- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item / 机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call) - official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11 - a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight, promotion effect - 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪 - DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
98 KiB
01 · Core Rules: loop, economy, shop, rounds, modes, strategies (bands)
Scope: 卫戍协议:盟约. The season data is act2autochess (盟约 下半, CN start 2026‑03‑14). The data key act1autochess is 盟约 上半, kept here for reference only.
Machine-readable companion: 01-core-data.json. It holds every table below plus the raw data. That includes the per-mode round schedule, shop tables, all 40 bands with buff blackboards, choice effects, tips, broadcasts, bosses and reward factors.
Confidence tags used throughout:
- [DATA]: read directly from the client game data (
activity_table.jsonand the level JSON files). - [WIKI]: taken from official help text as quoted by PRTS or BWIKI, or from the official patch notes.
- [COMM]: community-measured (NGA, Bahamut, bilibili, note.com).
- [INFER]: derived from the data by arithmetic.
- [ASSUMED]: not documented anywhere I could find. These are proposed values that we can tune.
0. TL;DR constants for the server
| Constant | Value | Tag |
|---|---|---|
| Funds per round | R1=4, R2=5, R3=6, then +1/round, capped at 10 | R1–R3 [INFER from band_lmlee: R1+R2+R3 = 15]; growth and cap [ASSUMED] |
| Standard (FUNNY) mode | +2 funds/round on top of the above | [ASSUMED] ("初始资源更加丰富") |
| Leftover funds | Lost when the prep phase ends. Only band 坎诺特 keeps them. | [WIKI] |
| Refresh | 1 fund (shopRefreshPrice=1) |
[DATA][WIKI] |
| Sell any operator (normal or elite) | +1 fund (chessSoldPrice=1) |
[DATA][WIKI] |
| Buy operator, by tier I..VI | 2 / 3 / 3 / 3 / 4 / 4 | [DATA] |
| Shop upgrade price (NORMAL/HARD/ABYSS, both solo and multi), level 1→2…5→6 | 5, 8, 11, 12, 13 | [DATA] |
| Upgrade price change | −1 per round (floor 0). Resets to the next level's base after an upgrade. | [WIKI] |
| Shop slots (operators + items) | 3+1 / 4+1 / 4+1 / 5+1 / 5+1 / 5+1 (NORMAL+). storeCntMax=6 |
[DATA] |
| Board cap / bench cap | 8 (maxBattleChessCnt) / 10 (maxDeckChessCnt) |
[DATA] |
| Max LP lost per normal round | 10 (costPlayerHpLimit) |
[DATA][WIKI] |
| Starting LP | the band's totalHp (20–45) |
[DATA] |
| Merge | 3 identical → elite (精锐). 风丸 needs only 2. Elites never merge further. | [DATA] |
| Promotion reward | Free pick of 1 from 3 random operators of tier min(shopLevel+1, 6) | [COMM] |
| Shared pool copies per operator, tier I..VI | 12 / 14 / 18 / 16 / 8 / 5. An elite occupies 3 copies. | [COMM] |
| Rounds: multi FUNNY / other multi / solo FUNNY / other solo | 14 / 14 (+15 hidden) / 9 / 14 (+15 hidden) | [DATA] |
| Players (同盟模拟) | up to 4, co-op PvE | [WIKI] |
1. Modes (modeDataDict) [DATA]
modeType: LOCAL = tutorial, SINGLE = 独立模拟 (solo), MULTI = 同盟模拟 (co-op, up to 4 players; also called 联合模拟 in tips).
| modeId | Name / code | Type | Difficulty | specialPhaseTime (s) | Active bonds | Unlock (preposedMode) |
effectDescList |
|---|---|---|---|---|---|---|---|
| mode_training_1 | 入门协议 AC‑TR‑1 | LOCAL | TRAINING | 150 | all 23 | – | ·仅可使用预置的调配干员 ·无奖励 ·无法用于解锁策略 |
| mode_single_funny | 标准模拟 AC‑1 | SINGLE | FUNNY | 150 | 13 (10 inactive) | training | ·可以快速完成作战 ·常规奖励 |
| mode_single_normal | 险境模拟 AC‑2 | SINGLE | NORMAL | 150 | 23 | funny (solo or multi) | ·可使用盟约数增加 ·大幅增加奖励 |
| mode_single_hard | 绝境模拟 AC‑3 | SINGLE | HARD | 150 | 23 | normal | ·作战环境困难 ·出现更加危险的敌人 |
| mode_single_abyss | 终极模拟 AC‑4 | SINGLE | ABYSS | 150 | 23 | hard ×2 ("通关2次【绝境模拟】") | ·作战环境无比困难 ·出现极度危险的敌人 (startTime 2026‑03‑27) |
| mode_multi_funny | 标准模拟 | MULTI | FUNNY | 16 | 13 | training | ·作战环境较为温和 ·常规奖励 |
| mode_multi_normal | 险境模拟 | MULTI | NORMAL | 16 | 23 | funny | as solo |
| mode_multi_hard | 绝境模拟 | MULTI | HARD | 16 | 23 | normal | as solo |
| mode_multi_abyss | 终极模拟 | MULTI | ABYSS | 16 | 23 | hard ×2 | as solo |
- FUNNY inactive bonds: lateranoShip, egirShip, kazimierzShip, skillfulShip, arcaneShip, miraShip, investShip, raidShip, soloShip, suntShip.
