights, independent draws and twin passives stacking; solo shows 3 of 6. Open for the user: each match's 确认本局信息 page (what decides the R9 group), more R11 悬赏决策 / 机密商店 / 战术决策, solo 绝境 / 终极 R3 / R9 / R11.
|
||||
- §21.3: the range is the loadout grid (items and bonds do not widen it); the canoe in the deploy map only.
|
||||
- §21.4: the translator immobile and damage-cancelled through its change; the 特战术师 form hits flyers (open for the user); the ember's 10 s after the 重生; 隐匿 back at once after a block; the 重生 whitelist; “余音” unmapped.
|
||||
- §21.5: the 鸭爵 swap's 0–2 uniform count and pick, the 60–99 % window, ground only, elites eligible, per-half on pair fields, decided at battle start.
|
||||
@@ -1348,4 +1350,4 @@ Still [ASSUMED] (each in its section):
|
||||
- §21.18: no target cap; damage at the attack instant; the beam look.
|
||||
- §21.19: the 奥术法阵 rider ending with its carriers; the 自行炮's immunity window = its bombardment.
|
||||
|
||||
Not done (noted, no primary source or out of scope): whether 华法琳 S2's 流失 can kill an ally (§21.17); 伊利昂的木驮兽's `Full` skin (§21.14); the render-demo recording `public/dev/recordings/normal-a1m04.json` still shows 战场#04's old L-shaped lower route (display only); 机密商店 / 战术决策 repeating a card as officially (§21.2).
|
||||
Not done (noted, no primary source or out of scope): whether 华法琳 S2's 流失 can kill an ally (§21.17); 伊利昂的木驮兽's `Full` skin (§21.14); the render-demo recording `public/dev/recordings/normal-a1m04.json` still shows 战场#04's old L-shaped lower route (display only).
|
||||
+40
-13
@@ -107,24 +107,51 @@ untimed. The UI picks a card with two taps (select → 确认选择, DESIGN §18
|
||||
the mode's static `inactiveBondIds` — 标准 has no 拉特兰 / 阿戈尔 / 卡西米尔 / 奥术 … — and with chess in the pool), so
|
||||
玛恩纳的盟誓 / 莫斯提马的盟誓 / 卡西米尔驰援 never show up in 标准. Card generation and the
|
||||
family defaults are documented in `choices.js` (bounty / supply / shop / tactic). 机密商店 cards are **free** (official
|
||||
text "无需消耗资金"). 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
|
||||
text "无需消耗资金") and follow the 4 official 机密商店 (choices.json `shopDraft`, build-data `SHOP_DRAFT`; the user:
|
||||
"机密商店按官方改成可以重复吧"): six slots drawn with replacement — VI, VI, V, 盟约之币 and twice V / IV / III / 盟约之币,
|
||||
an item within its tier weighted by the official cards it showed on — so the same item can be offered twice (official:
|
||||
盟约之币 ×2, 变形同构体 ×2; the slot split and the weights [ASSUMED]) — at R11 (绝境 / 终极), the round of the
|
||||
screenshots; the earlier 机密商店 of 标准 / 险境 (no screenshot) keep the previous draw, any tier I–VI per card with
|
||||
replacement [ASSUMED]; two identical cards are two cards (picks go by index). 战术决策 follows the 4 official 战术决策
|
||||
(choices.json `tacticDraft`, build-data `TACTIC_DRAFT`, `choices.js tacticDraftCards`; the user: "战术决策也按官方改成可以
|
||||
重复吧"): each card drawn on its own, with replacement, so the same card can be offered twice (official match 7 R11:
|
||||
补给 ×2) — at R11 (绝境 / 终极) only the ally cards (the 24 official cards hold no 排斥 / 责罚 / 裁决 and no terrain card),
|
||||
each weighted 1 + the official cards it showed on (列装 / 财富 / 补给 / 整备 / 升华 made half of them) [ASSUMED: the
|
||||
weights]; the earlier 战术决策 of 标准 / 险境 (no screenshot) keep every card, uniform, terrain cards only for the match
|
||||
stage, with replacement too [ASSUMED]. At R11 the cards are drawn independently rather than in slots like the 机密商店
|
||||
[ASSUMED, open: all 4 drafts hold a 驰援, a 盟誓 and two of 列装 / 财富 / 补给 / 整备 / 升华 — about 3 % under
|
||||
independent draws, but a pattern spotted after the fact]. Identical tactic cards are separate cards as well: each pick
|
||||
applies its own card once, and two picks of one team card (two players taking the twins) both reach every teammate and
|
||||
add up — settled for the prep cards (补给 "可叠加"; 列装 / 财富 / 盟誓 grant their own items, coin and layers each time),
|
||||
[ASSUMED] for the battle passives 自愈 / 火力 / 征召 / 无瑕 / 锐利: one buff per pick, so 锐利 ×2 ignores 60 % of the DEF
|
||||
(open: whether the official keeps one instance of a 同名 env buff; twin passives come in about 4–5 % of R11 drafts).
