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DESIGN §30 — 0.2.5-dev

Part of DESIGN.md. Community reports after 0.2.4.

30. Community follow-up

Unreleased. Sources and decisions below describe the candidate behavior, not a published release.

30.1 Fixed gifts and already displayed operator offers

Reports #488/#491/#495, PR #496 by @2321Robin, and the owner's Muelsyse/Yela report: the shared equipment cap added in 0.2.4 incorrectly prevented fixed acquisition gifts. 路标档案馆:路标月报#2 states both that equipment from any source occupies stock and that these operators' fixed gifts are unlimited. The owner confirmed on 2026-10-11: gifts still occupy stock, but exhaustion must never prevent the gift.

GameData.isUnlimitedGiftItem derives the families from SERVER_GAIN_EQUIP. The actual gift passes requirePool:false through effectsMeta to acquireItem; only those families bypass availability. Ordinary and advanced copies still count as 1/2. This covers Carnelian, Beeswax, Muelsyse, Kjera and Swire, and the same fixed family awarded by the Damazti strategy. It does not make every strategy's equipment unlimited. Shop and item reward purchases, random grants and 整备 upgrades keep their availability checks. When ownership exceeds the cap, removing one copy need not immediately reopen stock. The proposed PR's zero-occupancy model was not adopted.

#498: the same video's approximately 2:50–2:57 example describes nine owned 溯光星源 plus one already displayed card in each of four shops, allowing thirteen owned copies. Shop operator purchases therefore do not recheck availability; acquireChess records the full deficit and later rolls still exclude exhausted stock. The owner explicitly extended this behavior to already displayed operator reward offers; that extension is a maintainer decision, not footage directly establishing every reward type. Item purchases/rewards remain bounded. Funds, full-hand checks, per-offer sold flags, merge accounting and selling returns retain their ordinary rules.

Tests: test/match/community-round30.test.js, shared-stock.test.js, garrisons_meta.test.js. Normative rules: META shared inventory and helper contract; design/match economy.

30.2 Measured acquisition subsets

PR #497 by @2321Robin, same original research video's rule table: Rockrock's subset weights are ordinary hammer 10; tremble/undying/haste/burn hammer 2 each; limited accelerator 1; shield drone 4; laser emitter 4. Flametail's subset is Wild Mane 10, Ashlock 10, Fartooth 3. These are weighted subsets, still constrained by shared stock. The generator owns these tables; data/choices.json is regenerated offline. Tests cover the table and exhausted eligibility rather than asserting that subset draws ignore ownership.

30.3 Damage and target-selection corrections

  • Clementia S3's erosion-burst listener now requires an enemy target. The generic targetability helper does not check allegiance, so a friendly erosion burst previously scheduled a shot. Enemy bursts retain the same behavior; the mode's existing boss erosion immunity is unchanged.
  • Horn follows PRTS 号角: blocked targets first, ordinary ranged targets next, then a selectable ground target on her own tile. Her skills' automatic target check includes that tile. Other adjacent blind tiles do not become valid targets. Ordinary/S1/S3 melee attacks are single-target; S2 explicitly retains melee splash. Each shot captures its melee mode, so switching targets cannot remove splash from a shell in flight.
  • The bounty 自制投石机 has normal splash radius 1.5 and three hits. The old radius 0.5 came from its 入戏 override, not its ordinary attack. Tests cover adjacent/diagonal allies and an outside target. No claim is made here about unrelated attack cadence.
  • PR #502 by @Xinglan233: Vulpisfoglia's first qualifying damage instance marks the enemy and also deals 追凶's arts addition. Repeated damage does not extend the original window. Source: PRTS 忍冬.
  • #489: PRTS 盟约记录 corrects both Kjerag Ice and Tear Gas from “攻击时” to “造成伤害时”. Only these handlers move to actual carrier damage, including DoT, skill and splash instances; bare attack events, elemental gauge fill, HP loss, zero damage and friendly targets do not trigger them. Existing probabilities/durations remain data-driven. Regression uses real Ascalon poison while she is disarmed.

Tests: community-round30.test.js, item-damage-procs.test.js, vulpis-first-hit.test.js under test/content, plus existing item/operator/fortress suites. Normative rules: SIM and design/engine.

30.4 Client information and input

  • PR #503 by @Xinglan233: a loadout containing only operator potential/cultivation changes is exportable.
  • PR #505 by @Xinglan233: spectator ownerOps includes resolved DIY selection, so bond members have correct identity.
  • #479 / PR #504 by @robll-v1, owner approved: before settlement, the HP tower shows the current HP and a separate pending-loss marker; settlement updates the number. This supersedes the earlier live pre-deduction display choice.
  • #501 / PR #507 by @robll-v1, owner approved: a refresh request in flight disables another button/R request until it settles, including errors. This is a client interaction guard, not server-wide request idempotency.
  • #484 / PR #494 by @YuriRestia, owner approved: bond tooltips list this match's banned visible members. Main text and list share one viewport-clamped, scrollable container; narrow screens stack the sections. Dynamic member changes update an open tooltip even if the displayed count stays equal. Long-press lists persist for reading and close on outside tap or Escape; ordinary tooltips keep their short behavior.
  • PR #490 by @D-Roote: Korean UI corrections; the obsolete 3D failure key from the proposal is excluded in favor of the current recovery message. PR #499 by @YuriRestia: English Victoria text explicitly applies its bonus per item, through a narrow correction layer in the translation generator, retaining all placeholders.

