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ark-stronghold-protocol/docs/research/05-enemies-levels.md
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sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00

45 KiB
Raw Blame History

05 · Enemies, Waves, Bosses, Maps — 卫戍协议:盟约 (act2autochess)

Research deliverable for the architect. It comes with two data files:

  • 05-maps.json (~200 KB): 11 stage terrains (8 active), 38 round/wave templates with routes, and helper ground paths.
  • 05-enemies.json (~340 KB): 326 enemies (stats, abilities, skills, autochess roles), special-enemy pools, the per-mode round schedule, bosses, bounty effects, the recommended generation algorithm, and LP rules.

Sources:

  • Official: Kengxxiao/ArknightsGameData zh_CN. The files used are activity_table.autoChessData and activity_table.activity.AUTOCHESS_SEASON.act2autochess, plus enemy_database, enemy_handbook_table, character_table (devices), and levels/act1autochess|act2autochess.
  • Community: PRTS (卫戍协议/帮助, 卫戍协议:盟约 + 战场一览, 下半/战场一览), arknights.wiki.gg/Stronghold_Protocol, forum.gamer.com.tw (#12294, #12316), and the official notice ak.hypergryph.com/news/5114.
  • Anything the data does not state is marked [ASSUMED].

1. How a match is put together (data flow)

modeId ──► stageDatasDict (weighted) ──► ONE stage map (terrain) for the whole match   (05-maps.json stages)
       └─► battleDataDict[mode][round] ──► wave TEMPLATE level (routes+spawns)          (05-maps.json roundLevels)
                                         └─ template enemy keys = placeholders ─► replaced by special-enemy pools (05-enemies.json)
turnInfoDataDict[mode][round] ─► rest-phase time, isBossTurn, boss overtime (150 s)
  • The round levels (level_act1autochess_01…h06, h07_xx, h08_xx, tr01/02/04) have their own mapData, but it is only a generic all-road grid. Ignore that grid. Take the terrain from the stage chosen at match start, and use only the round level's routes, waves and branches.
  • WALK routes in the templates have no checkpoints (start (9,10) or (12,10) → end (9,2)). The server must pathfind on the real stage grid.
  • FLY routes carry explicit N-shaped checkpoints. PRTS confirms: "空中敌人路线为N形或反N形".

2. Maps

2.1 Coordinate convention (verified)

  • Position [row, col]: row 0 is the bottom row and col 0 is the left column.
  • The tile at (row, col) is tiles[ mapData.map[H-1-row][col] ]. map[0] in the raw file is the top row. This was verified because route start/end points fall on tile_start / tile_end only under this convention.
  • In 05-maps.json, stage.rows[i] is row i (bottom first). rowsTopDown holds the same grid printed top-first for human reading.
  • 1 tile = 1 world unit. Every level uses moveMultiplier 0.5, so effective speed is about moveSpeed × 0.5 tiles/s [ASSUMED engine semantics; community rule of thumb].

2.2 Layout of every stage (19 rows × 21 cols; several areas on one grid)

rows area
14–18 Enemy preview pen: the next-round enemies are displayed here during the rest phase. enemy_place_rect ((14,7),(18,13)); row 16 is previewNotAlloed.
13, 6 Hard separators (X). The act2 m01 blowers sit on them.
9–12 Normal-round battlefield. Cols 2–10 are the LOCAL player's board. Cols 11–18 are the slot used to display the partner's board (player_map_lr_offset 8, player_map_lr_boundary_col 10).
8 Cols 4–8: 5 hand tiles without isValidHand. Not bench slots [ASSUMED: staging/equipment display].
7 Bench: cols 0–9, 10 slots (isValidHand=1; constData maxDeckChessCnt = 10).
1–5 Boss / final-offensive battlefield shared by 2 players: left half cols 2–10, right half cols 10–18.
0 Boss-area benches: cols 0–9 (left player), cols 11–20 (right player).

Normal board, per player:

  • Enemy gates: S at (9,10) ("lower red gate"; rounds 1–3 use only this one) and at (12,10).
  • Protection objective: E at (9,2).
  • Col 9 is a floor lane you cannot deploy on.
  • Deploy cap is 8 (characterLimit).
  • DP: initialCost 0 / maxCost 99. DP is irrelevant because units auto-deploy.
  • Ranged units may use melee tiles.

Boss board:

  • Teleport-outs / spawns O at (2,10) and (5,10).
  • Ends E at (2,2) and (2,18).
  • Teleport-ins I at (1,3) and (1,17).
  • Multi-player boss routes cross both halves: walk to (1,3), DISAPPEAR, wait 3 s, APPEAR at (5,10), then cross the other half. The two paired players therefore defend in series.
  • Single-player *_s templates use only the left half.

2.3 Legend (glyphs in rows)

glyph tile height build ground-passable notes
# forbidden HIGH – no (fly only) void
X forbidden HIGH – no (nothing) separator
r road LOW ALL yes main deploy tile (melee or ranged)
R road LOW NONE yes (act1 m06 only)
f / p floor LOW NONE yes lane col 9 / preview pen
h wall HIGH RANGED no high ground
b fence_bound LOW ALL no (fly only) deployable, but ground enemies path around it
a / A achand HIGH – – bench slot / non-bench hand tile
S E I O start / end / telin / telout LOW NONE yes
m mire LOW ALL yes +1 stack every 3 s: atk-speed −5, move −5 %; max 10; cleared on leaving
g smog LOW ALL yes an operator here cannot be targeted by enemy ranged attacks
d deepsea LOW ALL yes enemies take 40 dmg/s, atk-speed −60, move ×0.6
i infection LOW ALL yes 70 true dmg/s to allies on it and enemies crossing it; +20 % ATK, +20 ASPD; 300 s

