The Grok review of fb7-fields (MEDIUM): portalPickup spliced DISAPPEAR and APPEAR with nothing between, so the enemy
vanished on [1,3] / [1,17] and stood on [5,10] in the same tick, targetable at once, while the data's explicit
crossings of the same tiles hide it: WAIT 3 s in 85 of the 95, 5 s in 9, 1 s in 1. portalPickup now splices a 3 s
WAIT (PORTAL_WAIT, the modal explicit wait) between them; [ASSUMED] the 3 s, no source times this crossing. Docs: the
SIM.md sentence and the portalPickup comment.
Tests: test/sim/portal-appear.test.js — the two route-end tests record the test enemy's hidden spans: one crossing,
entrance → [5,10], hidden 3 s (± a tick); both fail on the parent (0.000 s). 9/9.
Golden (against the 0 s version; the rounds of every match unchanged):
- matches solo-NORMAL-1 (Hidden Core boss_8 胄, act1autochess_h08_01_s): still failed — hiddenCleared false, team LP 0,
14 rounds — with the leader left at 63897 instead of 99894 (cleared with 26 LP in 0.2.1). The same course as with
0 s: the third vtsk, which leaked at the portal at 105 s in 0.2.1, comes out of [5,10] 3 s later, walks through the
team's line and leaks at the door at 185.5 s (170.2 s before); 0–2 of the 8 operators stand between 100 and 320 s, the
leader stalls near 108000 from 280 s, the overtime drain from 300 game s takes the 25 LP left by 350 s while the
redeployed operators bring the leader to 63897 (notes trace-hidden*.mjs).
- matches solo-HARD-1 (Hidden Core failed as before): pool left 2839368 → 2982555; solo-HARD-9-boosted (cleared): team LP
361 → 376 (383 in 0.2.1); coop2-NORMAL-14-standins (Final Assault lost as before): pool left 97588 → 108473.
- fields boss-boss_2-solo (leader left 2763024 → 2757148), boss-boss_4-solo (3759921 → 3757752), boss-boss_6-pair
(killed 6 → 5, one hllevi_2 still walking at the 200 s cap, both players still perfect; leader 6972383 → 6932482),
boss-boss_6-solo (3904791 → 3907393), hidden-boss_8-pair (the vtsk that comes back near the cap is still inside the
portal at 200 s: one appear fewer, the last snapshot hash), hidden-boss_8-solo (killed 8 → 6, leaks 10 → 12),
hidden-boss_10-solo (killed 11 → 10, leader left 7323370 → 7333760).
- unchanged by the wait: solo-FUNNY-2, coop2-ABYSS-10-boosted, the other fields, and the roster / bonds / standins / diy
families.
GitHub #375 (FrogThai): 「水图boss会从下面这条路往蓝门走,实际应该从上路走」. The walking leaders of 战场#08(下半) 涨潮控制
(act2autochess_m04) are 铳 (level_act1autochess_h07_02 route 6; the Hidden Core 铳 on act1autochess_h08_02's patrol
routes) and 卢西恩 (act2autochess_h07_05 route 8): PATROL_MOVE (3,9) → (2,3) → (5,9). Measured (notes repro-375.mjs):
ours 「3,9 2,9 2,6 4,6 4,4 2,4 2,3」 — the lower road through the 深水区 (3,6) / (4,6) — against the official SPFA
「3,9 5,9 5,4 2,4 2,3」 along row 5 with one 深水区 (5,6); the mirrored (3,11) → (2,17) split the same way.
Cause: grid.js _buildField takes the blockable-ground preference pointer (user playtest #2) when its route crosses
strictly fewer non-blockable tiles; 深水区 is non-blockable itself (no deployment), so the lower road counted 2 against
the upper road's 3 (two floor tiles and one water tile) and won. Official pathfinding is the plain 4-neighbour SPFA
(research 08 §3.1). Now the preference pointer is taken only when its route also crosses no more 深水区 than the official
pointer's (a per-tile `deep` count beside `cost`, start excluded). Rule from the Grok triage (scratch-i1b/375.patch),
re-implemented with a precomputed Grid.deepWater mask (terrain 'deepsea': tile_deepsea and tile_deepwater).
Scope (notes dump-fields.mjs / check-official.mjs, every stage × normal / 联防 / boss rect × every walkable
destination): 48 fields change, only on the two water maps (act2 m04 boss field; the inactive act1 m05), 149 pointers,
every one back to the official pointer. The 21 accepted DEVIATIONS (战场#01 / #02 floor, #07, the inactive #05's 7
water-avoiding routes) are unchanged, as are all 154 audited gate routes and data/stages.json's groundPaths
(tools/build-data.mjs --offline into a scratch dir: every data file identical). Other boss-field preference routes of
m04 that cross fewer 深水区 than the official one stay.
