54 Commits
Author SHA1 Message Date
sganggs 26c72a6d95 feedback6: merge R21B — 联防 plays on the round's battlefield again, its terrain, crates, water, devices and runes as in 0.1.4 (the owner's report 「联防阶段地形全消失了」 and knowledge of the official mode, GitHub #244's tournament video; 0.2.0's escaped level was the placeholder road every wave-template level carries); the 联防 battle input is byte-identical to 0.1.4's in 20 cases; 乌尔比安's comment keeps both streams' sentences; golden as R21B's commit (unite-1 / unite-2 back to their stages, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins), the merged tree differs from the branch only in R21A's boss pair fields 2026-10-07 17:54:16 +08:00
sganggs 75202776cc feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory) 2026-10-07 17:40:03 +08:00
sganggs cfd3c67281 feedback6 R21A: a 突袭 member may land on a teammate's half when both halves of the field are taken — the two-helper 联防 field and the Final Assault / Hidden Core pair field (the owner's decision of 2026-10-07): Battle.onFieldBoard (onOwnBoard of any player of the battle) read by raidTile only; a lone 联防 helper's empty half, a solo boss field's other half and the hand / 临时整备区 rows stay closed, every other landing rule kept, 乌尔比安's S3 【移动】 keeps onOwnBoard; golden: 8 moved, each parting from the parent at a member's first landing on its teammate's half (checked tick by tick with the parent instrumented) — fields boss-boss_2 / 3 / 4 / 5 / 6-pair and hidden-boss_8 / 10-pair (the right player's 缄默德克萨斯 / 伊内丝 / 仇白 / 耀骑士临光 on the left player's half, 1–7 landings per battle, the first 0.3–39.8 s in), matches coop4-ABYSS-7 (round 6's two-helper 联防: ai_2's 斯卡蒂 on ai_1's half at 52 s; only ai_1 / ai_2 dmgDealt move, 8263 between them); unite-2 unchanged (its two landings stay on their own half)
Tests: test/sim/feedback5-raid-own-board.test.js — the pair field (the right player's member onto the left telin's board tile (2,3), the left player's onto the mirrored right (2,17), the hand rows closed) and the two-helper 联防 (each helper onto the other's half; 乌尔比安 beside a teammate stays on his own) fail on the parent; the solo boss field's hand rows and the lone helper unchanged.
Docs: docs/history/0.2.1.md (new, §26; §26.1 cites the owner's decision and PRTS 卫戍协议/帮助 §联防阶段), the DESIGN index row and versions line, a pointer from §25.18.1, docs/SIM.md (onFieldBoard; onOwnBoard now 乌尔比安's only).
2026-10-07 17:09:39 +08:00
sganggs aa5502c364 feedback5: §25.22 intro — one sentence's punctuation 2026-10-07 14:32:40 +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 f24d2a9016 feedback5: DESIGN §25.22 covers the community reports too (header, intro, 25.22.1–8 in order), §25.23 the Japanese, Korean and Traditional Chinese interfaces, the §25 intro list and decisions of 2026-10-07 2026-10-07 13:09:23 +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 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 0255afd12b feedback5: DESIGN §25.22 — the header and intro of round 19's four fixes (#232, #236, #173, #235), its subsections in order, the §25 intro list 2026-10-07 11:36:50 +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
sganggs f661a47773 feedback5 R19C: the official 「作战结束」 result box and the three battle-over sounds at settlement (GitHub #235; PR #112 by @Convey123, approved and never merged, ported by hand onto the 0.2.0 modules) — the box says only the viewer's own LP, 「全员无伤!」 or 「生命值减少 −N」; after a 联防 the number is the server's own per-player charge (m.public.uniteResult in the SETTLE view) and 「全员无伤!」 only when nothing got through; no box for spectator seats, eliminated players or the boss rounds; golden: unchanged 2026-10-07 11:21:24 +08:00
sganggs b4d5a72a43 feedback5 R19B: 干员调配 says plainly when its game data did not load — useData counts a /data file that never arrived (404, blocked, bad JSON: 'missing') as settled, so the tab drew an empty roster, the loadout import blamed the file (「这份数据在当前版本没有可用的调配」) and the 干员持有 / 自选编队 imports stored an empty list over the saved one; now missingGameData(tab) (chess.json, plus backups.json for 自选编队) shows DataMissing in place of the roster (which files, saved settings unaffected, reload, then the ad blocker and the network) and importRefusal(kind, ready) refuses every import before anything is parsed or applied, with the same words; three UI strings with English; GitHub #173; golden: unchanged (client only) 2026-10-07 11:13:25 +08:00
sganggs 7d97b80bfd feedback5 R19B: the round-start banner reads 观战中 to an eliminated player and to a spectator seat instead of 资金已到账 — the server pays round income only to the players still in (startRound runs ps.startRound for alivePlayers(), eliminate() zeroes funds and pendingFunds); phaseBanner takes the viewer { alive, spectator } from the match screen (a spectator seat has no row in m.public); the idea from PR #237 (not merged: it sits on the #189 / #191 stack); GitHub #236; golden: unchanged (client text only) 2026-10-07 11:03:28 +08:00
sganggs 6aeee5ff70 feedback5: version 0.2.0 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false, so the title-screen dev tag and the boot warning go too), README (the dev-branch warning removed, the badge, the version line), CHANGELOG 0.2.0 dated 2026-10-07, the zip and download sizes re-measured; golden unchanged
- CHANGELOG 0.2.0: the integrator's draft brought up to date with what merged after it (30d9a41..2e83a6b and
  DESIGN §25.13–§25.21): the language packs and the ja / ko / zh-TW game texts (§25.20), the rebindable shortcuts
  (§25.15), the community reports of W5AA (§25.14) and CB1–CB5 (§25.16–§25.19, §25.21) under the draft's sections
  (rules, UI, lobby; the official behaviours and the reports not reproduced under 核实后不是问题), the owner's
  乌尔比安 revive-tile decision of 2026-10-07 under the deviations section (renamed 有意与官方不同的调整, the intro
  points at it); PRs #189 / #191 credited to @2321Robin as reused ideas; the draft's notes block left out.
- Sizes (tools/package.mjs, a real build of both zips, deleted after measuring): full zip 448 525 731 bytes
  (~430 MB, 16 031 files, 625 MB unpacked; was ~400 / 590), lite zip 22 927 271 bytes (~22 MB; was ~21), the setup
  download 463 MB (~460 MB; was ~440: the 自选 voices) — README 方式一 / 方式二 / 系统要求 / English summary,
  DEPLOY §0 / §1.1 / §3, the CHANGELOG's lite size.
- DESIGN §25 intro, §25.19 and §25.19.7: the custom-hotkey request (item 48) was built in §25.15, the battle-history
  request (item 22) stays postponed by the owner; §25.20: with five languages the menu is a list (buttons up to four).
- Tests: version 6 / 6, docs-consistency 24 / 24, docs-paths 7 / 7, package 10 / 10, client-static 313 / 313,
  i18n 10 / 10, i18n-data 8 / 8, i18n-packs 12 / 12, i18n-server 5 / 5; npm run golden ok (roster 49, bonds 46,
  fields 22, matches 18, standins 10, diy 138); lint 0 errors.
2026-10-07 06:41:06 +08:00
sganggs 2e83a6b977 feedback5: Japanese, Korean and Traditional Chinese ship — the official game texts of the JP / KR / TW clients (data/i18n/ja.json 96.5 %, ko.json 97.4 %, zh-TW.json 91.1 % of 22 114 texts, built with build-i18n --lang from ArknightsAssets/ArknightsGamedata) and minimal UI packs public/i18n/ja.json, ko.json, zh-TW.json (a _meta manifest, no UI strings yet): ja / ko fall back to the English UI, zh-TW to the Simplified Chinese UI (no fallback; numbers in 萬 / 億); the owner's decision of 2026-10-07; UI translations welcome from the community; golden: unchanged (client text only)
- The packs: _meta = type lang, the code, its own and English name (日本語 / Japanese, 한국어 / Korean, 繁體中文 /
  Traditional Chinese), version 0.2.0, app >=0.2.0, authors, credits (the official client data, © Hypergryph (/ Yostar
  for JP and KR), via ArknightsAssets/ArknightsGamedata), fallback ["en"] for ja / ko and [] for zh-TW; formatted as
  `node tools/i18n.mjs template` writes them, so a translator runs it on the shipped file and keeps the manifest.
- Built offline from the tables W5AD downloaded and checked today (jp / kr 51.10.0, tw 51.2.0; copied into
  .cache/gamedata-<code>): coverage as W5AD measured; `build-i18n --lang <code> --check` up to date for en, ja, ko,
  zh-TW. `node tools/i18n.mjs check --all --strict`: 0 errors (en complete; ja / ko / zh-TW 0 of 1022 msgids, fallback).
  `node tools/packs.mjs list` lists the four packs with their game texts; `tools/package.mjs --dry-run --list` ships
  data/i18n and public/i18n of all four and the generated packs/index.json.
- With five languages the menu is a list (ui/lang.js SEGMENTED_MAX 4, W5AD's rule): test/ui/i18n.e2e.test.js reads and
  picks either form, expects the shipped languages, and checks each new pack in the browser (its official game text,
  the fallback UI, <html lang>) — SP_E2E=1: 3 / 3; the title page of the five devices (devices.e2e "title page") still
  fits: 5 / 5.
- Docs: docs/I18N.md (intro, §2, §5 "Shipped packs" with the call for UI translations), docs/PLAYING.md (语言),
  DESIGN §25.20 and the §25 intro's decisions of 2026-10-07.

