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.
博学多通 "升级调度中心至2、4和6级后,获得1次特殊刷新:此次刷新出现的干员优先为<萨尔贡>干员" names no 免费 (德克萨斯's trait
says 「获得1次免费刷新」 for a free one); bands/meta.js read the blackboard's `price` 0 as a free refresh and granted one at
each of those level-ups (measured: level 2 → 1 free refresh, the special refresh cost 0, the next 1). Now the level-up
only marks the next manual refresh special: it costs the refresh price (unless another free refresh pays it) and fills
the chess slots with <萨尔贡> first as before. [ASSUMED] `cnt` / `price` 0 change nothing. Test: test/content/bands.test.js
(佩佩, fails on the parent). Golden unchanged (no corpus match levels a 佩佩 shop).
Player report F2 after 0.1.0: a 谢拉格 taken from the promotion reward was said to use up
休露丝's first-purchase discount. Through real intents the promotion reward, 寻呼模块's pick
and the 拟态物质 / 紧急调度券 / 简易通讯机 grants never touch it: only g.buy dispatches
onBuy, where every purchase counter lives. Regression tests and the META onBuy row say so.
- A pair Final Assault / Hidden Core field has one spawn list that both
players' handlers edit; each player's 0-2 swaps now come only from the
enemies whose route ends on that player's half (the half rule of the
field's bounties). Match passes the wave's routes and the player's side
('L' / 'R', null on a one-player field) in the boss / hidden
onBattleStart event; docs/META.md documents the two fields.
- The comment justifying elite eligibility was wrong (the leader rounds'
escorts are a mix, about two thirds elites, not all elites); reworded
with the measured numbers and kept [ASSUMED].
- The pair-field test now drives the real match path (Final Assault, then
the Hidden Core it unlocks) instead of dispatching by hand; a unit check
covers the half filter.
- 圆仔 is unblockable (PRTS 天赋 "无法攻击/被阻挡"); it was blocked like any
ground enemy because its kit only had the front guard.
- 鸭爵 runs at move speed x(1 + run.attack@move_speed) once hurt: +300 % for
the strategy version, +400 % for the original (PRTS); it was x3 / x4.
- The swap also applies in the Final Assault and the Hidden Core (PRTS
下半/PRTS盟约记录 鸭爵 备注 "在最终回合和隐秘核心回合中仍然生效"): any
ground wave enemy but the leader, its parts, bounties and uncounted units
can be swapped (the leader rounds' escorts are elites); each player of a
boss field gets its own 0-2.
- The four swapped-in enemies cost 1 LP at the protection point
("但进入保护目标点将减少1点目标生命值"): build-data sets their lpr to 1
instead of the database's roguelike 0 (Final Assault LP, detail card).