Commit Graph
108 Commits
Author SHA1 Message Date
sganggs dcc44712ad feedback3: merge W3A — 联防 carries HP ratio and SP only (GitHub #82); down operators take part in the 联防 devour (players' reports, owner's decision); 不屈 on 撤退 / 替身 switches; SP recovers during stun (洛洛 S2) 2026-10-04 17:57:44 +08:00
sganggs 8707c161b9 feedback3: merge W3E — two spectator seats per co-op room (GitHub-relayed community request #26; a remake feature): watch like an eliminated player, never act, no private data 2026-10-04 17:57:09 +08:00
sganggs 207a49103f feedback3 WD: the boss rounds' prep shows the leader on its spawn tile with its HP bar, and its hit tiles in red beside an operator's range preview (community report #12) 2026-10-04 17:42:18 +08:00
sganggs 976475efff feedback3 WE: spectator seats in the browser — 观战 in the lobby, the 观战席 strip in the room (host removes, 入座), watch-only match screen; docs (community report #26) 2026-10-04 17:39:30 +08:00
sganggs 8252be248f feedback3 WA: 联防 carries the HP ratio and the SP only — a skill running at the end of the own combat enters switched off (no free restart), the SP counts stored charges, board summons keep their SP 2026-10-04 17:16:55 +08:00
sganggs ce33795d1b feedback3 WC: the 信标 gift sends the original operator (an elite stays an elite) and still arrives when the sender is eliminated; a failed grant waits for the next round start 2026-10-04 17:06:43 +08:00
sganggs 77eaeaa15f feedback1 final: merge the 突变细胞 bench rule (carrier destroyed, tile freed, the new operator gained into the 整备区; pointed out in PR #2)
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).
2026-10-03 18:48:30 +08:00
sganggs 3b4d44bda8 feedback1 final: merge the 0.1.1 gaps (变形同构体 pairings, 调和 +1 row, bands tied to a switched-off bond, the client-result layer bound) 2026-10-03 18:45:56 +08:00
sganggs 0f1a025b0e feedback1 integrate: docs for the batch 6 QA residuals (DESIGN §21.20-§21.25, SIM, META, PLAYING, research 04, CHANGELOG)
The hammer lock per deployment for borrowers and in-place revives (both [ASSUMED] where no source decides), 卢西恩 / 锏
casting for an airborne 蒂比, rule 3 for a summon that is gone, the dispatcher snapshot taken before the first item;
PLAYING and CHANGELOG no longer say every debuff misses an airborne 蒂比 (ground-enemy auras and counters still reach
her); research 04's hammer line says once per deployment. docs-consistency pins it.
2026-10-03 17:47:29 +08:00
sganggs da7960261a feedback1 gaps: the strategy draft marks a band built around a switched-off bond 本局禁用
A band whose bondIds meet the mode's inactive bonds (gameLogic bandOffBonds,
the same field and rule as the bot) gets a 本局禁用 tag on its card and, in
the detail pane, "本局禁用【拉特兰】盟约,此策略效果可能无法发挥" with the bond
struck through. It stays selectable. In 标准 that is 潘格尼尼, 克莱门莎 and
玛恩纳; no band is marked in the other modes. A test pins the client mark to
the server's exclusion in every mode; the headless check covers the draft
at 1920x1080 and 844x390. DESIGN §21.26, META and the CHANGELOG say so.
2026-10-03 15:56:50 +08:00
sganggs 3dcbcd572b feedback1 cell: bots let their placement step judge the operator a 突变细胞 transformation gained
With the bench rule the gained operator starts the next prep on the bench while its carrier's deployment
is free. The buy loop's pre-emptive bench shed sells the weakest bench single by piece value while the
bench is crowded, before the placement step runs: in 20 solo 绝境 matches on 昆图斯 it sold 44 of 222
gained operators that way.