Gate: non-browser suites 5024 / 5024 (test/i18n*, test/package, client-static 358 / 358), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok.
2026-10-07 04:16:59 +08:00
sganggs 9738bb829a feedback5: 乌尔比安 knocked out while his S3 has moved him lies and redeploys on his deployment tile, not on the anchor tile — the owner's decision of 2026-10-07 on community report 28 「乌尔比安3技能期间死亡会留在3技能位移后的位置复活,应回到初始部署位复活」, a deliberate deviation from PRTS's "where it fell" for this 【移动】 only; golden: unchanged (the corpus moves him 23 times and knocks him out 6 times, never while moved)
- server/sim/units.js `downAtHome` (false), cleared by every deployment (battle/deploy.js _deploy).
- kits/ops/chess_char_5_05-ulpia.js sets it once the S3 【移动】 has put him on the anchor tile; onEnd clears it when the
  skill ends with him standing (the 【返回】); knocked out, it stays for the body.
- sim/battle/tiles.js _layBody: a unit holding it lies on its home tile (his board placement, where the 从不混淆的方向
  stood) when that tile is in the rect and free — else where it fell [ASSUMED], the PRTS exception's one attempt; the
  timed redeploy, 不屈's and CB1's 复活 (M3茧甲 / 埃芒加德: at once, free) all come back there (restTile), b.snap
  `down` names it. Every other moved operator (a 突袭 jump, other kits' 【移动】) keeps "where it fell".
- Test: test/sim/feedback5-ulpia-revive-home.test.js (3) — knocked out during S3 he lies at home, the anchor tile free,
  and redeploys there; revived at home by M3茧甲; control: after the 【返回】 and for a 突袭 member the PRTS rule holds. The
  first two fail on the parent (he lay and stood up on (10,7)); the third fails there only on the missing field.
- Docs: DESIGN §25.17.3 (the decision, marked as the owner's deviation; the §25 intro's decisions of 2026-10-07),
  docs/SIM.md §1, DESIGN §5 (design/engine.md DP / knocked-out line), docs/PLAYING.md 作战 row.

