Commit Graph
14 Commits
Author SHA1 Message Date
sganggs 38d4c3e4b5 feedback7 R22-GHSIM: 余 【文火慢炖】 adds no layers to a bond without layers (noStack: 绝技, 独行, 调和, 协防干员) — with one such bond the only one active, nothing is added (the owner's decision of 2026-10-08); golden: unchanged
The owner's decision (relayed 2026-10-08) overrides PRTS 下半/PRTS盟约记录 「部分盟约不会显示叠加层数,但是叠加层数的特质/策略/
装备等效果仍然对其生效」 for this strategy. bands/meta.js round_start_bond_check_gain_layer skips every bonds.json noStack bond;
the 「仅激活了1个盟约」 count stays the sentence's (every active bond), so: 独行 / 绝技 alone → nothing; 独行 + one layered
bond → the layered one +12 (count2), 独行 none. Repro: 独行 alone got 36, 绝技 alone 36, 独行 + 炎 got 12 each.

Only 余: 协防 (bonds/addon/meta.js deputShip, 「使所有已激活的盟约层数+N」) and 华法琳 【重点监护】
(prep_finish_char_bond_add_layer, a random operator's bonds, 无需激活) each pick their own bonds and call addLayers; they
share no helper with 余 beyond the generic Player.addLayers sink, which every layer gain uses — left unchanged, so both
still add to noStack bonds as PRTS says. Docs: PLAYING.md 层数. Golden: unchanged (no corpus 余 at round 8 with such a bond).
2026-10-08 20:34:51 +08:00
sganggs ca671f2fd0 feedback7 R22-GHSIM: 大帝 加急调派 stacks without a cap — the 21st deployment and every later one still halve the next redeploy (GitHub #328, PR #329 by @IceCodeNew, re-implemented); golden: unchanged
PRTS 卫戍协议:盟约 下半 and its PRTS盟约记录: 「我方干员每次部署后再部署时间减少50%」 with the note 「※该策略效果可无限
叠加」; the data's buff (act1autochess_band16_buff, respawn_time −0.5) names no cap. The per-deployment ×0.5 stack was
capped at 20 (since the initial import, no source); maxStacks is now unbounded, the multiplicative stack itself is
unchanged (the "each deployment" reading was [ASSUMED] cumulative — the 无限叠加 note backs it). Golden: unchanged (no
corpus battle deploys one operator more than 20 times under 大帝).
2026-10-08 19:16:34 +08:00
sganggs dd66adfbd1 feedback5 R19E: the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of the official 0 s — a deliberate deviation, the owner's decision of 2026-10-07 (「要不等待个1秒这样再重新隐匿」); a separate commit the integrator can drop; golden: 1 scenario moves (matches solo-HARD-2)
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.
2026-10-07 12:58:06 +08:00
sganggs 96794c5cc7 feedback5 CB1: 佩佩's special refresh is the next manual refresh at its usual price, no free refresh comes with it (community report 「佩佩策略的特殊刷新也是要花钱的,不是免费」, item 20)
博学多通 "升级调度中心至2、4和6级后,获得1次特殊刷新:此次刷新出现的干员优先为<萨尔贡>干员" names no 免费 (德克萨斯's trait
says 「获得1次免费刷新」 for a free one); bands/meta.js read the blackboard's `price` 0 as a free refresh and granted one at
each of those level-ups (measured: level 2 → 1 free refresh, the special refresh cost 0, the next 1). Now the level-up
only marks the next manual refresh special: it costs the refresh price (unless another free refresh pays it) and fills
the chess slots with <萨尔贡> first as before. [ASSUMED] `cnt` / `price` 0 change nothing. Test: test/content/bands.test.js
(佩佩, fails on the parent). Golden unchanged (no corpus match levels a 佩佩 shop).
2026-10-07 02:08:24 +08:00
sganggs a3a0ddd2be feedback5 CB1: a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy — 砾's and 瑕光's 被击倒时 / 部署时 layers fire on every revive (community report 「卡西米尔和艾芒加德策略似乎有BUG:像砾和瑕光这种死亡和部署的叠层效果…无法触发」, items 9 / 37)
PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 埃芒加德 and M3茧甲 备注: "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的
再部署时间和费用归零". Both revived in place as `fatal` savers, so the operator was never knocked out nor deployed again:
砾 (<部署时> 卡西米尔 +1, <被击倒时> 不屈 +2), 瑕光 (<部署时> +4, 12 per battle), the 卡西米尔 bond's per-deployment ATK,
克莱门莎 / 卡莱莎 and every other 被击倒时 / 部署时 effect skipped the first 3 knock-outs (measured: only the 4th, real
death stacked). Now items/battle.js reviveNow, a `death` hook (M3茧甲 PRIO_RESPAWN 13, 埃芒加德 PRIO_BAND_REVIVE 12,
ahead of 阿戈尔 5 at 11 and 不屈 at 10): the knock-out stands and the operator redeploys at once, free, where it lies
(full HP, SP reset, a new deployment for 坚固维式重锤's lock — revivedInPlace and the `revives` counter are gone). The
ctx carries `revivedBy`, so 阿戈尔 5 still does not count such a knock-out as the member's first (the owner's decision
of 2026-10-05: an operator's own revive uses no slot; 埃芒加德 [ASSUMED] alike, unchanged). 淬羽赫默 S3 keeps its place
right after the hammer's lock (PRIO_REVIVE − 0.5). Tests: test/content/feedback5-revive-redeploy.test.js (fails on the
parent); bands / bonds_core / feedback1f-hammer / op_lessng / op_zuole / docs-consistency updated to the redeploy. Docs:
SIM.md (fatal, death), design/engine.md (fatal, death), PLAYING.md (复活), research 04 (M3茧甲).