Tests: test/sim/pathing-official.test.js — two new #375 tests (the four patrol legs equal the pure official waypoints;
in a real battle the 铳 climbs to row 5 and steps on the 深水区 (5,6) only), both failing on the parent;
test/sim/pathing-crosscheck.test.js — the independent reference port gets the same 深水区 rule (it flagged both the
patrol leg and a random-crate normal-field route of act2 m04 until then); test/sim/pathing-blockable.test.js — the WALK-leg
audit compares with the equal-length routes that cross no more 深水区 than ours (the 14 accepted arena exceptions
unchanged). Grid-related suites 777/777.
Golden:
- fields boss-boss_2-pair (铳 pair on act2autochess_m04, act1autochess_h07_02): the two 铳 patrol the upper roads;
leader left 5311560 → 5301010, p1 damage up / p2 down, deaths 0 / 2 → 1 / 3; still 8 / 8 kills.
- matches coop2-ABYSS-10-boosted (act2 m04; Final Assault 卢西恩, Hidden Core 铳): still cleared, team LP 800 → 615. The
bots' operators stand on the lower rows (the same tiles as before); with the leaders on the upper road the Final
Assault lasts 335 game s instead of 247 and the Hidden Core 638 instead of 190, both past the 150 real-second mark:
the overtime drain takes 17 + 168 LP (none before), no leak.
GitHub #370 (FrogThai): 「耀骑士临光特性赋予身前干员减再部署有上限,最多减至5秒」. Cause: content/garrisons/battle.js
applyReader, act1autochess_gar_eff_respawnTimeByBond, wrote redeployMul = max(0.05, 1 + respawn_time × steps), so the
timer stopped at 5 % of the base time — from 192 卡西米尔 layers for 144_a (raw 0.04) and from 96 for 144_b. Measured on
a 100 s base (notes repro-370.mjs): 144_a 192 / 300 layers → 5.00 s / 5.00 s, 144_b 96 / 192 / 300 → 5.00 s each.
Official: data/garrisons.json garrison_144_a bb { divide_num 3, respawn_time −0.015 } 「每叠加3层,本干员再部署时间-1.5%」,
144_b −0.03 「-3%」 — no minimum key; PRTS 耀骑士临光 has no 卫戍 note on a minimum. Now max(0, …) as items/battle.js,
bands, the 协防 bond and svrash; deploy.js already clamps the timer at 0: 144_a 192 / 300 layers → 4.00 s / 0 s,
144_b 96 / 192 / 300 → 4.00 s / 0 s / 0 s. A 0 s timer brings the operator back on the next tick, no error (notes
probe-370-redeploy.mjs). The ASPD part (garrison 159 / 160) is untouched. Patch from the Grok triage
(scratch-i1b/370.patch), the test extended with 96 layers and the 0 s return.
Tests: test/content/garrisons_battle.test.js 26/26 — the new #370 test (144_a / 144_b at 9, 96, 192, 300 layers: the
multiplier, the knock-out timer, the 0 s return) fails on the parent.
PR #347 by @CXUtk, applied with changes. Kept: 追逐模式 lasts the gain's whole 5 s — PRTS 假想敌:铳 末日布道 "令全场的
“碎铳之簧”获得5秒增益…增益期间切换为追逐模式", “碎铳之簧” 追逐模式 "持续追踪令其进入该形态的场上的假想敌:铳移动" (no
arrival clause, unlike the 铳's own 冲锋模式, which ends "到达目标所在位置后"); data skill 2: cooldown 45, initCooldown 20,
dog_duration 5, move_speed 8. kitSpring no longer ends the chase when it reaches the gun or comes within 1 tile; with no
gun left on the field the spring holds still until the gain ends (until 0.2.1 that ended the chase at once).
Not taken (the maintainer's decision on the Grok triage): the second gun's half-cooldown first-call delay and the cond
that refused a call while any spring was chasing — neither is in the data, and the lock contradicts the handbook's
「持续召唤场上所有“碎铳之簧”向自身移动」 (a call takes every spring to its caster). Both guns keep their data timers, so on a
pair field the mirrored gun's call, a tick after the first, retargets the springs for a new 5 s.
Measured (notes repro-347.mjs): a spring 0.2 tile from the gun chased 0.03 s, one 5 tiles away 2.97 s; now 5.03 s both.