Gate: non-browser suites 5024 / 5024, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 04:04:41 +08:00
sganggs 9ca52ba798 feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
  skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
  operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
  skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
  the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
  header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
  deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
  byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
  elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
  two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).

Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).

Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 03:54:35 +08:00
sganggs d841d6ac22 feedback5: merge CB3 — community reports (operator kits): 砾's normal attack hits twice at 50 % 伤害倍率 (a 频次 enemy loses 2), 乌尔比安's S3 moves only onto his own board (never behind the one-helper 联防 map's red gate nor onto a boss field's other half), the 「受到攻击时」 counters answer every enemy damage instance (菲莱 S2 on 深溟巢涌者's pulse, 星熊, 泡泡, 刺玫, 余, 玛恩纳, 年, 斩业星熊), an in-place 复活 restarts a deploy-timed skill so a 突袭 member jumps at once, 银灰's normal attack plays its own impact (and 雷蛇 / 初雪 / 圣约送葬人 drop a skill mode's sound); five reports pinned; §25.17 between CB2's §25.16 and CB4's §25.18; data/assets.json lists 银灰's impact (p_imp_spear_n.mp3 fetched); golden: vs feedback5 CB3's own rules — roster-002/004/005/008/010/012/016/024/033/044, bond-indomShip-low/high, bond-kazimierzShip-low/high, bond-lateranoShip-low, boss-boss_2-solo, boss-boss_4-pair/-solo, hidden-boss_8-pair/-solo, hidden-boss_9-solo, diy-051, matches solo-FUNNY-2, coop2-NORMAL-3, coop4-ABYSS-7, coop2-ABYSS-10-boosted; vs CB3 exactly what feedback5 changed since its base (CB2, CB4, CB5)
The merge:
- server/sim/battle/players.js: CB3's onOwnBoard hunk is byte-identical to CB4's (git kept one); its comment and
  docs/SIM.md's onOwnBoard row now name 乌尔比安's S3 【移动】 next to the 突袭 landing (DESIGN §25.17.2 / §25.18).
- test/sim/facing-invariance.test.js: CB3's scenario setup (onOwnBoard off on the open field) and the CB4 merge's
  突袭 test (its enemy inside the board) merged cleanly, both kept.
- data/assets.json: CB3 had regenerated it offline without 银灰's entry (his official impact file was not on disk);
  `node tools/fetch-assets.mjs --add-only` (shared public/assets, add-only) downloaded p_imp_spear_n.mp3 — 8.8 KB,
  the only new file (ok 1, skipped 7968; the 117 misses are the known upstream gaps) — and rewrote the manifest.
  Field-wise JSON compare with CB3's manifest: only audio.sfx.units.char_172_svrash = { hit: p_imp_spear_n } plus hash
  and stats (files / bytes / sfxUnits +1); against feedback5: CB3's four operators (银灰 now the spear impact and no
  S3 swing, 雷蛇 / 初雪 / 圣约送葬人 without the skill-mode impact) plus hash / stats. §25.17.6 says so.
- docs/history/0.2.0.md: §25.17 placed in order, the intro's per-stream list and workstream list name CB3.

