Commit Graph
19 Commits
Author SHA1 Message Date
sganggs 9b37a68fcf 0.2.5-dev: 萨卡兹枯朽战士 (and every enemy sharing its death fog) leaves no 污秽侵蚀 when it dies silenced — the owner's official-play recall, against the PRTS / in-game wording (#470); the 调度中心 5 / 6 promotion reward includes 自选 operators of the newly reached tier (#515, after research; the owner's decision); golden: unchanged 2026-10-12 15:24:07 +08:00
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- 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.
2026-10-12 14:07:08 +08:00
sganggs 708caf7d06 fix: correct community-reported combat and strategy draft behavior
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.
2026-10-10 00:45:41 +08:00
sganggs 1db84d799d feedback7 R22-UNBAL: 失衡 review fixes — a pulled 静态刚体 is held for the pull's window, 弧光锋卫 bleeds 400 every 0.066 s while the state lasts, no enemy skill / blink / scripted move during it, a route APPEAR or a 逐火 重生 ends it, every push row holds its exact frames; golden: 32 move, 8 in outcomes (below)
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.
2026-10-08 22:42:26 +08:00
sganggs cdf2bd5c88 feedback7 R22-UNBAL: a pushed / pulled enemy is held in the official 失衡 (UNBALANCE) state — no walking, no normal attack — for the push's 位移时间 of its 受力等级 or the pull's force window; a 静态刚体 hit by a force gets the 0.1 s floor; the client's slide takes the same game time (idea from PR #392 by @xcdoge, re-implemented from the sources); golden: 69 scenarios move, 35 with kills / leaks / deaths / boss HP (below)
Seen: the sim moved a displaced enemy at once and it walked / swung again on the next tick; players compared with the
official game (PR #392: 「被推/拉完的敌人会先站住一小会儿再走」). Research (scratchpad report r3): PRTS 失衡位移机制 — a force > 0
puts an enemy in the UNBALANCE state machine with a 0.1 s 失衡硬直 floor, ending when its speed is ≤ 0.1 m/s, on 浮空 or a
forced state change; 异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」; 异常效果 — not an abnormal status (水遁忍者's
check still runs); 游戏数据基础 推力-位移近似对应表 位移时间 (whole frames at 30 fps); 推与拉 拉力 「作用时间默认为 1 s;若本次受力
等级 < −1,作用时间改为 0.5 s」, 急停 keeps the state to the window's end; 特殊机制 静态刚体 (0.1 s 保底); 术语释义 浮空.

Now: constants.js PUSH_UNBALANCE {−2: 0.2, −1: 0.4, 0: 0.8, 1: 0.9, 2: 32/30, 3: 35/30}, PULL_UNBALANCE 1 /
PULL_UNBALANCE_WEAK 0.5, UNBALANCE_MIN 0.1. battle/displacement.js: push() holds for its level's row (the −2 correction
included), kept when the 特效 column or a wall shortens the slide [ASSUMED for the wall], the 0.1 s floor when a wall
stops it at the first step [ASSUMED]; pull() holds for its window whatever the travel (≤ −3: none; an enemy the puller
blocks: still no pull [ASSUMED, unchanged]); a 静态刚体 (data staticBody, not 失衡免疫 noDisplace) hit by force level
≥ −2 gets 0.1 s and no movement (_staticForce); _unbalance sets enemy.unbalanceUntil (a longer running one kept) and ends
the attack clip's stand. ai.js updateEnemy: no walking (恐惧 / 诱导 too — PR #392's fear exemption is not taken), no new
normal attack, a swing short of its frame cut, 浮空 clears it; a 重生 clears it (archetypes.js reborn). Not a stun: no
status, no immunity, SP and the attack cooldown run. No global skill lock: enemy abilities keep ticking ([ASSUMED] scope).
The move stays instant (the unbalanced() talents keyed off the jump unchanged). The displace fx carries `dur` (game s);
render/units.js slideTo divides it by ctx.animRate (2× default: a 0.8 s push slides 0.4 real s); DISPLACE_SLIDE·√D is
only the fallback for an fx without it. Not taken from #392: UNBALANCE_TRAVEL 0.6387·√tiles / the client's 0.3194 (derived
from the page's μ = 0.5 单位假设, one frame high on every push row, the wrong shape for pulls) and the fear exemption.

