1. VoiceGate.start no longer moves lastAt for VOICE_TAP_SLOTS: a tap still skips the 1.2 s gap but starts none, so a
部署 / 技能 / 接敌 the battle asks for once after a short 选中 line has ended plays where the last battle line's gap
ends (a 部署 at 0, a tap at 500: a 作战中 at 1300 was dropped, now plays; inside the 部署 gap it still waits).
2. Shop / reward cards hand only the chess id to the detail, so two cards of one operator (the pool deals duplicates)
had one 选中 key and the second tap said nothing nor replaced the first line: game.js numbers every card it opens
(`tap`, cardTap), resolveDetail keeps it, and detailPanel's new selectVoiceKey() includes it (a re-render of the
same tap keeps its key; pieces / units unchanged). Checked in the mock match: the second card of 歌蕾蒂娅 now calls
voice() (it made no call on the parent).
3. tools/package.mjs FULL_ZIP_JP_VOICE comment: 89,388,041 bytes = 85.2 MiB on disk, about 76 MB zipped (as ASSETS /
DEPLOY), not "~93 MB, barely compresses".
Tests: test/ui/audio.test.js (the tap-gap case; one earlier assertion that encoded the old gap after a tap replaced),
test/feedback7-voices.test.js (new: the card tap in resolveDetail / selectVoiceKey / game.js) — both fail on the parent.
§21.30's 0.2.2 note updated.
- tools/assets/plan.mjs: one voiceTree() per dub — audio.voice (--voice-lang, cn by default) and audio.voiceJp
(VOICE_JP_LANG, always the JP dub, audio/voice/jp/<charId>/cn_nnn.mp3); fetch-assets plans and downloads both
(stats.voiceJpChars), so setup (checkAssets walks every listed URL) fetches both too.
- data/assets.json regenerated with the project's tool (node tools/fetch-assets.mjs --add-only, raw.githubusercontent.com,
107 s): the only change is audio.voiceJp + stats (+2674 files, +89,388,041 bytes, voiceJpChars 191) + hash — the rest
is byte-identical; the JP tree is the Chinese one with the folder swapped (191 × 14 files, every file a valid MP3).
The audio files are not committed (public/assets/ is git-ignored).
- public/js/audio.js voiceLine(): 'jp' draws from voiceJp and falls back to the Chinese line per slot (a JP entry the
manifest lacks) and per line at play time (the Chinese file of the same name when the host lacks the JP one —
same token, same gate); operators without voice (stand-ins, 盟约·辅助干员, summons) stay silent. setVoiceLang().
- settings: voiceLang 'cn' | 'jp' (VOICE_LANGS, sanitizeSettings), the 语音语言 row under 干员语音 (each dub named in
its own language, like the language switch), 语音语言 in the en / ja / ko / zh-TW packs.
- tools/package.mjs FULL_ZIP_JP_VOICE (true): false holds the JP files out of the full zip (and its update zip) —
not missing, not orphans, never in an update's `removed`; setup then downloads them.
- Sizes measured: art download 548 MiB (was 463), full zip ≈ 505 MB (0.2.1: 428 MiB + 76 MiB of zipped JP voice),
unzipped 711 MB (package --dry-run); lite zip unchanged. README, DEPLOY, ASSETS, setup's fallback size updated;
PLAYING voice paragraph; §21.30 "Changed in 0.2.2" note.
Tests: test/feedback7-voices.test.js (new: plan, manifest, settings, package switch), test/ui/audio.test.js (voiceLine,
the manager's dub choice and fallback), test/ui/gameLogic.test.js, test/docs-consistency.test.js — all fail on the parent.
screens/game.js passes the detail panel voice=${true} instead of its combat flag, so the panel's existing
audio.voice(charId, 'select') runs on every opened operator: a piece on the field or in the hand, a shop /
reward card, a bond member. The gate follows the official FOCUS_CHAR row (audio_data.json battleVoice:
priority 10, cooldown 0, overlapIfSamePriority true): VOICE_TAP_SLOTS — on an idle channel a tap always
plays (no 1.2 s global gap; VOICE_COOLDOWN_MS.select 1500 → 0), a newer tap replaces the 选中 line on air,
and a higher-priority line (部署 20, 作战中 70, 开战 100 …) is never interrupted. Deploy / skill / engage /
result lines stay battle-only; stand-ins, 盟约·辅助干员 and summons stay silent (no voice entry).