Golden moves outside CB3's commit list: coop2-NORMAL-3 fields 砾 from round 3 (her double hit) and 刺玫 in rounds 4-7
(instrumented); solo-FUNNY-1 (in CB3's list through the counters) fields no counter operator on feedback5's path, only
砾, whose two half hits change no kill, leak, LP or end stat there, so its digest stays.

Gate: non-browser suites 5003 / 5003, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 03:41:48 +08:00
sganggs 37e7f0020c feedback5: DESIGN §25 tidied after the CB2 / CB4 / W5AD merges — every subsection number unique and in order: §25.15 shortcuts, §25.16 CB2, §25.18 CB4 (§25.17 stays CB3's), §25.19 CB5, the language packs §25.16 → §25.20; the intro names the new streams, lists each section once (§25.15 was missing) and gets the owner's two decisions of 2026-10-07; §5.5 and §10 named among the rewritten normative sections
Text moved, not changed: a sorted-line comparison with the parent differs only in the language-pack heading and two
blank lines that the merges had lost before the CB2 and CB4 headings. No citation of the language packs' old number
outside this file (git grep); CB2's §25.16.x citations (design/network.md, tests) keep their number.
Gate: docs-only — docs-consistency, docs-paths, package, feedback1-gaps 53 / 53 (the tests that read the design
docs); code unchanged since the W5AD merge's full gate.
2026-10-07 03:29:28 +08:00
sganggs 66cdf493fc feedback5: merge W5AD — language packs as the first type of a generic content pack: a language is a file in the language folder (public/i18n/<code>.json with a _meta manifest, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json, the menu shows every pack, strings fall back pack → base → declared fallback → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (zh / en unchanged); tools i18n.mjs template / check, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW; the release zips ship packs/ and packs/index.json; docs/PACKS.md, docs/I18N.md §5; §25.16 for now (renumbered next); golden: unchanged vs feedback5; vs W5AD exactly what feedback5 changed since f1df0d3 (CB5's 18 bot matches, CB2's roster 13 / bonds 7 / fields 6, CB4's roster-016 / 7 boss fields / standin-04/06/08 / diy-028/124)
No conflicts outside docs/history/0.2.0.md; the §25 intro keeps one sentence per stream (W5AD's line that also named
the hotkeys' §25.15 joined to CB4's).

Gate: non-browser suites 4981 / 4981 (test/i18n-packs 12 new, test/package 1 new), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok, docs-consistency + docs-paths 31 / 31.
2026-10-07 03:27:10 +08:00
sganggs 6ed3aed335 feedback5: merge CB4 — community reports (enemies / bosses): a 突袭 member lands only on its own player's board (never a boss field's hand / 临时整备区 rows nor the other half of a 联防 or boss field), a silenced 萨卡兹枯朽战士 leaves no 污染秽蚀, 萨卡兹穿刺手's acceleration ends with a stun or 束缚 and its first hit after a block adds move speed × 600 as its own instance, 自制投石机 ignores its block when it picks a target (no attack on the 排气格栅's hidden blocker), the briefing types' 7–9 waves, 新硎's 断刃, a freed prisoner in 联防, 鸭爵's 0–2 swaps and the moving leaders' routes pinned, four reports not reproduced; §25.18; golden: vs feedback5 CB4's own rules — roster-016, boss-boss_2/3/4/5/6-pair, hidden-boss_8/10-pair, standin-04/06/08, diy-028, diy-124, matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop2-HARD-4, coop4-ABYSS-7, coop2-NORMAL-8-serverrun; vs CB4 exactly what feedback5 changed since its base (CB2's roster 13 / bonds 7 / fields 6, CB5's 18 bot matches)
Merge fix: test/sim/facing-invariance.test.js — the 突袭 rotation check put its enemy on the board's top row (9, 9),
so the facing-RIGHT landing tile it expected, (8, 8), lies above the player's board, where CB4's onOwnBoard rule (the
official 再部署 goes where the player deploys; community reports 40 / 16.3) now refuses it; the member landed on
(10, 8). The enemy stands at (10, 6), inside rows 9–12 / cols 2–10, so all four diagonal tiles are candidates in every
direction and the test checks the facing tie-break as before. It failed on fb5-cb4 itself (the stream did not run the
file). The §25 intro's stream lines joined into one sentence again.