Tests: test/sim/unbalance.test.js (8: the push rows and walking after them; no attack in the hold, a feared enemy held;
the −2 correction's 0.2 s; 特效 / wall-shortened rows and the first-step floor; pull windows incl. the 急停 and ≤ −3; 静态刚体
0.1 s without movement, 失衡免疫 never; 浮空 clears; the fx `dur` — the file fails on the parent); test/render/unitview.test.js
(+1: the slide at 2× for a push and a pull, the fallback — fails on the parent); feedback1b-displacement B5 (the drone is
now held 0.1 s per force, never moved). test/sim + test/content + test/render: 3433 pass. Docs: SIM.md (push / pull,
displace, assumptions), PLAYING.md 推开 / 拉拽, research 13 §0 / §5.

Golden — every moved battle has pushes / pulls (probe of the callers) and its enemies are now held; outcome moves:
roster-002 (野鬃: killed 29→33, leaks 15→11), roster-003 (野鬃: deaths 3→7), roster-007 (薄绿: killed 110→118, leaks 53→47),
roster-008 (薄绿: 45→47 / 42→40), roster-010 (歌蕾蒂娅: killed 45→44, leaks 57→58), roster-011 (莫斯提马: 78→79 / 4→3),
roster-031 (钩索师 pulls, tier4: killed 64→72, leaks 12→4, deaths 6→5), roster-041 (钩索师: deaths 5→4), roster-043 (山:
deaths 15→14), roster-044 (山: killed 107→103, leaks 12→16, deaths 15→14); bond-deputShip-low (薄绿: 18→21 killed, leaks
3→0, deaths 1→0), bond-kazimierzShip-high (野鬃: deaths 3→2); boss-boss_3-pair (锏: p2 deaths 3→2), boss-boss_4-pair
(莫斯提马 / 歌蕾蒂娅: killed 11→12, boss HP 7442429→7375628, p2 leaks 2→1, deaths 19→18), boss-boss_6-pair (boss HP
6932482→6865243, p2 deaths 19→17), hidden-boss_8-pair (boss HP 12585770→12585798), hidden-boss_9-pair (锏: boss HP
3630612→3636991); standin-05 / 08 / 10 (预备干员-特种 pulls: killed 5→8 / 42→44 / 28→29, leaks down by 3 / 2 / 1);
diy-101 (傀影: killed 22→21, leaks 92→93), diy-114 / 115 / 116 (黑键: 106→99 & 83→90 / 154→156 & 78→70 / 3→2 & 120→121),
diy-137 (预备干员-特种: 68→79 / 79→68); matches through those battles — coop2-HARD-4, coop2-NORMAL-14-standins,
coop2-NORMAL-3, coop2-NORMAL-70-diy, coop3-ABYSS-5, coop4-ABYSS-7, solo-ABYSS-2 (LP 2→4 at round 10), solo-HARD-2
(ai_0 now survives round 13: eliminated 13 → alive), solo-HARD-9-boosted (LP 399→398), solo-NORMAL-1. Other moves (damage,
heals, snapshots only): roster-009/012/017/019/032/039/040/042/046, 13 bonds, boss-boss_2-pair, hidden-boss_10-pair,
standin-03, diy-053/084/085/102/103/108/109, coop2-ABYSS-10-boosted, solo-ABYSS-1.
2026-10-08 21:54:06 +08:00
sganggs 52f56319ac feedback7: merge fb7-gh-sim — PR #348 (take-the-highest chains), PR #293 (REA-Y in the engine), #329 ports (异客 13 tiles, 歌蕾蒂娅 net radius 1, 搅拌机 latest first, 大帝 uncapped), PR #365 (骨刺 forms + PRTS targeting), #298 (instant non-attack skills recast at most once per attack interval, attacks untouched), #364 (先兆者 shell 3×3), #220 (速射手 air first), 余 skips noStack bonds (owner)
- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
  pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
  (db29acf9: per-skill nextCastAt; golden of #298 alone shrank from 84 scenarios to 2).
- Golden union: 4 matches differ from HEAD though the branch alone left them (coop2-NORMAL-3, coop4-ABYSS-7,
  coop2-NORMAL-8-serverrun, solo-HARD-9-boosted): HEAD's side had moved all four (#333's shop RNG …) and on those new
  bot paths the merged rules apply — the diffs are in-battle layer gains / damage (卡西米尔 50 → 45, 精准 80 → 76,
  叙拉古 176 → 168, kills ±2, solo-HARD-9 LP 397 → 399), no outcome change.
- Broad node --test 5571 (5570 pass, 0 fail, 1 skipped); lint 0 errors; typecheck.
2026-10-08 21:27:04 +08:00
sganggs 895653fc10 feedback7 R22-GHSIM: the 帝国炮火先兆者 shells hit every ally whose collider touches their 1.2 circle — the impact tile and the 8 around it, not just the cross (GitHub #364); golden: roster-001, roster-019, diy-020 move
Seen (#364, FrogThai): the 中枢先兆者's shell hit the target and its orthogonal neighbours only — repro: a diagonal
neighbour (√2 ≈ 1.414 from the impact) took nothing, as did a tile two away; the reporter saw the 3×3 in the official game.