Tests: refresh unit/E2E, loadout export E2E, match-info, watch-bonds, round30-tools E2E and i18n checks. Normative rules: PLAYING, I18N and design/client.

30.5 Developer simulation checker

PR #492 by @Cloudnyco, owner approved: /dev/sim-check.html replays generated BattleSpecs with the real browser loader against Node traces. The corpus is the golden battle families, excluding full matches. The CLI generates local ignored reference data and can run browser engines or compare an exported state block.

Review repairs: reject unknown/empty selections and unfinished runs; recover controls after start/step/result/dump errors; preserve negative zero and other special floats across JSON; verify shared content identity for specs, reference, runtime and data; reject stale inputs; escape reference text; allow long mobile result lists to scroll. Reports state the first detected interval, not an exact first divergent frame. State dumps can diagnose only their recorded fields; snapshot/deep-only differences may not expose a differing field. The bounded unit-state traversal and sampled snapshots do not prove equality of all memory, events or rendered frames. See SIM §11.

30.6 Rechecked reports without a gameplay change

Real browser loading verifies seven different Yan operators plus ordinary/elite Muelsyse carrying the converter and Yan item: count 9, tier 3 and two actual 炎佑. All 36 normal/advanced conversion-item pairings retain battle membership. The preparation/combat conversion feedback was not reproduced in these cases; this does not exclude an unreported configuration. Normal/hidden Helm missile tests confirm the existing shell and its 3×3 stun.

Lost Colossus and Zaaro exist in the source catalog, but the fixed bounty draw groups remain based on the earlier 22-match evidence. The owner chose to retain those groups until direct grouping evidence is found; catalog presence alone is insufficient to assign a group or probability. No AI formation change from #452, WebRTC #487 or built-in HTTPS #478 is included.

30.7 One visual clip per operator attack

#506: a single attack formerly kept an operator's animation looping for 1.4 attack intervals, allowing a second visual swing without another simulated attack. The owner approved playing one clip per real attack, retaining operator rhythm scaling, enemy speed rules, skill selection and damage timing. A queued wind-up can restart during the preceding attack's recovery; its actual attack consumes that preparation rather than replaying the clip. After recovery the actor returns to its base/skill-idle clip. With no look-ahead, operators still start at the strike frame: completing a late wind-up would delay the visual hit, so that separate policy is deliberately unchanged. Tests cover single/continuous fast attacks, real Provence metadata, skill idle and attack interpolation.

30.8 Xi invincibility and session recovery

#510: PRTS “自在” specifies ten seconds of invincibility after its five-second rebirth; the linked status also excludes hostile selection. Xi opts into reborn.invincibleUntargetable for that same window. The general invulnerable flag and other enemies' rebirth policies are unchanged. Attacks and target-requiring automatic skills wait; presence-only SKILL_RANGE and SP-only skills retain their existing trigger rules. In-flight damage and elemental fill still deal zero during invincibility. Tests cover all four trigger types, projectile arrival and resumed attacks after expiry.

PR #511 by @RainoutOvO: the connection recovery banner now sits above the AI-away overlay, so “continue here” remains clickable after another page replaces the session. It remains below global modals. Tests use actual pointer hit-testing and clicks, including a global confirmation dialog over the recovery button.

30.9 Golden changes

Before the follow-up changes below (§30.11 onward), all 287 scenarios were regenerated, with no additions or deletions; 45 differed from 0.2.4. This table records that initial candidate. Follow-up changes are recorded separately below. Each cause below was checked by an isolated counterfactual rerun: reverting the named change or combination restores the old digest exactly. Shared RNG and later economy/target choices can amplify a local correction. The two co-op paths involving Rockrock can mask a damage-item effect when each is reverted alone; their combined rollback, not mere operator presence, establishes the attribution.

Cause / combination Changed scenarios
catapult normal splash radius roster-013, standin-06
catapult normal splash radius; Kjerag Ice / Tear Gas damage triggers and resulting RNG order roster-040
Kjerag Ice / Tear Gas damage triggers and resulting RNG order bond-maniShip-high, boss-boss_2-pair, boss-boss_3-pair, boss-boss_5-pair, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, hidden-boss_8-pair, hidden-boss_9-solo, roster-005, roster-012, roster-019, roster-033, roster-047, solo-ABYSS-1, solo-FUNNY-1, solo-FUNNY-2, solo-HARD-1, solo-NORMAL-1, solo-NORMAL-2, standin-07
Kjerag Ice / Tear Gas damage triggers and resulting RNG order; Fortress own-tile targeting / melee splash coop2-HARD-4
Kjerag Ice / Tear Gas damage triggers and resulting RNG order; Fortress own-tile targeting / melee splash; Rockrock acquisition-subset weights; Vulpisfoglia first-hit addition coop3-ABYSS-5, coop4-ABYSS-7
Kjerag Ice / Tear Gas damage triggers and resulting RNG order; Rockrock acquisition-subset weights coop2-NORMAL-8-serverrun, coop4-FUNNY-6
Kjerag Ice / Tear Gas damage triggers and resulting RNG order; Rockrock acquisition-subset weights; Vulpisfoglia first-hit addition coop2-NORMAL-1-coverage-standins, coop2-NORMAL-3
Kjerag Ice / Tear Gas damage triggers and resulting RNG order; Vulpisfoglia first-hit addition coop2-NORMAL-5-coverage-diy, roster-026
Fortress own-tile targeting / melee splash (including Horn and Ashlock) boss-boss_5-solo, roster-004, roster-023, roster-032, roster-034, roster-043, solo-HARD-9-boosted
Vulpisfoglia first-hit addition bond-soloShip-low, bond-yanShip-low, roster-007, roster-009, roster-039
Xi post-rebirth hostile selection immunity roster-011

