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DESIGN §28 — 0.2.3

Part of DESIGN.md (the index; section numbers are global).

28. New content and community fixes

This chapter describes the development version, not a published release. Numerical content is rebuilt from CN client 2.7.81, ArknightsGameData commit 17759cc8cdf37388414145d16262a3a06f3ab25e (2026-10-08), with mechanism notes from PRTS checked on 2026-10-09. Launch-day descriptions may receive corrections.

28.1 克莱门莎 — sim/content/kits/ops/op-clemnt.js

  • Source: PRTS 克莱门莎 and the official character, skill and range tables. The non-collaboration 6★ roster gains Clementia (char_4231_clemnt), a 本源近卫: 72 DIY operators, 89 backup units including stand-ins, 259 selectable forms. All three skills are selectable in the existing tier-5 / tier-6 DIY slots at their existing skill-rank rules; potential and cultivation follow the player's settings. She has no launch module. Her bonds follow the existing faction mapping, including 阿戈尔.
  • Talents: each physical hit independently rolls 生死定夺's pre-DEF ATK multiplier; an enemy with current DEF below its initial DEF uses the higher probability. 习得性防御 reduces physical / Arts damage from the forward half-plane (including its boundary) or an enemy she blocks; 海怪 uses its separate reduction. Both talents take their potential-sensitive values from the generated data.
  • S1: the charged attack applies its ATK scale and inflicts 侵蚀损伤 proportional to actual HP damage. S2: the cabin travels forwards at 2 tiles/s, up to 3 tiles, carrying up to 15 ground enemies with a total weight of 8. Its collision square is 1.1 × 1.1. Impassable terrain stops it; self-bound / teleport-immune units cannot ride. Its actual stopping position becomes a radius-1.5 vortex that can affect air, slows by 70%, and each second deals 200 erosion damage plus the skill's physical damage. Erosion follows the engine's normal resistance, burst cooldown and mode-leader immunity rules. Ordinary skill attacks hit their main ground target and up to four neighbours.
  • S3: attacks select up to three ground enemies and add erosion based on actual HP damage without spending ammunition. A selectable ground enemy's erosion burst anywhere in the current battle marks it for 1 s. The closest mark consumes one of 10 bombardments: three physical + elemental hits in the target tile's five-tile cross. A tile with an outstanding projectile cannot be selected again for 5 s. Values are taken from the skill rank, not inferred from the final rank's description.
  • [ASSUMED], pending PRTS confirmation: S2 ordinary splash radius 1.5 and stable spawn-order tie breaks; 放逐 presently prevents walking, attacking and blocking while keeping the passenger damageable; cabin movement updates every sim tick, stops 0.4 tiles before an impassable edge, and the vortex ends with S2. S3's first impact is 0.5 s after launch, the others 1 s apart; launched projectiles finish after skill end. These are local kit assumptions, not changes to displacement or targeting rules for other operators.
  • Tests: test/content/op_clemnt.test.js covers available forms, potential, crit probabilities, directional defence, S1 cadence, S2 capacity / immunity / terrain / air vortex / target cap, and S3 ammo / global marks / mixed damage. Golden changes and the final integration verification are recorded below once complete.

28.2 New modules — 黍「好时节」and 乌尔比安「前路」

  • Sources: PRTS 黍, PRTS 乌尔比安, official uniequip_table and battle_equip_table from the same CN revision. Regenerating data adds GUA-Y (uniequip_003_shu) and CRU-Y (uniequip_003_ulpia) to their existing forms, including the anchor's module lookup. The day's new 5★ operators stay outside the established non-collaboration 6★ DIY pool.
  • 黍: GUA-Y's trait gives 15% damage reduction. The upgraded 天有四时 takes the improved HP / ASPD / four-Sui squad bonuses from the module blackboard. Satisfying at least two of the three conditions grants the separate additional ATK bonus (3% / 5% at module levels 2 / 3); it expires when the conditions stop holding.
  • 乌尔比安: CRU-Y increases damage to an enemy blocked by any ally by 10%. Its upgraded talent also counts another 深海猎人's credited kills (including delayed hits after that hunter leaves) while 乌尔比安 is deployed, shares the module's specified HP / ATK proportion, and adds one block at 9 stacks. Potential's extra maximum stack is retained. The mode's tier-5 elite form still uses module level 1; support for upgraded talent blackboards does not change that established rule.
  • Tests: test/content/new-modules-023.test.js, plus existing 黍 and tier-5 kit cases. The level-3 talent fixture is sourced from the official module blackboard; it is not exposed as a new tier-5 loadout.