Golden moves outside CB4's commit list are its rules on feedback5's paths (instrumented): solo-HARD-1 and solo-ABYSS-1
now have silenced 枯朽战士 deaths (8 / 15) and 突袭 candidates the own-board filter refuses; coop2-ABYSS-10-boosted,
coop2-NORMAL-3 and coop2-NORMAL-14-standins (in CB4's list) have no silenced 枯朽战士 death on this path, and their
digests are identical with the own-board filter switched off (the refused tiles were never the chosen ones).

Gate: non-browser suites 4968 / 4968, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok, docs-consistency + docs-paths 31 / 31.
2026-10-07 03:21:57 +08:00
sganggs 47079456be feedback5: merge CB2 — community reports (healers / summons): 刺玫's S2 heals the most injured ally again (the counter's heal alone goes to her protégé), 琳琅诗怀雅 heals herself and her 破财消灾 cost restarts at 5 DP with every deployment, 赫默's S2 casts at full SP so the drone takes the field at once, the countdown summons (医疗探机, 诅咒娃娃, 海嗣 and four 自选 ones) take no damage, are never healed and show the life left on their bar, stacked ground areas stay readable; §25.16 after CB5's §25.19 (renumbered with the later merges); golden: vs feedback5 CB2's own rules — roster-001/002/003/005/008/016/018/027/035/037/045/046/049, bond-deputShip-low/high, bond-suntShip-high, bond-victoriaShip-low/high, bond-visiShip-low/high, boss-boss_1/3/5/7-pair, hidden-boss_9-pair, unite-1, matches solo-FUNNY-2, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins; vs CB2 exactly CB5's 18 bot matches
Merge fixes (the three tests the trial merge failed):
- test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet"
  after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now
  casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no
  `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 64f8bf9), so the test waits for that cast and
  checks both drones' lifetimes from it. Failed on fb5-cb2 itself (the stream did not run the file).
- test/sim/feedback1f-downed-tile.test.js (F5 rule 3): its "killed" case killed 浊心斯卡蒂's 海嗣 with 1e9 true damage;
  the 海嗣 is a countdown summon now — 无敌 + 禁疗, the official state (PRTS 海嗣 备注 「持有禁疗、无敌」) — so it only
  expires. The killed case takes 缪尔赛思's 流形 (a placed board summon that is attacked and killed and also comes back on
  its tile 25 s later); both cases now also check the summon's return. Failed on fb5-cb2 itself.
- test/golden-standins.test.js (the 补位 match fields at least 3 different stand-ins): already failing on feedback5
  37558f0 — CB5's 调度中心 upgrade card changed the human seat's shop in coop2-NORMAL-14-standins, which then fielded
  only 2 of its 7 not-owned chess (忍冬 → Sharp, 安洁莉娜 → Raidian). tools/golden.mjs MATCH_NOT_OWNED adds 缄默德克萨斯
  and 铃兰 (chess its AI fields now): 4 stand-ins (Sharp from round 4, Misery from 7, 预备干员-辅助 from 9, Raidian in 12);
  the test is unchanged, test/golden/README.md says 9 chess. This moves coop2-NORMAL-14-standins only.
- docs/history/0.2.0.md: the §25 intro's two stream lines joined into one sentence (the merge had cut it).

Golden moves outside CB2's commit list are CB2's rules on the paths CB5 gave the bots: coop2-HARD-4 fields 琳琅诗怀雅
from round 6, coop2-NORMAL-8-serverrun 刺玫 from round 7, coop2-ABYSS-10-boosted 刺玫 from round 2,
coop2-NORMAL-14-standins 刺玫 from round 3 and 琳琅诗怀雅 in rounds 6-7 (instrumented); coop2-NORMAL-3 and coop4-FUNNY-6
(in CB2's list) still field 刺玫 and her S2 heals now reach other allies (36 / 205 heals), but no kill, leak, LP or
end stat changes, so their digests stay.

