- 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.
- 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.
Potential becomes a per-player setting (the owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」;
official: 调度手册 「卫戍协议中干员潜能由自身已持有干员潜能决定」). 0.2.1 baked full potential into the data (§26.14).
- tools/build-data.mjs runs the chess / backups / tokens builders once per potential rank (ctx.potRank, 0–5) and keeps
the full-potential build annotated with what each lower rank changes: `potDown` { rank: { dotted.path: value } } on
chess records, backups.json forms and token variants (stats, statsBase; 望's 棋子 deployLimit / deckStack, 多萝西's
共振装置 count), and chained talent entries (`potMin` / `potBelow`: the candidates by requiredPotentialRank, the
fields a lower rank changes) in talents / talentsBase / modules[].talentChanges / variant talents. A self-check proves
shared/potential.js atRank rebuilds every rank exactly; the unit-form parity runs at every rank.
- shared/potential.js (new): atPotential / atRank, talentAtRank, stripPotential, and the 练度 helpers used next
(cultivateMul from the effects.json CHAR_MAP records aceffect_char_1…4, cultivationOf, cultivatedStats).
- composeTalents / composeUnitRecord return potential-resolved lists (no chains): a composed record is built at one
potential (its form resolved first).
- JSON compare: the new chess / backups / tokens minus the annotations equal the old files byte for byte; every other
data file identical; data/i18n/* rebuilt (the chained talent texts translated at the old rates: en 95.4 %, ja 95.2 %,
ko 95.2 %, zh-TW 90 %). Data 5.21 → 5.51 MB.
- Docs: DATA.md §2.3 (new), §2, §7, §14, §16, §18; research/03-operators.md; kits/README.md.
- Tests: test/potential.test.js (new, 7): every chess and 自选 form at every potential = the raw keyframes plus the
potential steps up to it, every talent = the last candidate with requiredPotentialRank ≤ the rank, 刺玫 at each
potential, summons at the owner's potential (Mon3tr 3 s / 1200, 望's 棋子 6 / 7, “小自在” 15), the 练度 table =
cultivateEffectList; data.test.js compares the composed talents without annotations.
Applied as-is. When --refresh is set, a download that still fails after four attempts throws instead of returning the older cached file, so one build cannot mix a new table with an old one. --offline and a warm cache without --refresh are unchanged. Files already written to the cache stay; generated data/ and the previous report are left in place.
Tests: node --test test/build-data-refresh.test.js — 11 pass, 0 fail.
- tools/build-data.mjs applies every potentialRanks attribute step (COST, RESPAWN_TIME, ATK, MAX_HP, DEF,
MAGIC_RESISTANCE, ATTACK_SPEED) to the chess, elites, 补位 and 自选 units and picks talent / trait / module-talent
candidates up to requiredPotentialRank 5; summons take the owner's potential for their talents, not its stat steps.
data/chess.json, backups.json, tokens.json and the en / ja / ko / zh-TW data translations rebuilt; op-wang.js reads
her stock cap (8 at full potential). 刺玫 435 ATK / cost 15, 砾 16 s, 至简 70 s.
- No conflicts outside the golden files (regenerated). Golden vs HEAD: roster 49, bonds 46, fields 22, matches 18,
diy 133 (standins and diy-012 / diy-135…138 unchanged: no potential ranks or never hit). Union check against the
branch and the merge base: every scenario only the branch moved equals the branch, except roster-048 and
solo-ABYSS-2: at full potential a 频次 器物 is reached there (roster-048: one more enemy dies instead of leaking, 86 → 87
units), so R21H's hit count (data × hpMul ÷ supplyHpMul) applies where it did not before — with only that rule put back
(archetypes.js times as at the merge base) both equal the branch exactly.
- Tests: broad node --test 5147 / 5147; lint 0 errors.
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.
The pool (pool_equip_kathe) is server-side; tools/build-data.mjs had capped it at the shop level [ASSUMED], so the 1 → 2
upgrade only ever offered tiers I–II (measured over 40 seeds: 55 × I, 65 × II). The players' first-hand account: tier VI
shows at that upgrade. Now every shop-eligible item, uniform [ASSUMED] (40 seeds: I 9, II 15, III 25, IV 31, V 16, VI 24);
pool_equip_narant keeps its cap (no report). data/choices.json rebuilt offline (build-data --offline): the JSON compare
shows only pools.pool_equip_kathe.maxTier removed. Test: test/match/feedback5-cathy-pool.test.js (fails on the parent
data). Docs: research 04 (the pool).
