The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.
- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
(build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
refused, client highlights, swap, battle, bots), gameLogic.
Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high,
bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair,
boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.
The §22 intro maps GitHub #25 … #35 / #16 to §22.1–§22.13 and records the owner's decisions of 2026-10-04.
§22.7–§22.12 are the wave-2 subsections verbatim; §22.13 is PR #48 (要塞 cannot hit air units, 莫斯提马's slow shows its icon).
One blank line before every §22 subsection, as in §21.
余 S2 (SKILL_RANGE on its x-1, §22.10) is appended wherever the six-skill deviation is listed: DESIGN §5.6, §20.2, §21.20, §21.29,
DATA §2 item 6, research 00 and 03 (SKILL_RANGE counts: 13 / 26 official, 14 / 28 in the data). DATA §2.1 names 要塞 in canHitFly.
The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.
- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
(上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
Conflicts resolved keeping both sides:
- effectsMeta.js header: the QA residual's "every [holder, item] pair, taken before the first item runs" and "an item
moved during it runs at most once", with the cell branch's wording of what 突变细胞 does mid-walk.
- DESIGN §6.6: the band pick that skips a strategy tied to a switched-off bond and the deployment of the operator a
transformation gains / the bench shed that spares it.
- DESIGN §21.25: PR #2's bench rule credited (the cell branch) plus the QA residual's snapshot-timing sentence.
- PLAYING: the new 突变细胞 sentence with the residual's hammer sentence (revives, borrowed hammers, the lend window).
- docs-consistency: both new tests (batch 6 QA residuals; 突变细胞 after the WA merge).
The band -> bond derivation moves out of GameData into shared/bandBonds.js,
which tools/build-data.mjs runs per band to write bands.json bondIds
(regenerated with --offline; 9 bands are tied, the build checks the ids).
GameData.bandBondIds reads the field, so the server and the client share
one source. DATA.md documents the field; the test checks the helper on
synthetic bands and that the data matches it.
- DESIGN §21.1 states the corrected rule with its evidence: bilibili BV1vzyVBuEN9 (上半, about 8:24) and
BV1Qkw1zMEoR (下半, about 7:25) show the carrier's tile empty at the next prep, one more deployment left
and the new operator on the bench; the PRTS 备注 is a destroy followed by a gain; PRTS 帮助 sends what a
player gains to the 手牌区; the closed PR #2 said the same (its merge path not adopted). The WA
keep-the-tile rule and the carrier-tile merge exception are withdrawn; the bench carrier and the
hand-and-temp-full case stay [ASSUMED].
- §20.11 / §20.9 no longer count a transformed carrier's tile; §21.20 lists the rule as official;
§21.25 credits PR #2's bench rule; §6.2 and §6.6 follow; the §21 intro maps it.
- META (bot, ctx.transform, built-ins, merge, notes), PLAYING, DATA (items.json note), research 04
(addendum 2, implFormula, open question 6) and research 01 row 7 follow.
- One CHANGELOG 0.1.1 line (PR #2 指出).
- docs-consistency pins the docs against the code (no fromKey / returnItems left, the gain through
acquireChess).
DESIGN maps F1-F5 in the §21 intro, adds the hammer-per-deployment row (user 2026-10-03) to
§21.20 with the batch's official rules and [ASSUMED] items, and rewrites the normative lines:
§3 fenced tiles, §5.3 liftoff, §5.4 fatal / ignoreSelect / redeploy, §5.5 bodies, blocking and
enemy selection, §6.4 onBuy and the item snapshot, §8.2 down row/col, §18.3, §19.7. CHANGELOG
0.1.1, SIM, DATA and PLAYING follow; docs-consistency checks them against the code.
Merges the 7 WB commits after the first WB merge (d1f8a49..2cb84bd): R3 one of 10 fixed
sets (9 seen), R9 one of 6 boss groups picked by the matches they came in, R11 one of the
7 seen lists of 7; R11 families 14 / 4 / 4; the 机密商店 and the 战术决策 can offer the
same card twice (R11 shop: two VI, at least one V and one 盟约之币). data/choices.json
rebuilt with tools/build-data.mjs --offline (identical to the branch's). The tactic bot
test uses a real seat (the merged bot scores tactic cards on the player's bonds).
DESIGN §21.2 / §7 / §21.20 and CHANGELOG describe the 22-match model.
DATA: choices.json tacticDraft, the families header and cards.tactic rows.