Gate: non-browser suites 4949 / 4949, npm run golden ok (283 scenarios), test/golden.test.js 9 / 9, lint 0 errors,
check:imports ok, typecheck ok.
2026-10-07 03:10:22 +08:00
sganggs de78d49f9b feedback5 CB3: DESIGN §25.17 — the community reports of 2026-10-06 for operator kits and triggers (five fixed, five answered, 乌尔比安's revive tile a question for the owner); kit comments follow the counter rule
docs/history/0.2.0.md: §25.17 in §25's style (seen / official / cause / now / [ASSUMED] / golden / tests) and the intro list;
docs/design/engine.md cites §25.17.5 for the in-place revive; the header comments of 星熊, 斩业星熊, 年 and 余 say "every enemy
damage instance" instead of "every attack". No code change.
2026-10-07 02:47:47 +08:00
sganggs b7d1007c1e feedback5 CB4: DESIGN §25.18 — the normative text the stream touched (§5.5, docs/SIM.md, docs/PLAYING.md) named in its intro; two lines reflowed, the two-ducks odds stated
Docs only. Golden unchanged.
2026-10-07 02:46:12 +08:00
sganggs 37558f0d5e feedback5: merge CB5 — community reports (match / UI): module 特性追加 shown after the base trait (text only), a shop upgrade fills its new slot at once, spectators follow the player they picked through every phase (g.watch carries the playerId — PR #189's idea), the boss shows in boss-round prep scouting, the final-boss prep shows the pair together with green avatar frames (PR #191's idea, official colour); §25.19 after the hotkeys' §25.15; golden: the 18 bot matches (the upgrade's new card), battles unchanged 2026-10-07 02:41:19 +08:00
sganggs e3e3a7dc20 feedback5 CB4: the moving leaders' routes checked on every boss field (item 29); 野鬃 pushing enemies off the map (38), 锏 pulling a weight-10 leader (39), 昆图斯's footprint as 3×3 (47) and the leaders' low attack rate (52) not reproduced — pinned, no change (community reports of 2026-10-06)
Item 29: 铳 / 卢西恩 walk their PATROL_MOVE checkpoints in the official order over walkable tiles on all 8 boss fields,
solo and pair (mirrored copy on the right half), looped (卢西恩 never reaches the goal). Item 38: 1392 battles with 野鬃
before a red gate (S2 running, also v0.1.4): no pushed enemy off a walkable tile, leaks only at route ends. Item 39: a
leader is never displaced; 力度 1 / 2 move no weight >= 5 enemy (卢西恩's 不祥幻影, weight 2, is pulled). Item 47: 5 x 3
in the sim, the hits and the prep's red tiles. Item 52: 胄 / 昆图斯 / 阿利斯泰尔 / 萨米 attack at their data intervals
(same counts as v0.1.4); 铳 opens at the minimum ASPD 20 and ramps per same-target attack.
Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (+5). Docs: DESIGN §25.18.9-§25.18.13.
2026-10-07 02:40:50 +08:00
sganggs 1ee39a79b5 feedback5 WAD: docs for language packs and content packs — docs/PACKS.md (the manifest, the two layouts, discovery and the index, what is served, the types and how a later type plugs in), docs/I18N.md §5 "Adding a language" (step by step for a translator) with the fallback chain, placeholder validation and plural categories, CONTRIBUTING / README pointers, DEPLOY §7 (packs/ and packs/index.json in the zips), ARCHITECTURE, docs/history/0.2.0.md §25.16; build-i18n --dict (a community dictionary for a language without an official client); the browser check of a pack file and a pack folder dropped in while the server runs (test/ui/i18n.e2e.test.js); golden unchanged 2026-10-07 02:39:11 +08:00
sganggs 97105cbfad feedback5 CB2: DESIGN §25.16 — the community reports of 2026-10-06 of stream CB2 (healers, summons, timers): 12, 18, 33, 34, 26, 14 fixed; 11, 13, 31, 32 answered with the evidence; design/network.md notes the countdown summons' snapshot hp 2026-10-07 02:36:06 +08:00
sganggs 5cfa802aee feedback5 CB1: DESIGN §25.15 — the community reports of 2026-10-06 on bonds, strategies and items (seven fixed in six commits, five official behaviour, three not reproduced, two owner questions), and the §25 intro line 2026-10-07 02:35:42 +08:00
sganggs b168a78b7e feedback5 CB5: DESIGN §25.19 — the community reports of 2026-10-06 of stream CB5 (match flow and UI): 16.2 (text only), 19, 56, 55, 51 fixed; the overlap with PRs #189 / #191; what the battle-history (22) and hotkey (48) requests would take
docs/history/0.2.0.md: the intro list names §25.19; the subsection in §25's style (seen / official / cause /
now / [ASSUMED] / golden / tests / docs per item).
2026-10-07 02:31:06 +08:00
sganggs 183b8c12b6 feedback5 CB4: 鸭爵's “神秘顾客” swapping two enemies of one wave (two ducks included) is the official 0-2 per wave — pinned, no change (community report of 2026-10-06, item 35)
PRTS 下半/PRTS盟约记录 鸭爵 备注 「每回合将有0~2名敌人被替换为上述敌人之一」. 1000 real waves (m._normalOpts, solo and
co-op, rounds 5-12): 0 / 1 / 2 swaps 388 / 312 / 300, never more; two of the same kind in 81 of the 300 2-swap waves.
Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (+1). Docs: DESIGN §25.18.8.
2026-10-07 02:11:27 +08:00
sganggs fdb3ae1b46 feedback5 CB4: 自制投石机's targeting ignores its block (索敌不受阻挡影响) — blocked by an operator on the 排气格栅 with nobody else in range it does not attack, as in the official game (community report of 2026-10-06, item 24)
The 「投石车」 is 自制投石机 (enemy_10162_mnctpt), the 「蒸汽地板」 the 排气格栅 smog (隐匿 to enemy ranged attacks). PRTS
天赋 「索敌不受阻挡影响」: the blocker exception (a blocked enemy attacks its blocker whatever its selectability) does not
apply to it. New enemy profile field `blockFree` (spawns.js): attackTargets selects as if unblocked, canTargetAlly
refuses a 隐匿 / 迷彩 blocker to it, sortAllyTargets puts no blocker first. Other enemies unchanged.