- FUNNY and NORMAL also disable 18 dangerous enemies (
inactiveEnemyKey, e.g.enemy_1112_emppnt,enemy_1207_sfji,enemy_1072_dlancer…). HARD and ABYSS have none disabled. - Mode description (PRTS 下半): 标准模拟 = "轻松的协议模式,作战环境较为温和,初始资源更加丰富,升级条件更加宽松。无法使用全部盟约。可获得卫戍认证并解锁策略。"
Enemy HP and ATK multipliers by mode [WIKI, PRTS 下半]:
| FUNNY | NORMAL | HARD | ABYSS | |
|---|---|---|---|---|
| 独立 (solo) | ×0.7 | ×0.7 | ×0.8 | ×1.0 |
| 同盟 (multi) | ×0.8 | ×0.8 | ×1.0 | ×1.0 |
Solo is shorter and uses lower enemy numbers. Solo has no time limit on prep or choice phases in 下半. You may leave and return within 24 h (singleReconnectTime=86400). Trophies (奖杯) are only awarded in multi [WIKI + tip].
Reward currency: 卫戍认证 (act2autochess_token_chess).
- Formula:
baseRewardDataList[roundsCleared].count × difficultyFactor × modeFactor[INFER; verified against the 250/400/425 per full clear reported on note.com]. - baseRewardDataList (round → count): 10, 20, … 100 (R10), 120, 140, 160, 200 (R14).
- difficultyFactor: FUNNY 1.0, NORMAL 1.6, HARD 1.7, ABYSS 1.7.
- modeFactor: 1.25 for both SINGLE and MULTI.
- Daily bonus: earn 200 → +300 ("每日防卫目标", resets 04:00).
Training (入门协议)
- Format: 4 rounds on stage
act1autochess_m01. - Players: band 歌利亚 (
band_sarkazb, 45 LP) plus 3 NPC teammates (trainingNpcList: 华法琳/阿米娅/杜遥夜 bands). Preset operators only. - Boss:
boss_7(“萨米的意志”) in R4. R3 has a choice event (equip_free_1_tr). - Enemy types: FLY, TIMES, ELEMENT.
- Bonds:
trBondIds= 14 bonds, of which 5 are banned (trBannedBondIds: kjerag, stead, indom, swift, visi). - Shop: L1–L6 upgrade 4/4/6/9/12/99. 3 operator slots at every level; the item slot appears only at L5+.
- Prep time: 999 s.
2. Match lobby → start (enterStepList) [DATA]
| Step | Time (s) | Hint at (s) | Title |
|---|---|---|---|
| INFO_CHECK | 25 | 5 | 确认本局信息 |
| BAND_CHECK | 50 | 15 | 选择策略 |
| BATTLE_CHECK | 3 | 0 | 协议启动 |
INFO_CHECK shows the match configuration. The screen shows:
- the stage map (
stageDatasDict, weight 50 each): FUNNY = act1 m01 only; NORMAL = act1 m01–m04 + act2 m01–m04; HARD/ABYSS = act1 m02–m04 + act2 m01–m04. act1 m05–m07 have weight 0 (unused); - the R14 boss (weighted: boss_1 胄 6, boss_2 铳 6, boss_3 管 6, boss_4 昆图斯 5, boss_5 卢西恩 10, boss_6 阿利斯泰尔 5, boss_7 萨米的意志 5);
- the special-enemy types (3 of FLY/TIMES/ELEMENT/DOT/INVISIBLE/REFLECTION,
specialEnemyNum=3); - the banned bonds ("B位"). Bonds with
weight=10 are bannable. 投资人, 调和, 协防, 绝技 have weight 0 and are never banned.- Number banned per match: [ASSUMED] 1 core + 1 add-on. The exact count was not found.