The fixed-gift, displayed-offer overdraw, Flametail-subset and Clementia changes do not move these corpus digests individually; their dedicated regressions cover the reported cases. UI, translation and developer-tool changes do not alter simulation rules. The 140 DIY-only corpus cases retain their previous digests.

30.10 Bond-layer audio

#482: the client only sounded an increase in active bond count, missing actual layer gains in prep and battle. The official audio table maps ON_ACT1AUTOCHESS_ADD_BOND to act1autochess_b_ui_buffup, with maxSoundAllowed=1 and popOldest=true. The supplied match recording also contains the cue around Matterhorn acquisition and battle layer gains. The maintainer approved that bank's single-channel replacement policy with no extra cooldown; the recording alone does not settle every timing edge.

Own live prep gains now send an ephemeral m.layer; the displayed battle's existing layer tuples use the same audio channel. One multi-layer gain is one cue, inactive bonds included; capped/zero gains are silent. New cues stop the previous source and invalidate its pending decode. Field entry, exit and mute cancel pending/playing cues. Snapshots, resync and settlement bookkeeping do not synthesize gains. Existing activation audio shares the channel. The change does not affect layer amounts, simulation events or RNG. Tests cover server unicast/phase/cap behavior, asynchronous replacement and cancellation, muted/missing audio and late field entry.

30.11 Automatic skill-area follow-up

Reports described Kroos the Keen Glint and Degenbrecher waiting for enemies to reach a smaller range. With full SP, normal/elite forms and all four facings, Kroos S1/S2 cast at the outer normal range and Degenbrecher S2/S3 cast in their own skill range outside normal attack range. The supplied still image does not establish SP, cooldown or the running client version, so those reports are not marked fixed. The documented operation cooldown and Kroos's normal-attack timing still apply.

The broader real-record audit covered 1,850 manual-skill configurations and 2,232 directional trigger cases. It found three independent omissions under the previously approved expanded auto-cast policy:

  • 司霆惊蛰 S2 has a terrain-derived range with no static rangeId. Its extra trigger now uses the same low-tile flood and permanent range extension as the running skill, only when it strictly contains the initial range. High ground, field bounds, normal attacks and its SEARCH rule remain unchanged.
  • 斩业星熊 S3 can attack flyers while active, but its trigger inherited the inactive ground-only profile. Its actual expanded area now accepts selectable flyers, like the existing 陈 S3 exception.
  • 予愿安洁莉娜 S3's opening area is 3-9 plus the surrounding x-4. Its ACTIVE_RANGE trigger now includes that same union, without extending it to a future flight destination or changing its anchored post-move attack area.

These changes preserve SP, control and operation cooldown gates and do not admit stealth/sleep/untargetable enemies to an ACTIVE_RANGE condition. Tests cover all DIY forms, facings, ground/air targets, permanent extension and gates.

30.12 Random boss partners, retained for Hidden Core

The maintainer requested random pairing each match and explicitly chose to retain partners for the hidden boss. A separate seeded shuffle assigns pairs and left/right sides before Final Assault preparation. The same plan drives prep previews, legal deployment maps and the actual battle. Hidden Core retains it; a departure keeps intact pairs and pairs up the remaining single players. A new Match starts a fresh draw; a repeated seed remains reproducible.

m.public.bossPairs supplies the actual plan to the client camera, placement and green partner frames; seat-order inference survives only as compatibility with older servers missing this field. The audit checks coverage, saved pair stability and actual fields instead of recomputing seat pairs. Lowest-seat connected-human authority and other-pair watch restrictions are unchanged. Regression includes 2/3/4 players, departures, hidden continuation, mirror coordinates, reconnects and real-browser prep-to-battle views.

30.13 联防 HP/SP restoration and Egir opening devour

The report was reproduced through normal BattleResult → uniteBattleOpts → a new battle: an Egir survivor's carried HP was charged for opening devour again. Some survivors died and revived at full HP, consuming a revival slot and resetting SP; others lost HP twice. Two 1% clamps also raised legal low HP, and a 1-HP floor changed the ratio when the new maximum was smaller.

