- 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.
- 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.
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.
Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
loadout.e2e 「局内数值 (desktop)…」 failed with 'Node is either not clickable or not an Element' on the 局内数值 精锐 tab
right after picking 信仰搅拌机. pickChess returned as soon as a stats cell was visible — the previous chess's — and the
detail resets its scroll for a new chess after paint (screens/loadout.js), so puppeteer scrolled the tab into view and
the reset then moved it below the viewport before the click (measured: scrollTop 366 → 0, the tab at y 1201 of 1080).
The 0.2.2 detail opens with 潜能与练度 and 特质, so 局内数值 / 模组 sit below the fold and need that scroll. pickChess now
waits for the detail's name and its body back at scrollTop 0. A player is not affected (the reset is the intended
behaviour); the assertions are unchanged.
- Tests (SP_E2E=1): loadout.e2e 11/11.
The 0.2.2 干员调配 is one list: a row carries the skills and the elite's modules, and the detail (now opening with
潜能与练度 and 特质) has its module cards below the fold at 1920 × 1080, where the Client's real-mouse click (no
scrolling) found nothing clickable for `.lo-detail .lo-mod[data-module="none"]`. Both suites now tap the row's
`.lo-q--skill[data-skill="0"]` / `.lo-q--mod[data-module="none"]` and wait for the row (aria-pressed) and the detail
(is-on) to agree before the sync; what they assert is unchanged (m.private.loadout → b.start spec → the local sim
runs S1 without the module; the host's card of the guest's unit reads S1 已调配 / 未装备模组).
loadout-battle's detail card check then met 0.2.2's other change: the card's base ATK carries the player's 练度 — the
default 精英2 Lv.60, ×1.1 (576 for the record's 524, effects.json aceffect_char_4); the unit's def keeps 524.
- Tests (SP_E2E=1): loadout-battle 2/2, teammate-loadout 1/1.
The 0.2.2 full browser pass failed diy.e2e 「5阶 / 6阶 slots: Esc cancels the picker…」 (GitHub #284's test) at the
wait for the picker to close after Esc. The picker does open on a real click (the suite's other three tests open it
with real mouse clicks; all green). The cause is a race in the UI: DiyPicker attached its keydown listener in a plain
effect, which runs a frame after the picker is in the DOM, while the 干员调配 overlay's own Esc handler skips Esc as soon
as `.diy-pick` exists — an Esc pressed in between was swallowed and the picker stayed open. Reproduced every time by
dispatching Esc right after the picker renders; on a loaded machine the test's own Esc hit the window. Now a layout
effect: the listener is live in the picker's first commit.
- Test: diy.e2e (the Esc test) adds that immediate Esc — it fails on the parent with the full pass's error and passes
now; the whole suite 4/4 (SP_E2E=1), test/ui unit tests 699 pass.
- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
(stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
lint 0 errors; typecheck; i18n strict clean (1152 msgids).
#400 by @PCL1234: 干员调配 (and every card that shows the elite with REA-Y — 局内数值, the shop / detail card) read
「每攻击到一个敌人回复自身12生命」; the battle heals 50. Cause: official battle_equip_table uniequip_003_excu2 has a
DISPLAY part (display only) whose blackboard `value` 12 fills its own added line 「攻击范围内存在2名及以上敌人时攻击速度
+{value}」; tools/build-data.mjs applyModuleTraitParts merged that blackboard into the trait's before writing the class
trait 「…回复自身{value}生命…」, so the trait line took 12 (not potential, not the module level: the text template).
The sim already healed 50 (the kit reads traitBase for REA-Y). Now the trait line is written with the blackboards of
the parts that carry trait data (TRAIT / TRAIT_DATA_ONLY / OVERWRITE_BATTLE_DATA) or rewrite the line; a DISPLAY part
that only adds a line fills that line. `trait.bb` (what the kits read) is unchanged, as are tokens' traits.
- Data: chess.json — exactly chess_char_5_01_b REA-Y traitOverride desc / descRaw (12 → 50); backups / tokens and
every other file identical. data/i18n rebuilt offline (en / ja / ko / zh-TW): only that text and the record hash.