- Tip: "归属于特定盟约的干员只有部分会出现在调度中心内". Proposal: an operator is removed from the pool only if all its bonds are inactive or banned [ASSUMED].
BAND_CHECK: each player picks one strategy ("策略/分队" = band) from the unlocked bands.
- Tip: "联合模拟在选择策略时可以进行一次跳过". [ASSUMED] Each player is offered 3 random unlocked bands and may reroll once.
- Bands are not exclusive between teammates [ASSUMED].
- Clearing 3 times with a band (
victorCount=3) grants a corner badge (角标).
Before the match (out-of-match loadout):
- Players fill 2 DIY slots at tier V and 2 at tier VI (
chess_char_5_diy1/2,chess_char_6_diy1/2) with their own operators. Community: "自己五阶放一个白铁". - They can borrow up to 20 support operators (
borrowCount=20; "助战8变20人"). These cover NORMAL-type chess they don't own. Otherwise the chess falls back tobackupCharId.
3. Round schedule [DATA]
Columns: turnInfoDataDict (prep time, boss flags), battleDataDict (level, SP flag) and each level's options.maxPlayTime (combat time limit).
Definitions:
normalPhaseTime= prep (休整期) time limit in seconds. Solo = 300. PRTS 上半: "各轮次均有300秒的决策时间"; in 下半 solo prep became unlimited.isSpPrepare= this round's prep is preceded by a 机变阶段 (choice event). Community counts it as "decision after round N−1".specialPhaseTime= the choice-phase timer: multi 16 s per picker (first picker 30 s, ~70 s total); solo 150 s, unlimited in 下半.- Combat (
maxPlayTime) is the round level's time limit. Enemies still alive at the limit count as leaked [ASSUMED; community "超时" complaints agree]. - All round levels have DP
initialCost=10, +1 DP/s, max 99, 8 deploy slots.
Multi (同盟) — NORMAL / HARD / ABYSS (FUNNY = same but ends at R14 and SP rounds differ)
| R | Prep s | Combat s | Level | SP before prep (FUNNY / NORMAL / HARD+ABYSS) | Notes |
|---|---|---|---|---|---|
| 1 | 65 | 45 | act1_01 | – | first 3 rounds: enemies only use the lower red gate [COMM] |
| 2 | 65 | 45 | act1_02 | – | |
| 3 | 65 | 55 | act1_03 | ✔ / ✔ / ✔ | decision after R2 |
| 4 | 95 | 55 | act1_04 | upper route enemies from R4 [COMM] | |
| 5 | 95 | 55 | act1_05 | ||
| 6 | 100 | 70 | act1_06 | – / ✔ / – | decision after R5 (NORMAL) |
| 7 | 105 | 85 | act1_07 | ||
| 8 | 105 | 85 | act1_h01 | ||
| 9 | 125 | 95 | act1_h02 | ✔ / ✔ / ✔ | decision after R8 |
| 10 | 125 | 95 | act1_h03 | ||
| 11 | 125 | 115 | act1_h04 | – / – / ✔ | decision after R10 (HARD+) |
| 12 | 125 | 115 | act1_h05 | ||
| 13 | 150 | 115 | act1_h06 | ||
| 14 | 195 | boss (120 s level; −1 LP/s after bossTurnHpReduceTime=150 s) |
h07_0X (boss_1..7) | 最终攻势 (Final Assault). Last round for FUNNY. | |
| 15 | 195 (NORMAL) / 215 (HARD, ABYSS) | boss | h08_0X (boss_8..10) | 隐秘核心 (Hidden Core); only if its conditions are met (§10) |
Solo (独立)
| Mode | Rounds | SP rounds (isSpPrepare) |
Prep | Notes |
|---|---|---|---|---|
| single_funny | 9 | none | 300 | R9 = boss (uses _S boss levels). No decisions. |
| single_normal | 14 (+15) | 6, 9 (decisions after R5 = 道具补给, R8 = 战术决策) | 300 | |
| single_hard | 14 (+15) | 3, 9, 11 | 300 | |
| single_abyss | 14 (+15) | 3, 9, 11 | 300 |
Solo boss levels are the …_S variants (level_act1autochess_h07_0X_S).