Golden: the battles with M3茧甲 or 埃芒加德 whose operators fell — a revive is now a knock-out (deaths count, kill events,
redeploy, SP reset, 被击倒时 / 部署时 effects): roster-012 / 026 / 033 / 040 / 047, boss-boss_6-pair, hidden-boss_8-pair /
boss_9-pair, standin-07; matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1.
2026-10-07 01:56:43 +08:00
sganggs d77148962b feedback3 WH: 「地面干员」 means a melee-position operator on any tile — 不屈 (both lines), the 战栗维式重锤 proc and 休谟斯 回收利用 no longer read the tile, so a ranged operator on a melee tile gets none of them and 歌蕾蒂娅 on a 高台 gets all (community report 「不屈盟约效果高台干员也错误的吃到了」) 2026-10-04 20:08:01 +08:00
sganggs d6b1d1bd26 feedback1 integrate: 坚固维式重锤's lock belongs to the deployment - a lent hammer and in-place revives follow it (QA)
The lock and its re-arm hook lived in the carrier's hammer grants, so a hammer lent by 萨尔贡 × 娜仁图亚 came back spent
in the borrower's next deployment once the lend had run out while it was down, and a window started through the lend
ended with it. deploymentOf marks the deployment whose lock is spent; one battle-level hook holds every running window
(holdsUndying, also what 信仰搅拌机 S2 steps aside for), so a window outlasts the lend. M3茧甲 and 埃芒加德 revive in place
for PRTS's 0-time / 0-cost redeploy and now open a new deployment (revivedInPlace), like 阿戈尔 5's real redeploy.
2026-10-03 17:47:07 +08:00
sganggs 8e42500bb6 feedback1 integrate: WS 坚固维式重锤's lock before the M3茧甲 revive (PRIO_RESPAWN); 休露丝 discount used only by shop purchases (F2 not reproduced) 2026-10-03 13:31:50 +08:00
sganggs becb165f7a feedback1f WS: 休露丝 / 玛恩纳 purchase counters pinned to shop purchases (F2 not reproduced)
Player report F2 after 0.1.0: a 谢拉格 taken from the promotion reward was said to use up
休露丝's first-purchase discount. Through real intents the promotion reward, 寻呼模块's pick
and the 拟态物质 / 紧急调度券 / 简易通讯机 grants never touch it: only g.buy dispatches
onBuy, where every purchase counter lives. Regression tests and the META onBuy row say so.
2026-10-03 07:18:50 +08:00
sganggs bcf0aeac91 feedback1f WS: 坚固维式重锤's lock always comes before the M3茧甲 revive (PRIO_RESPAWN)
Player report F1 after 0.1.0 ("坚固锤子的锁血没生效"). The lock itself works for every
kind of lethal damage (hits, element bursts, 无来源 damage, 流失, the carrier's own drain),
measured on real operators, real bot matches and the browser's local battle. With M3茧甲
equipped before the hammer, the revive (same 'fatal' priority, registered first) took the
first lethal hit instead. PRTS: a 复活 acts on a knock-out, which the hammer's 不死
prevents, so the revive items now run at PRIO_RESPAWN (-101), after every 不死 and
before 埃芒加德 (-110).
2026-10-03 07:18:50 +08:00
sganggs e96d2bae17 feedback1 WE: 鸭爵 swaps stay on the player's half of a pair leader field
- A pair Final Assault / Hidden Core field has one spawn list that both
  players' handlers edit; each player's 0-2 swaps now come only from the
  enemies whose route ends on that player's half (the half rule of the
  field's bounties). Match passes the wave's routes and the player's side
  ('L' / 'R', null on a one-player field) in the boss / hidden
  onBattleStart event; docs/META.md documents the two fields.
- The comment justifying elite eligibility was wrong (the leader rounds'
  escorts are a mix, about two thirds elites, not all elites); reworded
  with the measured numbers and kept [ASSUMED].
- The pair-field test now drives the real match path (Final Assault, then
  the Hidden Core it unlocks) instead of dispatching by hand; a unit check
  covers the half filter.
2026-10-03 02:25:47 +08:00
sganggs f1e7f7da1a feedback1 WE: 鸭爵 strategy enemies follow the official rules
- 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).
2026-10-03 01:45:54 +08:00
sganggs 620f88c0d8 Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
- 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
2026-10-02 04:19:28 +08:00
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00