- The S2 ward ("期间持续使自身与该目标周围的敌人陷入沉睡") re-applies a 0.5 s sleep every 0.25 s, so an enemy held asleep
was one entry for garrison_125 (「每当范围内有敌人或干员进入沉睡或晕眩时」 萨尔贡 / 精准 +1, elite +2, at most 24 / 48 per
battle). The reporter's first-hand memory of the official mode: 「攻击范围内有陷入沉睡就开始迅速增加直至上限」.
- The pulse now passes applyStatus `reenter` (a new opt-in: statusApplied reports `entered`; the buff refreshes as
before) — once per enemy and pulse, not while a longer sleep from elsewhere holds it. With one enemy in her range the
trait reaches its cap 5.63 s into S2; an enemy outside her range still adds nothing; a refresh elsewhere is still no
entry (the garrison rule is unchanged). No enemy wakes between pulses. The pulse timing is [ASSUMED] (not in the data).
- Tests: garrisons_battle — new 缇缇 125 + S2 test (normal and elite: an enemy at her back adds nothing over 8 s of
pulses; an enemy in range beside both wards, one entry per pulse, takes the trait to 24 / 48 within 6.5 s).
- Docs: DESIGN §24.8 (and the §24 intro), the Battle.applyStatus / garrison / kit comments.
- Golden: roster-042 (缇缇 S2): her trait's 24 layers come within her first S2 (26–37 s) instead of over four casts up
to 177 s; same totals (capped), and the earlier layers end the fight at 166.97 s instead of 182.03 s, 5 knock-outs
instead of 7.
- PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 阿戈尔 ※: 「该付与来源获得所有标记单位的基础攻击力(最终加算)和阻挡数」. New
additive mod key atkFinal (PRTS 游戏数据基础 A_f = F_t[(A + D_p)(1 + D_t) + F_p]):
ATK = ((base + ΣatkFlat) × (1 + ΣatkPct) + ΣatkFinal) × ΠatkMul. The devour buff carries atkFinal instead of atkFlat:
1000 base ATK, +100 % skill, +2000 devoured → 4000 (was 6000). Every other mod key keeps its meaning.
- 「标记按付与顺序触发【吞噬】效果,目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果」 cancels only the knocked-out
target's marks: a marker knocked out earlier in the pass now resolves its own marks, the kill credited to it
(「击杀来源始终为对应标记的付与来源」). A → B → C with B devoured first: C takes B's 5000 and the kill is B's. The 3
revive slots, the 联防 front-tile devour and the down-at-start rules (DESIGN §24.3 / §24.4) are unchanged.
- Point 5 (the 流失's own source is the target itself) stays open: the hooks still see the marker (DESIGN §24.7).
- Tests: bonds_core — new 最终加算 test (4000; a 直接加算 still scaled; ×0.5 scales the whole), new A → B → C test,
the dead-marker test rewritten (its mark now lands); feedback3-egir-down, feedback4-egir-unite, feedback3-ulpia-move
read atkFinal; match/bosshp recomputes ATK with the 最终加算.
- Docs: DESIGN §24.7 (and the §24 intro, §5.2 / §5.3, the §24.4 atkFlat lines marked), SIM.md §3, research 02 §3.6
and its JSON spec; data/bonds.json regenerated with build-data --offline — only egirShip.spec.algorithm[2] / [3]
changed.
- Golden: bond-egirShip-high (the devourers 深巡 / 幽灵鲨 / 斯卡蒂 no longer scale the devoured ATK by their ATK +%; the
fight ends at 89.03 s instead of 74.03 s), coop2-ABYSS-10-boosted (from round 8 ai_0 has 3 more 阿戈尔 and 奥术
layers — 海霓's first-kill trait — and both bots' boss damage moves). The marker rule moves no scenario.
The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.
- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
(build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
refused, client highlights, swap, battle, bots), gameLogic.
Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high,
bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair,
boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
Golden regenerated on the merged code and attributed by reverting each gameplay PR in a scratch tree: #66 alone moves the fights of roster-008/010/012/022/027/028/031/040, the boss pairs (boss_2/4/6, hidden boss_10) and the matches coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted (灵巧's aura no longer comes from merchant exits and retreats; hidden-layer bonds keep their internal layers); #109 changes the skill state of its deploy-timed skills (units / hooks / status events / snapshots); #160 adds the 0.5 s skill events of deploy passives (events.skill only in roster-001/006/025/049). The remaining scenarios listed by the full regenerate are those three effects together.