- 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.
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #185's TERRAIN_TIPS / terrainInfo went into the new
public/js/ui/gameLogic/terrain.js (the barrel gains one re-export line); closesOnFieldPress 'terrain' into
ui/gameLogic/shortcuts.js.
- i18n (docs/I18N.md): every new user-visible string goes through t() with an English entry in public/i18n/en.json
(42, after the 补位 strings): the terrain names / tags / fact table are N_() and translated where terrainInfo hands
them out, the mechanism lines are msgids with their numbers as params (a line with an optional half is two whole
msgids, the list joins use an array param), the card's 地形机制 / 这一格 titles in ui/detailPanel.js. Official EN
terms where the EN client has them (stage_table tileInfo: Active Originium, Mire, Exhaust Grille, Deep Water Zone,
Incursion Point, Protection Objective, Tunnel Entry / Exit, High Ground; Camouflage). The Chinese output is
byte-identical to feedback4's terrainInfo on all 5187 tiles of the 13 stages and on synthetic stages.
- public/js/screens/game.js (MatchScreen still lives there): the import keeps feedback5's names plus terrainInfo /
fieldTile; the terrain stage is the one view.setStage gets, so it includes feedback5's fieldStage — a 联防 field is
played on its own map (GitHub #41), and a tap there explains that map's tile, not the round stage's. The tileClick
handler and render/app.js emitTileClick / ui/fallbackField.js auto-merged in place. terrainInfo reads the stage only,
so a 补位 / 自选 board explains its tiles the same way (their pieces only change a piece's art and name).
- public/js/ui/detailPanel.js: the terrain branch of resolveDetail before feedback5's stand-in / 自选 helpers.
- public/js/screens/title.js (#183): feedback5's LangToggle / t() imports plus GIcon / SettingsModal; the gear
button's aria-label / title are t('设置') (en.json already has "Settings").
- tools/fetch-assets.mjs / tools/assets/downloader.mjs: --add-only (keepExisting, the font skip) beside #24's
--asset-source / SP_ASSET_SOURCE and the shared MirrorPolicy; feedback5's extraOperators / moduleTypes and the
voice plan unchanged.
- data/assets.json: feedback5's manifest plus #134's audio.sfx.battle.leak (after heal, the plan order); stats files
6993 → 6994 and bytes +23 240 as measured on feedback4; the hash recomputed with the generator's contentHash
(c01aa739a2d3 → 6a547fc5c937). A field-wise JSON diff against feedback5 shows only those four fields.
- docs: DESIGN §24 intro and §24.5 / §24.6 as on feedback4 (the rest of DESIGN.md is feedback5's); ASSETS.md,
DEPLOY.md, PLAYING.md auto-merged.
- Auto-merged and checked: audio.js (the sim still emits ['leak', id], server/sim/battle/deploy.js), render/style.js,
textures.js, tiles.js, board3d/materials.js, boardArt.js, tools/assets/*, tools/setup.mjs, extract.py, the tests.
Checks: the PRs' unit tests (audio 22, gameLogic 44, terrain-detail 1, originium-art 4, boardart 15,
board3d-extract 9, asset-network 21, fetch-assets-shrink 4), i18n 9 / i18n-data 8 / i18n-server 4, client-static 313,
docs-consistency 24, kits_layout 6 pass; lint 0 errors (no new warnings), check:imports, typecheck; golden: all 283
scenarios match, nothing regenerated.