Official: PRTS 天赋 of both 先兆者 (one shared kit) 「弹道对半径1.2范围内的所有我方单位造成攻击力100%的无来源物理伤害(此弹道
不会强制击中主目标,碰撞无视迷彩)」. The landing is a 碰撞; PRTS 作战机制 §碰撞体积 (docs/SIM.md, constants.js): collider tests are
the common way and an ally's collider is a 0.25 circle — the rule the engine already applies to ranged enemies' reach.

Now (content/enemies/fly.js kitShell): an ally is hit when its collider touches the 1.2 circle — centre distance ≤ 1.45
(SHELL_REACH = SHELL_RADIUS + ALLY_COLLIDER_RADIUS): the impact tile and the 8 around it, never two tiles away. The
telegraph and the blast are drawn at that reach. [ASSUMED] for this shell (its text names the 碰撞); other content zones
keep their point radius as before. Golden: the three battles with a 先兆者 whose shells land beside a diagonal operator
(roster-001 中枢先兆者, roster-019 and diy-020 先兆者).
2026-10-08 20:21:19 +08:00
sganggs 977215e14d feedback7 R22-OSIM: enemy effects PRTS marks 不可对空 no longer hit the flying 炎佑 (death blasts, 水遁忍者's vortex, 鼎沸, 祈祷邀约, the 胄 blades); golden: unchanged
Community report relayed by the owner: 炎祐好像吃到了不该吃到的地面伤害. 炎佑 is a flying ally (PRTS “炎佑”
行动方式 飞行). The ground terrain (活性源石), 烹泉 / 沏虹, 庞贝 and 集团军重型火炮 already skipped it, but these
不可对空 effects (PRTS, read for every enemy of data/enemies.json) went through areaAllies / fieldAllies /
targetsNear, which exclude 起飞 allies only:
- 死亡爆炸 of 高能源石虫 / 冰爆源石虫 / 卷心籽 (archetypes deathBoom: `noAir`, on by default; 寒冷 too);
- 水遁忍者 漩涡形态 "每秒对半径1.0范围内的所有我方单位造成…(无视迷彩,不可对空)";
- 鼎沸 "攻击范围内的所有我方单位每秒受到…法术持续伤害与…灼燃损伤(不可对空)";
- “萨科塔昂首” 祈祷邀约 "令全场我方单位(不可对空,无视迷彩)获得15s【受邀祈祷】攻击速度-30";
- “斩胄之剑” / “破胄之锤” "普通攻击对攻击范围内的所有我方单位造成…物理普通伤害,不可对空" (its target rule too).
A ground enemy's normal attack and the 不可对空-free effects still reach it (PRTS: enemies that hit air target it).

