82 Commits
Author SHA1 Message Date
sganggs 488db49f11 0.2.6: CHANGELOG — the #569 line sits with the other scene line (no stray blank line splitting the list) 2026-10-13 18:57:03 +08:00
sganggs 205f3bb7f7 0.2.6: the device slabs stay drawn on an official scene (GitHub #569) — 射击台, 特制水上平台 and 封印的地面 lived only in the procedural board's bucket that a scene replaces, so 战场#03's raised tiles by the blue gate were flat and 战场#05(上半)'s water platforms read as open water; buildBoard repeats them into buckets.raised / raisedDecal with sides reaching under the scene's ground and setStage draws just those on a scene (the 'h' high ground is the scenes' own and is not repeated); DESIGN §31.11, client §15; golden: unchanged 2026-10-13 17:45:04 +08:00
sganggs 566f3a7cd6 0.2.6: version 0.2.6 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form and current-version line, CHANGELOG 0.2.6 — 2026-10-13, DESIGN versions line and index, §31 header 2026-10-13 16:17:03 +08:00
sganggs 347343d739 0.2.6-dev: 魂灵之影 only on a board of its field (#557, PR #558 by IceCodeNew adapted) — shadowTile requires Battle.onFieldBoard: a teammate's half counts, a boss field's hand / 临时整备区 rows and a solo boss field's empty half do not, no summon when nothing fits (the PR cut the bench rows by number, which left an empty half legal); the PR's test plus a solo / pair case; DESIGN §3, §31.10, SIM; golden: unchanged 2026-10-13 16:04:32 +08:00
sganggs a1f0d1bb6e 0.2.6-dev: merge claude/r37-impostor — GitHub #542: impostor boxes from each skeleton's measured clip bounds (idle core, played clips within limits, the rest drawn directly while they play), every slot drawn inside its own scissor, frozen models posed at their clip's first frame, PIXI's pooled batch buffers (no Apple GPU stall from the per-slot flushes); golden: unchanged
# Conflicts:
#	CHANGELOG.md
#	docs/design/client.md
#	docs/history/0.2.6.md
2026-10-13 06:30:53 +08:00
sganggs 4c2fe9431d 0.2.6-dev: DESIGN §31.6 for the impostor box without the setup pose (slots 1.26× the old area on the roster, the DPR-2 crowd numbers, the batch-buffer setting; the open item resolved), docs/design/client.md, CHANGELOG 0.2.6-dev (#542); golden: unchanged 2026-10-13 05:26:05 +08:00
sganggs 461a7747e1 0.2.6-dev: port PR #552 by IceCodeNew — an optional 「弹药数量」 setting (default off: the official HUD has no such number, the maintainer's decision of 2026-10-13) shows an ammo skill's rounds left / magazine under its bar, from the exact b.snap ammo counts; sanitised with the other settings, applied by the field view live, all four language packs, the diagnostics line; the simplified board has no ammo bar; DESIGN §31.9; golden: unchanged 2026-10-13 04:43:39 +08:00
sganggs 231da0efbc 0.2.6-dev: port PR #416 by Cromemadnd — at every round start the own board's pieces replay their Start clip and landing sound one after another in deployment order (the maintainer's confirmation from official play, 2026-10-13), and a purchase or a move onto / across the board plays them too ([ASSUMED], the PR author's account); one sound per landing, idle prep pieces only, the round marked once the view took the sequence, own board only, timers cleared when prep mode ends and on destroy; DESIGN §31.8; golden: unchanged 2026-10-13 04:36:56 +08:00
sganggs 47b9e5b63e 0.2.6-dev: the official battlefield scenes use the extracted light at full strength — SCENE_LIGHT direct and indirect 1 instead of 0.2.5's eye-tuned 0.8 / 0.4 (GitHub #549, the light half of PR #554 by xcdoge; its emissive change to the metal board is not taken); DESIGN §31.7; golden: unchanged 2026-10-13 03:48:47 +08:00
sganggs 0b88a0f515 0.2.6-dev: DESIGN §31.6 impostor bounds and slot clearing (#542: seen, cause, now, cost, [ASSUMED], tests), docs/design/client.md describes the impostor box and slot clipping, CHANGELOG 0.2.6-dev 界面 credits @ImPQlc; golden: unchanged 2026-10-13 03:30:48 +08:00
sganggs 975c79da70 0.2.6-dev: PR #546's design note moves from the released 0.2.5 chapter to DESIGN §31.5 (docs/history/0.2.6.md, now host bandwidth and community follow-up); CHANGELOG 0.2.6-dev credits PRs #546 and #547; golden: unchanged 2026-10-13 01:44:20 +08:00
sganggs 79bb26b317 0.2.6-dev: the maintainer's decisions of 2026-10-12 — the 玩法说明 pages' WebP copies are lossy at quality 90 (25.6 MB of PNG → 4.2 MB; lossless stays a GUIDE_WEBP_MODE away) and /healthz?traffic=1 answers the counters to a loopback or private-network client only (a public visitor, also one a local tunnel or proxy forwards, gets the plain report; TRUST_PROXY applies as for the WebSocket limits); golden: unchanged 2026-10-12 19:09:54 +08:00
