Commit Graph
95 Commits
Author SHA1 Message Date
sganggs a4d69b6ba3 feedback2 WD: 深水区's tick is 无来源 true 持续伤害, not 环境伤害 (tags dot / periodic / deepsea): 纠缠藤蔓 no longer turns fragile in water, 锡人's 凋敝魂灵 raises it 2026-10-04 00:07:34 +08:00
sganggs 3502027ff2 feedback2 WD: 沼泽 triggers every second, 2 layers for an enemy of 重量 ≥ 3, operators get the ASPD part only (the skill's value 3 is that weight, not a 3 s interval) 2026-10-04 00:07:25 +08:00
sganggs 0907c3b7a4 feedback2 WD: a 重生 clears the lasting 活性源石 effect (an ember that crossed the tile no longer dies from its ticks); a relocated operator keeps it, an operator drains past 300 s only by the [ASSUMED] refresh rule 2026-10-04 00:07:15 +08:00
sganggs bcaff967cf feedback2 WD: devices.js notes that a 重生 keeps the 活性源石 effect (source-less buffs survive rebirthCleanse) 2026-10-03 23:11:35 +08:00
sganggs 1579a8807f feedback2 WD: 活性源石 stays on a unit for its 300 s after it leaves the tile, one effect per unit, the tiles never switch off (GitHub #33 item 6) 2026-10-03 22:59:38 +08:00
sganggs 2dba6da598 feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)
The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.

- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
  follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
  it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
  TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
  give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
  the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
  hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
  research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
  (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
2026-10-03 19:13:35 +08:00
sganggs e6ab4e1ff8 feedback1 final: merge GitHub master (PR #10 crossOrigin on the two new Image() loads, PR #12 深巡 / 雷蛇 S2 cast with an enemy in range) 2026-10-03 18:54:16 +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 151c6d0874 feedback1 integrate: holdsUndying checks the cheap fields first (every fatal of the battle passes it) 2026-10-03 17:48:35 +08:00
sganggs 791640e717 feedback1 integrate: 卢西恩 and 锏 cast their area skills only with someone they can hurt (QA)
卢西恩's 【aoe】 and 锏's CircleAttack counted every ally in their radius, so an airborne 蒂比 alone in range set them off
and the blast skipped her. They count only allies a ground enemy does not evade (evadesGround).
2026-10-03 17:47:19 +08:00
sganggs 43ef50ece7 feedback1 integrate: rule 3 counts the home of a summon that is gone; timed redeploys check the DP first (QA)
A summon leaves its home free only once it has expired or been killed, and _layBody skipped removed pieces, so a body
on the home of 浊心斯卡蒂's expired 海嗣 stayed there and kept the 海嗣 from coming back. Every board piece's home counts
now. _checkRedeploys tests the DP before the tile scans, so an operator waiting for DP no longer scans every ally.
2026-10-03 17:47:19 +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 91c9b21d7f feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)
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.
2026-10-03 15:18:42 +08:00
sganggs 842e1e13c4 feedback1 integrate: grid.js comments no longer say a fenced tile blocks (WU note) 2026-10-03 14:12:31 +08:00
sganggs a0edea9025 feedback1 integrate: the hammer comment marks a 突袭 jump as a deployment [ASSUMED] 2026-10-03 14:03:01 +08:00
sganggs 07c47b3a19 feedback1 integrate: 坚固维式重锤's 不死 lock is once per deployment (user decision 2026-10-03)
The carrier's own non-initial deploy (the redeploy after a knock-out, a 突袭 retreat +
redeploy) re-arms the lock and ends a window still running. The per-battle test is flipped
and a retreat + redeploy case added.
2026-10-03 13:41:40 +08:00
sganggs f213347ff2 feedback1 integrate: WV a knocked-out operator keeps its tile and redeploys there; 突袭 never lands on it 2026-10-03 13:36:40 +08:00
sganggs 987126cc1a feedback1 integrate: WT 蒂比's 起飞 is 对地规避 - ground enemies no longer select or hit her while airborne
Conflicts resolved keeping both sides:
- buffs.js FLAG_KEYS: liftoff beside the integration's selfBound.
- Battle.js: targeting import union (extendedGrid + evadesGround); _blockerFor keeps the
  fenced-tile gate (WU) and adds liftoff; applyStatus keeps the 无敌 + 无法选中 refusal and
  adds the 对地规避 refusal.
- enemies.js: header DOT entry from WT with the integration's INVISIBLE entry; import union;
  enemy_1273_stmgun_2 keeps the integration's rewrite (it filters through canTargetAlly,
  which now includes liftoff).
- tier2.js 蒂比 comment: the integration's 受到伤害前触发 text plus the 起飞 line.
- tier5.js 隐德来希 血镰: liftoff flag with the integration's foesInRadius.
- SIM.md: blocking keeps the fenced-tile passage and adds air-only blocking while airborne;
  the 污染秽蚀 / 燃烧区域 sentence goes before the chimera aura; statuses keep both refusals.
2026-10-03 13:36:17 +08:00
sganggs 4ad8b9aaec feedback1 integrate: WU units on fenced tiles block no ground enemy (F4 深巡 on a 围墙 tile not reproduced) 2026-10-03 13:32:39 +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
shanzhaikabi 60db22ed67 Fix: 深巡 / 雷蛇 S2 fire with an enemy in range, not only when hit
Both 哨戒铁卫 S2s (深巡 行动能力剥夺, 雷蛇 反击电弧) are OFFENSIVE skills but waited for a hit: the official
技能策略 row `TANK | | | 0 | TAKE_DAMAGE` is documented for skillIndex 0, and reading it as a wildcard for
every index handed TAKE_DAMAGE to these two skillIndex-1 skills (issue #4).