Tests: test/content/feedback7-yanyou-noair.test.js (8; all fail on the parent).
2026-10-08 19:36:35 +08:00
Sukvii c250ff66f4 feedback7 R22-GHSIM: 假想敌:骨刺 targets as PRTS writes — its normal attack ignores its block (by priority, not the blocker first), never a flying unit, and its 3 hidden targets come from its normal attack's reach (PR #365 by @Sukvii, sim part, each line checked against PRTS); golden: roster-018 moves
The sim lines are the PR's (content/enemies/invisible.js kitBoneSpike: profile blockFree and canTarget, the hidden
selection over rangeRadius + the ally collider), so the contributor is the author of this commit; the maintainer side
checked each rule, kept the engine's single target when the hidden list is empty, and wrote the tests.

Official: PRTS 假想敌:骨刺, 级别0 天赋 (on the page since 2025-11, PRTS editors): 「自身普通攻击索敌不受阻挡影响」 「不会攻击
飞行单位,隐匿(解除阻挡0秒后恢复)」 「隐匿期间可同时攻击3个目标」; enemy_database's level description 「隐匿;隐匿状态下同时攻击
3个目标。」 (the handbook line keeps 「数个目标」) — the 3 is no longer [ASSUMED]. blockFree works as for 自制投石机 (a 隐匿 /
迷彩 blocker is no target); canTarget as the engine's other 不会攻击飞行单位 enemies; the hidden 3 are picked among the
allies its normal attack could hit (ai.js attackTargets: rangeRadius + ALLY_COLLIDER_RADIUS, PRTS 作战机制 碰撞体积) — they
were picked within the bare 2.0. Stealth back 0 s after a block was already so.

Golden: roster-018 — the 骨刺 in it lands one more attack (on 异客; dmg 2434 → 2771), the same move PR #365 reported.
2026-10-08 19:28:53 +08:00
Cloudnyco ae22335cfe feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR #373 by @Cloudnyco)
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double,
  one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE
  operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids
  the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them.
- sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's.
  Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end).
- Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency).
- Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors,
  typecheck, check:imports.
2026-10-08 18:35:55 +08:00
sganggs e33ee3db8f feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR #272, 感谢 @CXUtk); golden: 74 moved
器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III
leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude,
data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data
writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15
only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it
(waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it
counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹,
“裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js,
golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on
top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment
unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent
prop_max_hp).

Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物
extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo
(俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final
Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo,
hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
2026-10-07 18:05:42 +08:00
sganggs dd66adfbd1 feedback5 R19E: the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of the official 0 s — a deliberate deviation, the owner's decision of 2026-10-07 (「要不等待个1秒这样再重新隐匿」); a separate commit the integrator can drop; golden: 1 scenario moves (matches solo-HARD-2)
content/enemies/archetypes.js stealth: an enemy spawned with the band's swap tag 'duck' (content/bands/meta.js
duckReplace) gets its 隐匿 back no sooner than DUCK_STEALTH_RESTORE (1 s, content/enemies/helpers.js) after a block ends
— in practice 流泪小子 (enemy_2034_sythef_2), the only one of the four swaps with 隐匿, officially 0 s (PRTS 流泪小子
「隐匿(解除阻挡0秒后恢复)」). The same enemy anywhere else keeps 0 s: the bounty card's 流泪小子 (enemy_2034_sythef), an
untagged spawn; a 3 s 隐匿 stays 3 s; a copy leaked into 联防 keeps its tag and the 1 s. After each strike (its stunned
blocker lets go) it is now revealed through its 0.8 s post-strike stand and 0.2 s of walking.