Bosses (bossInfoDict, HP pool by difficulty FUNNY / NORMAL / HARD / ABYSS) [DATA]:
| bossId | Enemy | Pick weight | HP F / N / H / A | Hidden |
|---|---|---|---|---|
| boss_1 | 假想敌:胄 | 6 | 247 500 / 675 000 / 1 800 000 / 3 600 000 | |
| boss_2 | 假想敌:铳 | 6 | 225 000 / 400 000 / 800 000 / 3 000 000 | |
| boss_3 | 假想敌:管 | 6 | 285 000 / 708 750 / 2 000 000 / 4 000 000 | |
| boss_4 | 盐风主教昆图斯 | 5 | 307 500 / 708 750 / 2 100 000 / 4 200 000 | |
| boss_5 | 卢西恩,“猩红血钻” (new in act2) | 10 | 200 000 / 390 000 / 780 000 / 3 000 000 | |
| boss_6 | 阿利斯泰尔,帝国余晖 | 5 | 285 000 / 705 000 / 1 990 000 / 3 980 000 | |
| boss_7 | “萨米的意志” | 5 | 277 500 / 787 500 / 2 000 000 / 4 000 000 | |
| boss_8 | 假想敌:胄 (hidden) | 50 | 750 000 / 937 500 / 3 600 000 / 7 200 000 | ✔ |
| boss_9 | 假想敌:铳 (hidden) | 40 | 675 000 / 900 000 / 2 800 000 / 3 950 000 | ✔ |
| boss_10 | 假想敌:管 (hidden) | 40 | 825 000 / 1 012 500 / 3 800 000 / 7 600 000 | ✔ |
Boss HP scaling:
- The boss HP is one shared pool for the whole team.
- It shrinks when teammates are eliminated or leave [COMM: "联机队友变少,最后boss血条也会变少"].
- Proposal:
hp = bloodPoint × alivePlayers / 4[ASSUMED]. Solo usesbloodPoint × 0.25[ASSUMED].
4. Phase flow of one round
[round start] ──► (机变阶段 if isSpPrepare) ──► 休整期 (prep) ──► 各自行动阶段 (own combat) ──► 联防 (unite, multi only, if needed) ──► 结算 (settlement) ──► next round
4.1 Round start ("进入休整期时") — proposed server order [WIKI + ASSUMED order]
round += 1. If round > 1:upgradePrice = max(0, upgradePrice − 1)[WIKI: "升级调度中心所需的资金每回合-1直至0,升级后重置"].funds = income(round)+ pending coins earned since the last prep (bounties, 暴行-type "下回合加钱", band 玛恩纳, etc.).- Funds do not carry over [WIKI: "没有用完的资金无法留到下一回合"].
- Exception, band 坎诺特 (
coin_carry_over {capital:5, interest:1, max:1}): keep leftovers, +1 if leftover ≥ 5.
- Destroy everything in the 临时整备区 (temporary overflow bench) [tip: "处于临时整备区的调度资源,在进入下一回合后会自动销毁"]. Superseded in the remake (user playtest #3, DESIGN §6.2): wiping at the round start destroyed what SETTLE had just put there (battle-result grants, a SETTLE merge's elite, returned equipment) before the player ever saw it — reported as a bug by a player of the official mode. The remake resolves a temp piece at the deadline of the first prep in which its player could act on it (the "next round" of the tip = the combat that follows that prep; Ready stays blocked meanwhile).
- If
isSpPrepare: run the 机变阶段 choice (§12) before the shop opens. - Free automatic shop refresh of all non-frozen slots [ASSUMED, auto-chess convention]. Promotion-reward slots from last round are gone.
- Fire "<进入休整期时>" effects: bands (e.g. 小贾斯汀 R1/4/7/10, 杰西卡 R4/7/10/13, 松桐 on even rounds…), operator traits (garrison), equipment.
- Start the prep timer (
normalPhaseTime; solo unlimited in 下半).
4.2 Prep (休整期): what a player can do [WIKI/tips/COMM]
- Buy an operator (tier price) or an item from the shop. Bought units go to the bench (待部署区/整备区, max 10). If the bench is full, they go to the temp area and are destroyed at the next round.
- Sell any operator or item for 1 fund by dragging it to the shop area. Tip: "拖拽干员至整备区可以直接撤退干员" = drag a board unit to the bench to un-deploy it.
- Refresh the shop: 1 fund. Several effects make refreshes free: 奇迹 bond proc, the "补给" choice.
- Freeze shop slots. Tip: "调度中心即使冻结,依然可以主动刷新". [ASSUMED] Freezing is per slot and free. Frozen slots survive refreshes and the next round start; toggle to unfreeze.
