css/screens/loadout.css: `.lo > * { position: relative }` (one class, a later rule) overrode `.lo__bg { position:
absolute }`, so the mint glow / grid layer was a 0-px flex item and never rendered. `.lo > :where(:not(.lo__bg))`
keeps the one-class specificity for every other layer and never matches the background.
Checked in headless Chrome at 1920x1080 and 844x390 (touch): the layer now covers the overlay (0 px tall before),
every other box of the screen is unchanged, no console errors. Tests: test/ui/loadout.test.js (the cascade; fails on
the old rule), opt-in test/ui/loadout.e2e.test.js (the layer's box and stacking at both sizes). DESIGN §21.25 credits
PR #14 and PR #10 (crossOrigin on the two new Image() loads); CHANGELOG 0.1.1 lines for both.
Conflicts resolved keeping both sides:
- bandDraft.js header: the 本局禁用 mark of a strategy tied to a switched-off bond, then the 本局信息 dialog; the code
merged cleanly (the card's 本局禁用 tag and the detail note sit beside the dialog's state and button).
- draft.css: the 本局禁用 tag / note rules, then the 本局信息 entry and dialog block (its header cites DESIGN §21.28).
- CHANGELOG 0.1.1 界面: the gaps and issue #5 / #8 lines, then the dialog line.
- PLAYING §6: the disabled-bond line says where to look again (draft dialog, in-game 🔍); the 变形同构体 line keeps its
pairing explanation.
- DESIGN: the branch's "§21.26 Match info in the strategy draft" becomes §21.28; its two §10 references follow.
Conflicts resolved keeping both sides:
- CHANGELOG 0.1.1 界面: the three gaps lines, then the issue #5 and #8 lines.
- DESIGN: the branch's "§21.26 Client fixes for GitHub issues #5 and #8" follows the gaps' §21.26 as §21.27; its
references in §9 (setCamera `shop`, the model fallback), §17.1 (the quiet budget) and §19.8 (the collapsed shop)
now point at §21.27.
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).
At 640×360 the mock's first shop card completes a merge; its detail opens in
the left slot and moves to the right one 20-40 ms later because the elite's
lit board tile lies under the left slot (screens/game.js dSide, DESIGN
§20.11). The check caught the left card only sometimes and then measured the
corner buttons against the right one. It now taps a card without a merge and
asserts the card stays left.
While the own prep board is shown and the shop bar is folded, the game asks for the prep camera with shop: false
(left_prepare_camera_param / the boss prepare params) and the view keeps the bench above the folded shop's HUD band:
the higher of the folded tab and the corner buttons' hit areas (hudBands(kind, size, { shop: false }), cornerBand).
Unfolding returns to the shop camera. Never over the pen, a teammate's board or a battle; deferred while a piece is
dragged or its direction is chosen (gameLogic prepCameraFor / foldCamera). Below 768 px of width the corner stays on
one row while the bar is folded. Tile px at row 10: 1920x1080 109.8 -> 130.7, 844x390 35.9 -> 44.3,
756x366 31.4 -> 40.1, every bench pad fully pressable.
One component, public/js/ui/matchInfo.js: matchInfoModel (the drawn set D and
the mode's inactive bonds via disabledBondSets, the briefing's bond order,
banned operators by tier, bannedPerBond) and the briefing's bond rows, legend
and banned-operator grid. The briefing renders it; the band draft opens it
read-only in a dialog (查看禁用盟约与干员 under the order list; 关闭, a tap
outside or Esc close it; its footer repeats the turn and the countdown; a turn
change closes it, the end of the draft unmounts it); the in-game 本局信息 tab
reads the same model, so its banned operators are listed by tier too. In the
dialog every size has a px floor, so phones keep readable text and a
scrollable body.
Tests: test/ui/match-info.test.js; opt-in test/ui/match-info.e2e.test.js
(SP_E2E=1: solo 标准 on desktop, co-op 绝境 with a desktop and a phone).
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.
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.
test/ui/feedback1-gaps.test.js: the 14-bond list from the data (checked
against the official talent when the cache is there), 本局禁用 in 标准, the
wearer highlight, the cards, the 调和 row in the own and a teammate's
popup. test/match/feedback1-gaps.test.js: the harmony mark in the states
and views, bandBondIds, botPickBand over seeds 1-200 solo and co-op in
标准 and 绝境, the fallback, the docs. test/ui/feedback1-gaps.e2e.test.js
(SP_E2E=1): the cards and the popup in headless Chrome at 1920x1080,
844x390 and 756x366.
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.
The user: "战术决策也按官方改成可以重复吧". The 4 official 战术决策 (R11 of
matches 7, 9, 18 and 20) show six cards each; match 7 offers 补给 twice.