sganggs 3d5d6b380d 0.2.6-dev: merge claude/bw-l01 — host bandwidth layers 0 and 1 (no BGM download while the music is silent, WebSocket permessage-deflate, lossless WebP 玩法说明 pages, traffic counters, content-hashed asset URLs with immutable caching, brotli q5) on top of the 0.2.5 release; its note becomes DESIGN §31 in docs/history/0.2.6.md, CHANGELOG 0.2.6-dev, version 0.2.6-dev; golden: unchanged 2026-10-12 18:28:50 +08:00
sganggs 88d4b2544b 0.2.5: version 0.2.5 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form and package sizes (the full bundle now carries the battlefield scenes), CHANGELOG 0.2.5 — 2026-10-12 in the usual sections with credits, DESIGN versions line, §30 header 2026-10-12 18:20:53 +08:00
sganggs e2bc005c88 0.2.5-dev: docs — §30 sections renumbered in order after the merges and every reference pointed at its topic; the 0.2.5 CHANGELOG section regrouped under the usual headings (no change to code behaviour) 2026-10-12 16:02:41 +08:00
sganggs 3dd2213e47 0.2.5-dev: merge claude/036-sim
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
#	test/golden/matches.json
2026-10-12 15:50:42 +08:00
sganggs a451ddcf6b 0.2.5-dev: 耶拉 S2 (both forms) and 荒芜拉普兰德 S1 keep the operator's own hit next to the drone hit — only drone-only skills skip it (review fix of the funnel port); golden: more funnel scenarios move, attributed in docs/history/0.2.5.md 2026-10-12 15:50:41 +08:00
sganggs 9b37a68fcf 0.2.5-dev: 萨卡兹枯朽战士 (and every enemy sharing its death fog) leaves no 污秽侵蚀 when it dies silenced — the owner's official-play recall, against the PRTS / in-game wording (#470); the 调度中心 5 / 6 promotion reward includes 自选 operators of the newly reached tier (#515, after research; the owner's decision); golden: unchanged 2026-10-12 15:24:07 +08:00
sganggs a8ff5e7c1d 0.2.5-dev: merge claude/036-touch
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs bb88031256 0.2.5-dev: merge claude/036-scene
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs 537b1ec517 0.2.5-dev: merge claude/036-ui2
# Conflicts:
#	docs/history/0.2.5.md
2026-10-12 14:59:34 +08:00
sganggs d482fbb8ba 0.2.5-dev: official battlefield scenes on the 3D board — a local fetch / extract step for the season scene bundles, per-field scene rendering with the metal board as fallback, the full bundle can include the extracted scenes and setup can fetch them (--scenes); nothing official is stored in the repository (PR #533 by @andrew05060414, ported; the owner's decision of 2026-10-12); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs a3e8460bb0 0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule (#412, the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page (#543); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs 37e0fffb34 0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR #523 and its detail opens in the preparation phase (PR #523 by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md) 2026-10-12 14:59:19 +08:00
sganggs e0f3771821 0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs #537 / #536 / #535 by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR #520 by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR #518 by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md 2026-10-12 14:45:01 +08:00
sganggs 52b70434d0 0.2.5-dev: a restore-defaults loadout sync is never overwritten by an older in-flight sync (PR #540 by @Xinglan233, ported); importing a loadout with ops is refused before writing when the DIY data is missing (PR #538 by @Xinglan233, ported); the player package's package.json keeps only scripts whose files ship (#531) and its docs link unshipped files to the release tag on GitHub (#530); golden: unchanged 2026-10-12 14:45:01 +08:00
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00
sganggs bc50cac01f 0.2.4: version 0.2.4 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.4 — 2026-10-11 in the usual sections with credits, DESIGN versions line 2026-10-11 02:04:21 +08:00
sganggs 6bfc08270c 0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00
sganggs c4dc96fff4 0.2.3: version 0.2.3 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.3 — 2026-10-10 in the usual sections, DESIGN versions line 2026-10-10 03:19:38 +08:00
sganggs 9ec84f36a0 0.2.3: the install icon keeps the 0.2.x mint rook (the owner's choice), refined: a narrower tower, lighter base and more padding so it sits well among launcher icons; manifest sizes, maskable and favicons re-exported (the ICO keeps its transparent mask) 2026-10-10 02:36:12 +08:00
sganggs 9042125430 0.2.3: 重绘系列通用安装图标并记录功能审核决定(#413、#77/#408、#444、#407) 2026-10-10 02:11:23 +08:00
sganggs f3658a0dd4 0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative
card preferences and emotes, skill sound banks, per-operator voice choices,
text sizing, install prompts, closed-tab recovery and unanimous setup rerolls.
