The item text 「若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员」: the 否则 is the
case of fewer than 2 owned. builtinMeta's use_equip_reward_char_chess returned only when grantChess(base) gave a piece,
so an elite 溯光星源 plus 2 normal copies (all 5 Ⅵ阶 copies) fell through to the same-bond roll (白面鸮 in the report's
seed). Now with 2 owned it asks for the 3rd and stops; the item is still consumed. The bots' carrier choice
(itemTarget) skips 2 copies whose pool is out.
Tests: test/content/items.test.js (the report with the normal and golden item; 2 copies with the pool drained; 2 copies
with copies left still merge), test/match/bot-smarter.test.js (no carrier on a pair whose pool is out); both fail
without the fix. Docs: META built-ins and bot items, research 04 / 06, DESIGN §25.13.1.
Golden unchanged.
宴 S2, 斯卡蒂 S2, 野鬃 S1, 砾 S1 / S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 used a separate timed buff while the skill stayed active; equipment and bond effects that read the skill state now see it end. 伊内丝's first sentry placement starts no skill. Contributed by @Sukvii.
Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.
- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
removed, copies back to the pool); its equipment, the cell included, returns to the hand first
(overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
AI 托管 redeploying; feedback1-cell checks the new note.
Player report D1: the 源石溶剂 HP loss should set off 信仰搅拌机 S3 and, next to
莫斯提马, stack 拉特兰 layers on its own. The drain was a Battle.loseHp 流失, which
skips 受击回复 SP and the 重装 TAKE_DAMAGE trigger, and the S3 counter needed an
enemy attack and a target.
Official: PRTS 盟约记录 源石溶剂 "受到60真实伤害" (修正 "并非流失", 备注
"造成无来源真实持续环境伤害"); PRTS 信仰搅拌机 S3 备注 "反击受到任何伤害后均可触发,
无需目标,视为普通攻击"; PRTS 作战机制: 生命流失 skips 反伤 / 受击回复.
- damage.js periodicDamage: the periodic_damage template (源石溶剂, 狂暴宿主组长)
as 无来源 true damage (shields, damage-taken modifiers, hit effects, 受击回复 SP,
TAKE_DAMAGE); the credit is unchanged.
- 信仰搅拌机 S3: any damage except 流失 / element 损伤 counters; with no enemy in
range the counter still spends its bullet.
- Audit, same rule both ways (damage.js isHpLoss): 孽罪奇美拉's aura on operators
is damage; 雷蛇 战术防御 and 蒂比 S2 / 片场工作指南 respond to any damage
(PRTS notes); 乌尔比安, 伪装服, 远牙, 录武官's guard and 坚守 thorn chances no
longer respond to a 流失.
- data/items.json regenerated (源石溶剂 implFormula text only).
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).
- 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