Files
ark-stronghold-protocol/docs
sganggs 48a2d37e9b feedback7 R22-OSIM: 突袭 members jump to 隐匿 ground enemies too, and one in range counts for 「范围内没有敌人」 (the owner's decision, GitHub #316); golden: 5 match scenarios move
GitHub #316 (warpgenius): "Raid operator doesn't deploy to invisible enemy units, it does in official". The owner's
decision of 2026-10-08 from their official play: a 突袭 member considers 隐匿 (unrevealed) ground enemies both as landing
targets and for 「若范围内没有敌人」. Until now raidTargets and the poll used canTargetEnemy / enemiesInKeys, which leave
隐匿 out (the bond text only says 敌人 / 地面敌人).

content/bonds/addon/battle.js: raidGroundEnemy accepts what canTargetEnemy (ground) accepts, plus a 隐匿 ground enemy that
only its 隐匿 keeps out; asleep, untargetable and flying enemies stay excluded (skipEnemy too). raidStealthInRange: a 隐匿
ground enemy on the member's range stops the jump, so a ready member next to one does not hop every poll. The landing
rules are unchanged (the target in range from the landing tile; a melee member's blocking tile first).

Golden: solo-HARD-1, solo-ABYSS-1, coop2-NORMAL-3, coop4-ABYSS-7, coop2-NORMAL-70-diy — their 突袭 members (斯卡蒂, 瑕光,
宴, 伊内丝) now jump to 隐匿 enemies (潜伏者, 隐形弩手组长, …) or stay because one stands in their range.

Tests: test/sim/feedback7-raid-stealth.test.js (4; 2 fail on the parent: the jump to the only landing spot beside a 隐匿
enemy, and staying with one in range while a visible enemy waits elsewhere).
2026-10-08 21:21:44 +08:00
..
feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory)
2026-10-07 17:40:03 +08:00
2026-10-07 11:47:09 +08:00