2.4 Stage pool (stageDatasDict)

stage PRTS name weight modes deploy tiles on normal board (ranged-only) devices (predefines.tokenInsts)
act1autochess_m01 战场#01 50 training, FUNNY, NORMAL 22 (0) 阻隔工事 ×12 (crate, HP 100; reroutes enemies; an enemy it blocks destroys it)
act1autochess_m02 战场#02 50 NORMAL/HARD/ABYSS 21 (0) 阻隔工事 ×16, 射击台 ×16 (hidden; lets high-ground ops sit on it)
act1autochess_m03 战场#03 50 NORMAL/HARD/ABYSS 19 (0) 射击台 ×16 (visible), 阻隔工事 ×8
act1autochess_m04 战场#04 活性源石 50 NORMAL/HARD/ABYSS 19 (0) 阻隔工事 ×12; 8 i tiles
act2autochess_m01 战场#05 源石流发生装置 50 NORMAL/HARD/ABYSS 16 (3) 8 blowers (trap_013_blower) in rows 13/6, cols 5/9/13/17 (boss area 5/9/11/15), facing DOWN, 3 tiles. Operators facing the airflow direction get ATK +30 %, facing against it −30 %. Enemies moving with the flow get move +80 %, against it −50 %.
act2autochess_m02 战场#06 沼泽控制 50 NORMAL/HARD/ABYSS 19 (3) trap_098_mire controller; 阻隔工事 ×4 on the col-9 lane (forces the upper gate around)
act2autochess_m03 战场#07 排气格栅 50 NORMAL/HARD/ABYSS 23 (0) g smog tiles; 阻隔工事 ×10. The rune references tile_reed (ignite 15 s / 40 dmg) with no reed tiles present, so it is probably a leftover.
act2autochess_m04 战场#08 涨潮控制 50 NORMAL/HARD/ABYSS 25 (0) trap_042_tidectrl: deep water d on the lanes
act1 m05 / m06 / m07 season-1 #05–#07 0 – – Disabled this season: deepsea+canoe, sandstorm+mounds, bushes. Kept in the JSON for reference.

Always-present hidden controllers:

  • trap_1112_acblzd 盟约寒风 at (18,0): Kjerag bond, periodic cold on all enemies.
  • trap_1104_aclasert “双眼皮” turrets (HP 3000, ATK 900) on m01. They scale with the top bond's layers and are bond-activated. See the bond research.

groundPathsHelper in each stage holds the shortest 8-direction path (no corner cutting) for every gate→end pair. It also has a variant with crates treated as blocked. Use it for tests; the server should re-path live, because crates break.

Example (act2autochess_m01, top row first):

12 ####hrrr#fS#hrrr#fS##      S(12,10)/(9,10) → E(9,2); snake path via (9,7)-(12,7)-(12,5)-(9,5)
11 ####hr#r#f##hr#r#f###
10 ####hr#r#f##hr#r#f###
 9 ##Errr#rrrSrrr#rrrS##
 8 ####AAAAA##I#########
 7 aaaaaaaaaa###########      bench

3. Waves

3.1 Round schedule (from battleDataDict + turnInfoDataDict + template maxPlayTime)

Template slot codes:

  • N = enemy_1422_lrsldr, E = 1427_lrnazg, S = 1425_lrcmra (ground)
  • NF = 1005_yokai, EF = 1042_frostd, SF = 1040_bombd (fly)
  • T = 1000_gopro_2, TF = 1041_lazerd (token; used only in the escaped templates)
R template battle s rest s (multi) 机变 (multi NORMAL) composition total
1 act1autochess_01 45 65 N2 NF2 + literal 源石虫 ×2 6
2 02 45 65 N6 NF9 15
3 03 55 65 Y N10 E1 NF9 EF2 22
4 04 55 95 N4 E1 S1 NF8 EF3 SF2 19
5 05 55 95 N11 E2 S1 NF13 EF3 SF2 32
6 06 70 100 Y N13 E2 S2 NF16 EF3 SF3 39
7 07 85 105 N14 E4 S3 NF15 EF5 SF2 43
8 h01 85 105 N11 E3 S4 NF8 EF5 SF4 35
9 h02 95 125 Y N15 E3 S2 NF8 EF5 SF4 37
10 h03 95 125 N15 E4 S4 NF9 EF5 SF4 41
11 h04 115 125 N13 E4 S7 NF11 EF6 SF5 46
12 h05 115 125 N15 E9 S10 NF17 EF10 SF9 70
13 h06 115 150 N13 E12 S13 NF11 EF10 SF10 69
14 boss (h07_xx) until the boss dies; −1 LP/s after 150 s 195 boss + escorts
15 hidden core (h08_xx) same 195 (215 HARD/ABYSS)

Mode differences:

  • FUNNY (标准) has 9 rounds: 01–07, h01, then the boss in round 9.

  • Single modes have rest time 300. The 下半 update made it unlimited, with a 24 h reconnect window.

  • specialPhaseTime (机变阶段) is 150 s in single and 16 s in multi.

  • 机变 rounds (isSpPrepare) by mode:

    mode 机变 rounds
    multi NORMAL 3, 6, 9
    multi FUNNY 3, 9
    multi HARD/ABYSS 3, 9, 11
    single NORMAL 6, 9
    single HARD/ABYSS 3, 9, 11
    single FUNNY none
    training 3
  • Training has 4 rounds (slime / ghost, then boss_7). Its rest time is 999 s.

Timing: every action in a template has preDelay (seconds from battle start) and interval between its n spawns. Enemy AI ends the battle when all enemies are dead, or when the battle time runs out (any enemies still alive then count as leaked).

3.2 Enemy factions & special enemies (特训敌人)

Official ingredients:

  • constData: templateEnemy* (8 placeholders), specialEnemyNum 3, minReplacedEnemyCount 1, maxReplacedEnemyCount 5, enemyTypeIdentifierToFillRandom 1 (= SPECIAL), enemyMaxHpFactor 1, enemyAtkFactor 5, enemyDefFactor 3, enemyMagicResistanceFactor 3.

  • specialEnemyRandomTypeDict: FLY/TIMES/ELEMENT/DOT/INVISIBLE/REFLECTION have count 3, weight 3. SPECIAL has count −1 (always available).

  • Type names (enemyTypeDatas):

    type name description
    SPECIAL 特异 high damage and toughness
    FLY 飞行 many aerial units
    TIMES 频次 needs a number of hits to kill
    ELEMENT 元素 element damage
    DOT 持续 damage over time
    INVISIBLE 隐匿 stealth
    REFLECTION 折射 refraction
  • specialEnemyInfoDict has 67 entries. Each is a trio: special key, attachedNormalEnemyKeys, attachedEliteEnemyKeys, plus randomWeight (8–15) and isInFirstHalf.

  • randomEnemyAttributeDict has 324 entries: enemyBattleEffectivenessFactor (0.1–1.2), isFlyEnemy, and extraEnemyKeyList (summons).

  • modeDataDict.inactiveEnemyKey bans 18 strong keys in FUNNY/NORMAL.

  • wiki.gg: "Starting from Alliance there can be up to 3 enemy factions per Protocol, along with a boss chosen from a separate pool… enemies do not get strategies and only get generic stat buffs as rounds escalate."

Recommended generation [ASSUMED reconstruction] (also in 05-enemies.json → generation.recommendedAlgorithm):

  1. Match start: pick 3 of the 6 typed factions (uniform). Training uses FLY, TIMES and ELEMENT.

  2. Round r ≤ 7 uses entries with firstHalf=true. Rounds 8–13 use firstHalf=false; these are the upgraded "_2" enemies.

  3. Ground entry G: a weighted pick among the chosen non-FLY factions plus SPECIAL, for the current half.

  4. Fly entry F: a weighted FLY pick, only if FLY was chosen. Otherwise the fly slots keep yokai / frostd / bombd.

  5. Replace: S → G.key, N → G.N, E → G.E. SF → F.key, NF → F.N, EF → F.E. Literal keys stay unchanged (round-1 slime, boss escorts).

