Files
ark-stronghold-protocol/docs
sganggs 5f98baecc1 feedback7 R22-OSIM: 琳琅诗怀雅's 香槟炸弹 holds 禁疗, loses no HP and never leaves because of its HP (the owner's decision D2); golden: bond-yanShip-high, coop2-HARD-4 move
The owner's decision D2 of 2026-10-08, a deliberate deviation: PRTS 香槟炸弹 gives it 1000 HP and the note
"即使自身生命值未满,模型下方也不会显示生命值槽" (officially it can lose HP), and it had no 无敌 / 禁疗. Now
(tokens.js champagneHold, installed by the token kit and by 琳琅诗怀雅's own bomb):
- 禁疗: no heal reaches it, no healer picks it (flags noHeal + healFree, no status icon);
- no HP loss: every damage to it is cancelled in its `hit` / `elementHit` hooks (活性源石, 污染秽蚀, …) and a 流失
  is given back before the knock-out check, so it never leaves because of its HP;
- its 见面礼 is unchanged: the first ground enemy that touches it, then it is gone. No 无敌 flag (that would put a
  badge over it); the client side (its hidden HP bar) belongs to the render stream.

Golden: bond-yanShip-high (a healer of that team spent 27 heals — 5040 HP — on a bomb standing on 活性源石; now it
attacks nothing there) and coop2-HARD-4 (ai_1's bombs from round 6 on stood on 活性源石 / 污染秽蚀; their longer life
changes later rounds' layers).

Tests: test/content/feedback7-champagne-hold.test.js (3; 2 fail on the parent, the 见面礼 guard passes on both).
2026-10-08 20:07:06 +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0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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