The maintainer approved reconstructing Egir marks/base-ATK/block attributes without repeating opening devour HP loss on a carried survivor. Deployment and battle-start effects establish the new stats, then the living operator's exact positive HP ratio and total SP are restored. Forced-down carry still contributes to the attribute chain and stays down without spending a revival slot. Summons carry SP only; previous active skills are not resumed. Normal, boss and fresh no-carry units keep their usual devour damage, and later knock-outs/redeploys work normally.

PRTS 帮助 specifies restoring HP ratio and SP after deployment. The detailed suppression of repeated opening death/revive effects is the approved implementation of that contract, not a claim that the wiki documents each internal callback. Tests include real carry construction, prior full-health food that would otherwise die anew, remaining revival slots, values below 1%/1 HP, and ordinary/boss behavior.

30.14 Touch's team medic after its holder is eliminated

On 2026-10-12 the maintainer explicitly approved retaining the implementation, including both elimination and voluntary departure after a confirmed selection. This resolves the local policy choice, not the official-evidence gap.

The observed loss happens in newly constructed fields and the next preparation, not by removing an already spawned medic from a teammate's ongoing battle. Both prep and battle eligibility formerly searched only living holders.

[ASSUMED] A confirmed Touch selection grants the team medic for this match even after that player is eliminated or leaves. Official data marks the effect initial and unlimited in rounds and describes a medic on every player's field, but does not explicitly document the holder's elimination. This local candidate adopts the persistent grant under the maintainer's request to make evidence-based local choices pending review. A draft focus is insufficient; a confirmed choice followed by departure counts. New matches have no inherited grant. Recipients must be alive.

Only Touch is retained in contentInfo.matchBands; ordinary teammate contexts and other eliminated strategies stay excluded. Prep still displays the reserve medic, with the battle replacing it by Touch at the existing elite threshold. Tests cover LP elimination, departure, both medic variants, draft confirmation, fresh matches and the normal/unite/boss/hidden BattleSpec paths.

30.15 Other reports rechecked without changing their rules

  • 联防 order: PRTS 帮助 includes downed operators in deployed headcount. The implementation reads deployed count, not deployment capacity. Nine deployed with casualties may rank ahead of eight survivors; the active-bond and layer tie-breaks retain their existing documented uncertainty.
  • 乌尔比安 S3: PRTS 乌尔比安 gives the next tile beyond an occupied anchor landing as a fallback before his own tile. The pictured report alone does not contradict this; his existing own-board, occupied/downed reservation and return rules remain unchanged.
  • 叙拉古: fixed-layer cases last exactly 32 + 0.4L game seconds, which is half as many real seconds at 2×. The formula tooltip reads current layers while an already deployed buff retains its initial duration/ASPD; a new deployment reads the new layers. No direct source settled whether official in-battle gains should extend the old buff, so that separate uncertainty is retained; durations are not doubled globally.
  • 塑心: hidden-layer bonds can still receive layers under the documented PRTS rule (§25.21.6). The old exclusion was specific to 余's strategy (§27.21), not a global ban. Selecting the highest hidden layer count is retained.
  • Push/pull: 176 force/mass cases and real Degenbrecher boss cases did not reproduce a weight bypass. Mode leaders retain their existing displacement guard; an ordinary rank=BOSS enemy is not automatically the same as a protected mode leader. Weight, static-body and immunity checks remain. 余 S2 can teleport 铳 in one step under its separate teleport rules; this is a possible source of the reported movement, not an identification of the screenshot. Boss trigger-edge tests distinguish a large rendered model from its actual hit area; the still image alone does not establish a missed auto-cast.

30.16 Follow-up golden changes

All 287 scenarios were recomputed after §30.11–30.14. Only five match digests change from the preceding candidate: coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, and coop2-NORMAL-5-coverage-diy. In each, restoring only the old ordered boss pairing in an isolated process reproduces the preceding digest exactly; the changed partner/side also changes preparation choices and later combat totals. All five already differed from 0.2.4, so the final release-relative total remains 45 scenarios (§30.9 plus these additional pairing effects). There are no new corpus cases or removals. The other follow-up fixes do not move this corpus; their dedicated regressions cover the reported and newly found cases.

30.17 Loadout sync preparation

PR #540 by @Xinglan233. Restoring defaults while a loadout sync was still waiting on backups.json could put the previous skill back on the server. prepare() assigned its request number only after the await, so the older payload was treated as the newer one. A stale missing-data result or a failed download could also replace a sync the reset had already finished.

installPrefSync now keeps a preparation revision. An edit of a watched field, including restoring defaults, and welcome increment it before the new flush is scheduled. A preparation that started at an older revision does not send and does not change sync status when it finishes, whether it built a payload, found the data missing, or failed. Debounce, the close flush, request ordering and the RATE / lock retry stay as they are. The same engine covers 干员持有 and 自选编队. Golden unchanged. Tests: test/ui/loadout-sync-stale.test.js.

30.18 Loadout import with ops while backups are missing

PR #538 by @Xinglan233. Importing a loadout file that includes ops checked only that chess.json was loaded. cultivationCharIds then dropped 自选 operators, which only backups.json names, and the import still saved. That cleared a 练度 the file was not meant to erase. ops: {} is the same replacement.