  6. Count: each replaced template enemy becomes k = clamp(round(be(template)/be(new)), 1, 5) copies, where be = (hp + 5·atk + 3·def + 3·res) / enemyBattleEffectivenessFactor.

    • With this formula almost all second-half specials map 1 : 1.
    • Swarm enemies map up to 5 : 1: 炽焰/灼热源石虫, 萨科塔之翼, 步兵.
    • k is precomputed in specialEntries.rows[].kS / N[][2] / E[][2].
    • Optionally cap the total spawn count per round at about 1.5 × the template count.
  7. Stat scaling [ASSUMED]: season effects aceffect_enemy_1..5 exist (急行军 +15 % speed, 补给线 +8 % HP, 补给线II +20 % HP, 攻坚装备 +10 % ATK / +20 % HP, 攻坚装备II ×0.8 / ×0.8, 攻坚装备III ATK ×0.7 / HP ×0.75), but no data links them to modes or rounds. Proposed mapping:

    when effect
    FUNNY III
    NORMAL II
    HARD ×1
    ABYSS 攻坚装备 + 急行军
    rounds 8–10 +补给线
    rounds 11–13 补给线II

    “炎佑” (9012_acloon) and the 墨魂 minis (msf*) are excluded, following their enemy_exclude lists.

  8. Bounties (机变阶段 悬赏决策): there are 129 ENEMY_GAIN effects (bountyEffects). Each adds N copies of an enemy to the chooser's next 1 / 2 / all battles.

    • kill_gain_coin: the killer earns coin.
    • selfbattle_win_gain_coin: pays coin if the chooser's own combat phase is perfect.
    • 战术特训 enemies are at 70 % HP/ATK/DEF in single mode (PRTS patch note).

3.3 Unite phase (联防) template

level_act1autochess_escaped_multi has 8 SPAWN slots (N, E, S, NF, EF, SF, T, TF; up to 5 each). Its routes start on the partner half at (9,18) / (12,18) and cross to (9,2). The single variant is escaped_single. For the remake, spawning the leaked enemies at the helper's own gates is acceptable.

4. LP (目标生命值) rules

  • Start LP is the band's totalHp (20–45; 歌利亚 training band = 45).
  • Normal rounds:
    • Unkilled enemies (reached the objective, or still alive at the time limit) cost LP. Official help: "根据未击倒敌人的数量…每回合最多扣除10点".
    • The cap is costPlayerHpLimit = 10.
    • [ASSUMED] Each counted enemy costs 1, excluding notCountInTotal units and boss parts. lifePointReduce is not used here, because several regular faction enemies (王庭军战士, 逐火战士, 萨科塔之翼 …) have lpr 0.
  • Team mode:
    • Leaks are held back. If at least one player leaked and at least one player cleared perfectly, a 联防 phase runs: up to 2 perfect players fight the union of all leaked enemies.
    • Survivors of the 联防 phase then cost their owners' LP (cap 10).
    • If nobody cleared perfectly, leaks cost LP immediately.
    • Bonds do not stack during 联防.
  • Boss round:
    • All LP merge into one pool with no cap.
    • After 150 s, every second costs 1 LP.
    • [ASSUMED] Each leaked enemy costs its lpr: most bosses 2, 盐风主教昆图斯 1, 卢西恩 30, typical enemies 1.
  • Hidden core (round 15, NORMAL+):
    • Single: activated bond layers > 300 and LP > 1.
    • Multi: total layers across all players > 1000 and LP sum > 1.

lpr distribution across the 326 exported enemies: 255 ×1, 42 ×0, 21 ×2, 5 ×5, 2 ×30, 1 ×3. Among act2-relevant enemies: 175 ×1, 27 ×0, 20 ×2.

5. Bosses (bossInfoDict: season weights / HP pool + global enemyId)

bloodPoint is the boss HP pool for each difficulty. Per the notices, it is shared by all players/battlefields. boss_battle_multi_player spawns a mirrored copy on the partner half that shares HP. [ASSUMED] Single mode uses the same value.

id enemy name w bloodPoint FUNNY / NORMAL / HARD / ABYSS DB hp / atk / def / res lpr key abilities (handbook)
boss_1 9013_acstmk 假想敌:胄 6 247 500 / 675 000 / 1 800 000 / 3 600 000 600000/650/1000/25 2 Random magic beam. 灭顶之灾: shell at the highest-ATK operator; 3×3 stun + physical DoT; the shell can be shot down. <20 % HP: damage taken ×0.5 and an extra shell. Every 50 s summons drones (yokai, boss_summon_enemy).
boss_2 9017_achunt 假想敌:铳 6 225 000 / 400 000 / 800 000 / 3 000 000 120000/750/1100/60 2 Targets highest DEF. Erosion damage. Unblockable. ASPD ramps on the same target (+80, 5 stacks). 最终之罚: charge at the highest-DEF unit. Two copies in multi.
boss_3 9021_acduml 假想敌:管 6 285 000 / 708 750 / 2 000 000 / 4 000 000 85000/300/700/50 2 Summons “余音” (9023_acdums) every 40 s (20 s below 50 % HP). 裂管之奏: triple hit on each 余音 (AoE magic + apoptosis).
boss_4 1521_dslily 盐风主教昆图斯 5 307 500 / 708 750 / 2 100 000 / 4 200 000 100000/380/500/50 1 Hits the 2 highest-DEF targets. 大潮 (global magic + neural), 崩坍, 断裂生殖 (子代 trap_039_dstnta stun). 物种爆发 kills everything after a long time.
boss_5 2016_csphtm 卢西恩,“猩红血钻” 10 200 000 / 390 000 / 780 000 / 3 000 000 80000/1500/600/40 30 40 % evade while unblocked. Blinks behind its blocker and leaves 不祥幻影 (2017_csphts). 40 % DEF penetration + neural. Two copies in multi.
boss_6 9032_aclionk 阿利斯泰尔,帝国余晖 5 285 000 / 705 000 / 1 990 000 / 3 980 000 81000/820/1030/20 2 王权号令 (plus-shaped strike, drops equipment 10028/29/30). 莫非王土 animates the equipment. ≤50 %: +DEF, RES 45, 2 equipment at once. Eventually kills everything.
boss_7 9033_acdeer “萨米的意志” 5 277 500 / 787 500 / 2 000 000 / 4 000 000 240000/800/800/40 2 冰凌 (hits the whole column). 自然涌动 (stun + magic DoT). ≤50 %: damage taken ×0.4 and 2 targets. Training boss.
boss_8 9013_acstmk_2 假想敌:胄 (隐秘核心) 50 750 000 / 937 500 / 3 600 000 / 7 200 000 1200000/750/1200/30 2 Adds 斩胄之剑 / 破胄之锤 (9014/9015; invulnerable until shot down).
boss_9 9017_achunt_2 假想敌:铳 (隐秘核心) 40 675 000 / 900 000 / 2 800 000 / 3 950 000 120000/750/1100/60 2 Linked to 3 “碎铳之簧” (9018/19/20) that take damage for it. Damage taken ×0.2.
boss_10 9021_acduml_2 假想敌:管 (隐秘核心) 40 825 000 / 1 012 500 / 3 800 000 / 7 600 000 85000/300/700/50 2 Comes with 假想敌:弦 (9022_acdumm).