- Every 战术决策 card is drawn on its own (with replacement), so the same
card can come twice. choices.js tacticDraftCards / tacticCard.
- R11 (绝境 / 终极, the round of the screenshots; choices.json tacticDraft,
build-data TACTIC_DRAFT): only the ally cards, weighted 1 + the official
cards each showed on. All 24 official cards are ally cards (no 排斥 /
责罚 / 裁决, no terrain card: about 0.04 % for the previous draw) and
列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6).
Other rounds (标准 / 险境, no screenshot) keep every card, uniform, with
replacement too. The weights and the R11 terrain exclusion are assumed.
- The header is the official "进行协同调整,做好迎战准备。".
- Identical cards are separate cards: own index, own object; a pick
applies its card once and leaves the twin pickable; two picks of a team
card stack. Match / bot / overlay already go by index.
- Tests: official drafts vs data, generated R11 / solo / earlier rounds,
a seeded draft with 补给 twice, co-op and solo E2E picks of twins, the
bot, the overlay, and a headless-Chrome render (game-mock variant=tactic
is now the official match 7 draft). Tests that drive given tactic cards
lay them out explicitly. The 奥术 Final Assault test takes the first of
a few seeds whose bots pair two 奥术 players (the draws moved seed 12).
- 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)
Bounty drafts: every 悬赏决策 event is a fixed card list and the draft shows
6 different cards of it, drawn with weight 1 + the official drafts of its
group the card showed in.
- R3: 9 of the 10 fixed sets seen (two new: 20_1 + 20_5, and one with 17_6);
3 x I + 2 x II + 1 x III in 22 of 22. The unseen 10th set is built by a
rule whose III is 10_6 or 20_6, the only two-battle cards no draft showed.
- R9: 6 groups of 9 cards, one per bossInitial event. The 鼠王 group came in
14 of 22 matches (every grey-board match among them), so groups are picked
by the matches they came in. Named bosses no longer always come together.
- R11: lists of 7 cards, the draft leaves out one (matches 1 / 6 / 21 / 22
leave out four different cards of one list); 7 of 15 lists seen, the rest
and the 4 partial lists' 7th cards built by rule. Families 14 / 4 / 4.
机密商店 (the user: "机密商店按官方改成可以重复吧"): choices.json shopDraft,
six slots drawn with replacement - VI, VI, V, 盟约之币 and twice
V / IV / III / 盟约之币, items weighted by the official cards they showed on.
A repeated item now comes in about 61 % of shops (official 3 of 4). Two
identical cards stay two cards (picks by index): E2E, overlay and a
headless-Chrome test (game-mock ?variant=shop, the official match 8 shop).
- 烛煌 S3: the burn-burst bonus is gated on the attack's own isSkill (captured when the bolt was fired), not on the live
skill, so the last bullet (it lands after end('ammo')) and bolts in flight when the skill ends early still carry it.
- 烛煌 S3: every landed bolt emits fx 'splash' (r 1.7, burn) at the main target, so the splash shows on screen.
- shared/loadoutRecord.js attackRangeGrid: the range a unit is deployed with — a selected passive range skill
(引星棘刺 S3 3-9) and the 特性's permanent 攻击距离 (信仰搅拌机 SPT-Y +1; not 空弦 ISW-A's 集成战略-only one) —
so the board overlay, the deploy wheel and the card agree with the prep live range. extendedGrid moves there
(re-exported by targeting.js).
- runner.js header: unitStatsEntry carries the ally's live range.
- 信仰搅拌机 S3 退休前布道 attacks / counters on 3-13 exactly: SPT-Y's 攻击距离+1
does not reach it (PRTS 技能3 备注 "此技能的攻击范围不受“攻击距离”属性影响";
PRTS 修正 of the module text "(部分技能不受此影响)"). New SkillSpec flag
targeting.noRangeExtend, read by Battle._refreshRange; S1 / S2 keep the +1.
- The detail card's 攻击范围 draws a grid larger than its box (远牙 S3's
21-tile line) with smaller cells in the box's own space (rangeGridStyle,
RANGE_FIT 6 columns × 7 rows), so the live stats beside it stay readable.
- 荒芜拉普兰德 S1's whole-field grid only selects targets (no rangeId, no 攻击范围
text): targeting.showOwnRange keeps her 3-1 on the card.
- 烛煌 S3's bonus on burning enemies is dealt before the attack's damage
(备注 "于攻击造成伤害前判定元素爆发并造成元素伤害"), main and splash.
- liveRangeGrid is the grid itself when nothing extends it (no copy per refresh).
- Audit test: 攻击距离加长 / 缩短 (深巡 S2, 山 S2) and every module of the loadout;
real BattleSpec for 信仰搅拌机 SPT-Y.