After a successful parse, loadoutOpsImportRefusal refuses the whole import with the 自选编队 data check (importRefusal('diy')) before any write. A file with no ops still imports skills and modules once chess.json is ready and leaves the current 练度 in place. Golden unchanged. Tests: test/ui/loadout-ops-import.test.js (node, no browser).

GitHub #531 and #530. The player zip copied the repository package.json. npm test is node --test, and test/ is not in the zip, so it reported 0 tests and exited 0. Nine other scripts name files or tools the zip does not contain (golden, golden:update, build-data, check:imports, ci, package, package:lite, lint, typecheck). README, CHANGELOG, NOTICE, THIRD-PARTY-NOTICES, PLAYING and DEPLOY also keep relative links to developer docs, pictures and ../../releases/latest. Twenty-three of those, in README, PLAYING and DEPLOY, point at developer files.

The stage rewrites package.json only. A script stays when every node <file> it names is in the zip and it names at least one (start, dev, setup, doctor, launch, postinstall, vendor, assets). The others are removed, so npm test is a missing script and exits non-zero. The repository package.json is unchanged. The same stage rewrites those six Markdown files: a relative link whose target ships stays relative; a picture becomes https://github.com/sganggs/Stronghold-Protocol/raw/v<tag>/<path>; another file becomes .../blob/v<tag>/<path>; ../../releases/latest becomes .../releases/latest. The tag is v plus the package version with a trailing -dev removed. [ASSUMED] an unreleased 0.2.5-dev build points those links at v0.2.5, the tag that version will use. Source copies in the git checkout stay relative. Golden unchanged. Tests: test/package-player.test.js, test/package.test.js, test/docs-paths.test.js.

Issues #412 and #543. #412's font swap, element-colour pass and bold crit type are not part of this change. The new setting 「官方伤害数字」 (officialDamageNumbers) defaults off. While it is off, every rounded hit and heal still pops the existing typed number (merge, colours, 90-number ceiling, sparks and slashes unchanged). Turning 「显示伤害数字」 off still hides every digit, including official ones. The value is sanitised with the other settings (a missing or non-boolean saved value stays off) and copied into the live field view.

The official rule is PRTS 作战机制 「伤害红字(暴击)」 (fetched 2026-10-12): show a red integer of the final damage when 最终伤害 ≥ 期望伤害 × 1.5, or when a skill forces red. Expected damage follows the normal formula except that DEF/RES penetration, post-mitigation bonuses (temporary attack-scale increases, damage-scale increases such as 脆弱, amount rewrites, barrier absorption), final-damage resets and special HP mechanisms are not counted. Invulnerable targets multiply expected damage by 0, and 0 ≥ 0 × 1.5 still shows red 0. A dodge of a hit that would have been red shows yellow MISS (#ff9000) instead. After 卫戍协议:盟约 the official client no longer caps red numbers at 10; this client does not restore that cap. The existing 90-number ceiling stays as a renderer limit [ASSUMED: 「无限制」 means the old cap of 10 is not brought back].

In this sim the comparison runs inside dealDamage and does not change HP, shields, hooks or RNG:

  • Expected damage is mitigation of dmg.amount with penetration forced to 0, times dmg.mul only.
  • The compared total is the pre-shield amount after source and target multipliers. The integer on the existing dmg tuple — what both modes display — is what remains after shields and an hpDamage rewrite.
  • A qualifying tuple that already fires (amount >= 0.5, not silent) gains a fifth element 'r'. Other tuples stay four elements. Element gauge fills are not marked. Heals are not marked, so official mode hides them.
  • A dodge that already fires sets num: 'm' on its fx payload only when the same test says the landed hit would be red. That test does not roll RNG again and does not refresh a dirty attacker's stats (a dirty source.s read rescales HP).

[ASSUMED] gaps, left unmarked rather than guessed:

  • dmg.amount already includes the attack's stated ATK × 攻击倍率 (atkScaleMul is baked in by callers). It is not divided back out. dmg.mul stays on both sides of the comparison.
  • Cached-ATK expected damage (raw ATK, ignoring the attack scale and the target's DEF/RES), forced red, blue numbers and yellow BLOCK are not represented on DamageInfo. The three wiki examples are not hard-coded.
  • An invulnerable or sleeping hit, and a qualifying total below 0.5, still emit no dmg event, so official mode cannot show that red 0. Emitting one would increment events.dmg and could play an impact. The renderer can draw a red 0 when a tuple ['dmg', id, 0, type, 'r'] is supplied. Liftoff and a cancelled or hit-capped attack are not red 0.
  • PRTS does not say that ordinary hits are silent. That is the requested setting: official mode shows only the marked red integer and the yellow MISS. The sentence in the issue comment is not a PRTS sentence.
  • The random position is about ±0.35 tiles across and 0.15–0.55 tiles above the head. The simplified board keeps its fixed slot and only changes the colour / the MISS label.
  • Sparks and the melee slash stay in both modes.

#543: the title footer carries a text link labelled 「项目仓库」 to https://github.com/sganggs/Stronghold-Protocol, target="_blank" and rel="noopener noreferrer". It does not replace 设置 → 问题反馈.