Boss escorts per level (template keys still get replaced) are in 05-maps.json roundLevels.*h07*/h08*:

  • boss_1: 重装防御组长 ×14 (1006_shield_2)
  • boss_2: 愧悔魂灵圣杯 (1430_lrrook, 100k HP, 0 ATK)
  • boss_3: 堂皇 (1209_sfden_2)
  • boss_4: 复核洋流使者 (1438_dspred)
  • boss_5: 骇笑看客 (2009_csaudc) and 绯红歌伶 (2010_csdcr)
  • boss_6: “萨科塔昂首” (10085_hllevi_2)
  • boss_7: 冰爆源石虫 (1067_snslime) and 游击队盾卫 (1081_sotisd)
  • hidden cores: “帝国的甲胄” (10027_vtsk), 假想敌:淤困 (9007_acelem), 假想敌:再生 (9010_acpupp)

6. Enemy stat tables (raw level-0; full data incl. skills/talents in 05-enemies.json.enemies)

Columns: rk N/E/B; spd is moveSpeed; bat is base attack time in seconds; range in tiles (−1 or 0 means melee or no attack); mv W = walk, F = fly.

Official autochess overrides already applied:

  • 灼藤 (10067_ftsjc): ATK 400
  • 元核孽生者 (1439_dslntf): ATK 400, talent 3.hp_ratio 0.2

Both come from level_autochess_enemy_data.

Template placeholders (constData)

key name rk hp atk def res spd bat range lpr mv dmg slot / be
1422_lrsldr 萨卡兹枯朽前锋 N 4700 300 100 40 0.8 3 -1 1 W PHYS/MAGI Normal be=6620
1427_lrnazg “灵幛” E 15000 900 500 50 0.7 5 1.3 1 W PHYS Elite be=21150
1425_lrcmra 孽罪奇美拉 E 20000 800 1000 50 0.6 5 -1 1 W PHYS/MAGI Special be=27150
1005_yokai 妖怪 N 800 0 50 0 0.9 2.3 0 1 F NO_D NormalFly be=950
1042_frostd 寒霜 E 6500 100 600 30 0.9 1 2.5 1 F NO_D EliteFly be=8890
1040_bombd 暴鸰 E 4000 800 150 30 0.6 5 2 1 F PHYS SpecialFly be=8540
1000_gopro_2 猎狗pro N 1700 260 0 20 1.9 1.4 0 1 W PHYS Token be=3060
1041_lazerd 法术大师A1 N 2700 220 100 65 1.5 2.15 1.8 1 F MAGI TokenFly be=4772

Special (特训) entries: S-slot enemy, with attached N / E (k = copies per replaced template enemy)