- Upgrade the 调度中心 (shop level 1→6) at the current price. Broadcast: "{0}博士将调度中心等级提升为{1}级".
- Arrange the board: max 8 deployed operators. Grid position matters for traits (前方/周围4格/8格, 同一行, 最右边…).
- Equip items to operators on the board or the bench (下半 allows the bench). Use 法术 (MAGIC) items on map tiles.
- Look at teammates' boards and at the enemies for this round (right-top magnifier: route / enemy preview).
- Emotes (multi). Ready (准备): cancellable until all players are ready. Once everyone is ready, combat starts ("全体参与者就绪之前可随时取消准备").
- At prep end: fire "<休整期结束时>" effects (e.g. 助力 +2 layers to all active bonds), then funds are cleared.
4.3 Combat (各自行动阶段)
Each player fights their own copy of the round level independently. There is no PvP.
- Deployment: automatic, paying DP (start 10, +1/s). Redeploy also costs DP [COMM].
- Deploy order:
- 上半: left→right, bottom→top.
- 下半: top→bottom, then left→right. The last-placed unit has the highest taunt.
- Skills: fire automatically. Units with summons deploy the summon on first deployment regardless of SP [COMM].
- Perfect clear (完美作战): every enemy killed before the time limit, none reached the objective.
- Bond stacking:
- "<战斗中>" triggers work only here, never in 联防 or boss rounds [COMM].
- Layers persist all match. Tip: "叠加的盟约会在单次模拟中始终保留,但只有在盟约被激活时才会发挥作用".
- Only active bonds gain layers in most cases.
4.4 联防 (Unite / joint defense), multi only [WIKI]
- Trigger: some but not all players failed to clear perfectly.
- Setup: 1–2 players who did clear perfectly field their board as-is. They face the union of all enemies the other players leaked, using the escaped-battle template
level_act1autochess_escaped_multi(char limit 20). - Rules:
- Bond stacking is disabled ("该阶段不能叠加层数").
- Bounty kills here pay the killer.
- Only perfect-clear teammates can defend (tip).
- Community: in 下半 the result shown is the defended player's view.
- LP loss: enemies that also survive 联防 cost their original owner LP (cap 10 per round).
- No perfect player: leaks cost LP directly.
- Partner choice: [ASSUMED] the defenders are the 2 perfect players with the fewest leaks this round, tie broken by seat index. The official selection rule is unknown.
4.5 Settlement
- Each player loses
min(10, number of their enemies not killed)LP [WIKI: "每回合最多-10血 (就算大漏50个也-10)"].enemy.lifePointReduceis 1 for almost all regular enemies. Use 1 per enemy (see 05-enemies-levels.md). - Bounty coins:
- Kill-type bounty: whoever kills the enemy (owner or 联防 helper) gets the coins.
- "战术特训" type: coins if the chooser cleared perfectly in their own phase.
- Coins are credited to the next prep.
- Elimination: LP ≤ 0 → the player is out.
- Multi: their operators return to the shared pool immediately [COMM]. Boss HP drops.
- Community calls ≤10 LP "斩杀线" (one bad round kills you).
- Score/rewards use rounds cleared (
roundScoreDataList,baseRewardDataList).
5. Economy
5.1 Income per round
- Official text: "每回合开始时,将会进入休整期并且提供一定量的资金…没有用完的资金无法留到下一回合。" The amounts are not published.
- Evidence:
- Band 老鲤
give_coin_in_round: R1 = 0, R2 = 0, R3 = 15. It reads "第1、2回合的资金暂存至第3回合发放", so R1+R2+R3 = 15. - Linear +1/round then gives 4, 5, 6. Start 3 gives 12 and start 5 gives 18, so only 4 fits.
- NGA: "2回合升本…亏一块". The R2 upgrade costs 4, and 5 − 4 = 1 is left over, which only fits R2 = 5.
- NGA: "3回合都做不到连买三张". With 6 funds at shop L2, three purchases are impossible.
- Band 老鲤
- Proposal:
income(r) = min(3 + r, 10)→ 4,5,6,7,8,9,10,10,10…- Cap 10 [ASSUMED]. The 2024 season capped at 10–12, and cap 12 is a fine alternative.
- FUNNY: +2 per round [ASSUMED].
- Other income sources [DATA]:
- Bounties (1–6 coins).
- Choice "财富" (+1 to every teammate).
- Bonds: 远见 "<每叠加10层>获得一次2资金"; 奇迹 "<每叠加100层>获得20资金" and chance of a free next refresh.