The mode's rule (docs/research/03-operators.md §1.4, quoting the in-game help) is "offensive skills activate
when an enemy is in their skill range; defensive skills activate when the unit is receiving damage", so both
take the basic strategy instead.

- kits/tier1.js: `trigger: 'DEFAULT'` on 深巡's default S2 and on 雷蛇's. Only the rule changes — spCost /
  initSp / spType still come from data. The defensive S1s (深巡 侵袭破坏应对, 雷蛇 充能防御) keep theirs.
- tests: the two 雷蛇 tests that pinned the hit-gated cast now assert the basic strategy, and their enemy
  stands two tiles away so it never touches her; 深巡's test drops its forced dealDamage hit; a new test covers
  all four records (normal + elite of both).

node --test: 2888 tests, 2871 pass, 0 fail, 17 skipped.
2026-10-03 12:08:55 +08:00
sganggs 94a99a3b1a feedback1 integrate: no status on a 无敌 + 无法选中 unit; 余 S2 skips 自缚 units; 信仰搅拌机 S2 blocks with too few bullets
- Battle.applyStatus: a unit both invulnerable and untargetable takes no status from the
  other side (PRTS 无敌 "无法被不同阵营选中"), so the status carried by the hit that knocks an
  enemy out (妮芙 S2's fear, a 叙拉古 proc) no longer lands after its 重生 cleanse.
- Flag selfBound (自缚: 守墓石像's 转换模式, the 自缚 leaders, the 胄 parts' anchor): 余 S2
  never teleports such a unit (PRTS 余 S2 备注 "持有自缚的单位不视为可达目标").
- 信仰搅拌机 S2: with fewer than ammo_cost bullets the lethal hit is still blocked, every
  bullet goes and the skill ends; it steps aside while 坚固维式重锤's 不死 window holds her
  (PRTS 备注), replacing the [ASSUMED] no-guard rule.
2026-10-03 11:52:52 +08:00
sganggs a973bbe35f feedback1f WT: 起飞 review 2 — 暴虐兵长's 暴击 splash and the ticks of debuffs already on her reach an airborne 蒂比
PRTS 萨卡兹悖谬暴虐兵长 技能0 暴击 "对目标和周围4格的我方单位造成攻击力150%的物理普通伤害(无视无法选择,无视迷彩)":
the splash passes ignoreSelect. The ticks of a debuff a ground enemy put on her before she took off
(出血, 沙狱, the burning DoT, 淤困, 【自然涌动】) select nobody (PRTS 异常效果: 无法选择 effects only act on
selection), so they pass ignoreSelect too; a shot already in flight is still refused [ASSUMED].
Comments in tier2.js and SIM.md no longer say that nothing of a ground enemy damages her.
2026-10-03 09:07:51 +08:00
sganggs 93a4d4d8d1 feedback1 integrate: the 奥术法阵 rider on 炎佑 ignores element gauge fills 2026-10-03 08:37:20 +08:00
sganggs f26e2014c4 feedback1 integrate: 迷迭香 header comment follows the official S2 splash radius 2026-10-03 08:23:32 +08:00
sganggs 6286448697 feedback1f WT: 起飞 review — only selections skip an airborne 蒂比
- A ground enemy's damage zone no longer ignores 对地规避: 集团军重型火炮's 燃烧区域
  ("碰撞不受迷彩制约,不可对空", 迷彩 only) skips her; only 【污染秽蚀】 ("无视无法选择") reaches her.
- Not selections, so they still reach her (ignoreSelect): 假想敌:铳's 【盲信之誓】 chains
  ("无视无法选择"), the 碎铳之簧 法术护盾 counter on its attacker (a direct pick, 无来源), and the
  刺胄之弹 / 斩胄之剑 / 破胄之锤 blasts (flying units, 无来源 DoT, credited to the ground 胄).
- One-shot areas of ground enemies skip her: 烹泉's death blast and steam slow, 鼠王's 沙狱
  (ATK cut + DoT), and “帝国的甲胄”'s entrance barrage (which now hits the next unit instead of
  wasting every shot on her).
- Tests: 5 new cases in test/sim/feedback1f-liftoff.test.js, all failing before this change.
- Docs: enemies.js / bosses.js headers, the evadesGround and DamageInfo docstrings, and SIM.md.
2026-10-03 08:15:52 +08:00
sganggs 1af0600b50 feedback1f WS: 坚固维式重锤 scope pinned and explained (per battle [ASSUMED], 阿戈尔 devour), SIM fatal row corrected