key name rk hp atk def res spd bat range lpr mv dmg type,half,w · kS · N(k) · E(k)
1041_lazerd 法术大师A1 N 2700 220 100 65 1.5 2.15 1.8 1 F MAGI FLY,1st,w10 · k2 · “萨科塔之翼”×1 · 妖怪MKII×2
1355_mrfly 护障 N 6000 0 80 40 1.2 2 2.5 1 F NO_D FLY,1st,w10 · k1 · 妖怪×1 · 妖怪MKII×2
1017_defdrn 御4 N 4000 0 150 20 0.8 2 2.5 1 F NO_D FLY,1st,w10 · k2 · 妖怪×1 · 妖怪MKII×2
10084_hlegle “萨科塔之眼” N 5500 1000 150 30 0.7 3 1.3 0 F PHYS FLY,1st,w10 · k1 · “萨科塔之翼”×1 · 妖怪MKII×2
1407_hummbd 远眺 N 4500 250 120 20 0.7 3 2 1 F PHYS FLY,1st,w10 · k1 · 妖怪×1 · 妖怪MKII×2
1005_yokai_3 威龙 E 30000 660 170 0 0.5 3.8 2 1 F PHYS FLY,2nd,w10 · k1 · 妖怪×1 · 妖怪MKII×2
1112_emppnt 帝国炮火先兆者 E 13000 1000 800 50 0.5 5 2 1 F PHYS FLY,2nd,w10 · k1 · 妖怪×1 · 妖怪MKII×2 · banned FUNNY+NORMAL
1041_lazerd_2 法术大师A2 E 6000 600 140 65 0.8 3.5 3 1 F MAGI FLY,2nd,w10 · k1 · 妖怪MKII×1 · 寒霜×1
9009_acfort 假想敌:黑云 E 24000 500 150 20 0.5 3 2.5 1 F PHYS FLY,2nd,w10 · k1 · 妖怪MKII×1 · 威龙×1
1195_sfyin_2 明鉴 N 3100 390 0 20 1.5 1.5 0 1 W PHYS TIMES,1st,w10 · k2 · 磨砻×1 · 俗心×1
1288_duskls_2 深池逐火精锐战士 N 6000 180 100 50 0.7 2 0 0 W MAGI TIMES,1st,w10 · k3 · 深池逐火战士×1 · 深池逐火战士×2
1197_sfshu 俗心 N 2500 320 60 0 1.4 1.4 0 1 W PHYS TIMES,1st,w10 · k2 · 磨砻×1 · 俗心×1
1292_duskld 深池逐火护卫 E 10000 350 550 60 0.5 3.5 0 0 W MAGI TIMES,2nd,w10 · k1 · 深池逐火战士×1 · 深池逐火精锐战士×2
1207_sfji 沉沙 E 11000 1100 600 30 1.3 2.2 0 1 W PHYS TIMES,2nd,w10 · k1 · 磨砻×1 · 俗心×1 · banned FUNNY+NORMAL
1199_sfjin 身观 E 6500 700 750 0 0.8 4 0 1 W PHYS TIMES,2nd,w10 · k1 · 磨砻×1 · 俗心×1
9010_acpupp 假想敌:再生 E 12000 1100 300 40 0.5 5 -1 1 W PHYS TIMES,2nd,w10 · k1 · 俗心×1 · 雅气×1
1161_tidmag 控潮术师 N 6000 200 200 60 0.7 2.5 2.2 1 W MAGI ELEMENT,1st,w10 · k1 · 潜水员×1 · 码头水手×1
1305_mhslim_2 炽焰源石虫 N 1800 80 0 0 0.8 2 1.8 1 W MAGI ELEMENT,1st,w10 · k5 · 灼热源石虫×5 · 炽焰源石虫×5
2025_syufo 掠海漂移体 E 20000 500 250 40 0.6 4 2.6 1 W PHYS ELEMENT,2nd,w10 · k1 · 骨海漂流体×1 · 骨海漂流体×4
1161_tidmag_2 领潮员 N 8000 260 220 60 0.7 2.5 2.2 1 W MAGI ELEMENT,2nd,w10 · k1 · 潜水员×1 · 码头水手长×1
1439_dslntf 元核孽生者 E 30000 400 0 70 0.25 3 0 1 W PHYS ELEMENT,2nd,w10 · k1 · 底海滑动者×1 · 富营养的滑动者×4
1275_dwlock_2 萨卡兹王庭军精锐术师 E 14000 500 250 50 0.8 4 2.5 1 W MAGI ELEMENT,2nd,w10 · k1 · 萨卡兹王庭军战士×1 · 萨卡兹王庭军精锐战士×2 · banned FUNNY+NORMAL
9007_acelem 假想敌:淤困 E 36000 600 200 40 0.5 1 -1 1 W MAGI ELEMENT,2nd,w10 · k1 · 萨卡兹王庭军战士×1 · 萨卡兹王庭军精锐战士×2
1234_dsubrl 深溟巢涌者 E 10000 140 550 60 0.8 1 1.6 1 W MAGI DOT,1st,w10 · k1 · 单核掠食者×1 · 异光体掠食者×2
1272_nhtank 萨卡兹枯朽战车 E 12000 750 750 10 0.7 4.5 2.2 1 W PHYS DOT,1st,w10 · k1 · 萨卡兹枯朽战士×1 · 萨卡兹枯朽战士组长×3
1270_nhstlk 逐腐兽 E 12000 550 150 20 1.4 1.8 0 1 W PHYS/MAGI DOT,1st,w10 · k2 · 萨卡兹枯朽战士×1 · 萨卡兹枯朽战士组长×3
1234_dsubrl_2 富营养的巢涌者 E 14000 160 550 60 0.8 1 1.6 1 W MAGI DOT,2nd,w10 · k1 · 异光体掠食者×1 · 异光体掠食者×2 · banned FUNNY+NORMAL
10122_uacann_2 集团军重型火炮 N 10000 500 350 0 0.8 5 10 1 W PHYS DOT,2nd,w10 · k1 · 萨卡兹枯朽战士组长×1 · 萨卡兹枯朽战士组长×3 · banned FUNNY+NORMAL
1272_nhtank_2 尖端萨卡兹枯朽战车 E 15000 850 750 10 0.7 4.5 2.2 1 W PHYS DOT,2nd,w10 · k1 · 萨卡兹枯朽战士组长×1 · 疯狂的逐腐兽×1 · banned FUNNY+NORMAL
9006_actoxi 假想敌:蚀裂 E 15000 400 400 10 0.6 1.5 -1 1 W MAGI DOT,2nd,w15 · k1 · 萨卡兹枯朽战士组长×1 · 疯狂的逐腐兽×1
1299_ymkilr 山海众头目 E 8500 800 250 20 1.1 2.5 1.2 1 W PHYS INVISIBLE,1st,w10 · k1 · 宿主士兵×2 · 隐形弩手×3
10034_cnvsax 节日爵士乐手 E 10000 650 300 10 0.7 1 2.5 1 W PHYS/MAGI INVISIBLE,1st,w10 · k2 · 宿主士兵×2 · 隐形弩手×3
10042_prtrop_2 扶桥老手 N 8000 720 300 30 0.65 2 -1 1 W PHYS INVISIBLE,1st,w10 · k2 · 寻险水手×1 · 架桥船工×2
1389_winbab_2 访问团强攻冠军 N 7000 650 400 10 0.6 3 3.5 1 W PHYS INVISIBLE,2nd,w10 · k1 · 访问团新兵×1 · 隐形弩手组长×2
1299_ymkilr_2 山海众秘使 E 11000 1000 300 20 1.1 2.5 1.2 1 W PHYS INVISIBLE,2nd,w10 · k1 · 萨卡兹枯朽辟路前锋×1 · 隐形弩手组长×2