- bot.js: botPrepEndSteps remembers the chess owned when the prep ends (rememberOwned); the shed's
  keepFresh now also spares a piece gained since then (a transformation's operator, battle-result /
  round-start grants), so the lineup step decides about it. No memory yet (a first prep, a seat just
  put under AI 托管) changes nothing.
- botbench, decisions only: 昆图斯 (seeds 201-220) 绝境 7 -> 11 / 20 wins with the fix (8 on the WA
  build), 险境 16 -> 17 / 20 (15); the bots' own strategies unchanged within noise (solo 绝境 8 / 12 both,
  solo 险境 19 / 24 both, co-op 绝境 4 AI 9 -> 8 / 36).
- Test: a real solo 绝境 昆图斯 bot match (seed 9 sold its R7 operator in the R8 prep before the fix):
  no gained operator shed in its first prep, none waiting on the bench beside a free deployment.
- DESIGN §21.1 / §21.6 / §6.6, META and the CHANGELOG line say so.
2026-10-03 15:47:51 +08:00
sganggs 3bd855982e feedback1 gaps: META keeps its line width (§1.1 as before, the bonds line wrapped) 2026-10-03 15:27:03 +08:00
sganggs cef6b219f9 feedback1 gaps: the client-result layer bound counts the lineup's layer traits
With the bots' new band picks the full-match suite's coop/FUNNY/107
reached a 6-谢拉格 freeze board at R12 whose honest +112 谢拉格 layers passed
the flat 60 + 4*round = 108, so the server rejected the client and
re-simulated (SP_VERIFY=all agrees with the client on all 57 battles).

validateClientResult now adds, per bond, what the player's IN_BATTLE layer
traits can add to it: each trait of its units and each one their ADD_BOND
traits hand out (once per operator), up to the per-battle cap the sim
applies; a trait without a cap, or a 魔王, leaves the bond bounded only by
the room under 999. Other bonds keep the flat bound. DESIGN §14 / §20.12 /
§21.26, META and the CHANGELOG say so; tests pin the R12 board and the
capped, handed-out and 魔王 cases.
2026-10-03 15:25:48 +08:00
sganggs 2981ff7ae6 feedback1 cell: docs for the 突变细胞 bench rule (DESIGN §21.1 / §20.11 / §21.20, META, PLAYING, DATA, research, CHANGELOG)
- 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).
2026-10-03 15:20:43 +08:00
sganggs 0fb1a17e7e feedback1 gaps: DESIGN §21.26, META, PLAYING and CHANGELOG for the three gaps
DESIGN §21.26 describes the 变形同构体 pairing list, the harmony mark in
the bond views and the bot's band pick; the normative lines of §6.3, §6.6,
§8.2 / §8.3 and the §21.11 note point at it. META documents the band
pick and the harmony field, PLAYING explains both for players, and the
CHANGELOG 0.1.1 section gets two 界面 lines and one 人机 line.
2026-10-03 15:07:22 +08:00
sganggs cb01bb3fcf feedback1 integrate: the prep dispatcher walks a snapshot of equipped items (pointed out in PR #2)
Step 5 iterated holder.items live while handlers move and destroy pieces: normal 博士投影
splices itself out (the next item on that holder was skipped) and 突变细胞 transforms its
holder (the next item ran with a holder that was gone). It now walks a copy and runs an item
only while it is still equipped on its still-owned holder; the rule is in the header and
META.md. Tests use a synthetic spy handler after the 突变细胞 and after 博士投影.
2026-10-03 13:43:56 +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 f142012033 feedback1 integrate: WB follow-up - bounty lists, 机密商店 and 战术决策 from 66 official screenshots (22 matches)
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.
2026-10-03 11:27:46 +08:00
sganggs 2cb84bd084 feedback1 WB: 战术决策 review: independent R11 draws marked assumed (the slot pattern of the 4 drafts left open); twin battle passives stacking marked assumed in META 2026-10-03 09:36:22 +08:00
sganggs 5f26870be7 feedback1 WB: docs for the 战术决策 drawn with replacement (DATA, META, PLAYING)
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.
2026-10-03 09:10:40 +08:00
sganggs bb6078efc2 feedback1 WB: R11 hunter events left open (the data's block order does not decide them); PLAYING 机变 row keeps the bounty payout with the bounty
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).
2026-10-03 08:29:25 +08:00
sganggs 3b18376eb7 feedback1 WB: R11 bounty list drawn from the 7 seen lists; R9 group sizes stated as they are; official 机密商店 composition only at R11
- 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.
2026-10-03 08:09:39 +08:00
sganggs ff4ff3f350 feedback1 integrate: bot reconciled with the merged rules
- plans each unit with the range it is deployed with (loadoutRecord attackRangeGrid, the grid of the server's
  summonRange and the card)
- an attack on every enemy in range (阵法术师 / 轰击术师 rangeAoe) counts double in its DPS value, splash and chain a little
- botbench seeds 1-40 before/after and the decision time (unchanged) in BALANCE.md
2026-10-03 08:09:29 +08:00
sganggs 0a15c6e41d feedback1 integrate: ticker lines by broadcast priority; AI 托管 keeps a human's items out of temp
- the strip queues by the official broadcast priority (BOSS_HIT 30 > CHAR_DAMAGE 20 > SHOP_LEVEL 11 > ...),
  match-flow notices at 25, never cutting the line on screen short
- on a human seat under AI 托管 an item left in temp with a full hand gets a hand slot (a bench operator sold)
2026-10-03 07:57:28 +08:00
sganggs c50dc8666c feedback1 WB: docs for the 22-match bounty drafts and the 机密商店 composition (DATA, META, PLAYING) 2026-10-03 07:42:20 +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 88d419b095 feedback1 integrate: WF smarter bots (same decision time)
# Conflicts:
#	docs/META.md
#	server/match/bot.js
2026-10-03 07:07:23 +08:00
sganggs ff0f8d0211 feedback1 integrate: WK bond popup and card chips include 变形同构体 wearers
# Conflicts:
#	docs/SIM.md
#	public/js/ui/bondStrip.js
#	public/js/ui/detailPanel.js
#	server/sim/snapshot.js
2026-10-03 06:56:27 +08:00
sganggs c59b569dc7 feedback1 integrate: WJ BOSS_HIT share per boss round; stale-round ticker lines dropped 2026-10-03 06:54:47 +08:00
sganggs 1041b6ed7e feedback1 integrate: WG 奥术 shown 本局禁用 where the mode disables it; returned equipment auto-merges
# Conflicts:
#	public/js/ui/shopBar.js
2026-10-03 06:53:18 +08:00
sganggs b1644f5ad7 feedback1 integrate: WC 深水区 refuses deployment; tactical points only inside the summoner's attack range
# Conflicts:
#	server/match/bot.js
2026-10-03 06:35:09 +08:00
sganggs 8ffd075c9e feedback1 integrate: WE 鸭爵 strategy (圆仔 unblockable, hurt speed +300 %, swaps in the Final Assault and Hidden Core) 2026-10-03 06:32:49 +08:00
sganggs a5e78ee73b feedback1 integrate: WA per-copy 拉普兰德 refresh counter; 突变细胞 reusable 2026-10-03 06:32:26 +08:00
sganggs 7c13e38422 feedback1 WB: R11 bounty drafts as groups + tier-I fill (matches 1 and 6 share a group); solo R11 weights marked assumed
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.
2026-10-03 05:08:25 +08:00
sganggs e60067a9f3 feedback1 WB: docs for the official bounty draft structures (DATA, META, PLAYING) 2026-10-03 04:43:44 +08:00
sganggs e065cda0a4 feedback1 WF: final A/B numbers; botbench records the best bounty card still on offer; META §1.5 for the review fixes 2026-10-03 03:50:52 +08:00
sganggs 93afe2ccf2 feedback1c WJ: ticker queue helpers; a newer leader-damage line replaces the older one
Review follow-up for the Hidden Core broadcast fix. The strip's queue rules are
now pure, exported helpers (tickerSupersedes, enqueueTickerLines,
pruneTickerLines, nextTickerLine) with unit tests across a round 14 -> 15
change, instead of source regex checks only.