Golden: coop4-ABYSS-7 — a bot on 凯瑟琳 is offered other items at its upgrades (the match runs differently from there).
Ported by hand from PR #211 by @xcdoge:
- render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in
the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures
1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor
path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and
skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board.
- tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json
regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt /
enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true.
- tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and
docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's
decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY
special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No
screenshot or extracted art committed.
Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying
view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground),
test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign);
both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md,
research 00 / 12, DESIGN §25.13.5 and the §25.10 table.
Golden unchanged (drawing only; the sim reads neither field).
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken):
- server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain
game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss
round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left
out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its
optional aliveScaling).
- tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only
bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global
and the 9 mode entries) changed.
- The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the
hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is
a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official
client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's
传递 and every hit stay under the limit.
Golden (regenerated; why: the pool size):
- fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair
field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo,
boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the
200 s cap instead of clearing; the two 联防 scenarios are unchanged.
- matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the
HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core
too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage
(pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged:
coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that
end before R14; roster / bonds / standins / diy unchanged.
Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo;
R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the
fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales);
test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is
cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency
(the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands
past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the
pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10
records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
Mon3tr T1 "可以在攻击范围内的地面使用…重构体"; PRTS 战术锚点 特性 "仅可以部署在凯尔希·思衡托攻击
范围外的远程位". tools/build-data.mjs summonRecord: ownerRange also from an owner talent
naming the token, ownerRangeOutside / rangedTilesOnly from the token text. Regenerated
offline: 3 paths (重构体 ownerRange true; 战术锚点 ownerRangeOutside, rangedTilesOnly).
Match: board.js placement class 'high'; PlayerState.summonExcluded in _legal, the
re-orientation lift (+ toast), _roomForOutOfRange, the invariants and the bot; the
client mirror (piecePosition HIGH, summonExcluded, reasons; English strings added).
Golden: no scenario moved.
tools/build-data.mjs classifyAttack: a trait whose 法术伤害 comes only "技能开启时" keeps
the normal attack's phys (display / AI only — her kit already attacks physically
off-skill). Regenerated offline: 3 paths, the three forms of char_1044_hsgma2 dmgType
arts -> phys. Golden: no scenario moved.
tools/build-data.mjs TRIGGER_ALLY_RULES (PRTS 特殊策略 "技能范围内存在可治疗的我方单位时释放技能")
writes the row as the engine's SKILL_RANGE on the skill range with allies: true; simdata
normalizeSkill passes allies into the def's trigger (skills.js reads trigger.allies).
Regenerated offline: 9 paths, the S3 trigger of 黍's three forms. op-shu.js no longer sets
the trigger. Golden: no scenario moved.
tools/build-data.mjs summonRecord: placeable also needs an owner that shows the summon
(the variants' display source, the owner's displayTokenDict). The S3 marker is the skill's
own object (PRTS 予愿安洁莉娜 S3 备注: the skill deploys it at her initial tile); every other
undisplayed summon is already HIDDEN. Regenerated offline: one path changed,
backups.tokens.token_10071_aglna2_agairp.placeable true -> false. The kit drops its
placed-marker branch (the skill always summons it). Golden: no scenario moved.
tools/build-data.mjs TOKEN_POSITION_CORRECTIONS (PRTS 棋子 部署位置 "全部位", 备注
"游戏内召唤物信息与实际不符(显示为仅部署在近战位)") sets the 棋子 record's position to ALL;
validateAll checks every entry. Regenerated offline: one path changed,
backups.tokens.token_10064_wang_stone1.position MELEE -> ALL. Her stock / 阻回 unchanged
(an owner question). Golden: no scenario moved (none places 棋子).
tools/build-data.mjs tokenTalentDeckBonus adds a summon's talent max_deploy_count /
max_deck_stack_cnt (the hidden "TOKEN数" talent; a module token part of the same talent
replaces it, matched by prefabKey) to its variant deployLimit / deckStack. Regenerated
offline: only data/backups.json tokens of 麦哲伦 (drones), 令 (souls), 白铁 (devices) and
夜莺 (幻影) changed — deployLimit 3 / 4 with SUM-Y stage 3, 2, 3; deckStack 5 (8), 3 (4).
