Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".
Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.
Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
自身的初始位置"
Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
own home when it fell on another board piece's home and its home is free
(one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
and relocate refuse the tile for every ally of the field; isReservedTile
reports it, so every automatic picker skips it (突袭 raidTile, tactical
points, summon / device pickers, 维娜's lions). The kit helpers that kept
their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.
Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
Player report D1: the 源石溶剂 HP loss should set off 信仰搅拌机 S3 and, next to
莫斯提马, stack 拉特兰 layers on its own. The drain was a Battle.loseHp 流失, which
skips 受击回复 SP and the 重装 TAKE_DAMAGE trigger, and the S3 counter needed an
enemy attack and a target.
Official: PRTS 盟约记录 源石溶剂 "受到60真实伤害" (修正 "并非流失", 备注
"造成无来源真实持续环境伤害"); PRTS 信仰搅拌机 S3 备注 "反击受到任何伤害后均可触发,
无需目标,视为普通攻击"; PRTS 作战机制: 生命流失 skips 反伤 / 受击回复.
- damage.js periodicDamage: the periodic_damage template (源石溶剂, 狂暴宿主组长)
as 无来源 true damage (shields, damage-taken modifiers, hit effects, 受击回复 SP,
TAKE_DAMAGE); the credit is unchanged.
- 信仰搅拌机 S3: any damage except 流失 / element 损伤 counters; with no enemy in
range the counter still spends its bullet.
- Audit, same rule both ways (damage.js isHpLoss): 孽罪奇美拉's aura on operators
is damage; 雷蛇 战术防御 and 蒂比 S2 / 片场工作指南 respond to any damage
(PRTS notes); 乌尔比安, 伪装服, 远牙, 录武官's guard and 坚守 thorn chances no
longer respond to a 流失.
- data/items.json regenerated (源石溶剂 implFormula text only).
- 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.
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 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.
- 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 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