Content verification checkpoint

The new content's targeted tests passed 16/16; existing Shu / tier-5 coverage passed 120/120. An independent interaction pass checked retreat cleanup, sleeping passengers, a real rebirth enemy, hit-count life, post-retreat bombardments and delayed hunter kill credit. It found and corrected vortex-position rounding, an unsupported elemental-resistance bypass and an unnecessary on-field check on the credited hunter. All 285 golden scenarios were regenerated: only roster and diy changed, (roster-019, roster-038, diy-059–diy-140), because the added module expands loadout coverage and the added DIY operator / Shu module expand and regroup the DIY scenarios. bonds, fields, matches and standins remained byte-identical. Full integration and browser checks follow separately.

28.3 Clipboard export inside dialogs — #433

Reported by @RushFTK: exporting settings over an insecure/LAN connection focused the language selector and reported success without copying the export. The fallback textarea was appended outside the active dialog, whose focus trap redirected selection before execCommand('copy').

ui/clipboard.js now selects its temporary textarea inside the active dialog/guide, validates focus and the whole selection before copying, and always removes it and restores focus, including after exceptions. The secure Clipboard API remains first choice; a failed fallback returns false for the existing manual-copy UI. Shared invite/loadout copying uses the same helper. Device tests passed 16/16; independent interaction probes passed 12/12. The real nested-dialog regression is included in test/ui/modal.e2e.test.js for integration testing.

28.5 远牙's granted trait on substitute switches — #415 / PR #429

Ported from PR #429 by @CXUtk; reported and original-mode interaction confirmed by @rosexxxp. The official activity table supplies the amounts: garrison_148_a/b grants garrison_108_a/b, +4/+8 to active 卡西米尔 and 精准, capped at 24/48 per battle. Only that granted trait additionally listens to dollSwap, in both directions, through the existing gain function. Deployment and switches share the original cap, active-bond checks and grant deduplication. Other deployment traits keep their existing triggers. The 7 regression cases cover both real dollkeepers, natural and S2 returns, shared caps, duplicate grant holders, inactive bonds and unrelated timed windows.

28.6 Asset download visibility — PR #421

Ported from PR #421 by @LimitlessHPPK. The asset resolver records every planned leaf with no alternative on disk as droppedLeaves in its report; the terminal prints a bounded summary. --strict / SP_ASSETS_STRICT=1 returns exit 1 for those omissions. The default remains a warning, and the existing manifest shrink guard remains in force. Strict mode changes the outcome code; it is not a transaction and does not roll back a manifest already written. Temporary test assets are cleaned up after each case. This is an opt-in tool check, not an added packaging requirement.

28.7 Korean wording and contribution template — PRs #414 / #432

PR #414 by @D-Roote improves 292 existing Korean interface strings. Only its message values are ported; later keys and the pack's translation metadata remain. PR #432 by @Xinglan233 supplies a contribution checklist covering the problem, source evidence, assumptions, actual checks and golden changes. The template is installed at .github/pull_request_template.md, the default template location, so GitHub can offer it without a named-template query parameter. No gameplay rules change.

28.8 Stop recalculating held Spine poses — PR #434

Ported from PR #434 by @Cloudnyco. A finished, non-looping, unmixed death pose or frozen model can reuse its posed skeleton and cached pixels while its clock advances. First poses, new clips, tint changes, mixing, multiple tracks, pending wind-ups / closing clips, clipping switches, dirty textures and zoom rescaling still update. Redeployment resumes normal animation. Redeploy countdown labels share rasterized textures keyed by text, colour and resolution; late web fonts refresh them in place. The 64 targeted renderer tests passed. The author's performance measurements are not reproduced here; real Pixi checks are part of the integration pass. No battle rule or golden result is intentionally changed.

28.9 Preserve facing during pushes and pulls — #418 / PR #427

Ported from PR #427 by @YinqiMargatroid. Successful pushes/pulls mark their displacement events keepFacing so the renderer retains pre-hit facing while waiting for the endpoint snapshot and throughout the slide. Raw displacement and explicit keepFacing: false retain the old directional behavior. Position, distance and unbalance time are unchanged. The contributor's source clips and their limitations are retained in research 13; those observations were not independently replayed for this port. [ASSUMED] other push sources and pulls against the target's old facing share the examples' display behavior; the drag template alone cannot establish that engine rule. Tests cover real push/pull skill paths, default/override metadata, snapshot reversal, and an earlier attack arriving after slide prestart in either field direction. Golden metadata deliberately omits the display flag.