Retain late deployment elapsed time and resolve echo/counter pulses without
recursive hook overflow. Independent final review remains pending.

Golden: roster-016, roster-035, roster-036, roster-045;
boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair,
hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence.
diy-132: Necras extra activation targets.
coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes.
hidden-boss_10-solo: echo pulse FIFO resolution.
See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
2026-10-09 22:55:24 +08:00
sganggs 35637ff03e Document the 0.2.3 development build and community changes 2026-10-09 17:38:13 +08:00
sganggs 62eb113419 feedback7: version 0.2.2 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.2 — 2026-10-09, DESIGN versions line 2026-10-09 03:09:33 +08:00
sganggs 97152828c3 feedback6: version 0.2.1 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false: the title-screen dev tag, the boot warning and the package guard go)
- CHANGELOG 0.2.1 (2026-10-07): the streams' lines collected (新功能: the update package and MANIFEST.json; 规则(按官方):
  联防 on the round's battlefield, 突袭 onto a teammate's half, full potential, the replace dialog for consumables,
  the 外勤医疗 Touch, 凋亡, 贾维's 拉普兰德, the 频次 器物 / leader summons; 界面: the collapse arrow, 自选 picks in the bond
  lists, flyers, enemy animations, the Touch card, Esc in the 自选 picker; 联机与大厅: battle messages while a battle
  loads; 工具与开发: the update build, .gitignore), one intro paragraph.
- README: the dev warning under the title removed, the release badge, 「当前版本 0.2.1」; DESIGN's version line names
  0.2.1 (§26) as the state described; §26's intro says when the dev line shipped.
- Tests: version, docs-consistency, docs-paths, package, i18n-packs, update-package, update-boot 80 / 80.
2026-10-07 19:35:30 +08:00
sganggs 1ca769ba16 feedback5: 阿戈尔's devour block count checked for 水月 (伏击客, base block 0) and converted members (community report of 2026-10-07) — not reproduced: he takes every marked unit's block and blocks with it, the prep card shows it; face to face the second member marks nothing back (PRTS 「不会向…“已将标记付与自身的单位”付与自身标记」); pin tests test/content/feedback5-egir-block.test.js, CHANGELOG 核实后不是问题, §25.22.10; golden unchanged (tests and docs) 2026-10-07 14:32:29 +08:00
sganggs caee1dbed9 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) 2026-10-07 13:28:12 +08:00
sganggs 11fd65a5a5 feedback5: merge R19E — every enemy finishes its attack clip after a strike before it moves on (PRTS 状态机: ATTACK → MOVE after the attack ends; the 鸭爵 swap's 流泪小子 no longer walks off on its strike tick, community report and GitHub #214), and the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of 0 s (the owner's decision of 2026-10-07, a deliberate deviation for that copy only); golden as R19E's commits (216 scenarios + solo-HARD-2), the merged tree differs from the branch only in R19G's three 蕾缪安 scenarios 2026-10-07 13:07:21 +08:00
sganggs dd66adfbd1 feedback5 R19E: the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of the official 0 s — a deliberate deviation, the owner's decision of 2026-10-07 (「要不等待个1秒这样再重新隐匿」); a separate commit the integrator can drop; golden: 1 scenario moves (matches solo-HARD-2)
content/enemies/archetypes.js stealth: an enemy spawned with the band's swap tag 'duck' (content/bands/meta.js
duckReplace) gets its 隐匿 back no sooner than DUCK_STEALTH_RESTORE (1 s, content/enemies/helpers.js) after a block ends
— in practice 流泪小子 (enemy_2034_sythef_2), the only one of the four swaps with 隐匿, officially 0 s (PRTS 流泪小子
「隐匿(解除阻挡0秒后恢复)」). The same enemy anywhere else keeps 0 s: the bounty card's 流泪小子 (enemy_2034_sythef), an
untagged spawn; a 3 s 隐匿 stays 3 s; a copy leaked into 联防 keeps its tag and the 1 s. After each strike (its stunned
blocker lets go) it is now revealed through its 0.8 s post-strike stand and 0.2 s of walking.

