Player report: "隐藏boss还没打就出了造成50%伤害播报". The BOSS_HIT ticker
("{0}博士对敌方领袖造成的伤害超过20/50/80%!") divided the player's boss damage of
the whole match (stats.bossDamage, Final Assault + Hidden Core) by the hidden
leader's pool, so the Hidden Core's first hit already announced 50 % or 80 %.
The share is now the player's damage to the current round's pool
(SharedBossPool.byPlayer) over its size; 领袖伤害 on the result keeps both rounds.
The browser's ticker strip plays its queue 5.2 s per line, so a Final Assault
line could still play over the fresh hidden leader: a BOSS_HIT line is now
dropped once the round it came in is over (ui/ticker.js tickerLineLive; lines
carry their type and round from main.js).
- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
(PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)