Tests: test/ui/audio.test.js (new: the gate and two taps through the manager; fails on the parent),
test/docs-consistency.test.js pins updated. Docs: §21.30 "Changed in 0.2.2" note, PLAYING.md voice paragraph.
- 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.
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.
The report's steps 1-2 were verified and hold: the bond HP is on every member before the devour (an elite 深巡,
2904 HP / DEF 655, stands its 4345 from 15 layers on), and each mark is one 5000 物理流失 less DEF (PRTS), so a member
in the middle of a chain is marked by every 阿戈尔 behind it — that is what knocked out the reporter's 蓝蒂 / 小鲨.
Golden unchanged: the corpus's only 5-阿戈尔 battle (bond-egirShip-high, 999 layers) has no devour knock-out.
DESIGN §25.22.5.
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.
Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
(first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.
Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
ai.js updateEnemy returned on `stunned && !e.hidden` before the contact check (Battle._checkBlock), and 冻结 / 沉睡 / 浮空
set `stun` too, so a held enemy was never checked: an operator redeployed or deployed beside it, a slot freeing up or a
push / pull into contact with a stun all waited for the status to end (0.1.4 had it too). PRTS 异常效果: STUNNED / FROZEN
stop the enemy's moves and attacks and hold no 不可阻挡 (BLOCK_FREE), which SLEEPING / LEVITATE do; 术语释义 冻结 names no
block; 作战机制 §碰撞体积与位置识别: an operator deployed onto an enemy blocks it, a standing one included. The held branch now
runs the same check before it returns (no move, no attack, as before): _checkBlock still refuses 沉睡 / 浮空 / 恐惧 /
不可阻挡, an enemy held short of contact is blocked only once it walks in (the same point as without the status), and the
3 s 隐匿 window after a block's end is unchanged. A block the held enemy already holds is still not re-checked (a reborn()
重生 keeps its blocker, as in 0.1.4: noted as open in §25.22.1).
Golden — in each scenario the first divergence is a stunned or frozen enemy blocked during its status by an operator or
summon it touched with a free slot (traced one by one with an instrumented copy): roster-003, -014, -015, -016, -017,
-018, -019, -031, -036, -038, -040, -041, -045, -046, -047; bond-indomShip-high, bond-kazimierzShip-high,
bond-raidShip-low, bond-siracusaShip-low, bond-suntShip-low; boss-boss_3-solo, boss-boss_4-pair, boss-boss_7-solo,
hidden-boss_8-pair, hidden-boss_9-pair, hidden-boss_10-pair, unite-2; matches solo-FUNNY-1, solo-NORMAL-2, solo-HARD-2,
solo-ABYSS-1, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy; diy-003, -004,
-026, -034, -035, -056, -057, -065, -066, -070, -071, -094, -095, -101, -102, -103. standins unchanged.
Tests: test/sim/feedback5-frozen-reblock.test.js (9; the four #232 cases and the 晕眩 / 冻结 capacity cases fail on the
parent). Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.1, docs/SIM.md (§1.2 Blocking, stun, freeze),
docs/design/engine.md, docs/PLAYING.md.
- CHANGELOG 0.2.0: the integrator's draft brought up to date with what merged after it (30d9a41..2e83a6b and
DESIGN §25.13–§25.21): the language packs and the ja / ko / zh-TW game texts (§25.20), the rebindable shortcuts
(§25.15), the community reports of W5AA (§25.14) and CB1–CB5 (§25.16–§25.19, §25.21) under the draft's sections
(rules, UI, lobby; the official behaviours and the reports not reproduced under 核实后不是问题), the owner's
乌尔比安 revive-tile decision of 2026-10-07 under the deviations section (renamed 有意与官方不同的调整, the intro
points at it); PRs #189 / #191 credited to @2321Robin as reused ideas; the draft's notes block left out.