Measured, 8 seeds each — leaked / HP left / revealed s per battle; W = 3 elite melee in a lane + an elite sniper vs the
R6 wave's ground enemies with one swapped 流泪小子, B = 8 elites on 战场#01 vs the whole R6 wave with one swap: before
the clip fix W 5/8, 42 %, 2.3 / B 8/8, 47 %, 3.2; after it W 5/8, 31 %, 2.6 / B 8/8, 58 %, 2.5; with the 1 s W 4/8,
31 %, 4.0 / B 8/8, 56 %, 5.5. Options for the owner (measured on the fixed engine, not built): 2 s W 4/8, 31 %, 5.4 /
B 8/8, 46 %, 8.5; 3 s (the general 隐匿 rule) W 4/8, 31 %, 6.4 / B 8/8, 39 %, 11.5; a 1.5 s stun on the copy (below its
2 s interval, so its blocker takes it over again) W 4/8, 2 %, 4.0 / B 4/8, 6 %, 5.5; a 1 s stun: knocked out in all 16;
the 1 s delay + a 2 s stun W 4/8, 21 %, 5.1 / B 5/8, 26 %, 8.1. Worse: half speed while 隐匿; a stunned operator that
keeps blocking it (pins that operator for good).

Golden: matches solo-HARD-2 — its bot holds 鸭爵; the swapped 流泪小子 of round 13 is free and revealed for 49 ticks in
its 1 s windows (the round-12 one is never released by a block), so the match parts at round 13 (a victory instead of
a defeat); the other 282 scenarios unchanged.

Tests: test/content/feedback5-duck-restealth.test.js (3; the swap's 1 s and the band path fail on the parent, the 0 s
guard passes on both); enemies_bosses, feedback2-surtr-stealth, feedback1-ducklord, feedback5-attack-clip-rest pass.
Docs: CHANGELOG 0.2.0 有意与官方不同的调整 (and the 核实后不是问题 line points to it), docs/history/0.2.0.md §25.22.6,
docs/PLAYING.md, docs/SIM.md, design/engine.md.
2026-10-07 12:58:06 +08:00
sganggs ef25c03525 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.
2026-10-07 12:56:12 +08:00
sganggs 2e91fc9169 feedback5: CHANGELOG / README — the 0.2.0 summary names the five languages; the 日本語、한국어、繁體中文 line describes the interfaces (zh-TW converted with Taiwan usage, ja / ko machine-translated with the official terms, marked in 设置) and the per-language fonts; README English summary: a Languages line 2026-10-07 12:47:36 +08:00
sganggs d014b9ff0b feedback5: merge R19D — 5-阿戈尔 revives: the members the battle-start devour knocks out revive by board position once every devour pass is over (community report; replaces §24.3's knock-out order for that batch; scan 「左下到右上」 = columns from the left, bottom first [ASSUMED]); bond HP before the devour and one 5000 物理 (DEF) per mark confirmed official; golden unchanged 2026-10-07 12:46:03 +08:00
sganggs 31cdd9d072 feedback5: merge R19F — 拉普兰德 / 赫默 layers in the 整备区 are official (拉普兰德: only to an active 叙拉古, once per round per copy; 赫默: deployed only, character_target_inboard) — pin tests, PLAYING §6, CHANGELOG 核实后不是问题; golden unchanged 2026-10-07 12:40:00 +08:00
sganggs 2b0dfceabd feedback5 R19D: 5-阿戈尔 revives — the members the battle-start devour knocks out revive once every devour pass is over, by board position (columns from the left, bottom first: the [ASSUMED] reading of the community report's 「左下到右上」), not in knock-out order; later knock-outs take the slots left in time order, uneaten members none (community report relayed 2026-10-07); golden: unchanged
The report's steps 1-2 were verified and hold: the bond HP is on every member before the devour (an elite 深巡,
2904 HP / DEF 655, stands its 4345 from 15 layers on), and each mark is one 5000 物理流失 less DEF (PRTS), so a member
in the middle of a chain is marked by every 阿戈尔 behind it — that is what knocked out the reporter's 蓝蒂 / 小鲨.
Golden unchanged: the corpus's only 5-阿戈尔 battle (bond-egirShip-high, 999 layers) has no devour knock-out.
DESIGN §25.22.5.