Tests: test/content/hidden-gun-pursuit.test.js (new, 5; the arena harness and two tests are the PR's): the full 5 s
next to a moving gun and with no gun left fail on the parent; the pair timing (20 s after each gun's spawn, then every
45 s, the two calls a tick apart), a mid-chase call retargeting the springs for a new 5 s and the solo timing guard
against the stagger / lock. test/sim/feedback1e-healers.test.js E2 audit: the fields whose leaders / parts a healer must
block run 200 s instead of 120 — on the solo 铳 field the springs now first meet a healer at 145 s (at 21 s until now).
Golden (on top of the portal commit):
- fields hidden-boss_9-pair: the springs spend 5 s invulnerable per call, so they take less (actrpa 855522 → 722451,
actrpb 798033 → 660498, actrpc 1384683 → 1168947) and pass less on; leader left 3511007 → 3747749; p2's deaths
7 → 12 (longer tramples); still 8 / 8 kills, no leak.
- fields hidden-boss_9-solo: leader left 1932856 → 2011732; the springs take less; 隐德来希's candles (5601_entlec, an
enemy-side summon) 6 → 8.
- matches coop2-ABYSS-10-boosted (hidden boss_9): still cleared at 800 LP; the seats' leader damage shifts
(7523075 / 6369365 → 6992346 / 6900614).
PR #337 by @2321Robin (GitHub #336, both with a recording of the official game), applied with small changes: the exit
distance uses detmath hypot (PR #373 bans Math.hypot in the sim), comments cite the data counts as measured here
(137 routes end on [1,3] / [1,17]; 95 explicit DISAPPEAR / APPEAR pairs, all → [5,10]), the end-teleport's zero wait
is marked [ASSUMED] beside the pairing, and the test reads the test enemy's own leaks (the templates' escorts leak too)
and checks the entrance itself is no leak.
- simdata.js portalAppear: act1autochess_h07_02 #4, act1autochess_h08_02 #5 / #9 and act2autochess_h07_05 #6 write
DISAPPEAR → WAIT → MOVE[5,10] with no APPEAR (the level files too); the exit APPEAR is inserted before that move.
Before, the enemy walked the rest of its route hidden and leaked unseen.
- ai.js portalPickup: a route that ends on tile_telin (the boss / Hidden Core circuits) vanishes the enemy, brings it
out of the farthest telout ([5,10]) and walks it to the nearest blue door ([2,2] / [2,18]), where it leaks. Before,
stepping into the corner portal was the leak. Mid-route crossings are unchanged (every MOVE onto an entrance in the
data is followed by an explicit DISAPPEAR).
Golden — only boss / Hidden Core fields and the matches' final rounds move (no round row of any match moves):
- fields boss-boss_2-solo (铳): the 2 lrrook escorts still leak, now at the door after the portal, and take 120652
damage instead of 66943; leader left 2761255 → 2763024.
- fields boss-boss_4-solo (昆图斯): the 2 dspred leaks now happen at the door; one more operator death (6 → 7);
leader left 3759559 → 3759921.
- fields boss-boss_6-pair (阿利斯泰尔): the 2 hllevi_2 that leaked at the portals are killed on the way back:
killed 4 → 6, both players perfect (1 leak each → 0); leader left 7017881 → 6972383.
- fields boss-boss_6-solo: killed 5 → 8, leaks 5 → 2 (the 3 msfshu that leaked are killed; the 2 hllevi_2 leak at the
door); leader damage 105194 → 75209.
- fields hidden-boss_8-pair (胄): p2's one vtsk leak is gone — that vtsk is still walking to the door at the 200 s
cap; p2 perfect.
- fields hidden-boss_8-solo: killed 3 → 8, total 13 → 19 (more sfshu die, so more msfshu split off: 3 → 9), leaks
10 → 10; leader damage 402606 → 191576 (the escorts that come back out of [5,10] draw the fire).
- fields hidden-boss_9-pair (铳): from portalAppear alone — h08_02's routes #5 / #9 no longer count the portal hop as
8 tiles of walking, so the targeting order of those escorts changes; leader left 3570058 → 3511007.
- fields hidden-boss_10-solo (管): the yokai_3 escort crosses back (taken 68252 → 101682), 4 more operator deaths;
leader left 7323878 → 7323370.
- matches solo-FUNNY-2 (boss_5 Final Assault, lost at 8 rounds): pool left 94860 → 94412, kills 143 → 144.
- matches solo-NORMAL-1 (m03, hidden boss_8 胄, act1autochess_h08_01_s): the Hidden Core goes from cleared to failed
(hiddenCleared true → false, team LP 26 → 0, roundsPassed 15 → 14, pool left 0 → 99894; victory stays true — the
Final Assault was won). The fight is identical until 105 s, when the third vtsk escort reaches the corner portal
[1,3]: before, it leaked there (27 → 26 LP) and the leader died at 214 s. Now it comes out of [5,10], walks through
the team's line to the blue door [2,2] and leaks at 170 s; meanwhile only 0–2 of the 8 operators stand (2–4 before),
the leader stalls near 120000 HP, the fight passes the 150 real-second mark (300 game s) and the overtime drain (1 LP
per real second) plus two drone leaks at the door take the last 25 LP at 348 s with 99894 HP left.