META 1.2: 战术决策 after the 4 official drafts, identical cards separate.
PLAYING: the 机变 row says a 战术决策 can show the same card twice and
what R11 offers.
The 7 seen R11 lists stay picked uniformly, assumed because that invents no list. By the blocks of
effectChoiceInfoDict, R11 would fire bounty_hunter_8..15 (beside artifact_paid_4/5 and hardbuff_select),
so the block order is no longer cited as support for '1..7'. 7, 8 or 9 events fit the 14 drafts about
equally; with 8, an unseen list would come in about 1 R11 bounty draft in 8 (open question).
- R11 悬赏决策: the list is one of the 7 seen lists, uniform (slots 7, taken as the events
bounty_hunter_1..7, one block of effectChoiceInfoDict). No list is built from nothing any more;
the rule only completes the 4 lists seen with 6 cards, so 12_8 / 16_2 / 16_6 come in about
1 R11 bounty draft in 15 (14 drafts without one: about 39 %).
- R9: the groups hold 9, 9, 9, 9, 8 and 6 cards (comments, docs, test); match 4's base-only
group may be a draft of another group (open). 58 -> 59 bounty drafts in the build-data note.
- 机密商店: shopDraft.rounds [11]. The official composition (VI, VI, V, 盟约之币 + 2) applies at
R11 (绝境 / 终极, where the screenshots are); the earlier 标准 / 险境 shops keep the previous draw,
any tier I-VI per card with replacement (repeats still possible, about 26 %).
- Tests: R11 slots / block order / never-shown rate, R9 group sizes, the non-R11 shop draw.
The official R11 bounty drafts are not a free draw under the old rule: matches 1
and 6 show the same 特异III giant and the same four tier-II cards and differ only
in their one tier-I card; 15_7 + 13_8 come together in 3 of the 5 drafts; 10_8,
11_8 and 12_8 never show. A uniform draw under the old rule repeats 5 of 6 cards
in some pair of 5 drafts in about 2.5 % of samples.
- tools/build-data.mjs: BOUNTY_HUNTER_TEMPLATES (the 4 seen R11 groups: giant +
tier-II cards, fill = the 5 tier-I cards seen) and BOUNTY_HUNTER (the shape an
unseen slot draws: one giant + 1-4 tier-II cards + tier-I fill, one card per
faction series 10-15). choices.json bountyDrafts.hunter gains slots (15),
templates and rule. The R9 note now names the per-match explanation (leader,
map) beside two versions. Solo 绝境 / 终极 R11 family weights are marked as
extrapolated from co-op.
- server/match/choices.js: the hunter draft picks one of the 15 event slots: a
seen group, or a rule group of that shape, then tier-I fill.
- test/match/feedback1-bounty.test.js: each official R11 bounty draft fits
exactly one seen group and the rule shape; matches 1 / 6 share 5 cards;
generated drafts: a seen group in about 4 of 15, every seen group and every
R11 card offered.
- docs/DATA.md, docs/META.md: the R11 structure, the solo weights and the R9
open question.
Review follow-up to the D5 fix. Two changes in grid.js _buildField:
- The road-over-floor preference smoothing is 0.1.0's again: its line of sight
may cover non-blockable tiles (Bresenham footprint, diagonal-step corners
included) only on the tile's own raw chain, and the jump stops at the first
ancestor it cannot see so. Exact crossings (a corner touch is not a crossing)
are used only to choose between the official and the preference pointer.
The previous version let the preference brush the corner of off-chain floor,
so on 战场#02's Final Assault the right-half exit route (2,10) -> (3,11)
slipped past an operator on (2,11) while the left half was still blocked on
(2,9). Both halves now mirror each other again ((2,10) -> (2,11) -> (4,11)).
- On an equal floor count the official pointer stays; the preference pointer
wins only when it merely skips a collinear official waypoint (same walk).
The old "farther waypoint" tie-break could bend an official route without
saving any floor, e.g. a crate on (10,6) of 战场#04 brought back the L via
(9,8) for the lower gate.
Still 140 of 154 stage routes official; data/stages.json groundPaths
regenerated (战场#02 boss right exit back to 0.1.0's, device-less helper paths
of #03 / #04 / #06 follow the same rule). New tests: 战场#02 boss exits mirror
and are blocked beside the exit; a single crate on any tile of an active stage
never leaves a gate route non-official without crossing strictly less floor.
The cross-check reference port follows both rules.