The hand count (player/diy.js placeableTokens) now matches the official one for every
自选 summoner (PRTS 卫戍协议/帮助 "根据召唤物部署数量上限", the owners' talents, PRTS 幻影 备注).
The summoner kits read deckStack / deployLimit as they are (same decks as before).
Golden: no scenario moved (the diy family places no summon pieces).
Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
Ported by hand into the split layout:
- 83fc408 board.js placeClass: the player's loadout no longer counts, as in 83fc408. feedback5's 补位 rule stays: a
chess the player fields as its stand-in is placed by the stand-in's record (ps.fieldRecord). positionClass(rec)
takes no module.
- 83fc408 client piecePosition → public/js/ui/gameLogic/placement.js: meleeOnHighGround(rec) on the stand-in or
chess record, no module. The gameLogic.js shim header and deployedModuleId's comment follow; deployedModuleId is
kept, still exported and tested.
- 83fc408 PlayerState._placementOf comment → server/match/player/placement.js.
- 83fc408 tools/golden.mjs layout: positionClass without the module, on feedback5's stand-in body (recOf) and in
diyLayout.
- bonds/core.js (6ab9a06, 8a2e0c7) applied cleanly; it equals 13808e3's plus feedback5's i18n toast. shared/highGround.js
equals 13808e3's.
- data/: only bonds.json (the 阿戈尔 spec text). node tools/build-data.mjs --offline on the merged tree rewrites all
15 files byte-identical.
Golden regenerated: 16 scenarios moved, all by 83fc408. Each fields 歌蕾蒂娅 (normal, or elite with HOK-X / no
module), whom tools/golden.mjs now lays out beside the enemy path like a ranged operator instead of on the busiest
melee tile: 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. This is the list in 83fc408's own message. With the
阿戈尔 commits reverted the digests are the same, so those two move nothing in this corpus. The standins, diy and
matches families are unchanged: no stand-in or 自选 piece there is 歌蕾蒂娅, 崖心 or 见行者.
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.
backups.json 171,616 → 1,884,868 bytes (gzip ≈ 142 KB); every other data file is byte-identical (buildTokens' record head moved into summonRecord, shared with the DIY summons). No golden scenario moved (none fields a 自选 piece).
Golden regenerated on the merged code (only test/golden/matches.json conflicted): against feedback5 it moves exactly W5F's scenarios (roster-001/002/016/026/027/028/038/041/042/044, bond-egirShip-low, bond-suntShip-high, boss-boss_2-pair, boss-boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); against fb5-bugs3 exactly W5E's (unite-1/2 and the 8 match scenarios of the 联防 map and the full-hand rule). data/ equals an offline build of the merged tools/build-data.mjs.
tools/build-data.mjs resolveTrigger: a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of the deviation
tables) or on the SEARCH row ("在初始攻击范围内存在敌人时释放技能": 解放者 / 阵法术师 / 安洁莉娜 — ACTIVE_RANGE_OVER) whose
running range strictly contains its own is ACTIVE_RANGE on that range, rawRule the official row; validateAll accepts a
DEFAULT deviation resolved to ACTIVE_RANGE (chess and stand-in tables) and ACTIVE_RANGE over SEARCH. Data rebuilt
offline, JSON-compared: only skills[].trigger rule / customRangeGrid of 薄绿 S1 (x-2), 蜜蜡 S1 (x-2), 卡涅利安 S3 (x-2),
玛恩纳 S2 (2-3), 安洁莉娜 S3 (y-4) — rawRule SEARCH — and 深巡 S2 (3-2, rawRule TAKE_DAMAGE), normal + elite (32
leaves); backups.json unchanged. Kits: 薄绿 S1 drops its DEFAULT trigger and 深巡 S2 PR #12's DEFAULT line, both read the
data now (雷蛇 S2 keeps PR #12's line). The sim needs no change (SEARCH was the DEFAULT condition on the initial range
every tick; ACTIVE_RANGE is the same on the running range). Docs: DESIGN §5.6 and the §21.20 flip row, DATA, SIM,
PLAYING, kits README, shared tier comments, skills.js header.