- Docs: DATA.md `trait` row.
- Tests: test/data.test.js (REA-Y's line = the class trait's, its added line +12, REA-X 60; no module line anywhere
differs from its class trait only in its own added line's numbers — fails on the old data); test/content/
kits_alt_t5.test.js (the reaper heal 50 with REA-Y / none, 60 with REA-X); test/ui/loadout-rows.test.js (the
干员调配 module card: 特性 50, 特性追加 +12). GOLDEN_FULL: unchanged.
#398 / PR #399 by @shadiaojumao-hyb: the blue frame of the selected skill (image_skill_select_outline, a 30 × 30 sprite
whose 3 px ring runs to its edges) rendered taller than wide, shifted left, with thin side lines and the icon poking
out. Cause, measured headless on the new layout (detail rows and quick buttons, 667–2560 px wide, DPR 1–3): theme.css
`img { max-width: 100% }` held the frame's width at the icon's padding box while `height: calc(100% + .1rem)` grew it
(36 × 40 px on a phone, 70 × 80 at 1920 px; its left edge at −.05rem, so its right edge fell inside the icon), and the
more specific `.lo-sicon img { object-fit: cover }` beat the frame's `fill`, cropping the side lines. The rule is now
`.lo-sicon .lo-sicon__outline` with `max-width: none`: square (40 × 40 / 80 × 80) and .05rem outside the icon on every
side, as designed. PR #399's own fix (inset 0, 100 %) also squares it but lays the ring over the icon's edge pixels;
its diagnosis is what this follows (credited in the CHANGELOG).
- Test: test/ui/loadout-rows.test.js — the frame rule's selector, size, max-width and fit; the global clamp it opts out of.
Grok's review of the branch (low): ModuleInfo read talentChanges from the data's module record — the full-potential one —
so at 潜能1 余's 闲云隐市 still read 「生命上限2%(+0.5%)」 while 局内数值 and the battle use 1.5 % (异客 +10 %(+2 %) vs
+8 %). ModuleInfo takes `potential` and composes the elite at it first (shared/potential.js atPotential; the module's
traitOverride does not depend on potential); the detail passes the operator's setting.
- Test: test/ui/loadout-rows.test.js — 余's module card at none / 潜能6 / 潜能1, 不装备's base 特性, the detail's prop.
Grok's review of the branch (medium): the note read 「未持有的特许干员按潜能1、未精英化」, as if the game applied it, while an
operator without a setting is fielded at 潜能 6 / 精英2 Lv.60 (the owner's 「默认满潜满加成」). It now says what
docs/PLAYING.md says: the default first, then the official rule (the player's own potential; the 自持有 bonus, a
separate multiplier; an unowned 特许 operator at 潜能1 without bonus officially — set it so by hand).
- i18n: the new note in the four packs; the replaced one (never released) removed.
- Test: test/ui/loadout-rows.test.js (the detail's section) reads the note.
- Conflicts (the branch started at ae22335c): spec.js / protocol.js b.progress (resolved from fb7-ui-backlog + leaksBy),
gameLogic.js / game.js exports (device tips + normalizePersonalChoice), docs/PLAYING.md / design/network.md lines
merged against the base, META.md (画卷 note + 教鞭), test/docs-consistency.test.js pin (both fields).
- Grok review: MERGE AFTER FIXES — the HIGH (a forged boss result paid the cards) fixed on the branch (66a228c6), the
META wording (1ab12763).
- Golden: matches 10 (the 杜宾 bot picks and the guard placement); union: coop3-ABYSS-5 differs from HEAD only in ai_2's
dmgDealt (1238011 → 1186269), no outcome change — HEAD's side had moved it, the new placement applies on that path.
- Broad node --test 5623 (5621 pass, 0 fail, 2 skipped); lint 0 errors; typecheck; i18n strict clean.
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响
观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new:
one list instead of three columns of cards.
- screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 |
模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a
two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the
潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list.