A player's newer BOSS_HIT line of the same round replaces their older one,
queued or on screen (it names a higher threshold), so a burst finish shows its
highest milestone before the round ends and the last round's lines are dropped.
Lines now carry playerId from main.js. The solo match test is labelled 绝境
(HARD), the difficulty it runs.
2026-10-03 03:16:44 +08:00
sganggs b9bbf3a040 feedback1c WK: a 同构 row opens the wearer's card with its pair
Review follow-up. A teammate's card showed the dashed 同构 chip but not the
items behind it, and the card a bond popup's 同构 row opened was the plain
record card, without the chip.

- gameLogic.bondMembers: a 变形同构体 row carries the wearer's item ids.
- BondPopup passes them to onMember; the screen hands them to the card
  ({ kind: 'chess', id, owner, items }), resolveDetail turns them into
  unitItems.
- ChessDetail: a card without an own piece lists the carried items read-only
  under 装备 (a teammate's unit, the card a 同构 row opens).
- META: the card side, and the operator-talent checks that still read the
  record's bonds [ASSUMED].
2026-10-03 02:52:38 +08:00
sganggs 60ed4fdab9 feedback1 WC: tactician summons never left out of range with a full hand; source fixes
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.
2026-10-03 02:46:07 +08:00
sganggs 6e0c26af9e feedback1 WB: bounty-half evidence stated as a trend with its counter-evidence; queued free offers counted on the pill and header
- 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)
2026-10-03 02:38:42 +08:00
sganggs 8fa7a85a52 feedback1b WG: item merges re-checked; returned equipment auto-merges
Player report after 0.1.0: "源石溶剂两个白的合成一个金色的之后又多给一个白的".
Not reproduced: buying next to a white (hand / equipped), buying twice, equip
on another or a full carrier, reward pick, 道具补给, 列装, 整备, 画卷 and the
sale of a carrier all end with one golden and no white; random intents over
all 50 mergeable items conserve the white-equivalents and never leave a pair.