Tests: data (78 records / 39 skills, the five from SEARCH, the SEARCH skills that stay), feedback5-active-range (安洁莉娜
S3 on its y-4, S2 keeps SEARCH), feedback1-tank-triggers and kits_t1t2 (深巡 S2 on its 3-2, before any hit), kits_alt_t3
(薄绿 S1 on its x-2), feedback1f-fence (the idle measure uses the interval of the cooldown still running: the S2 now casts
between two attacks), docs-consistency (one PR #12 kit line left).
Golden: roster-001 / 002 (深巡), roster-016 / 044 (玛恩纳, 安洁莉娜), roster-026 / 027 (薄绿), roster-041 / 042 (卡涅利安),
bond-egirShip-low / bond-suntShip-high (深巡), boss-boss_2-pair / boss-boss_6-pair (玛恩纳, 安洁莉娜), matches solo-NORMAL-1,
coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun — each fields one of the six skills, which now casts when an
enemy enters its running range.
The owner's decision of 2026-10-05 (the approved 补位 plan). Keyed by the stand-in's charId, because a form belongs to
no chess; validateAll fails the build when an entry stops meeting a TAKE_DAMAGE row. build-data --offline changed only
those 15 trigger rules in data/backups.json.
A deliberate deviation from the official 技能策略 (community report: skills with a larger range waited for the normal
range). tools/build-data.mjs resolveTrigger: a MANUAL operator skill still on the basic strategy (no class row, no
TRIGGER_DEVIATIONS entry) whose running range (its rangeId grid, or the own range grown by
ability_range_forward_extend; never 被动效果:攻击范围扩大) strictly contains the operator's range gets rule ACTIVE_RANGE,
customRangeGrid = that range, rawRule the official DEFAULT; validateAll checks it. server/sim/skills.js: ACTIVE_RANGE
checks the DEFAULT condition (a targetable enemy or a blocked one; a heal skill an injured ally) on that range, grown by
the permanent rangeExtend, every tick. Data rebuilt offline: only skills[].trigger changed (33 skills, 66 chess records,
9 stand-in form records). 深巡 S2 (§21.29), 重装 TAKE_DAMAGE, the SEARCH / CUSTOM_RANGE / SP_FULL rows, 烛煌 S2 / S3
(not containing her 3-1) and 引星棘刺 S3 keep their rule. Docs: DESIGN §5.6, DATA, SIM, PLAYING, kits README, notes.
Tests: new test/sim/feedback5-active-range.test.js; data, playtest6-skills (银灰 S3), kits_alt_t2 (蒂比 S1), kits_t5
(百炼嘉维尔 S2) updated; feedback1-transform's fixtures move 莫斯提马 one tile (her S3 now casts on its 3-15).
Golden: 27 roster, 25 bond, 21 field and 14 match scenarios moved — every one fields an operator with one of the 33
skills, which now casts when an enemy enters its running range instead of the initial range.
chess.json: every record carries the shop row's backupCharId / backupTmplId / backupCharSkillIndex /
backupCharUniEquipId / backupCharPotRank verbatim as `backup` (both forms; nothing else changed).
data/backups.json: units = the 17 原型干员 with a form per status they fight at (43 forms: stats, trait,
talents, every unlocked skill, modules), diy = the 4 slots, the prototype picks per tier (9 6★ at 5 and 6,
six 4★ at 5), the 78 owned-6★ picks and their faction bonds (mainPower + subPower vs powerIdList, else 协防).
shared/standIn.js composes a stand-in (or a DIY prototype) into a chess-shaped record; the build fails when
the form builder cannot give back every PRESET chess field for field. test/backups.test.js (10 tests).
The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.
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.
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).
The band -> bond derivation moves out of GameData into shared/bandBonds.js,
which tools/build-data.mjs runs per band to write bands.json bondIds
(regenerated with --offline; 9 bands are tied, the build checks the ids).
GameData.bandBondIds reads the field, so the server and the client share
one source. DATA.md documents the field; the test checks the helper on
synthetic bands and that the data matches it.