|
||||
The header reads the official "进行协同调整,做好迎战准备。". 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
|
||||
"※以下悬赏任务仅由法术教鞭生成") nor the 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 cards (user playtest #6 item 4). **Each draft is
|
||||
built like the official one of its round** (`choices.js bountyDraftCards`, choices.json `bountyDrafts` / schedule
|
||||
`bountyDraft`; player feedback after 0.1.0, report #2 — late bounty enemies in the early drafts — settled by 33
|
||||
screenshots of 11 official co-op 绝境 / 终极 matches, readings in `test/fixtures/official-bounty-drafts.json`): **R3**
|
||||
one of the 10 official sets of six "接下来两场作战" cards, 3 × I + 2 × II + 1 × III — 7 seen (a whole series 17 / 18 / 19,
|
||||
or one card from each of 6 of the series 10–15 / 20), the 3 unseen slots built by that rule [ASSUMED]; **R9** boss
|
||||
bounties + 源石虫·特训: a seen group of 0–3 named bosses that always come together, filled to 6 with the cheap ones (W /
|
||||
碎骨 / 弑君者, 大鲍勃, 庞贝 or 鼠王, 源石虫·特训) — 7 groups for 6 events: two game versions or a group set per match
|
||||
(leader, map), open; **R11** (绝境 / 终极 co-op: 悬赏决策, 机密商店 or 战术决策, never 道具补给; solo the same weights
|
||||
[ASSUMED]) six "下场战斗" cards like R9: a group — one 特异III giant + 1–4 tier-II cards, always together (matches 1 and 6
|
||||
share the whole group, only the tier-I card differs) — filled to 6 with tier-I cards, at most one per faction series;
|
||||
4 groups seen for the 15 events, the unseen slots draw a group of that shape [ASSUMED]. 险境 R6 drafts like R3
|
||||
`bountyDraft`; player feedback after 0.1.0, report #2 — late bounty enemies in the early drafts — settled by 66
|
||||
screenshots of 22 official co-op 绝境 / 终极 matches of this season, readings in
|
||||
`test/fixtures/official-bounty-drafts.json`): the event is a fixed card list and the draft shows 6 different cards of
|
||||
it, each drawn with weight 1 + the official drafts of its group it showed in [ASSUMED]. **R3** one of the 10 official
|
||||
sets of six "接下来两场作战" cards (all six), 3 × I + 2 × II + 1 × III in 22 of 22 — 9 seen, hand-made (one holds two
|
||||
series-20 cards), the 10th built by a rule whose III is 法术大师A1 or 鼎沸 (the two-battle cards no draft showed)
|
||||
[ASSUMED]; **R9** boss bounties + 源石虫·特训: one of 6 groups (one per bossInitial event; 庞贝 and 鼠王 never
|
||||
together) of 9, 9, 9, 9, 8 and 6 cards — 9 where three named bosses came, the single-draft groups completed only with
|
||||
the base cards they lack [ASSUMED; match 4's base-only group may instead be a draft of the 泥岩 group]; the 鼠王 group (杰斯顿 / “自在” / 陷落雪祀) came in 14 of 22 matches, every match on the dark grey board
|
||||
among them, so a group is picked by the matches it came in [ASSUMED: something of the match — map, leader or
|
||||
difficulty — decides, open]; **R11** (绝境 / 终极 co-op: 悬赏决策 14, 机密商店 4, 战术决策 4, never 道具补给, weights =
|
||||
those counts; solo the same [ASSUMED]) a list of 7 "下场战斗" cards — one 特异III giant, one card per faction series —
|
||||
of which the draft leaves out one (matches 1 / 6 / 21 / 22 leave out four different cards of one list); one of the 7
|
||||
lists seen, uniform, so no list is invented [ASSUMED] (the data does not say which of the 15 events bounty_hunter_*
|
||||
R11 fires: by its blocks it would be the 8 events 8..15, beside the 绝境 / 终极-only hardbuff_select; 7, 8 or 9 events
|
||||
fit 14 drafts showing 7 lists about equally, 15 do not — with 8, an unseen list would come in about 1 R11 bounty draft
|
||||
in 8, open), the 4 lists seen with 6 cards completed by that shape — so the R11 cards no draft showed (12_8 / 16_2 /
|
||||
16_6) come in about 1 draft in 15 [ASSUMED]. 险境 R6 drafts like R3
|
||||
[ASSUMED]. A card's enemy is fixed by its effect (`enemy_id`): the title only names category and tier (悬赏·损伤I =
|
||||
底海滑动者 or 临时收音师).