- Sizes (tools/package.mjs, a real build of both zips, deleted after measuring): full zip 448 525 731 bytes
(~430 MB, 16 031 files, 625 MB unpacked; was ~400 / 590), lite zip 22 927 271 bytes (~22 MB; was ~21), the setup
download 463 MB (~460 MB; was ~440: the 自选 voices) — README 方式一 / 方式二 / 系统要求 / English summary,
DEPLOY §0 / §1.1 / §3, the CHANGELOG's lite size.
- DESIGN §25 intro, §25.19 and §25.19.7: the custom-hotkey request (item 48) was built in §25.15, the battle-history
request (item 22) stays postponed by the owner; §25.20: with five languages the menu is a list (buttons up to four).
- Tests: version 6 / 6, docs-consistency 24 / 24, docs-paths 7 / 7, package 10 / 10, client-static 313 / 313,
i18n 10 / 10, i18n-data 8 / 8, i18n-packs 12 / 12, i18n-server 5 / 5; npm run golden ok (roster 49, bonds 46,
fields 22, matches 18, standins 10, diy 138); lint 0 errors.
- server/sim/units.js `downAtHome` (false), cleared by every deployment (battle/deploy.js _deploy).
- kits/ops/chess_char_5_05-ulpia.js sets it once the S3 【移动】 has put him on the anchor tile; onEnd clears it when the
skill ends with him standing (the 【返回】); knocked out, it stays for the body.
- sim/battle/tiles.js _layBody: a unit holding it lies on its home tile (his board placement, where the 从不混淆的方向
stood) when that tile is in the rect and free — else where it fell [ASSUMED], the PRTS exception's one attempt; the
timed redeploy, 不屈's and CB1's 复活 (M3茧甲 / 埃芒加德: at once, free) all come back there (restTile), b.snap
`down` names it. Every other moved operator (a 突袭 jump, other kits' 【移动】) keeps "where it fell".
- Test: test/sim/feedback5-ulpia-revive-home.test.js (3) — knocked out during S3 he lies at home, the anchor tile free,
and redeploys there; revived at home by M3茧甲; control: after the 【返回】 and for a 突袭 member the PRTS rule holds. The
first two fail on the parent (he lay and stood up on (10,7)); the third fails there only on the missing field.
- Docs: DESIGN §25.17.3 (the decision, marked as the owner's deviation; the §25 intro's decisions of 2026-10-07),
docs/SIM.md §1, DESIGN §5 (design/engine.md DP / knocked-out line), docs/PLAYING.md 作战 row.
Gate: non-browser suites 5024 / 5024, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).
Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).
Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
The merge:
- server/sim/battle/players.js: CB3's onOwnBoard hunk is byte-identical to CB4's (git kept one); its comment and
docs/SIM.md's onOwnBoard row now name 乌尔比安's S3 【移动】 next to the 突袭 landing (DESIGN §25.17.2 / §25.18).
- test/sim/facing-invariance.test.js: CB3's scenario setup (onOwnBoard off on the open field) and the CB4 merge's
突袭 test (its enemy inside the board) merged cleanly, both kept.
- data/assets.json: CB3 had regenerated it offline without 银灰's entry (his official impact file was not on disk);
`node tools/fetch-assets.mjs --add-only` (shared public/assets, add-only) downloaded p_imp_spear_n.mp3 — 8.8 KB,
the only new file (ok 1, skipped 7968; the 117 misses are the known upstream gaps) — and rewrote the manifest.
Field-wise JSON compare with CB3's manifest: only audio.sfx.units.char_172_svrash = { hit: p_imp_spear_n } plus hash
and stats (files / bytes / sfxUnits +1); against feedback5: CB3's four operators (银灰 now the spear impact and no
S3 swing, 雷蛇 / 初雪 / 圣约送葬人 without the skill-mode impact) plus hash / stats. §25.17.6 says so.
- docs/history/0.2.0.md: §25.17 placed in order, the intro's per-stream list and workstream list name CB3.
Golden moves outside CB3's commit list: coop2-NORMAL-3 fields 砾 from round 3 (her double hit) and 刺玫 in rounds 4-7
(instrumented); solo-FUNNY-1 (in CB3's list through the counters) fields no counter operator on feedback5's path, only
砾, whose two half hits change no kill, leak, LP or end stat there, so its digest stays.