Measured, 8 seeds each — leaked / HP left / revealed s per battle; W = 3 elite melee in a lane + an elite sniper vs the
R6 wave's ground enemies with one swapped 流泪小子, B = 8 elites on 战场#01 vs the whole R6 wave with one swap: before
the clip fix W 5/8, 42 %, 2.3 / B 8/8, 47 %, 3.2; after it W 5/8, 31 %, 2.6 / B 8/8, 58 %, 2.5; with the 1 s W 4/8,
31 %, 4.0 / B 8/8, 56 %, 5.5. Options for the owner (measured on the fixed engine, not built): 2 s W 4/8, 31 %, 5.4 /
B 8/8, 46 %, 8.5; 3 s (the general 隐匿 rule) W 4/8, 31 %, 6.4 / B 8/8, 39 %, 11.5; a 1.5 s stun on the copy (below its
2 s interval, so its blocker takes it over again) W 4/8, 2 %, 4.0 / B 4/8, 6 %, 5.5; a 1 s stun: knocked out in all 16;
the 1 s delay + a 2 s stun W 4/8, 21 %, 5.1 / B 5/8, 26 %, 8.1. Worse: half speed while 隐匿; a stunned operator that
keeps blocking it (pins that operator for good).

Golden: matches solo-HARD-2 — its bot holds 鸭爵; the swapped 流泪小子 of round 13 is free and revealed for 49 ticks in
its 1 s windows (the round-12 one is never released by a block), so the match parts at round 13 (a victory instead of
a defeat); the other 282 scenarios unchanged.

Tests: test/content/feedback5-duck-restealth.test.js (3; the swap's 1 s and the band path fail on the parent, the 0 s
guard passes on both); enemies_bosses, feedback2-surtr-stealth, feedback1-ducklord, feedback5-attack-clip-rest pass.
Docs: CHANGELOG 0.2.0 有意与官方不同的调整 (and the 核实后不是问题 line points to it), docs/history/0.2.0.md §25.22.6,
docs/PLAYING.md, docs/SIM.md, design/engine.md.
2026-10-07 12:58:06 +08:00
sganggs fdb3ae1b46 feedback5 CB4: 自制投石机's targeting ignores its block (索敌不受阻挡影响) — blocked by an operator on the 排气格栅 with nobody else in range it does not attack, as in the official game (community report of 2026-10-06, item 24)
The 「投石车」 is 自制投石机 (enemy_10162_mnctpt), the 「蒸汽地板」 the 排气格栅 smog (隐匿 to enemy ranged attacks). PRTS
天赋 「索敌不受阻挡影响」: the blocker exception (a blocked enemy attacks its blocker whatever its selectability) does not
apply to it. New enemy profile field `blockFree` (spawns.js): attackTargets selects as if unblocked, canTargetAlly
refuses a 隐匿 / 迷彩 blocker to it, sortAllyTargets puts no blocker first. Other enemies unchanged.

Golden: standin-06 (the bounty catapult, blocked by 忍冬, now shoots by 仇恨值 — checked instrumented).
Tests: test/sim/feedback5-catapult-smog.test.js (3; 2 fail on the parent). Docs: DESIGN §25.18.7, docs/SIM.md.
2026-10-07 02:07:51 +08:00
sganggs d40cb4e79e feedback5 CB4: 萨卡兹穿刺手 — a stun or 束缚 ends its acceleration and drops the speed layers; its first hit after a block adds current move speed × 600 physical as its own instance (community report of 2026-10-06, item 36)
Official: PRTS 天赋 and the battle prefab's templates (dlancer_t_listener[a/b/c] every 0.1 s: STUNNED / UNMOVABLE end
dlancer_t[trigger], not blocked starts it; a MULTIPLIER layer every 0.5 s up to 25 tries, blocked or not;
dlancer_t_atk: DamageViaAttr MOVE_SPEED × 600, physical, ignoreForSp, then ends the trigger). Until now it kept
accelerating through a stun and kept the speed, and the hit was one attack multiplied ×(1 + 6 × layers / 25), a stun
in between included. A slow is no reset (official).

