- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.
Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
docs/SIM.md §2: the countdown (attackCountdown, 1e-9 like timeLeft / buffs / every()), 1 s = 30 ticks and 3 s = 90, the
双眼皮 turrets and 寒檀's icicles on it, the drones that compared with 1e-9 already, the count-up content clocks not
covered; the official note — PRTS 作战机制/sandbox 「帧对齐机制对攻速的影响」: one frame = 1/30 s, since 2019-12-24 a
non-integer frame count is rounded (四舍五入; before, 进一取整), an exact one stays; here a non-integer count still ends on
the tick that crosses 0 (⌈30 × interval⌉: 1.25 s = 38, 能天使's 0.678 s 21 against the official 20) — an older
difference, unchanged. §7.1: SP within 1e-9 of the cost is the cost (gainSp, _normalize). design/geometry-time.md §4:
the engine's timer tolerance in one place. history/0.2.2.md §27.61 (Seen / Official / Now / Golden with the end-result
flips one line each / Tests / Docs) and the area map's "→ §27.61". docs-consistency + docs-paths: 31 pass.
- The owner asked to verify the official rule before deciding (research: PRTS 失衡位移机制 / 推与拉 / 游戏数据基础 / 特殊机制,
the client's Rigidbody2D data); the PR's 0.6387·√tiles formula and fear exemption were not taken.
- Grok review: MERGE AFTER FIXES — two HIGH (static pulls, 弧光锋卫's bleed), skills during the hold, husk 重生, exact
frames — fixed on the branch (1db84d79).
- Golden union: bond-miraShip-low differs from HEAD (fewer enemy attacks: 169 → 166 events, same kills) though the
branch alone left it — HEAD's ×1.1 练度 path now displaces an enemy there. Broad node --test 5681 (5679 pass, 0 fail,
2 skipped); lint 0 errors.
Branch review of fb7-unbalance (MERGE AFTER FIXES):
1. A 静态刚体 pulled got the 0.1 s floor: _staticForce now knows push from pull — a push's force is instant (推与拉), so
0.1 s; a pull's lasts its window (pullUnbalance: 1 s, 0.5 s below −1) — PRTS 特殊机制 静态刚体 「在失去施力后立刻」 out,
「0.1 秒保底」. pull() checks the puller's own block before the static case.
2. 弧光锋卫 (PRTS 天赋 「处于失衡状态时,每0.066s受到400点无来源真实持续伤害」, data unbalanced_bleed): a tick bleed of 400 every
0.066 s while unbalancedNow holds; the per-tile one-shot from the position jump ([ASSUMED], UNBALANCE_SPEED) is gone.
A 受力等级 0 push (0.8 s) → 12 hits = 4800 (was 2037), a 急停 pull with no movement (1 s) → 15 = 6000 (was 0), a
wall-shortened slide keeps the 0.8 s row → 4800.
3. 失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」: enemies/helpers.js unbalancedNow; canCast(e, sil, battle) refuses while it
runs (content skills; the boss parts' calls pass the battle), blinkForward returns null, 枯朽之种's dive / blast and the
铳 / 碎铳之簧 charges wait, 乌顶巨角卢鲁's clash waits for its end. A route APPEAR relocation clears it (a forced state
switch, 失衡位移机制). Left running on purpose (docs/SIM.md): 水遁忍者's damage check (异常效果 「仍然能正常造成伤害」), passive
auras and terrain / periodic effects, death / damage-taken triggers, skill cooldowns, 弧光锋卫's bleed itself.
4. husk() (逐火 余烬 重生) clears the state like reborn().
5. The 35/30 row held 36 frames (t0 + 35/30 overshoots in floats): every check compares with 1e-9; the frames are asserted.
Tests: test/sim/unbalance.test.js +6 (exact frames 6 / 12 / 24 / 27 / 32 / 35 with the walk on the next frame; static pull
1 s / 0.5 s, push 0.1 s; 弧光锋卫 4800 / 6000 / 4800; canCast / blinkForward refused, 枯朽之种 held then diving; the elk's clash
after the state; APPEAR and a 逐火 重生 clear it — all six fail on the parent); enemies_bosses (失衡 kit test) and
feedback1d-solvent (BUFF damage) updated to the state bleed. test/sim + test/content + test/render pass. Docs: SIM.md
(push / pull row), PLAYING.md, design/engine.md (helpers, enemy AI), constants / displacement comments.