Gate: non-browser suites 5003 / 5003, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
Text moved, not changed: a sorted-line comparison with the parent differs only in the language-pack heading and two
blank lines that the merges had lost before the CB2 and CB4 headings. No citation of the language packs' old number
outside this file (git grep); CB2's §25.16.x citations (design/network.md, tests) keep their number.
Gate: docs-only — docs-consistency, docs-paths, package, feedback1-gaps 53 / 53 (the tests that read the design
docs); code unchanged since the W5AD merge's full gate.
No conflicts outside docs/history/0.2.0.md; the §25 intro keeps one sentence per stream (W5AD's line that also named
the hotkeys' §25.15 joined to CB4's).
Gate: non-browser suites 4981 / 4981 (test/i18n-packs 12 new, test/package 1 new), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok, docs-consistency + docs-paths 31 / 31.
Merge fix: test/sim/facing-invariance.test.js — the 突袭 rotation check put its enemy on the board's top row (9, 9),
so the facing-RIGHT landing tile it expected, (8, 8), lies above the player's board, where CB4's onOwnBoard rule (the
official 再部署 goes where the player deploys; community reports 40 / 16.3) now refuses it; the member landed on
(10, 8). The enemy stands at (10, 6), inside rows 9–12 / cols 2–10, so all four diagonal tiles are candidates in every
direction and the test checks the facing tie-break as before. It failed on fb5-cb4 itself (the stream did not run the
file). The §25 intro's stream lines joined into one sentence again.
Golden moves outside CB4's commit list are its rules on feedback5's paths (instrumented): solo-HARD-1 and solo-ABYSS-1
now have silenced 枯朽战士 deaths (8 / 15) and 突袭 candidates the own-board filter refuses; coop2-ABYSS-10-boosted,
coop2-NORMAL-3 and coop2-NORMAL-14-standins (in CB4's list) have no silenced 枯朽战士 death on this path, and their
digests are identical with the own-board filter switched off (the refused tiles were never the chosen ones).
Gate: non-browser suites 4968 / 4968, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok, docs-consistency + docs-paths 31 / 31.
Merge fixes (the three tests the trial merge failed):
- test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet"
after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now
casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no
`_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 64f8bf9), so the test waits for that cast and
checks both drones' lifetimes from it. Failed on fb5-cb2 itself (the stream did not run the file).
- test/sim/feedback1f-downed-tile.test.js (F5 rule 3): its "killed" case killed 浊心斯卡蒂's 海嗣 with 1e9 true damage;
the 海嗣 is a countdown summon now — 无敌 + 禁疗, the official state (PRTS 海嗣 备注 「持有禁疗、无敌」) — so it only
expires. The killed case takes 缪尔赛思's 流形 (a placed board summon that is attacked and killed and also comes back on
its tile 25 s later); both cases now also check the summon's return. Failed on fb5-cb2 itself.
- test/golden-standins.test.js (the 补位 match fields at least 3 different stand-ins): already failing on feedback5
37558f0 — CB5's 调度中心 upgrade card changed the human seat's shop in coop2-NORMAL-14-standins, which then fielded
only 2 of its 7 not-owned chess (忍冬 → Sharp, 安洁莉娜 → Raidian). tools/golden.mjs MATCH_NOT_OWNED adds 缄默德克萨斯
and 铃兰 (chess its AI fields now): 4 stand-ins (Sharp from round 4, Misery from 7, 预备干员-辅助 from 9, Raidian in 12);
the test is unchanged, test/golden/README.md says 9 chess. This moves coop2-NORMAL-14-standins only.
- docs/history/0.2.0.md: the §25 intro's two stream lines joined into one sentence (the merge had cut it).
Golden moves outside CB2's commit list are CB2's rules on the paths CB5 gave the bots: coop2-HARD-4 fields 琳琅诗怀雅
from round 6, coop2-NORMAL-8-serverrun 刺玫 from round 7, coop2-ABYSS-10-boosted 刺玫 from round 2,
coop2-NORMAL-14-standins 刺玫 from round 3 and 琳琅诗怀雅 in rounds 6-7 (instrumented); coop2-NORMAL-3 and coop4-FUNNY-6
(in CB2's list) still field 刺玫 and her S2 heals now reach other allies (36 / 205 heals), but no kill, leak, LP or
end stat changes, so their digests stay.