Golden: 6 scenarios, each with 萨卡兹穿刺手: roster-016, standin-04, standin-08, diy-028, diy-124, coop2-HARD-4.
Tests: test/content/enemies_bosses.test.js (3, fail on the parent). Docs: DESIGN §25.18.6.
2026-10-07 01:59:52 +08:00
sganggs 7fb6a1c8b4 feedback5 CB4: silenced at its death, 萨卡兹枯朽战士 (组长) releases no 污染秽蚀 (community report of 2026-10-06, item 10)
Official: PRTS 特殊机制 死亡爆炸 「默认可沉默」; the client's PollutedDie buff uses template projectile_on_killed, which
checks CheckAbnormalFlag SILENCED (unset) before EmitProjectile — the template of 高能源石虫's SILENCE-flagged blast. Its
handbook line alone is NORMAL, so the handbook rule missed it; kitPolluted's death ability is now `sil`, and the
silence test names the two keys as template exceptions (audit of all 243 prefabs: 刺胄之弹 is the only other such line,
left for later).

Golden: 5 bot matches, each with silenced 枯朽战士 deaths (14-83 per match, counted instrumented): solo-NORMAL-1,
coop2-NORMAL-3, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins.
Tests: test/content/enemies_bosses.test.js (silence rule + both keys; 3 fail on the parent). Docs: DESIGN §25.18.2.
2026-10-07 01:48:00 +08:00
sganggs 6372f2892b feedback5 WAA: the 孤岛风云 prisoners leave the gate confined and change model as their official prefabs do — grey while 【禁锢】, the blinking orange warning before the last confined attack, red once freed; the 4th attack already hits freed (community report of 2026-10-06 「囚徒类敌人出门就是已解放的模型」)
- Cause, client: the prisoner skeletons carry three clip sets whose collar light is grey, blinking orange
  and red. The official battle prefabs (local client battle/enm_pfb_6.ab: the Graphic component's anim key
  -> clip table, the modes' replace pairs, the clip the Spine starts on) draw mode Default (【禁锢】) on the
  grey set, mode R (the warning) on the orange set and mode L (【解放】) on the red one. The name-based role
  resolver gave 普通囚犯 / 老练囚犯 their unnumbered set — the red one — so they came out of the gate freed;
  no FORMS entry existed, so no prisoner ever changed (强壮囚犯 / 拳师囚犯 / 重犯 / 传奇重犯 stayed grey).
- Cause, sim: buff_template_data enemy_confinement[atk_cnt] spends a charge ON_BEFORE_ATTACK (not while
  麻痹) and switches to mode R when one is left; enemy_liberty_listener[warning] switches to mode L before
  the next attack (PRTS "进行第4次攻击前,切换至解放状态"). archetypes.js prisoner() counted on the 'attack'
  hook, after the damage, so the 4th attack still hit confined, and it sent no form.
- Now: prisoner() counts in `before` (an attack 麻痹 interrupts never gets there, PRTS 拳师囚犯), setForm
  'warning' (fx 'phase', drawn silently: kinds.js SILENT_PHASES) before attack times-1 and 'liberty' (fx
  'liberate') before attack times; 重犯's free-all and 杰斯顿's KO switch the freed ones too.
  render/units.js FORMS maps 'warning' / 'liberty' for the six skeletons (普通 / 老练囚犯 *2 / unnumbered,
  强壮囚犯 *2 / *3, 拳师囚犯 / 重犯 / 传奇重犯 *_orange / *_red). tools/assets/spine.mjs PREFAB_SPINE_ROLES gives
  普通囚犯 / 老练囚犯 their grey *3 set; data/assets.json regenerated (fetch-assets --offline --add-only, JSON
  compare: only those two anims and the hash), data/enemies.json too (build-data --offline: only their
  attackAnim.clip Attack -> Attack3, same length and strike frame). The 3D board draws the same Pixi views.
- Docs: ASSETS.md (PREFAB_SPINE_ROLES, the prisoner forms), SIM.md (the form fx), design/client.md (FORMS).
- Tests: test/content/feedback5-prisoners.test.js (the six: warning before attack 3, attack 4 hits with
  ATK +50 %, the forms reach the client and UnitInfo; free-all; 麻痹), test/render/feedback5-prisoners.test.js