Tests: test/sim/official-damage-numbers.test.js, test/ui/official-damage-numbers.test.js, test/render/official-numbers.test.js. Golden digests do not move: no new event kind is emitted, and the extra tuple field is not part of the digest. Player notes: PLAYING; client notes: design/client.md.

30.17 Official battlefield scenes (#532)

Report: the web board draws the metal theme for every battlefield. The reporter asked for the sand theme. PR #533 by @andrew05060414.

Findings (2026-10-11; the official hot-update lists and asset indexes, read from the CDN, and the scene bundles of version 26-04-13-12-31-42_e9b560):

  • The official board is not assembled at run time. Every battlefield is a prebuilt scene bundle, shipped only while the season runs. DESIGN §15 said otherwise from an off-season list and is corrected there.
  • Which art a battlefield uses is the dependency list of its scene bundle: the sand theme for act1 m01–m07 and act2 m02 / m04, map_lakegarden + map_syracuse_metro for act2 m01, map_kxmr + map_lm_center for act2 m03. The same in the 上半 version of 2025-11 and the 下半 versions of 2026-03 / 04. No battlefield uses the metal theme.
  • The sand theme bundle holds no mesh because the models are baked into each scene ("Combined Mesh (root: scene)").
  • A scene's three sub-graphics HIDDEN@1…3 are the left normal field, the right normal field and the boss field.
  • python3 tools/local-extract/fetch_scenes.py --list against that Android hot-update list names 33 bundles and 22,801,308 bytes. That is the compressed CDN download, not the extracted size in the full zip.

Change: tools/local-extract/scenes.py exports a battlefield's scene (meshes in board space, materials, key light, lightmap pages with the baked shadow mask in alpha, albedo textures) to public/assets/local/scene/<stageId>/; extract.py --only scene runs it, reading the scene bundles from the client, --scenes <dir> or .cache/official-scenes/*; tools/local-extract/fetch_scenes.py downloads the in-season bundles from the official CDN (md5-checked against that version's hot-update list). The 3D board draws a stage's scene when the local-art manifest lists it (board3d/load.js loadScenePack, scene.js setScenePack); the procedural metal board stays the fallback and still draws the devices, gates, field edges and terrain overlays.

Owner decision (2026-10-12): the eleven scenes belong to the 0.2.5 asset pack. The maintainer's full release zip includes the extracted files. A lite package or a source install may download and extract them on that machine (node tools/setup.mjs --scenes; --no-scenes skips). Missing Python 3.8+ or UnityPy / lz4 / Pillow is a warning, and the metal board remains. The repository never stores the bundles or the extracted files (.gitignore already ignores public/assets/, data/local-assets.json and .cache/, and names .cache/official-scenes/). Packaging does not fail when the scenes are absent; the summary line battlefield scenes says whether this machine has them. scenes.py and fetch_scenes.py ship in a player zip only after they are committed, because the packager reads git ls-files.

No gameplay change: the scene is art under the same grid, camera and unit layer. Golden results are not moved by this change.

[ASSUMED] the light gains SCENE_LIGHT (range 8.0, ambient 0.2, direct 0.8, indirect 0.4) and the RGBM reading of the lightmap pages (Unity linear decode, range 5), both in DESIGN §15. Not done: the scene's normal / metallic / emission maps, map effects, sky box and post-processing; the tile graphics a level switches at run time (mire, tide) still use the remake's overlays. The extracted byte size inside a full zip was not measured here.

Tests: test/render/board3d-scene.test.js (the scene table against data/stages.json, board-space conversion, chunk layout shared by scenes.py and load.js, sub-graphic groups, RGBM decode, the loader with a fake store, BoardScene with a stub renderer: scene on / areas / fallback). test/scene-assets.test.js (setup's scene step, the full plan ships extracted scene files, the lite plan ships none, git ignores the bundles).

30.17 Prepared 外勤医疗 target order and preparation inspection

PR #523 by @YinqiMargatroid, continuing #451. PR #451 made 预备干员-医疗 visible in preparation and left its initial aggro order unchanged. The owner decided on 2026-10-12 to take both halves of this report as the author describes them. The retained team grant in §30.14 is unchanged: a confirmed Touch selection still supplies the medic after the holder is eliminated or leaves.

In the recording 卫戍协议, the right-side 联防 board at 19:13 has Touch and 哈洛德 inside the same flying 守墓石像's attack range when it locks its target, and the attack selects 哈洛德. The 17:01 preparation frame shows 哈洛德 with no equipment, and his position makes him the right player's first ordinary deployment under the current column scan. The 19:36 clip supplies another targeting comparison. PRTS 卫戍协议/帮助 gives the column order and places operators before summons; PRTS 作战机制 gives 索敌 as blocker, then special priority, then 仇恨, then earliest appearance. These observations support an effective priority earlier than ordinary operators for the prepared 外勤医疗 slot. They do not expose the official unit identity or the exact deployment counter.