Community report: on 战场#04 活性源石 the lower-gate enemies walked two tiles left
of the red gate and then straight up instead of crossing diagonally from row 9
into row 10 as in the official game. The playtest #2 road-over-floor smoothing
counted the corner tiles of a diagonal step as crossed, so it bent the official
(9,10) -> (10,7) into (9,10) -> (9,8) -> (10,8) although that line only brushes
the corner of the floor tile (10,9).
grid.js now keeps the official flow field (research 08 §3.1) and replaces a
tile's pointer by the road-over-floor preference one only where its route
crosses strictly fewer non-blockable tiles (or as few with a farther waypoint);
a segment crosses the tiles whose interior it passes through (segmentTiles,
exact geometry). 140 of the 154 stage x gate x field routes are now official
(was 109); the 14 left avoid floor the official route walks over (战场#01's
col-8 road of playtest #2, boss exits of 战场#01 / #02, two 联防 partner gates).
data/stages.json groundPaths regenerated.
Player report after 0.1.0: "飞机可以被薄绿的技能拉走". Real. PRTS 特殊机制 静态刚体:
such a unit "可以进入失衡状态…但物理层面上无法产生任何速度或移动", independent of
its movement type. Every air unit of the mode except “炎佑” lists it in its PRTS
天赋, and so does the ground boss 盐风主教昆图斯.
- build-data: STATIC_BODIES (from the enemies' PRTS pages, like HIT_AREAS)
writes enemies.json `staticBody: true` on those 28 keys; data regenerated
- Battle._displaceable: a static body moves 0 tiles from every push or pull;
the skills that reach it still hit it (薄绿 S2, 锏 S3, the hookmasters)
- 刺胄之弹 / 斩胄之剑 / 破胄之锤 also get 失衡免疫 (PRTS 天赋)
- ground enemies keep the 力度 − 重量 tables; the hovering 吉兆飞鳞 / 掠海漂移体
stay 失衡免疫 while they hover and movable once grounded
- tests: the player's scenarios (薄绿 S2 vs 妖怪 / 寒霜, the act2 m01 drone), the
data list, and an audit of every displacement source against ground, static
air, dynamic air, hovering and 胄-shell targets
Review follow-up to the water / tactical point change.
- Re-orienting 伺夜 / 缪尔赛思 in place while hand and temp are full could leave
a placed 狼群 / 流形 outside the new range (it had nowhere to go and stayed
put). The re-orientation is now refused with HAND_FULL when a summon it
would leave out has no stack and no free slot. On the other paths
(promotion, an owner moved with no room) such a summon leaves the board and
its stack comes back at the next round start (grantTokensFor), so no
out-of-range placement reaches the battle.
- Citation corrected: the 深水区 rule comes from the PRTS page 深水区 (地形信息
tile_deepsea: 部署类型 全部位, 地形机制 "拒绝部署(待补充)"), corroborated by
PRTS 作战机制 (地形标记 AdvancedBuildableMask lists 深水). There is no PRTS
page 地形.
- grid.js: the tie-break note now says what changed on 战场#08 (no gate
route; a few off-route smoothed steps of the boss field go around the water).
- Documented the known limit of the inactive act1 m05: its 特制水上平台 tiles
are deployable in the prep's deploy map only; the sim does not model the
canoes and keeps those tiles non-standable.
- gameLogic.summonRange reuses facing.js rangeTiles.
- tools/build-data.mjs bountyDraftHalf: exact faction-series counts (12 of 18 two-battle cards bring first-half
enemies, 5 outside the wave tables, enemyeffect_12_4 a second-half attachment), base-HP gradient, the user's
two-battle recall; counter-evidence (假想敌 named enemyInitial_*, the unread NGA R3 guide); the split marked
[ASSUMED] with its flip; data unchanged
- server/match/choices.js, docs/META.md, docs/DATA.md: the split marked [ASSUMED]
- m.private shop.rewardOffer.queued: offers waiting behind the shown one; the header says 之后还有 N 项 and the
reminder pill +N (a 定向投放 behind a promotion reward put off)
- tests: corrected headers, the stale bountyTiers fixture dropped, queued checks (unit + opt-in e2e on desktop
and 756x366)
Player reports #3 and #9 after the 0.1.0 release.
#3 On 战场#08(下半) 涨潮控制 (act2autochess_m04) operators could be placed in the
pool and 突袭 members jumped into it. The 深水区 (tile_deepsea) has buildableType
ALL in the level file, but it refuses deployment (PRTS 地形 深水区 "地形机制:拒绝
部署"; the season-1 战场#05 puts a 特制水上平台 - "在水上建立可以部署任意单位的
平台" - on every one of its water tiles).