Community report "干员烛煌开启3技能时候攻击范围不会变". The sim already attacked
with S3's 4-11 while it ran (real matches, and every attack-range change of
the mode); what stayed the same was the battle detail card: its 攻击范围
mini-map kept the base 3-1 grid while the live stats beside it moved.
- Battle._refreshRange keeps the relative grid behind rangeKeys as
unit.liveRangeGrid (targeting.js extendedGrid: rangeExtend grown on);
shared/protocol.js unitStatsEntry carries it as `range`; the detail card
draws it (cardRangeGrid) in battle and in the prep preview, and names a
whole-field range (纯烬艾雅法拉 S3) 全场 instead of drawing it.
- 烛煌 S3 "攻击变为群体攻击" is one target + a 1.7 splash (PRTS 技能3 备注
"攻击溅射半径1.7"), not every enemy inside 4-11; the burst bonus hits
every enemy of the attack; a burn burst's +2 ammo stops at the skill's
ammo ("补充后的弹药数量无法超过上限").
- Tests: test/sim/feedback1e-skillrange.test.js (S3 range, splash, ammo
cap, live grid, the audit of every attack-range change, a real spec),
test/ui/feedback1e-range.test.js (the card).
R3 offers one of the official sets of six "接下来两场作战" cards (3 x I, 2 x II, 1 x III):
the 7 sets seen, the 3 unseen slots built by their rule. R9 offers a seen group of
named bosses filled to 6 with the cheap boss bounties and 源石虫·特训. R11 of 绝境 / 终极
is 悬赏决策, 机密商店 or 战术决策 (never 道具补给); its bounty is one 特异III giant and 5
"下场战斗" cards, one per faction series. Cards no official draft showed (the
multi-round cards, enemyeffect_3_*, five boss bounties) are no longer drafted.
The screenshot readings are a test fixture; tests check every reading against the
data and every generated draft against the official structure.
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.
- The popup of a bond the mode never activates no longer shows the 当前效果
block (its +20 % / +68 % promised an effect 本局禁用 denies); the bond
text stays. The popup test asserts it.
- ctx.destroyPiece's auto-merge of returned equipment has its own test
(constructed pair; fails without the call).
- SIM.md and the 奥术 header: an earlier PRTS revision (oldid 386936) forbade
a unit re-applying while its own instance lasts; an equal hit here
refreshes it - recorded as a known [ASSUMED] deviation, slightly stronger.
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].
- 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)
Player report after 0.1.0: "奥术盟约不生效". Measured on a real 险境 battle
(Match._normalOpts) and the same battle from its BattleSpec (browser path):
the bond works - member arts hits debuff the target x(1.2 + 0.01*L) for 3 s,
later arts hits land multiplied, the 3-member tier gives x1.4 below 50 % HP,
in-battle layer gains apply live, browser = server.
What a player sees instead: 标准模拟 switches 奥术 off (official
inactiveBondIdList, with 9 other bonds) while 深靛 洛洛 阿罗玛 夕 圣聆初雪 stay in
the pool through their other bond; their cards showed 奥术 like any bond and
the detail chip read "0/2 未激活" with three deployed. Shop / reward cards,
the detail card's bond chips and the bond popup now mark such a bond
本局禁用 (gameLogic modeOffBonds over config.modes[modeId].inactiveBondIds).
The PRTS 盟约记录 奥术 note (one instance per unit and target) is documented
next to the one-effective-instance rule it fits (SIM.md, bond header).
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.
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").
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).
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.
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.
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).
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).
- puppeteer-core ^23.11.1 -> ^25.12.0 (dev only); npm audit: 7 high (basic-ftp via
@puppeteer/browsers / proxy-agent, extract-zip) -> 0; production audit stays clean
- puppeteer-core 25 is ESM-only and needs Node >= 22.12: the render / sim browser suites
load it with await import() instead of createRequire
- headless: 'new' -> headless: true (same new headless mode; 'new' is no longer a typed value)
- fieldview CPU throttle: page.emulateCPUThrottling() instead of the deprecated page.target() CDP session
- THIRD-PARTY-NOTICES version, DESIGN test note
- the strip, its counts / layers / tiers and the bond popups show the player whose field or half is on screen, with an
amber "👁 name" tag; live in-battle layers (runner bondLayers, ≤ 999) and the finished battle's gains until SETTLE
- shared fields follow the ‹ › half's player; 全景 shows your own when you fight there, else the picked teammate [ASSUMED]
- a card's bond chips and popups belong to the unit's owner; a teammate's popup lists their operators on the field
- m.public players[].bonds for living players only; a reload while watching after the own battle returns to it
- DESIGN §20.15, META, PLAYING; tests (unit, UI logic, 4 browser scenarios)
- 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
- #1#2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
and the team LP reaching 0 first is a defeat (PRTS)
- #6#10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8#15#16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
green; dev recordings regenerated
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
- #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)