The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the
潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay
with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices.
- screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and
CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line,
the stand-in note for a chess marked not owned).
- screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither.
- css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail
slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at
1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's.
- The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the
skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot).
- i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast).
- Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js).
- Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the
shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's
section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at
潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps
replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides
over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击
454; the detail's 未精英化 → 413; the row follows; 恢复默认).
GitHub PR #281 by @IceCodeNew (this commit is substantially the PR, ported onto 0.2.2-dev; the field-detail range
idea after @BBleae's fork commits c6437f1 / b451bad, credited here instead of the PR's Co-authored-by trailers). The
unofficial skill-range preview the PR first had is gone (the owner's reply of 2026-10-07: only official-like
behaviour); what remains is the range the unit fights with now.
screens/game/range.js inspectRange resolves the open card's unit: an own board piece in prep (its loadout or
stand-in record, its facing — this replaces the prep selection's range effect); in battle or on a scouted board an
ally op / token on the field, at the snapshot's tile, with the live stats' range when there is one; never an enemy,
a dead or undeployed unit, or a scouted bench unit (UnitInfo `area` hand / temp — the tag the server sends since the
#385 fix; renderInfo now keeps it). shared/protocol.js unitStatsEntry gains an optional `dir` (the unit's facing now:
the snapshot tuples carry none and UnitInfo.dir is the facing at send time). tokenVariantFor moves to
gameLogic/loadout.js. Drag, the wheel and the pen clear the overlay.
Added on top of the PR: a test from the server's own scout m.field (board operator ranged, hand / temp none), docs
(PLAYING.md, design/client.md, design/network.md), comments.
Tests: test/ui/inspect-range.test.js (6), test/ui/playtest6_summons.test.js, test/match/unitStats.test.js;
test/ui/inspect-range.e2e.test.js (SP_E2E + CHROME_PATH: run here, 1/1). Golden unchanged (display; m.unitStats only).
- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
(db29acf9: per-skill nextCastAt; golden of #298 alone shrank from 84 scenarios to 2).
- Golden union: 4 matches differ from HEAD though the branch alone left them (coop2-NORMAL-3, coop4-ABYSS-7,
coop2-NORMAL-8-serverrun, solo-HARD-9-boosted): HEAD's side had moved all four (#333's shop RNG …) and on those new
bot paths the merged rules apply — the diffs are in-battle layer gains / damage (卡西米尔 50 → 45, 精准 80 → 76,
叙拉古 176 → 168, kills ±2, solo-HARD-9 LP 397 → 399), no outcome change.
- Broad node --test 5571 (5570 pass, 0 fail, 1 skipped); lint 0 errors; typecheck.
GitHub #394 / PR #395 by @Xinglan233. The wheel's capture listener committed the previewed direction on Enter whatever
had the focus, so Tab to 准备 / 设置 / the exit button / ✕ and Enter deployed (the PR let only a focused ✕ keep its
native Enter). Now gameLogic facingEnter decides: Enter on ✕ cancels; on any other control (button, link, form field,
ARIA control) it is swallowed — the wheel already holds Space and the shortcuts; elsewhere it commits the previewed
direction, and does nothing while none is previewed. The wheel (role="dialog") takes the focus when it opens
(tabIndex -1, no focus ring over the screen), so a button focused before the drop cannot swallow the confirming Enter
and the first Tab reaches ✕; nothing restores the old focus when it closes (a restored 准备 would take the next key).
Docs: PLAYING.md's key paragraph. Tests: test/ui/feedback5-hotkeys.test.js (facingEnter and its wiring, 2 new);
test/ui/facing.e2e.test.js (SP_E2E, the PR's drag / Tab flow, 4 cases: run here in headless Chrome, 4/4 pass, 4/4 fail
on the parent — Enter on the focused exit button deployed). Golden unchanged (client only).
GitHub #385 / PR #387 by @zasx77771. The prep scout sends the hand and the 临时整备区 as units, and ownerBoard put every
op unit on the popup's synthetic board, so the popup marked bench operators 在场 and its 成员 header disagreed with the
server's ring (炎: ring 1, header 3; 远见: ring 2, header 3 with the temp copy).