  (manifest = the prefab's grey set, FORMS sets, view clips, PREFAB_SPINE_ROLES = the committed manifest) —
  both fail on the parent but the 麻痹 pin; test/render/feedback5-prisoners.browser.test.js (RENDER_E2E=1:
  three prisoners on the 2D and the 3D board, each model's set follows its sim form).
- Golden: 28 scenarios. Only the warning's new 'phase' fx (the prisoner fell before its 4th attack):
  roster-001, roster-003, roster-007, roster-024, roster-033, bond-miraShip-low. The 4th attack now hits
  freed, one attack earlier than before, so the fight after it moves: roster-004, roster-022, roster-026,
  bond-kazimierzShip-low, bond-raidShip-low, bond-soloShip-low, bond-victoriaShip-low, bond-visiShip-low,
  standin-01, diy-024, diy-061, diy-065, diy-066, diy-094, diy-097, diy-104, diy-105, diy-127; only the
  per-second snapshots besides the fx: roster-021, diy-017; and the bot matches whose battles field
  prisoners: solo-ABYSS-2, solo-HARD-9-boosted.
2026-10-06 21:57:51 +08:00
sganggs 83e879a335 feedback5 O20: the 缚地 status (groundbind) — an enemy air unit counts as a ground unit and cannot move
ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半" (予愿安洁莉娜 S2 needs it):
- buffs.js: STATUS groundbind (flag groundbind + noMove, move x0), FLAG_KEYS, RESIST_STATUSES (as 束缚, [ASSUMED]);
- units.js isFlying: an enemy under 缚地 is a ground unit unless a 浮空 lifts it (same result as before without the flag);
- battle/status.js: 浮空 lands on a 缚地 data flyer (PRTS 异常效果 "…且不持有缚地异常…则Buff取消"), 缚地 halved on weight > 3;
- content/enemies: 掠海漂移体 / 吉兆飞鳞 drop on 缚地 as their PRTS text says (吉兆飞鳞 stays down while it holds);
- render/style.js: the 束缚 icon for it; docs/SIM.md (§2 isFlying, §3 flags / status table / 抵抗).
Nothing applies it yet: every golden family is unchanged. Test: test/sim/feedback5-groundbind.test.js.
2026-10-06 05:20:28 +08:00
sganggs ebfda7e657 feedback5 WC: 沉沙 / 新硎 断刃 give one ATK layer while a blade is held and lose it with the last one (GitHub #107)
PRTS 天赋: 「攻击力+80%,持有4个【断刃】 / 每次成功攻击后消耗1个【断刃】,攻击结束时若已耗尽【断刃】,则立刻切换为无断刃模式并
失去攻击力加成」 (the switch clears the attack interval: it attacks again at once). The kit stacked one more layer per
attack and never removed any (新硎 1350 → 3510 after two hits). Now one layer of AtkUp.atk 0.8 (新硎) / Atkup.atk 0.7
(沉沙, blackboard over the PRTS page's 80 %) from the spawn, removed by the 4th attack, whose cooldown is cleared; the
death spawn (max(1, unspent blades)) is unchanged.

Golden: roster-011 / -012 / -025 / -048 and bond-soloShip-high (their waves bring 沉沙 or 新硎), coop3-ABYSS-5,
coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted (matches whose waves bring them) moved: different ATK over time.
2026-10-05 17:29:34 +08:00
sganggs 560328cacc feedback5 R3: content/enemies.js → content/enemies/*.js, a pure move — every declaration verbatim with its comments: helpers.js (shared constants, per-battle state, ability bookkeeping, selection / damage helpers), archetypes.js (ability archetypes and the archetype kits reused by several keys), one file per kit family with its kit-only constants and its part of KITS (invisible, times, element, dot, reflection, fly, special, leaders — the kitLeaderMisc entries that closed the SPECIAL section open the leaders part, so the order stands); enemies.js keeps the header, the dispatch hooks and dispatchers, STATS_ONLY and the chalice share, builds KITS from the parts (188 keys, same order, same functions) and re-exports all 43 names it exported before. docs-consistency pins kitMace's inR in enemies/leaders.js 2026-10-05 16:16:37 +08:00