The lock is spent once per battle: a carrier knocked out after its lock comes back without
one (forced-hammer bot matches: 27 of 382 carrier knock-outs). The 阿戈尔 battle-start devour
(5000 physical damage) also spends it on the fodder in front. Both stay as they were; the
per-battle scope is marked [ASSUMED] in the code and its test, with the one-line flip named.
The SIM hook table's fatal row no longer lists 不屈 (a death hook) and names the boss-pool
exception.
2026-10-03 07:58:55 +08:00
sganggs 75e2f02590 feedback1 integrate: follow-ups from the workstream notes (official rules)
- an operator's radius area damage skips unblocked 隐匿 and untargetable enemies (Battle.foesInRadius;
  PRTS 作战机制 AOE伤害判定), the 逐火 embers included
- PRTS 溅射半径一览: 投掷手 0.9, 链术师 1.7, 格雷伊 1.0; 迷迭香 S2 radius 1.5
- 阿罗玛's first-attack mark is shared between 阿罗玛 and leaves with its setter (PRTS 备注)
- 奥术法阵 on the field: 炎佑's damage silences its target (PRTS 盟约记录 备注)
- skills restart from their initial cooldown when a 重生 ends (PRTS 特殊机制)
- 高准度伦蒂尼姆城防自行炮: lock in range, 3x3 area, every 0.5 s up to 10 shots, 失衡/控制免疫 meanwhile
- 琳琅诗怀雅 S3 coins go to range 2-4 in front and the units she blocks
- 阿戈尔 devour is a 物理流失 reduced by the target's DEF
2026-10-03 07:57:28 +08:00
sganggs 81acdc67ef feedback1f WU: fence-block docs - correct provenance, mark air blocking [ASSUMED]
SIM.md Blocking: the 薄绿 S2 drag case was found while checking community report F4 (深巡 on a fenced
tile), not reported by players; the passage now says so, keeps the surrounding base lines untouched and
wraps to the file's width. The air-blocking reading (blockFly units on a fenced tile still block flyers)
is marked [ASSUMED: PRTS restricts the rule to 地面阻挡] in SIM.md, Battle._blockerFor and the test file;
the _blockerFor doc also states that the gate reads ground passability (on the stages the fenced tiles
are the only low tiles ground units cannot pass). No behaviour change.
2026-10-03 07:56:15 +08:00
sganggs 2dcead0c9b feedback1f WV: down state agrees with the redeploy check; comments and research 01 follow the body-tile rule 2026-10-03 07:45:58 +08:00
sganggs e01d24e0c5 feedback1f WU: units on fenced tiles block no ground enemy (F4: 深巡 on a 围墙 tile attacks as usual)
F4 "干员深巡放在围栏围着的地块里不会主动攻击" is not reproduced: 深巡 (哨戒铁卫, range 2-2) attacks every
enemy on her range tiles from the fenced 围墙 tiles of every active stage, the Final Assault halves and
联防, through a real Match and in the browser's own battle. Locked by test/sim/feedback1f-fence.test.js.

Nearby rule fixed: PRTS 围墙 / 围栏 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人".
A unit on a tile ground units cannot pass now blocks no ground enemy (Battle._blockerFor); before, an
enemy pushed or dragged to the fence edge (0.5 from the unit) was blocked there - 薄绿 S2 on a fenced
tile held the dragged enemies. Air blocking (blockFly against flyers) stays. Docs: SIM.md Blocking,
PLAYING.md tip on the fenced tiles.
2026-10-03 07:24:43 +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 80f5bf1930 feedback1f WT: 蒂比's 起飞 is 对地规避 — ground enemies no longer target or hit her while airborne
Official: ba.liftoff 起飞 "不阻挡地面敌人且不会被地面敌人攻击,可以阻挡飞行敌人"; PRTS 术语释义 起飞 "包含对地规避(无法被不同
阵营行动方式为地面的单位选中)… 起飞后单位的行动方式依旧是地面"; PRTS 异常效果 MOTION_TARGET_FREE; PRTS 行动方式 "起飞的干员仍然
是地面单位".