Golden: standin-06 (the bounty catapult, blocked by 忍冬, now shoots by 仇恨值 — checked instrumented).
Tests: test/sim/feedback5-catapult-smog.test.js (3; 2 fail on the parent). Docs: DESIGN §25.18.7, docs/SIM.md.
2026-10-07 02:07:51 +08:00
sganggs d40cb4e79e feedback5 CB4: 萨卡兹穿刺手 — a stun or 束缚 ends its acceleration and drops the speed layers; its first hit after a block adds current move speed × 600 physical as its own instance (community report of 2026-10-06, item 36)
Official: PRTS 天赋 and the battle prefab's templates (dlancer_t_listener[a/b/c] every 0.1 s: STUNNED / UNMOVABLE end
dlancer_t[trigger], not blocked starts it; a MULTIPLIER layer every 0.5 s up to 25 tries, blocked or not;
dlancer_t_atk: DamageViaAttr MOVE_SPEED × 600, physical, ignoreForSp, then ends the trigger). Until now it kept
accelerating through a stun and kept the speed, and the hit was one attack multiplied ×(1 + 6 × layers / 25), a stun
in between included. A slow is no reset (official).

Golden: 6 scenarios, each with 萨卡兹穿刺手: roster-016, standin-04, standin-08, diy-028, diy-124, coop2-HARD-4.
Tests: test/content/enemies_bosses.test.js (3, fail on the parent). Docs: DESIGN §25.18.6.
2026-10-07 01:59:52 +08:00
sganggs f1df0d359d feedback5 WAC: docs for the rebindable shortcuts — PLAYING §11 (the shortcut list and how to change it), README 操作 (Q / X added, the settings named), DESIGN §10 (design/client.md), §25.15, I18N's stale hotkey-line example
Golden unchanged (docs only).
2026-10-07 01:56:25 +08:00
sganggs 686f7ecf37 feedback5 CB4: three community reports already answered, pinned — the briefing types fill 7-9 of the 13 normal waves, at most 3 each (item 6, the official schedule; now stated in docs/PLAYING.md); 新硎's 4 断刃 since GitHub #107 (item 53); a freed prisoner re-enters 联防 confined (item 57)
No product change. Item 6: 400 seeds per mode, 险境/绝境/终极 7 in 141, 8 in 192, 9 in 67, per type 1-3 (R14/R15 take
slots of the 15). Item 53: v0.1.4 stacked a layer per attack (2430 -> 5670), this tree spends one blade per attack and
ends the bonus with the 4th (client template enemy_dead_spawn[sfji]). Item 57: a leak re-enters as a new spawn (key,
mods, LP, bounty only), confined.
Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (2). Docs: DESIGN §25.18.3-§25.18.5, docs/PLAYING.md.
2026-10-07 01:51:18 +08:00
sganggs 7fb6a1c8b4 feedback5 CB4: silenced at its death, 萨卡兹枯朽战士 (组长) releases no 污染秽蚀 (community report of 2026-10-06, item 10)
Official: PRTS 特殊机制 死亡爆炸 「默认可沉默」; the client's PollutedDie buff uses template projectile_on_killed, which
checks CheckAbnormalFlag SILENCED (unset) before EmitProjectile — the template of 高能源石虫's SILENCE-flagged blast. Its
handbook line alone is NORMAL, so the handbook rule missed it; kitPolluted's death ability is now `sil`, and the
silence test names the two keys as template exceptions (audit of all 243 prefabs: 刺胄之弹 is the only other such line,
left for later).