The battle sim still creates the selected map-character variant at battleStart, after the board deployment. [ASSUMED] The prepared slot keeps an earlier effective targeting order whether it stays 预备干员-医疗 or is replaced by Touch. Only aggroSeq receives a negative pre-initial value (i - chars.length across every prepared character on the field); deploySeq remains the actual spawn's identity for deployment hooks and scheduled effects. 0 is not used, because aggroCmp treats a falsy aggroSeq as deploySeq. [ASSUMED] When several players have prepared slots, their relative order follows the existing player iteration, the same way other initial placements do. A map character spawned ad hoc after battle start, without preBattleAggroSeq, keeps ordinary summon order. Redeploy and device spawn still assign aggroSeq from the new deploySeq. The flying 守墓石像 tests check both variants at target-lock time, a right-side 联防 Touch ahead of the left medic and behind no ordinary operator, and the higher-taunt exception.

The further recording 准备阶段 at 0:17 shows 预备干员-医疗 selected, with its detail card and attack range visible before combat. This shows an inspection affordance. It does not establish that the official game already simulates the medic as a combat entity during preparation. The client lets the existing read-only preparation view open its operator-style card and board-space range by tap, including on the mirrored boss half and in the flat fallback renderer. The original board-space record is kept for the card; only the rendered view is transformed. The preview stays immovable and is not sold or retreated. The battle creation point is unchanged. The same click path accepts another map-character variant if one is included in prepMapChars.

Normative lines: SIM.md §1 and §2 (aggroSeq, spawnToken preBattleAggroSeq), design/engine.md §5.5, design/client.md Interactions, design/network.md preparation state. Tests: test/content/bands.test.js, test/content/tokens_devices.test.js, test/ui/inspect-range.test.js, test/ui/playtest6_summons.test.js, test/render/browser.test.js (needs RENDER_E2E=1).

npm run golden:update recomputed all 287 scenarios against the preceding 0.2.5 candidate. No scenario was added or removed. Only coop2-NORMAL-14-standins moved. Its human seat holds band_amedic, so the team grant places the prepared map character on both fields; the earlier aggroSeq changes who those enemies strike, and the later bond and combat totals follow. The match stays a round-14 victory with team LP 31. The partner (band_chiave) first differs at round 11: activated layers 149 → 161, with 拉特兰 5 → 11 and 精准 24 → 30 in that settle row. Round 12 continues the same layer gap (191 → 206). The human settle row first differs at round 13: kills 21 → 22, leaks 36 → 35. Final human totals: kills 272 → 273, leaks 44 → 43, damage dealt 2,564,165 → 2,565,610, boss damage 193,091 → 189,876. Partner boss damage 586,909 → 590,124, damage dealt 3,838,927 → 3,843,408, activated layers 267 → 282; final bonds move 奥术 27 → 30, 拉特兰 17 → 23 and 精准 53 → 59. This scenario was not among the 45 that already differed from 0.2.4 (§30.9, §30.16), so the release-relative total is now 46. The other 286 digests match the preceding candidate.

0.2.6-dev — host bandwidth, layers 0 and 1 (to be placed in the next version's file)

The maintainer's decision of 2026-10-12 on the bandwidth study (its measurements: a new player's first match costs the host about 52 MB, audio ≈ 40 % of it; returning players re-download after a re-extraction, a setup --force, a Docker rebuild or a changed tunnel address): do layer 0 (small fixes) and layer 1 (content-hashed URLs, long caching, brotli) first. Later layers (WebP / Opus variants, an asset-only service worker, a desktop client mode, importing an asset pack in the browser) are agreed and not part of this note. Nothing here touches the battle sim, the protocol messages or the committed data.

Layer 0:

  • No BGM while the music is silent. Muted, or the BGM volume at 0, AudioManager.playBgm only remembers the wanted track (a different one still playing stops); setVolumes fetches and starts it once the music is audible again. SFX and voices were already gated. Normative line: design/client.md Audio.
  • WebSocket permessage-deflate (server/http/websocket.js WS_DEFLATE): frames from 1 KB, no server context takeover, a 2 KB server window, zlib memLevel 7 (about 72 KB of zlib state per connection). [ASSUMED] the parameters come from one measured solo session (216 server frames: 169 KB → 63 KB; windows above 2 KB gained nothing); co-op messages are the same kinds. A client that offers a narrower server window than 2 KB, which ws would refuse with a 400, connects uncompressed instead (narrowDeflateOffer). Normative line: design/network.md §8 Transport.
  • 玩法说明 pages as WebP. tools/local-extract/extract.py writes a WebP copy beside each of the 19 local pages and the manifest lists it (GUIDE_WEBP_MODE); the guide preloads only the next page instead of both neighbours. The copies are lossless (25.6 MB → 17.4 MB on the CN client's pages). Lossy quality 90 would make them 4.2 MB; per the decision that tutorial pages may go lossy only after a side-by-side comparison, that switch (one constant, then extract.py --webp) is left to the maintainer. Normative lines: design/client.md §13, ASSETS.md Post-processing.
  • Traffic counters. GET /healthz?traffic=1 adds traffic (HTTP body bytes and requests by category — assets, audio, code, data, other — and 304s; WebSocket wire bytes after compression and payload bytes before it) and assetHashes (the index state). The 问题反馈 diagnostics gain a traffic: line: the page's Resource Timing transferSize by the same categories (shared/assetPaths.js trafficCategory), other sites apart. Nothing is stored or uploaded.
  • DEPLOY.md: a stable address keeps every player's cache, settings and reconnect token (a quick tunnel's new domain is a new site to the browser); HTTP/2 through the proxy saves round trips, not bytes; browsers offer brotli on HTTPS pages and localhost only; a Cloudflare cache rule for /assets/, /fonts/, /media/ (with the risk note).