- matches solo-HARD-1 (m03, hidden boss_8): still failed at 0 LP after 14 rounds; pool left 3046117 → 2839368, kills
419 → 422.
- matches solo-HARD-9-boosted (hidden boss_10 管): still cleared; team LP 383 → 361 — the 管 echoes (acdums) leaked
7 times at the portal before and once at the door now, but the longer fight pays 37 overtime LP instead of 9.
- matches coop2-ABYSS-10-boosted (hidden boss_9 铳): from portalAppear alone (the remaining-distance change above);
still cleared at 800 LP, the two seats' leader damage shifts (6609998 / 7282442 → 7523075 / 6369365) and their
titles swap (坚若磐石 / 卫戍之星 → 卫戍之星 / 不朽盟约).
- matches coop2-NORMAL-14-standins (boss_5 Final Assault, lost at 13 rounds): pool left 107915 → 97588.
Tests: test/sim/portal-appear.test.js (new, 9; 7 fail on the parent: the APPEAR insertion, the four real routes,
the two route-end portals).
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double,
one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE
operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids
the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them.
- sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's.
Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end).
- Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency).
- Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors,
typecheck, check:imports.
Windows' bsdtar fallback (no zip on the Actions Windows runners) now writes UTF-8 entry names (zip:hdrcharset=UTF-8), and the update tool's zip reader also takes Info-ZIP's Unicode Path extra field for names stored in the system code page. Test and maintainer-tool change only; nothing shipped changes.
- 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.
- tools/build-data.mjs applies every potentialRanks attribute step (COST, RESPAWN_TIME, ATK, MAX_HP, DEF,
MAGIC_RESISTANCE, ATTACK_SPEED) to the chess, elites, 补位 and 自选 units and picks talent / trait / module-talent
candidates up to requiredPotentialRank 5; summons take the owner's potential for their talents, not its stat steps.
data/chess.json, backups.json, tokens.json and the en / ja / ko / zh-TW data translations rebuilt; op-wang.js reads
her stock cap (8 at full potential). 刺玫 435 ATK / cost 15, 砾 16 s, 至简 70 s.
- No conflicts outside the golden files (regenerated). Golden vs HEAD: roster 49, bonds 46, fields 22, matches 18,
diy 133 (standins and diy-012 / diy-135…138 unchanged: no potential ranks or never hit). Union check against the
branch and the merge base: every scenario only the branch moved equals the branch, except roster-048 and
solo-ABYSS-2: at full potential a 频次 器物 is reached there (roster-048: one more enemy dies instead of leaking, 86 → 87
units), so R21H's hit count (data × hpMul ÷ supplyHpMul) applies where it did not before — with only that rule put back
(archetypes.js times as at the merge base) both equal the branch exactly.
- Tests: broad node --test 5147 / 5147; lint 0 errors.
- The 干员调配 overlay's capture-phase Esc closed the whole overlay while a 自选 picker was open (it only gave way to a
.modal; the picker is a .diy-pick section without its own key handling), so one Esc went back to the lobby.
- DiyPicker registers its own capture-phase Escape handler (calls onClose, as 取消 and the × do; skipped while a .modal
— the 导入 dialog — is open, which handles Esc first); loadout.js returns early on Escape while a .diy-pick is open.
The second Esc closes the overlay as before. Saved picks are untouched (the draft is dropped, as with 取消).
- test/ui/diy.e2e.test.js: a real-server browser test that needs no art (5阶 slot, then a 6阶 slot with Esc pressed in
the search field): the picker closes, the overlay and its four slots stay, sp.pref.diy is unchanged, the next Esc
closes the overlay. Fails on the parent (「Esc keeps the 干员调配 overlay」), passes here.
- Tests: SP_E2E=1 diy.e2e (the new test) 1 / 1; client-static, i18n, ui/diy*, ui/loadout* 369 / 369; eslint clean.
器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III
leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude,
data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data
writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15
only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it
(waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it
counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹,
“裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js,
golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on
top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment
unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent
prop_max_hp).
Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物
extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo
(俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final
Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo,
hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」,
no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST
equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items.
- server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the
oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through —
the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite:
nothing destroyed)
- client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included,
except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed
- bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264)
- docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04
golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the
AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌),
solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌),
coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌),
coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won,
14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves
no scenario by itself; roster / bonds / fields / standins / diy unchanged
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).
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.
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.