- grid.js DEPLOY_REFUSED_TILES: the legend's effective build is NONE, so
canStand (突袭 landing tile, tactical points, summon tiles) never picks the
water; a hard-blocked 射击台 / mound tile takes no melee unit either.
- build-data: stages.json legend `buildable` is the effective type (the level's
value kept in `buildableType`), deployTiles exclude the water, a 特制水上平台
makes its tile deployable (act1 m05, inactive). board.js / gameLogic.js
deploy maps follow (water platforms included); bots plan on the same map.
- Gate routes are unchanged; the water now counts as non-blockable ground in
the path tie-break (audit lists updated).
#9 伺夜's 狼群 and 缪尔赛思's 流形 ("只能部署在召唤者攻击范围内", tokens.json
`ownerRange`) could be placed anywhere.
- PlayerState._legal / summonRange: a range-bound summon only on a tile of its
owner's attack range (loadout grid rotated by the owner's facing); swaps with
the owner are checked from the owner's new tile; re-orienting (or promoting)
the owner sends a summon left outside back onto its stack with a toast.
- The client lights and accepts the same tiles (gameLogic.summonRange), the bot
plans inside them, the invariants check it, the 伺夜 kit re-uses the piece's
tile only inside her range.
Tests: test/match/feedback1-placement, test/sim/feedback1-water, the opt-in
headless-Chrome test/ui/feedback1-placement.e2e (fastServer hook SP_STAGE);
existing summon / deploy / pathing tests moved off the water tiles.
Player reports after 0.1.0, #1 and #4.
#1 拉普兰德 (garrison_123, SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT) checked the
player's refresh count of the round, so a copy bought after the round's first
manual refresh never stacked that round. Players report the official
behaviour: the first refresh after acquiring her also stacks. Each copy now
counts the manual refreshes it witnessed this round (board or hand) through a
per-piece round counter (PlayerState.pieceRoundCount, ctx.incPieceCounter); an
elite merged this round keeps the highest count of its copies [ASSUMED]. The
"本回合每刷新过1次" multiplier traits keep the player's count.
#4 突变细胞 destroyed itself after one transformation. Official text never
says 销毁 (every consumable's does), PRTS notes "原干员销毁,获得一名高一阶的随机
初始干员", and players re-inject the cell every round. The built-in now replaces
the carrier with a random normal operator one tier higher (max 6) and returns
the carrier's equipment, the cell included, to the hand
(transformChess returnItems); the content override is gone. The item card
shows the rule (items.json note, build-data ITEM_RULES); bots inject their
least valuable single normal operator below tier 6 (bot.js cellTarget).
- 圆仔 is unblockable (PRTS 天赋 "无法攻击/被阻挡"); it was blocked like any
ground enemy because its kit only had the front guard.
- 鸭爵 runs at move speed x(1 + run.attack@move_speed) once hurt: +300 % for
the strategy version, +400 % for the original (PRTS); it was x3 / x4.
- The swap also applies in the Final Assault and the Hidden Core (PRTS
下半/PRTS盟约记录 鸭爵 备注 "在最终回合和隐秘核心回合中仍然生效"): any
ground wave enemy but the leader, its parts, bounties and uncounted units
can be swapped (the leader rounds' escorts are elites); each player of a
boss field gets its own 0-2.
- The four swapped-in enemies cost 1 LP at the protection point
("但进入保护目标点将减少1点目标生命值"): build-data sets their lpr to 1
instead of the database's roguelike 0 (Final Assault LP, detail card).
Player report #2: boss bounties, second-half specials and their upgraded copies
showed up in the first 悬赏决策 draft. A draft up to R7 (the official wave
generator's first half) now offers the 接下来两场作战 cards, a draft from R8 the
下场作战 and multi-round cards, with no tier window (the official late draft
screenshot shows boss bounties worth 1 to 6 together). choices.json cards.bounty
draftHalf, schedule bountyHalf; the mode's inactive enemy list no longer thins
the bounty draft (PRTS 11/18 note).
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item /
机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one
(strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call)
- official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in
boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11
- a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight,
promotion effect
- 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪
- DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
- #1#2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
and the team LP reaching 0 first is a defeat (PRTS)
- #6#10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8#15#16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
green; dev recordings regenerated
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)