Layer 1:

  • Content-hash index (server/http/assetIndex.js): 1 s after the start, SHA-256 (16 hex) of every file under public/assets/ and public/fonts/ (dot names skipped, linked folders followed once), computed off the main thread, cached in .cache/asset-hashes.json by path + size + mtime (12,691 files / 724 MB here: 1.3 s the first time, 0.25 s after). A file whose size or mtime differs from its record is never vouched for; serving it asks for a rescan (at most one per 10 s). [ASSUMED] the 1 s delay and the 10 s rescan gap. A name that differs from a file's only in case finds that file (the manifest's /assets/module/wah-y.png is WAH-Y.png on this machine). SP_ASSET_INDEX=0 turns it off.
  • Served manifests (server/http/assetViews.js): /data/assets.json and /data/local-assets.json go out with every art URL carrying its file's hash as the first segment (/assets/~<hash>/…, /fonts/~<hash>/…; audio stays /assets/~<hash>/audio/….mp3). A Spine model — a { skel, atlas, textures } object of data/assets.json, a spine/… group of data/local-assets.json — carries one hash for all its files, since pixi-spine finds the atlas and the pages next to the skeleton. no-cache with the view's own ETag; rebuilt in memory when a manifest or the hashes change; the committed files are never written. Until the index is ready, without it, or on a static host: the files as committed.
  • The ~hash routes: static.js strips the segment for /assets/, /fonts/ and /media/; a hash that names the file's current bytes (its own or its model's) answers public, max-age=31536000, immutable, any other the current file with no-cache (an old page keeps working). Every indexed file's ETag is its content hash, on plain URLs too. Path segments, never ?v=: validSpine's /\.skel$/, SKILL_MODE_FILE's .mp3, pixi-spine's basename and folder resolution all need the URL to end in the file name.
  • Media: public/js/media.js turns /assets/~<hash>/audio/x.mp3 into /media/~<hash>/x; server/http/media.js resolves it like /media/x. The token death sound derived next to charDie drops charDie's hash (unhashedUrl).
  • Brotli (server/http/files.js): quality 5 on the fly with the same memory cache (one entry per file and encoding), for clients that name br at least as high as gzip; gzip for the rest (* alone never picks brotli [ASSUMED]); -br / -gz ETag suffixes. Measured against gzip-6 on this repository: .skel −27 %, data/*.json −26 %, vendor −14 %, public/js and server/sim −5 %, .atlas −7 %.

Measured sample session (headless Chrome, a fresh profile, test/e2e/fastServer.mjs solo match from round 3 to the result after round 5, host bytes only, response headers included; the shop and the enemies vary between runs):

session code data assets audio WebSocket (server → client) host total
before, music on 3.16 MB 0.67 MB 9.0–9.7 MB 7.9 MB 163–179 KB (no compression) 20.8–21.4 MB
after, music on 2.95 MB 0.62 MB 9.5 MB 8.0 MB 60 KB on the wire (173 KB payload) 21.1 MB
before, muted 3.16 MB 0.67 MB 9.6 MB 7.3 MB (BGM) 165 KB 20.7 MB
after, muted 2.95 MB 0.62 MB 9.5 MB 0 57 KB on the wire 13.1 MB

A first visit with music on saves little (brotli on code and data, the WebSocket); a muted player saves the BGM. The caching gains are for returning players: within a day both versions answer from the browser cache, but after that the old version revalidated every asset of the session (≈ 340 requests here) and re-downloaded everything whose mtime had changed, while a hashed URL is never asked for again until its bytes change.

Open: /fonts/fonts.css (linked by index.html) and the woff2 files it names keep plain URLs (content ETags only); the optional versioned vendor URLs (layer 1.5) are not done; lossy tutorial pages wait for the comparison.

Tests: test/ui/audio.test.js (BGM gating; hashed audio through /media/~hash/), test/ws-compression.test.js, test/local-extract.test.js (guide WebP), test/ui/localArt.test.js (next-page preload), test/traffic.test.js, test/asset-paths.test.js, test/diag.test.js (traffic line), test/asset-index.test.js (index, views, ~hash routes), test/lobby.test.js (brotli negotiation, streamed brotli, content ETags), test/media-url.test.js, test/content/tokens_summons.test.js; the browser suites test/render/browser.test.js (Spine through hashed URLs, RENDER_E2E=1), test/ui/bond-audio.e2e.test.js (SP_E2E=1, the cue through /media/~hash/) and test/ui/real.e2e.test.js (SP_REAL_E2E=1: the co-op run loads Spine, audio and art through hashed URLs). The e2e servers wait for the asset index before the first page (test/e2e/client.mjs startRealServer, the in-process ones in their before), so the browser suites see the URLs a player sees. Golden: unchanged.