1404_msnip 重弩突袭者 N 6000 400 180 60 0.7 3.5 -1 1 W MAGI INVISIBLE,2nd,w10 · k1 · 潜伏者×2 · 隐形弩手组长×2
9008_acbunn 假想敌:骨刺 E 12000 360 300 60 0.5 4 2 1 W MAGI INVISIBLE,2nd,w10 · k1 · 业余竞演者×1 · 隐形弩手组长×2 · banned FUNNY+NORMAL
1174_duholy 深池伙友卫队 E 15000 900 900 0 0.8 4 1.4 1 W PHYS REFLECTION,1st,w10 · k1 · 深池侦察兵×1 · 深池重甲卫士×1
1168_dumage 深池暗影术师 N 4500 300 150 20 1.1 3 2.5 1 W MAGI REFLECTION,1st,w10 · k4 · 深池侦察犬×1 · 深池方阵战士×3
1170_dushld 深池重甲卫士 E 7000 700 750 0 0.7 4 0 1 W PHYS REFLECTION,1st,w10 · k2 · 深池侦察兵×1 · 深池方阵战士×3
1174_duholy_2 深池伙友卫队精英 E 20000 1100 1000 0 0.8 4 1.4 1 W PHYS REFLECTION,2nd,w10 · k1 · 深池侦察队长×1 · 深池重甲卫士队长×1 · banned FUNNY+NORMAL
1170_dushld_2 深池重甲卫士队长 E 9000 900 1100 0 0.7 4 0 1 W PHYS REFLECTION,2nd,w10 · k1 · 深池侦察队长×1 · 深池方阵指挥官×2
1172_dugago 守墓石像 E 10000 550 550 0 0.5 4 1.6 1 W PHYS/MAGI REFLECTION,2nd,w10 · k1 · 深池侦察队长×1 · 深池方阵指挥官×2
9011_acrefr 假想敌:镜膜 E 18000 1000 600 0 0.5 5.5 -1 1 W PHYS REFLECTION,2nd,w10 · k1 · 深池侦察队长×1 · 深池重甲卫士队长×1
1010_demon_2 萨卡兹大剑组长 E 15000 750 250 50 0.85 2 0 1 W PHYS SPECIAL,1st,w10 · k1 · 萨卡兹刀兵×1 · 萨卡兹大剑手×2
1045_hammer 粉碎攻坚手 E 10000 1000 1000 0 0.5 3.5 2.5 1 W PHYS SPECIAL,1st,w10 · k1 · 宿主士兵×2 · 步兵×5
1118_lidbox_2 拳师囚犯 E 9500 400 400 0 1.6 1 0 1 W PHYS SPECIAL,1st,w10 · k2 · 普通囚犯×1 · 老练囚犯×2
1325_cbgpro_2 高级军用猎狗 N 4600 360 0 30 1.7 1.5 0 1 W PHYS SPECIAL,1st,w10 · k3 · 猎狗pro×2 · 军用猎狗×3
1121_lifbos 重犯 E 20000 800 400 0 0.8 3 0 1 W PHYS SPECIAL,1st,w10 · k1 · 普通囚犯×1 · 老练囚犯×2
1006_shield_3 重装五十夫长 E 40000 1000 1200 0 0.75 2.6 0 1 W PHYS SPECIAL,2nd,w10 · k1 · 宿主士兵×2 · 重装侦察兵×1
1329_cbshld 弧光镜卫 N 10000 700 3300 60 0.75 3 0 1 W PHYS SPECIAL,2nd,w10 · k1 · Dor-1号失败品×1 · 莱茵生命防卫科高级成员×2
1045_hammer_2 粉碎攻坚组长 E 20000 1500 2000 0 0.5 3.5 2.5 1 W PHYS SPECIAL,2nd,w10 · k1 · 宿主重装士兵×1 · 宿主重装士兵×1
1387_winshd 访问团持盾者 E 12000 500 1200 20 0.5 3 0 1 W PHYS SPECIAL,2nd,w10 · k1 · 访问团新兵×1 · 访问团老兵×1
1121_lifbos_2 传奇重犯 E 25000 1000 500 0 0.8 3 0 1 W PHYS SPECIAL,2nd,w10 · k1 · 老练囚犯×1 · 强壮囚犯×1
1320_wdrrl_2 萨卡兹悖谬暴虐兵长 E 25000 1200 800 20 0.8 2.9 0 1 W PHYS SPECIAL,2nd,w10 · k1 · 萨卡兹枯朽辟路前锋×1 · 萨卡兹大剑手×2
10124_uashld_2 集团军中坚盾卫 E 25000 950 1800 60 0.7 3.8 1 1 W PHYS SPECIAL,2nd,w10 · k1 · 宿主士兵×2 · 宿主重装士兵×1
1328_cbjedi 弧光锋卫 E 10000 700 550 50 0.75 3 0 1 W MAGI SPECIAL,1st,w10 · k1 · Dor-1号失败品×1 · 莱茵生命防卫科高级成员×2
1355_mrfly_2 护障·P N 10000 0 80 50 1.2 2 2.5 1 F NO_D FLY,1st,w8 · k1 · 妖怪×1 · 御4×2 · banned FUNNY+NORMAL
1197_sfshu_2 雅气 N 3350 410 70 0 1.4 2 0 1 W PHYS TIMES,1st,w8 · k1 · 磨砻×1 · 雅气×1 · banned FUNNY+NORMAL
10067_ftsjc 灼藤 E 13000 400 250 65 0.85 3.5 -1 1 W MAGI ELEMENT,2nd,w8 · k1 · 卷心籽×1 · 灼藤×1 · banned FUNNY+NORMAL
1270_nhstlk_2 疯狂的逐腐兽 E 16000 700 200 20 1.4 1.8 0 1 W PHYS/MAGI DOT,2nd,w8 · k1 · 萨卡兹枯朽战士×1 · 萨卡兹枯朽战士组长×3 · banned FUNNY+NORMAL
1283_sgkill 家族灭迹人 E 12000 800 800 45 0.9 3 1.8 1 W PHYS INVISIBLE,2nd,w8 · k1 · 业余竞演者×1 · 隐形弩手组长×2 · banned FUNNY+NORMAL
1175_dushdo_2 深池伙友影刃精英 E 15000 580 550 0 0.8 2.1 1.4 1 W MAGI REFLECTION,2nd,w8 · k1 · 深池侦察犬×1 · 深池伙友卫队精英×1 · banned FUNNY+NORMAL
1254_lypa_2 测试用动力装甲 E 10000 850 800 20 1.2 1.3 0 1 W PHYS SPECIAL,2nd,w10 · k2 · Dor-1号失败品×1 · 莱茵生命防卫科高级成员×2 · banned FUNNY+NORMAL
1425_lrcmra_2 渎罪奇美拉 E 25000 1200 1200 50 0.6 5 -1 1 W PHYS/MAGI SPECIAL,2nd,w10 · k1 · 萨卡兹枯朽辟路前锋×1 · 萨卡兹大剑手×2 · banned FUNNY+NORMAL
1329_cbshld_2 弧光镜卫长 N 13000 900 3500 60 0.75 3 0 1 W PHYS SPECIAL,2nd,w10 · k1 · Dor-α号失败品×1 · Dor-β号复制体×2 · banned FUNNY+NORMAL
1072_dlancer 萨卡兹穿刺手 E 6000 450 150 40 0.25 4 0 1 W PHYS SPECIAL,2nd,w10 · k3 · 萨卡兹刀兵×1 · 萨卡兹大剑组长×1 · banned FUNNY+NORMAL