Golden against the previous commit — outcome moves: roster-010 (歌蕾蒂娅 pulls 妖怪 drones, now held 1 s: killed 44→45,
leaks 58→57), roster-040 (static pulls of 妖怪: killed 28→25, leaks 37→40, deaths 29→30), roster-043 / 044 (山: deaths 14→16 /
14→13), hidden-boss_9-pair (锏: boss HP 3636991→3586929), coop4-ABYSS-7 (ai_2 LP +1 from round 5), diy-115 (黑键: leaks
70→75), diy-116 (黑键: killed 2→3, leaks 121→120) — the static pulls (probe) and the 1e-9 end (a frame shorter where the float
sum overshot: the 35/30 row, some pull windows); other moves (damage / snapshots only): roster-008 / 017 / 039, 9 bonds,
boss-boss_4-pair / boss_6-pair / hidden-boss_10-pair, coop2-NORMAL-14-standins / coop2-NORMAL-3 / solo-ABYSS-1 /
solo-HARD-1 / solo-HARD-9-boosted / solo-NORMAL-1, diy-053 / 085 / 102.
- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
(stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
lint 0 errors; typecheck; i18n strict clean (1152 msgids).
#400 by @PCL1234: 干员调配 (and every card that shows the elite with REA-Y — 局内数值, the shop / detail card) read
「每攻击到一个敌人回复自身12生命」; the battle heals 50. Cause: official battle_equip_table uniequip_003_excu2 has a
DISPLAY part (display only) whose blackboard `value` 12 fills its own added line 「攻击范围内存在2名及以上敌人时攻击速度
+{value}」; tools/build-data.mjs applyModuleTraitParts merged that blackboard into the trait's before writing the class
trait 「…回复自身{value}生命…」, so the trait line took 12 (not potential, not the module level: the text template).
The sim already healed 50 (the kit reads traitBase for REA-Y). Now the trait line is written with the blackboards of
the parts that carry trait data (TRAIT / TRAIT_DATA_ONLY / OVERWRITE_BATTLE_DATA) or rewrite the line; a DISPLAY part
that only adds a line fills that line. `trait.bb` (what the kits read) is unchanged, as are tokens' traits.
- Data: chess.json — exactly chess_char_5_01_b REA-Y traitOverride desc / descRaw (12 → 50); backups / tokens and
every other file identical. data/i18n rebuilt offline (en / ja / ko / zh-TW): only that text and the record hash.
- Docs: DATA.md `trait` row.
- Tests: test/data.test.js (REA-Y's line = the class trait's, its added line +12, REA-X 60; no module line anywhere
differs from its class trait only in its own added line's numbers — fails on the old data); test/content/
kits_alt_t5.test.js (the reaper heal 50 with REA-Y / none, 60 with REA-X); test/ui/loadout-rows.test.js (the
干员调配 module card: 特性 50, 特性追加 +12). GOLDEN_FULL: unchanged.
- Conflicts (the branch started at ae22335c): spec.js / protocol.js b.progress (resolved from fb7-ui-backlog + leaksBy),
gameLogic.js / game.js exports (device tips + normalizePersonalChoice), docs/PLAYING.md / design/network.md lines
merged against the base, META.md (画卷 note + 教鞭), test/docs-consistency.test.js pin (both fields).
- Grok review: MERGE AFTER FIXES — the HIGH (a forged boss result paid the cards) fixed on the branch (66a228c6), the
META wording (1ab12763).
- Golden: matches 10 (the 杜宾 bot picks and the guard placement); union: coop3-ABYSS-5 differs from HEAD only in ai_2's
dmgDealt (1238011 → 1186269), no outcome change — HEAD's side had moved it, the new placement applies on that path.
- Broad node --test 5623 (5621 pass, 0 fail, 2 skipped); lint 0 errors; typecheck; i18n strict clean.
Seen (review of this branch): the §2.5 bullet said an engine-played seat, "one that left" among them, picks like the bots do,
and design/match.md called the finalizer a "disconnected-seat" one. onLeave -> _quit -> PlayerState.eliminate clears the
bounties and personalChoice (META §1.3 already says the offer goes with the seat); a merely disconnected human is not bot
controlled — it waits for the prep's deadline like for any prep action. The sentences now say that. No code change.