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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sganggs committed 2026-10-03 11:27:46 +08:00
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@@ -397,7 +397,7 @@ Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies
- items: 56 equipment (+golden) + 3 Arts; 变形同构体 bond grant; VI-tier set/combos.
- 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).
- 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.
- 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).
- 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).
---
@@ -1116,7 +1116,7 @@ In SETTLE it is the field the last battle left on screen. In prep without watchi
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).
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).