Cause: 起飞 was `unit.ground = false` (an operator on a high tile). Melee enemies were released, but every ranged
ground enemy kept shooting her and the AoE / skills of ground enemies hit her (控潮术师 6 hits in one S2 window).

Now 起飞 is the skill buff flag `liftoff`:
- targeting.js evadesGround: no ground enemy (not Unit.isFlying) selects her (canTargetAlly; the content picks that
  bypass it: 周围四格 additions, chain / bounce jumps, the 自行炮 shells); flyers, 近地悬浮 and 浮空 enemies still do.
- damage.js / Battle.applyStatus: a ground enemy's damage, element fill and statuses never land on her (area damage,
  shots under way); sourceless damage and `ignoreSelect` zones (【污染秽蚀】 "可对空,无视无法选择") still do.
- Battle._blockerFor: she blocks no ground enemy; flyers at the air radius as before.
- She stays a ground unit on her low tile: 污染秽蚀 at the low rate, 隐德来希 S2 can put a 血镰 on her (可对空).
2026-10-03 07:17:49 +08:00
sganggs 5a3d562b75 feedback1f WV: a knocked-out operator keeps its tile; 突袭 never lands on it
Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".

Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.

Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
  并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
  自身的初始位置"

Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
  own home when it fell on another board piece's home and its home is free
  (one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
  it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
  阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
  and relocate refuse the tile for every ally of the field; isReservedTile
  reports it, so every automatic picker skips it (突袭 raidTile, tactical
  points, summon / device pickers, 维娜's lions). The kit helpers that kept
  their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
  through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
  state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.

Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
2026-10-03 07:16:24 +08:00
sganggs a84cd3af96 feedback1 integrate: WQ healers keep healing while they block (tests and docs) 2026-10-03 07:04:07 +08:00
sganggs fcbccd4a32 feedback1 integrate: WR 阵法术师 / 轰击术师 attacks hit every enemy in range
# Conflicts:
#	docs/SIM.md
2026-10-03 07:04:07 +08:00
sganggs 313db2f55f feedback1 integrate: WP live skill range on the card; 烛煌 S3 target + 1.7 splash; 信仰搅拌机 S3 ignores 攻击距离 2026-10-03 07:00:41 +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 6e1cf914d1 feedback1 integrate: WH 维娜·维多利亚 S3 lions on every free melee tile; 玛恩纳 S3 hits air units 2026-10-03 06:53:24 +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 e228801bee feedback1 integrate: WL 源石溶剂 drain is 无来源 true damage; 信仰搅拌机 S3 counters any damage
# Conflicts:
#	data/items.json
2026-10-03 06:52:36 +08:00
sganggs 075ba6428b feedback1 integrate: WO official diagonal routes (the floor preference no longer straightens diagonals)
# Conflicts:
#	data/stages.json
#	docs/DATA.md
#	server/sim/grid.js
#	test/sim/pathing-blockable.test.js
2026-10-03 06:49:11 +08:00
sganggs 4b15919185 feedback1 integrate: WN 灼热/炽焰源石虫 models (local overlay, tinted alias); 暴鸰 bomb drop
# Conflicts:
#	docs/SIM.md
#	public/js/render/app.js
#	public/js/render/spine.js
#	public/js/render/units.js
#	server/sim/content/enemies.js
#	server/sim/snapshot.js
2026-10-03 06:45:59 +08:00
sganggs f0f6016479 feedback1 integrate: 隐德来希's candles standing at the time limit are no leaks (an honest client result was rejected)
A co-op 联防 battle that timed out during 隐德来希 S3 listed the 心烛 (in no spawn
schedule) as a leak, so the server rejected the client's result ('leak key').
Pre-existing on master; the merged bots reached it on fullmatch seed 116.
2026-10-03 06:43:26 +08:00
sganggs da0aa28d5f feedback1 integrate: WM 野鬃 S2 pushes along her facing; 琳琅诗怀雅 S3 coins radial
# Conflicts:
#	docs/SIM.md
2026-10-03 06:37:02 +08:00
sganggs f55de593a3 feedback1 integrate: WI flying enemies are static bodies (never displaced); 胄 parts, 守墓石像 and 喷气人 flight
# Conflicts:
#	data/enemies.json
#	server/sim/content/enemies.js
2026-10-03 06:36:35 +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 3328dedea2 feedback1 integrate: WD 转译基底 transforms, 逐火 embers beatable, knock-out forms kept by the client
# Conflicts:
#	docs/PLAYING.md
2026-10-03 06:34:25 +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