Attached normal/elite enemies (N/E slots)

key name rk hp atk def res spd bat range lpr mv dmg abilities
10083_hlbird “萨科塔之翼” N 1500 0 0 30 0.9 1 -1 0 F NO_D 飞行单位; 生命值首次降至一半以下时,在数秒内陷入恐惧
1005_yokai_2 妖怪MKII N 1550 220 50 0 0.9 3 2 1 F PHYS 飞行单位
1005_yokai 妖怪 N 800 0 50 0 0.9 2.3 0 1 F NO_D 飞行单位
1042_frostd 寒霜 E 6500 100 600 30 0.9 1 2.5 1 F NO_D 飞行单位; 周围的我方单位的攻击速度大幅度降低
1005_yokai_3 威龙 E 30000 660 170 0 0.5 3.8 2 1 F PHYS 飞行单位
1195_sfyin 磨砻 N 2000 310 0 20 1.5 1.5 0 1 W PHYS 被击倒后生成2个<木制瑞印>
1197_sfshu 俗心 N 2500 320 60 0 1.4 1.4 0 1 W PHYS 被击倒后生成3个<小说卷轴>
1288_duskls 深池逐火战士 N 5000 150 50 50 0.7 2 0 0 W MAGI 位于燃烧的芦苇丛附近时攻击额外造成灼燃损伤; 被击倒时暂时变为隐匿、需要5次伤害击倒的<怨恨的余烬>,一段时间后重生
1288_duskls_2 深池逐火精锐战士 N 6000 180 100 50 0.7 2 0 0 W MAGI 位于燃烧的芦苇丛附近时攻击额外造成灼燃损伤; 被击倒时暂时变为隐匿、需要5次伤害击倒的<暴怒的余烬>,一段时间后重生
1197_sfshu_2 雅气 N 3350 410 70 0 1.4 2 0 1 W PHYS 被击倒后生成3个<诗画卷轴>
1158_divman 潜水员 N 3300 240 150 20 0.9 2.7 1.9 1 W PHYS 免疫水蚀,在水中攻击力提升并获得隐匿
1160_hvyslr 码头水手 E 10000 800 800 20 0.7 3.5 0 1 W PHYS 能在数次攻击后晕眩我方单位; “水蚀”状态下快速损失生命
1305_mhslim 灼热源石虫 N 1200 50 0 0 0.8 2 1.8 1 W MAGI 攻击造成灼燃损伤
1305_mhslim_2 炽焰源石虫 N 1800 80 0 0 0.8 2 1.8 1 W MAGI 攻击造成灼燃损伤
2021_syfish 骨海漂流体 N 4000 250 150 10 1.2 2 0 1 W PHYS 攻击额外造成侵蚀损伤
1160_hvyslr_2 码头水手长 E 14000 1000 1000 20 0.7 3.5 0 1 W PHYS 能在数次攻击后晕眩我方单位; “水蚀”状态下快速损失生命
1148_dssbr 底海滑动者 N 2800 280 130 10 1.1 2 0 1 W PHYS 攻击额外造成神经损伤
1148_dssbr_2 富营养的滑动者 N 3600 360 150 10 1.1 2 0 1 W PHYS 攻击额外造成神经损伤
1229_darmy 萨卡兹王庭军战士 N 4200 240 220 40 0.9 2.5 -1 0 W MAGI 攻击造成凋亡损伤
1229_darmy_2 萨卡兹王庭军精锐战士 N 5500 380 280 40 0.9 2.5 -1 0 W MAGI 攻击造成凋亡损伤
1433_dsbasi 单核掠食者 N 4300 280 0 10 1.6 1.1 -1 1 W PHYS
1433_dsbasi_2 异光体掠食者 N 5700 350 0 10 1.6 1.1 -1 1 W PHYS
1267_nhpbr 萨卡兹枯朽战士 N 4500 380 100 20 0.8 2.5 0 1 W PHYS 被击倒时释放污染秽蚀,使周围我方持续损失生命
1267_nhpbr_2 萨卡兹枯朽战士组长 N 5500 450 100 20 0.8 2.5 0 1 W PHYS 被击倒时释放污染秽蚀,使周围我方持续损失生命
1270_nhstlk_2 疯狂的逐腐兽 E 16000 700 200 20 1.4 1.8 0 1 W PHYS/MAGI 攻击使目标在一段时间内持续受到法术伤害,目标接受治疗时解除此效果
1043_zomsbr 宿主士兵 N 2500 250 100 30 0.9 1.8 2.5 1 W PHYS 能够自然回复生命
1019_jshoot 隐形弩手 N 1800 260 100 20 0.9 2.7 2.2 1 W PHYS 隐匿
10043_sailor 寻险水手 N 5500 350 50 10 0.9 2 -1 1 W PHYS 经过悬索桥或被<盐坨子炮>传送时,移动速度短暂提升
10042_prtrop 架桥船工 N 6000 600 150 30 0.65 2 -1 1 W PHYS 隐匿; 可以架设可通行的悬索桥
1381_winman 访问团新兵 N 5800 300 100 0 0.9 1.7 0 1 W PHYS
1019_jshoot_2 隐形弩手组长 N 2700 310 130 20 0.9 2.7 2.2 1 W PHYS 隐匿
1422_lrsldr_2 萨卡兹枯朽辟路前锋 N 5500 350 100 40 0.8 3 -1 1 W PHYS/MAGI 位于源石污染区内时,攻击造成法术伤害
1009_lurker 潜伏者 N 2200 300 90 20 1 2 0 1 W PHYS 隐匿
10031_cnvsld 业余竞演者 N 4000 300 100 0 1.5 2 -1 1 W PHYS 隐匿; 狂欢时刻失去隐匿
1166_dusbr 深池侦察兵 N 3000 280 110 0 1 2 0 1 W PHYS 折射
1170_dushld 深池重甲卫士 E 7000 700 750 0 0.7 4 0 1 W PHYS 折射
1165_duhond 深池侦察犬 N 2800 300 0 0 1.7 1.4 0 1 W PHYS 折射
1169_duphlx 深池方阵战士 N 4000 300 300 0 1 2.5 1.5 1 W PHYS 其他方阵战士位于附近时,防御力提升(可叠加); 折射
1166_dusbr_2 深池侦察队长 N 4400 380 180 0 1 2 0 1 W PHYS 折射
1170_dushld_2 深池重甲卫士队长 E 9000 900 1100 0 0.7 4 0 1 W PHYS 折射
1169_duphlx_2 深池方阵指挥官 N 6000 450 400 0 1 2.5 1.5 1 W PHYS 其他方阵指挥官位于附近时,防御力提升(可叠加); 折射
1071_dftman 萨卡兹刀兵 N 2800 300 70 50 1 2.5 0 1 W PHYS
1010_demon 萨卡兹大剑手 E 7500 600 230 50 0.85 2 0 1 W PHYS
1046_agent 步兵 N 2500 280 85 40 1.1 2 0 1 W PHYS
1116_liprr 普通囚犯 N 5500 280 60 0 1.1 2 0 1 W PHYS 初始为禁锢状态,禁锢状态下攻击速度降低; 攻击数次后解放,解放后攻击力提升
1116_liprr_2 老练囚犯 N 7500 380 60 0 1.1 2 0 1 W PHYS 初始为禁锢状态,禁锢状态下攻击速度降低; 攻击数次后解放,解放后攻击力提升
1000_gopro_2 猎狗pro N 1700 260 0 20 1.9 1.4 0 1 W PHYS
1325_cbgpro 军用猎狗 N 3800 290 0 30 1.7 1.5 0 1 W PHYS
1402_tgshd_2 重装侦察兵 E 13000 700 1500 0 0.7 3 -1 1 W PHYS 被攻击时使攻击者暴露5秒; 暴露状态下的我方无法通过封阻物避开敌方视线,且受到的伤害提升
1251_lysyta Dor-1号失败品 N 2750 310 0 50 1.5 1.8 0 1 W PHYS 接触未激活的<R系列动力装甲>时,为其回复一定技力
1249_lysdb_2 莱茵生命防卫科高级成员 N 6000 485 300 0 1 2.8 0 1 W PHYS 可以抵挡一次物理或法术伤害
1061_zomshd 宿主重装士兵 E 10000 600 800 0 0.75 2.6 0 1 W PHYS 能够自然回复生命
1381_winman_2 访问团老兵 N 7800 400 200 0 0.9 1.7 0 1 W PHYS
1119_vofsd 强壮囚犯 E 11000 600 700 0 0.8 3.3 0 1 W PHYS 初始为禁锢状态,禁锢状态下攻击速度降低; 攻击数次后解放,解放后攻击力提升、法术抗性提升且能够自然回复生命
1017_defdrn 御4 N 4000 0 150 20 0.8 2 2.5 1 F NO_D 飞行单位; 为周围敌军持续提供防御力加成
10065_ftzlc 卷心籽 N 3800 240 0 5 1 1.7 -1 1 W PHYS 可以被<灼藤>或<灼芯>点燃; 点燃状态下死亡后对周围造成大量法术伤害
10067_ftsjc 灼藤 E 13000 400 250 65 0.85 3.5 -1 1 W MAGI 攻击额外造成灼燃损伤; 首次攻击前,攻击力不断提升且首次攻击对目标和周围造成法术伤害和灼燃损伤
1174_duholy_2 深池伙友卫队精英 E 20000 1100 1000 0 0.8 4 1.4 1 W PHYS 容易受到我方单位攻击; <深池伙友影刃精英>位于附近时,激活力场使周围我方攻击速度下降; 折射
1251_lysyta_2 Dor-α号失败品 N 3200 360 50 50 1.5 1.8 0 1 W PHYS 接触未激活的<R系列动力装甲>时,为其回复一定技力
1252_lysytb_2 Dor-β号复制体 N 9000 420 50 50 0.9 3.2 2.2 1 W PHYS 接触未激活的<R系列动力装甲>时,为其回复一定技力
1010_demon_2 萨卡兹大剑组长 E 15000 750 250 50 0.85 2 0 1 W PHYS