The one gap: equipment a promotion (PlayerState._mergeChess) or an effect
that removes an operator (ctx.destroyPiece) returns to the hand skipped the
auto-merge. Unreachable from a normal state (a pair never exists), closed:
both now run checkItemMerges.
2026-10-03 02:31:44 +08:00
sganggs 0c898bb524 feedback1c WK: 变形同构体 wearers in the bond popup's members and on their card
Player report: with 变形同构体 and the matching bond item the wearer gets the
bond's effect, but the bond's member count leaves the converted operator out.

The count that activates the bond already included the wearer on every server
path (bondsMeta.pieceBonds: prep count, views, battle input; support.unitBonds:
the battle). The client did not: the bond popup's member list (成员 x/y) and the
wearer's card read only the chess records' bonds, so the popup said 在场 3 but
成员 2/10 without the wearer, and the card had no chip for the bond.

- gameLogic.grantedBonds / pieceBondIds: the server's 变形同构体 rule on the
  client; bondMembers lists wearers (tagged 同构, one row per operator, on the
  board or owned), so 成员 x/y agrees with 在场.
- detailPanel: the card's chips include the granted bond (dashed, 同构).
- Teammates: UnitInfo carries an ally operator's item ids (sim unitInfo,
  Match.prepFieldMeta); ownerBoard / runner.ownerOps keep them.
- Tests: every pairing on real matches (prep, views, battle input, the real
  battle), bench vs board, half pairs, distinct members; the client rule
  against the server's; popup / card rendering.
2026-10-03 02:29:28 +08:00
sganggs 85d8bd40b4 feedback1 WA: return the Mutation Cell before summon cards; bots keep it
Review follow-ups for reports #1 and #4.

- transformChess: the returned equipment is stowed before the new operator's
  summon stack is granted (as in _mergeChess); when the transformation
  completes a merge, the carrier's equipment goes through _mergeChess, which
  also returns it before the elite's summons. A summon card no longer pushes
  the returned 突变细胞 into temp, where it would be lost at the deadline.
- bot: a 突变细胞 left in temp with a full hand gets a hand slot (sell the
  weakest single hand chess, else destroy the cheapest other hand item, else
  sell any hand chess) instead of being destroyed.
- 拉普兰德's per-piece counter key is module-prefixed; the re-bought copy
  case is marked [ASSUMED] in the code and docs/META.md.
- .dhint--rule gets a style; sources quote PRTS 卫戍协议/帮助 exactly
  ("在失去该干员(干员出售、销毁、合并等)…时自动卸除").
2026-10-03 02:28:39 +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 7b1964707d feedback1c WJ: Hidden Core damage broadcasts count only the hidden leader
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).
2026-10-03 02:22:17 +08:00
sganggs 7f20776b9e feedback1 WF: smarter AI players (merge hunting, bond plan, bounty threat model, item carriers, armour-aware DPS, tactician points) 2026-10-03 02:15:31 +08:00
sganggs c92867656d feedback1 WC: no deployment in the water, tactical points inside the tactician's range
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.
2026-10-03 02:01:34 +08:00
sganggs 49c0ebcf4d feedback1 WB: special-refresh offers drawn as what they hold (凯瑟琳's three items as item cards)
Player report #6: 凯瑟琳's 定向投放 offer after a level-up showed three nameless
operator cards (the raw item ids) under the promotion reward's 晋升奖励 header.
The shop bar now draws each offer slot by its kind (item slots as free item
cards) and names the offer: m.private shop.rewardOffer carries source
('merge' | 'special') and label (the strategy's effect name, the item's name
or the 特质's operator — effectsMeta.offerLabel); the reminder pill says
<label>待选择. Same path for 娜仁图亚, 寻呼模块, 信标 and 松果.
2026-10-03 01:48:29 +08:00
sganggs f8e35d5055 feedback1 WA: Lappland counts her own first refresh; Mutation Cell is not consumed
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).
2026-10-03 01:47:52 +08:00
sganggs 5e6fe19a70 feedback1 WB: bounty drafts offer the cards of their half (late bounty enemies no longer in the R3 draft)
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).
2026-10-03 01:38:33 +08:00