|
||||
底海滑动者 or 临时收音师). The players pick in turn from one shared draft (a taken card stays greyed with the taker's
|
||||
avatar, as in the official matches 17 and 21).
|
||||
No official draft showed a multi-round card, a pre-series card (enemyeffect_3_*) or the boss bounties 凋零骑士 / “遗弃者”
|
||||
/ 锏 / 扎罗 / 迷路的巨像: `draftExcluded: 'unseen'` [ASSUMED], flipped by adding them to build-data
|
||||
`BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_TEMPLATES` / `BOUNTY_HUNTER_TEMPLATES` once a screenshot shows one. The card positions are shuffled; solo
|
||||
`BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_GROUPS` / `BOUNTY_HUNTER_GROUPS` once a screenshot shows one. The card positions are shuffled; solo
|
||||
shows 3 of the 6 [ASSUMED]. The mode's inactive enemy list does not thin the draft (PRTS
|
||||
11/18 note "不影响悬赏决策出场"). Every bounty card carries the effect's official rich text `descRaw` (the battles in blue
|
||||
"下场作战" / "两场作战"; the overlay and the effects column render it; the effects column also says "还剩 N 场作战").
|
||||
|
||||
+1
-1
@@ -16,7 +16,7 @@
|
||||
|---|---|
|
||||
| 确认本局信息 | 本局地图(标准模拟固定为「战场#01」;险境从 8 张地图中随机,绝境 / 终极从不含战场#01 的 7 张中随机)、敌方派系、**被禁用的盟约及其干员**、领袖预告。所有人确认后继续;同盟模拟最多 25 秒;只有你一名玩家时(独立模拟,或同盟模拟只带 AI 队友)不限时。 |
|
||||
| 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,**每人 30 秒**,右上角和「决策中」显示同一个倒计时;AI 队友立即选完;队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选你**当前选中**的策略(已被队友选走则选华法琳)。独立:自由选择、不限时;同盟模拟只有你一名玩家时也不限时。 |
|
||||
| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场(如教鞭的法术大师A2·多轮战术特训)。各回合的悬赏决策按官方对局截图来出:第 3 回合是 6 张「接下来两场作战」的悬赏(3 张 1 资金、2 张 2 资金、1 张 3 资金);第 9 回合是各首领的「下场作战」悬赏和「源石虫·特训」;绝境 / 终极的第 11 回合是悬赏决策、机密商店或战术决策之一,其中的悬赏是 1 只特异巨兽加 5 张「下场战斗」悬赏。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 |
|
||||
| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场(如教鞭的法术大师A2·多轮战术特训)。各回合的悬赏决策按官方对局截图来出:第 3 回合是 6 张「接下来两场作战」的悬赏(3 张 1 资金、2 张 2 资金、1 张 3 资金);第 9 回合是各首领的「下场作战」悬赏和「源石虫·特训」;绝境 / 终极的第 11 回合多半是悬赏决策(也可能是机密商店或战术决策),其中的悬赏通常有 1 只特异巨兽,其余是各阵营的「下场战斗」悬赏。击倒悬赏敌人的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。**机密商店**的 6 件装备都免费,和官方一样可能出现两件相同的装备(各算一张卡,可以分别被选走);第 11 回合(绝境 / 终极)的机密商店按官方:2 件 VI 阶、至少 1 件 V 阶和 1 枚盟约之币,标准 / 险境较早回合的机密商店各阶装备都可能出现。**战术决策**也和官方一样可能出现两张相同的卡(官方截图里出现过两张「补给」;各算一张卡,可以分别被选走,每张只生效一次,两人各选一张全队卡则效果叠加);第 11 回合(绝境 / 终极)的战术决策按官方截图只出盟誓、驰援、列装 / 财富 / 补给 / 整备 / 升华等增益卡,不出削弱敌人的卡和战场演变卡。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 |
|
||||
| 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加);独立模拟、以及只有你一名玩家(只带 AI 队友)的同盟模拟不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 |
|
||||
| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在原地**(倒地姿势、略微变灰),头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够,红色「!」表示原位被占。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 |
|
||||
| 联防 | 见第 5 节。 |
|
||||
|
||||
Reference in new issue
Block a user