7. Open questions / assumptions to confirm

  1. Replacement algorithm. Is there one special entry per round or one per spawn action? Is the k-copies formula right? It is inferred from min/maxReplacedEnemyCount and the BE factors, and is not documented anywhere.
  2. Enemy stat scaling. It is unknown how aceffect_enemy_* map to modes and rounds. difficultyFactorInfo (1.0/1.6/1.7/1.7) and modeFactorInfo (1.25) look like reward coefficients: PRTS notes "获取卫戍认证系数提升至×1.25".
  3. Boss HP in single mode. It may be the same bloodPoint or a scaled one. The multi pool is shared by 4 players across 2 battlefields.
  4. Leak weighting. The rule is by count; whether lpr ever matters outside boss rounds is unknown.
  5. Row 8 / row 1 non-bench hand tiles: exact use is unknown (temporary staging for 临时整备区?).
  6. 4-player lobbies. Normal rounds use 4 separate boards. Boss rounds put pairs on 2 boss battlefields. It is not known how partners are assigned for 联防 (proposal: the 2 perfect players with the lowest index).

Addendum (critic)

Written 2026-09-27 by the completeness critic. It supersedes the conflicting lines above. Sources: round-level options re-read from the level JSONs, PRTS 卫戍协议:盟约_下半 §开始模拟 and §隐秘核心, PRTS 卫戍协议/帮助, and BWIKI 盟约.

§ Was Now Tag
2.2 "DP initialCost 0 / DP irrelevant" from the m0X terrain files The round levels (01…h06, h07/h08, escaped_*) have initialCost 10, costIncreaseTime 1 s and maxCost 99. The value 0 belongs to the terrain files, which are not used for battle options. DP matters: initial deployment is free, but auto-redeploy after a knock-out needs DP ≥ the unit's cost (BWIKI "在再部署时间归零、地块可部署且部署费用足够后,将在原位置自动部署"). VERIFIED
2.2 row 8 "5 hand tiles [ASSUMED staging]" – They are the 5 temporary hand slots (临时手牌区): "溢出的手牌会临时存放至整备区前方的5个空位上". VERIFIED
3.1 "FUNNY has 9 rounds" – Only solo FUNNY has 9 rounds (R9 = boss h07_01_S and its alternatives). Multi FUNNY has 14 rounds (R14 boss, no R15), with SP rounds 3 and 9. VERIFIED (data)
3.2 step 7, stat scaling [ASSUMED] FUNNY III / NORMAL II … Replaced by the per-mode, per-round table in 01 Addendum A3 (01-core-data.json → _criticAddendum.enemyStatMultipliers). atk × base × 1.1^k, hp × base × 1.2^k (× 1.08 in the ABYSS rounds marked there). DEF and RES unchanged. Leader HP pools are excluded. ABYSS: all enemies move ×1.15 from R3. Apply it after the special-enemy replacement, on the level-0 stats. VERIFIED (PRTS, user-sourced)
4 "Hidden core: >300 / >1000" 上半 values 下半: solo > 350 activated layers and LP > 1; multi team sum > 1200 and merged LP > 1. Available on 险境 and harder. VERIFIED
4 boss round – The boss HP pool is not scaled by A3. Overtime −1 LP/s starts after bossTurnHpReduceTime = 150 s. The battle does not end at the level's 120 s ("计时结束后战斗仍然会继续"). Wave enemies that reach a goal subtract their lifePointReduce from the merged LP; at 0 the team fails at once. Movable bosses spawn one per alive player's side, and all of them share the pool. VERIFIED
3.1 timeout "alive at the limit count as leaked" Confirmed: "在作战时间结束后,如果战场中存在仍未被击杀的敌人,就无法达成完美作战。根据最终未击倒的敌方数量,扣除其来源玩家的目标生命值(每回合最多10点)". The combat ends at maxPlayTime. [ASSUMED] The limit is in game-time seconds; combat always runs at 2×. VERIFIED
3.3 联防 helpers At most 2 helpers. They keep their end-of-combat HP ratio, SP and positions. With 1 helper use escaped_single; with 2 use escaped_multi. Survivors cost their source player LP, capped at 10. VERIFIED

Still [ASSUMED] from this file:

  • The special-enemy replacement counts k.
  • The per-round faction pick.
  • The spawn-lane mapping when a leaked enemy is replayed in 联防.
  • Whether bounty and special enemies also receive the A3 multipliers. Recommend yes, using the current round's k.