The scout's units now carry `area` 'board' | 'hand' | 'temp' (the server tags from PR #387; the tag survives the
boss-half remap, the row does not). ownerBoard sorts them into board / hand / temp instead of dropping the bench as
the PR did: dropping the hand would break the bonds that count the 整备区 (投资人 / 远见 / 奇迹 — a hand-only 远见
member: ring 1, header 0). bondMembers / memberHeadCount then count exactly as the player's own popup: hand = owned
and in hand, temp = owned only. A unit without an area (battles, older servers) stays on the board.
Docs: PLAYING.md's 观看谁 paragraph (the bench is listed in prep); comments in bondStrip.js / game.js.
Tests: test/ui/watch-bonds.test.js (36; 2 fail on the parent), test/match/prep-bench.test.js +
feedback5-boss-pair-prep.test.js (area tags; 4 fail on the parent). Golden unchanged (views only).
Substantially PR #301 by @farridge (its non-layout part, ported; the owner's decision of 2026-10-08: 「可以做,具体布局
怎么优化你来决定」 — the card layout is redesigned in the next commit):
- ui/detailPanel.js exports GarrisonBlock; screens/loadout.js LoadoutGarrisons renders the 特质 of the form the detail's
普通 / 精锐 skill toggle shows (garrisons.json `descRaw` with its trigger markers, 「<进入休整期时>」 …) at the top of the
detail; garrisons.json loads with the overlay; its reading sizes in loadout.css.
- ui/loadoutModel.js quickSkillTags: SP recovery (攻回 / 受回 / 自回 / 被动, 部署触发 for a deploy-and-expire passive) and
duration (s, 弹药, 常驻, ∞, 瞬发) from the generated SkillRecord, never from a localized description.
- i18n: the six new strings in the four packs (en from the PR; ja / ko / zh-TW added).
- Tests: test/ui/loadout-quick.test.js (from the PR, 4): quick tags of 空弦 / deployment skills / ammo / infinite, the 特质
blocks of 空弦 / 星熊 / 缄默德克萨斯 both forms; loadout-stats.test.js reads the new import.
- ui/loadoutModel.js: `ops` beside the entries (sp.pref.loadout { v, entries, ops }; an older stored loadout has none =
潜能 6, 精英2 Lv.60): parseStoredOps, opsOf / setOps / resetOps (defaults never stored), sanitizeOps (only what the
server keeps: the roster and the 自选 owned pool); 导出 carries `ops`, 导入 replaces the settings when the payload has
them (an older export leaves them alone; settings alone import); the 已调整 count and 仅看已调整 count them.
- ui/loadoutSync.js: the store's `ops` (setOpsMap persists both); the loadout sync watches entries and ops and sends
room.loadout { entries, ops } (the ops sanitised against chess.json + backups.json; nothing set: no download);
openLoadout loads effects.json (the 练度 multipliers).
- Cards: gameLogic chessLoadout(chess, loadout, getChess, { ops | cultivation, effects }) composes the record at the
operator's potential and multiplies its stats by the 练度 tier (the player's m.private.ops — shop / hand / board cards
and the detail panel; a teammate's unit its UnitInfo potential / cultivate: unitCultivation; a teammate's bond-popup
card the defaults, never the viewer's settings; a stand-in neither); a 自选 card is composed at its pick's potential
(ownDiyPick from m.private.ops, unitPick from UnitInfo).
- Tests: test/ui/potential-ui.test.js (new, 7): storage, helpers, 导出 / 导入, the 已调整 count, the sync (sanitised ops,
settings-only edits, no download when none), the cards (刺玫 413 / 17 at 潜能1, ×1.05 at 精英1, a teammate's unit, a
stand-in), 自选 cards at 潜能1 (凯尔希 392 / 20) and the 练度 on top; test/ui/loadout.test.js expects the envelope's
`ops` and room.loadout's `ops: {}`.