2026-10-07 12:32:33 +08:00
sganggs 522f6287bb feedback5 R19F: community report 「小拉和赫默有概率在备战区叠不上叙拉古和远见」 checked, not a bug — 拉普兰德 stacks 叙拉古 from the 整备区 whenever 叙拉古 is active (it counts deployed 叙拉古 only, her bench copy is not one of the three) at her first manual refresh of the round; 赫默's trait has no 「此干员在整备区时也有效」 and the official data marks it deployed-only (conditionkey character_target_inboard); the 临时整备区 is not the 整备区. No code change: pinned by test/match/feedback5-bench-traits.test.js (the official data rule and the report's cases through the match paths), PLAYING.md §6 says where a 特质 works, CHANGELOG 核实后不是问题, DESIGN §25.22.7; golden unchanged 2026-10-07 12:30:58 +08:00
sganggs b87848a443 feedback5 R19G: 蕾缪安's S3 no longer ends by itself when nothing is in her range — it keeps its bullets and locks and locks the next enemy that comes; the bombardment follows only when the bullets are spent (community report); golden: 3 scenarios move
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.

Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
  (first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
  now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
  spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
  h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.

Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
2026-10-07 12:19:55 +08:00
sganggs 8b780c1b5b feedback5: merge R19A — GitHub #232: a stunned or frozen enemy is blocked by contact where it stands (an operator redeployed beside a frozen 隐匿 enemy blocks it and reveals it; 沉睡 / 浮空 / 恐惧 / 不可阻挡 still refuse); golden as R19A's commit (52 scenarios: roster 15, bonds 5, fields 7, matches 9, diy 16 — each first diverges where a held enemy is blocked by a touching blocker with a free slot), the merged tree's golden equals the branch's 2026-10-07 11:36:02 +08:00
sganggs 93a45f733f feedback5: merge R19C — GitHub #235: the official 「作战结束」 result box (全员无伤! / 生命值减少 −N) and the three battle-over sounds at settlement, PR #112 by @Convey123 ported onto the 0.2.0 layout (test/ui/gameLogic.test.js: both streams' tests kept); golden unchanged 2026-10-07 11:31:55 +08:00
sganggs 9123e76509 feedback5 R19A: a stunned or frozen enemy is blocked by contact where it stands — an operator redeployed beside a frozen 隐匿 enemy blocks it and so reveals it (GitHub #232, @ccyl; the repro and the cause by @kukiC); golden: 52 scenarios move
ai.js updateEnemy returned on `stunned && !e.hidden` before the contact check (Battle._checkBlock), and 冻结 / 沉睡 / 浮空
set `stun` too, so a held enemy was never checked: an operator redeployed or deployed beside it, a slot freeing up or a
push / pull into contact with a stun all waited for the status to end (0.1.4 had it too). PRTS 异常效果: STUNNED / FROZEN
stop the enemy's moves and attacks and hold no 不可阻挡 (BLOCK_FREE), which SLEEPING / LEVITATE do; 术语释义 冻结 names no
block; 作战机制 §碰撞体积与位置识别: an operator deployed onto an enemy blocks it, a standing one included. The held branch now
runs the same check before it returns (no move, no attack, as before): _checkBlock still refuses 沉睡 / 浮空 / 恐惧 /
不可阻挡, an enemy held short of contact is blocked only once it walks in (the same point as without the status), and the
3 s 隐匿 window after a block's end is unchanged. A block the held enemy already holds is still not re-checked (a reborn()
重生 keeps its blocker, as in 0.1.4: noted as open in §25.22.1).

Golden — in each scenario the first divergence is a stunned or frozen enemy blocked during its status by an operator or
summon it touched with a free slot (traced one by one with an instrumented copy): roster-003, -014, -015, -016, -017,
-018, -019, -031, -036, -038, -040, -041, -045, -046, -047; bond-indomShip-high, bond-kazimierzShip-high,
bond-raidShip-low, bond-siracusaShip-low, bond-suntShip-low; boss-boss_3-solo, boss-boss_4-pair, boss-boss_7-solo,
hidden-boss_8-pair, hidden-boss_9-pair, hidden-boss_10-pair, unite-2; matches solo-FUNNY-1, solo-NORMAL-2, solo-HARD-2,
solo-ABYSS-1, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy; diy-003, -004,
-026, -034, -035, -056, -057, -065, -066, -070, -071, -094, -095, -101, -102, -103. standins unchanged.

Tests: test/sim/feedback5-frozen-reblock.test.js (9; the four #232 cases and the 晕眩 / 冻结 capacity cases fail on the
parent). Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.1, docs/SIM.md (§1.2 Blocking, stun, freeze),
docs/design/engine.md, docs/PLAYING.md.
2026-10-07 11:22:27 +08:00