Gate: non-browser suites 4949 / 4949, npm run golden ok (283 scenarios), test/golden.test.js 9 / 9, lint 0 errors,
check:imports ok, typecheck ok.
docs/history/0.2.0.md: §25.17 in §25's style (seen / official / cause / now / [ASSUMED] / golden / tests) and the intro list;
docs/design/engine.md cites §25.17.5 for the in-place revive; the header comments of 星熊, 斩业星熊, 年 and 余 say "every enemy
damage instance" instead of "every attack". No code change.
Item 29: 铳 / 卢西恩 walk their PATROL_MOVE checkpoints in the official order over walkable tiles on all 8 boss fields,
solo and pair (mirrored copy on the right half), looped (卢西恩 never reaches the goal). Item 38: 1392 battles with 野鬃
before a red gate (S2 running, also v0.1.4): no pushed enemy off a walkable tile, leaks only at route ends. Item 39: a
leader is never displaced; 力度 1 / 2 move no weight >= 5 enemy (卢西恩's 不祥幻影, weight 2, is pulled). Item 47: 5 x 3
in the sim, the hits and the prep's red tiles. Item 52: 胄 / 昆图斯 / 阿利斯泰尔 / 萨米 attack at their data intervals
(same counts as v0.1.4); 铳 opens at the minimum ASPD 20 and ramps per same-target attack.
Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (+5). Docs: DESIGN §25.18.9-§25.18.13.
docs/history/0.2.0.md: the intro list names §25.19; the subsection in §25's style (seen / official / cause /
now / [ASSUMED] / golden / tests / docs per item).
PRTS 下半/PRTS盟约记录 鸭爵 备注 「每回合将有0~2名敌人被替换为上述敌人之一」. 1000 real waves (m._normalOpts, solo and
co-op, rounds 5-12): 0 / 1 / 2 swaps 388 / 312 / 300, never more; two of the same kind in 81 of the 300 2-swap waves.
Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (+1). Docs: DESIGN §25.18.8.
The 「投石车」 is 自制投石机 (enemy_10162_mnctpt), the 「蒸汽地板」 the 排气格栅 smog (隐匿 to enemy ranged attacks). PRTS
天赋 「索敌不受阻挡影响」: the blocker exception (a blocked enemy attacks its blocker whatever its selectability) does not
apply to it. New enemy profile field `blockFree` (spawns.js): attackTargets selects as if unblocked, canTargetAlly
refuses a 隐匿 / 迷彩 blocker to it, sortAllyTargets puts no blocker first. Other enemies unchanged.
Golden: standin-06 (the bounty catapult, blocked by 忍冬, now shoots by 仇恨值 — checked instrumented).
Tests: test/sim/feedback5-catapult-smog.test.js (3; 2 fail on the parent). Docs: DESIGN §25.18.7, docs/SIM.md.
Official: PRTS 天赋 and the battle prefab's templates (dlancer_t_listener[a/b/c] every 0.1 s: STUNNED / UNMOVABLE end
dlancer_t[trigger], not blocked starts it; a MULTIPLIER layer every 0.5 s up to 25 tries, blocked or not;
dlancer_t_atk: DamageViaAttr MOVE_SPEED × 600, physical, ignoreForSp, then ends the trigger). Until now it kept
accelerating through a stun and kept the speed, and the hit was one attack multiplied ×(1 + 6 × layers / 25), a stun
in between included. A slow is no reset (official).
Golden: 6 scenarios, each with 萨卡兹穿刺手: roster-016, standin-04, standin-08, diy-028, diy-124, coop2-HARD-4.
Tests: test/content/enemies_bosses.test.js (3, fail on the parent). Docs: DESIGN §25.18.6.
No product change. Item 6: 400 seeds per mode, 险境/绝境/终极 7 in 141, 8 in 192, 9 in 67, per type 1-3 (R14/R15 take
slots of the 15). Item 53: v0.1.4 stacked a layer per attack (2430 -> 5670), this tree spends one blade per attack and
ends the bonus with the 4th (client template enemy_dead_spawn[sfji]). Item 57: a leak re-enters as a new spawn (key,
mods, LP, bounty only), confined.
Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (2). Docs: DESIGN §25.18.3-§25.18.5, docs/PLAYING.md.