Golden: 5 bot matches, each with silenced 枯朽战士 deaths (14-83 per match, counted instrumented): solo-NORMAL-1,
coop2-NORMAL-3, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins.
Tests: test/content/enemies_bosses.test.js (silence rule + both keys; 3 fail on the parent). Docs: DESIGN §25.18.2.
2026-10-07 01:48:00 +08:00
sganggs 219ab31a3d feedback5 CB4: a 突袭 member lands only on its own player's board — never the boss field's hand / 临时整备区 rows, never the other half of a 联防 or boss field (community reports of 2026-10-06, items 40 and 16.3)
Cause: raidTile took any standable tile of the battle rect; BOSS_RECT holds rows 0-1 (tile_achand, buildable high
ground) and UNITE_RECT both halves of the 联防 map. Battle.onOwnBoard(ps, r, c) maps the board region (rows 9-12,
cols 2-10) onto the field as mapTile maps the pieces; raidTile takes only those tiles.

Golden: 8 scenarios, each with members that landed on the partner's half on the parent (checked instrumented):
fields boss-boss_2/3/4/5/6-pair, hidden-boss_8/10-pair; matches coop2-ABYSS-10-boosted (ai_0 on the right half).
Tests: test/sim/feedback5-raid-own-board.test.js (4, fail on the parent). Docs: DESIGN §25.18.1, docs/SIM.md.
2026-10-07 01:36:53 +08:00
sganggs 714af994fc feedback5: merge W5AA — community reports of 2026-10-06: the 孤岛风云 prisoners leave the gate confined (grey) and change model as their prefabs do, the 4th attack hits freed; a bounty enemy that dies with no operator behind it pays in 联防 too (the helper whose half it fell on); 忍冬's trigger and 枯朽之种's bounty were already fixed (pinned by tests); DESIGN §25.14 after round 18's §25.13; data/enemies.json regenerated offline on the merged code (round 18's model quirks + the prisoners' clips); golden: vs feedback5 exactly W5AA's moves (26 battles, solo-ABYSS-2, coop2-NORMAL-3, coop3-ABYSS-5, solo-HARD-9-boosted), vs W5AA exactly round 18's boss-pool moves 2026-10-06 22:35:10 +08:00
sganggs 2767adccc0 feedback5 WAA: DESIGN §25.14 — the four community reports of 2026-10-06 (two fixed, 忍冬's trigger and 枯朽之种's bounty already answered and pinned)
- docs/history/0.2.0.md §25.14 (also scratchpad draft 0.2.0.aa.md) in the §25 style: the prisoners' models and
  timing (§25.14.1), 忍冬 — her default S3 has cast on its 2-2 running range since §25.5's ACTIVE_RANGE (0.1.4 waited
  for her 1-tile range; §25.14.2), a bounty burned to death (§25.14.3), 枯朽萃聚使徒's seeds — fixed by 0.1.3 §23.25,
  every leaked seed paid the card again in 联防 on v0.1.2 (§25.14.4); the §25 intro list, the owner's decisions, the
  §25.10 table, what stays [ASSUMED] (the 联防 payee) and the open polish (enemy prefabs whose default clips differ
  from the manifest: 猎狗pro, 大鲍勃, 碎骨, “斩胄之剑” / “破胄之锤”).
- test/sim/feedback5-community-pins.test.js pins the two reports this tree already answers (they pass on the parent):
  忍冬 S3 casts with an enemy two tiles ahead and not three, S2 on its 3-12, S1 on her attack; a bounty 使徒's seeds
  carry no bounty and pay nothing, the body pays once, and in 联防 only its own leak carries the card.
- Golden unchanged.
2026-10-06 22:05:47 +08:00
sganggs 66ae86b969 feedback5 WY: flying units hover 1.3 tiles (the client's 0.35 ÷ the standard prefab scale 0.27); the 帝国炮火先兆者 pair is drawn 1.263× taller and 木制瑞印 mirrored, as their official prefabs (from PR #211 by @xcdoge; the owner's decision of 2026-10-06)
Ported by hand from PR #211 by @xcdoge:
- render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in
  the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures
  1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor
  path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and
  skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board.
- tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json
  regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt /
  enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true.
- tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and
  docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's
  decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY
  special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No
  screenshot or extracted art committed.

Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying
view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground),
test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign);
both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md,
research 00 / 12, DESIGN §25.13.5 and the §25.10 table.
Golden unchanged (drawing only; the sim reads neither field).
2026-10-06 21:41:49 +08:00
sganggs 4e58481706 feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken):
- server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain
  game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss
  round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left
  out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its
  optional aliveScaling).
- tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only
  bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global
  and the 9 mode entries) changed.
- The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the
  hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is
  a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official
  client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's
  传递 and every hit stay under the limit.

Golden (regenerated; why: the pool size):
- fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair
  field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo,
  boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the
  200 s cap instead of clearing; the two 联防 scenarios are unchanged.
- matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the
  HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core
  too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage
  (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged:
  coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that
  end before R14; roster / bonds / standins / diy unchanged.

Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo;
R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the
fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales);
test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is
cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency
(the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands
past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the
pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10
records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
2026-10-06 21:41:49 +08:00