- Items: 骑士储蓄罐 (1–6), 炎 VI items (+2 per acquisition, max 3/round).
- Operator traits: 红豆 0-cost, 暴行 "下回合加钱"…
- Bands: 玛恩纳 (+1 per Kazimierz bought, max 3), 坎诺特 interest, 鸭爵 (+1 per duck-type enemy killed).
5.2 Spending [DATA unless noted]
| Action | Cost |
|---|---|
Buy operator (shopCharChessInfoData) |
tier I 2, II 3, III 3, IV 3, V 4, VI 4. The same price is charged if the shop offers an elite copy (e.g. "升华" choice). |
Buy item (trapChessDataDict.purchasePrice) |
1–5 by item (tier I items 1, most tier II–IV 2, tier VI 3–4, advanced/金 items 5). See 04-items.md. |
| Refresh | 1 (shopRefreshPrice) |
| Sell (operator of any tier, normal or elite) | refund 1 (chessSoldPrice=1 for all rows). Community special case: selling 煌 gives 1 fund + transforms. |
| Upgrade shop level N→N+1 | initialUpgradePrice[N] − rounds elapsed since reaching N (floor 0) |
Shop upgrade base prices (shopLevelDataDict, price shown at level N = cost to go N→N+1) [DATA]:
| Mode | L1→2 | L2→3 | L3→4 | L4→5 | L5→6 | Operator slots at L1..L6 | Item slots |
|---|---|---|---|---|---|---|---|
| NORMAL / HARD / ABYSS (solo & multi) | 5 | 8 | 11 | 12 | 13 | 3,4,4,5,5,5 | 1 at every level |
| multi_funny | 5 | 8 | 10 | 11 | 11 | 3,4,4,4,4,5 | 1 |
| single_funny | 1 | 1 | 5 | 8 | 10 | 3,4,4,4,4,5 | 1 |
| training | 4 | 4 | 6 | 9 | 12 | 3 ×6 | 0 (L1–4), 1 (L5–6) |
Level 6 has price 99 (no further upgrade). Level tag colours: #434343, #626654, #445760, #615B74, #6C5E41, #5d341e.
The 20-fund 绮良 / 55-fund 帕格尼尼 band thresholds count funds spent (buy, refresh and upgrade) [ASSUMED: all spending].
6. Shop (调度中心)
-
Slots:
charChessCountoperator slots +itemCountitem slots, total ≤storeCntMax= 6. -
Tier availability: shop level L offers operators of tier ≤ L [WIKI/COMM: "商店等级决定会卖的干员最高阶级"]. Items also ≤ L [ASSUMED].
-
Chess counts per tier (
charShopChessDatas, 133 chess):Tier Visible (PRESET / NORMAL / DIY slots) Hidden (not in shop; only granted by effects) I 16 PRESET 4 (incl. Pith's special 盟约·辅助干员) II 17 PRESET 2 III 13 PRESET + 6 NORMAL 2 IV 9 PRESET + 13 NORMAL 4 V 2 PRESET + 17 NORMAL + 2 DIY 3 PRESET + 1 NORMAL (百炼嘉维尔) VI 2 PRESET + 17 NORMAL + 2 DIY 1 (妮芙) Chess types:
- PRESET = fixed system operator.
- NORMAL = uses the player's own operator (or a borrowed support). If neither is available it uses
backupCharId(预备干员). - DIY = a player-chosen own operator in a tier V/VI slot.
-
Shared pool (multi) [COMM, bilibili BV1JWy3BkEpt + note.com]:
- Each operator has a fixed number of copies shared by all 4 players: I 12, II 14, III 18, IV 16, V 8, VI 5 (缪尔赛思 4).
- An elite occupies 3 copies. Copies in a shop display do not occupy the pool.
- All owned copies (board + bench, however obtained) do.
- If owned copies ≥ cap, that operator can no longer roll.
- Eliminated or quitting players' copies return immediately.
- DIY slots: [ASSUMED] private per player, with the same copy caps as their tier.
-
Roll odds [ASSUMED; the official odds are unpublished]:
- Each empty operator slot draws one copy uniformly at random from all remaining pool copies of non-hidden chess with tier ≤ shop level (Hearthstone-Battlegrounds model).
- This matches community observations: "一本卡池最小所以好凑三连", "三本大大稀释浓度", "卡池变大了三连概率低".
- Resulting share of tiers at L6 ≈ I 14%, II 17%, III 25%, IV 26%, V 11%, VI 7%.
- Optional: never show the same operator twice in one roll, except via 梓兰's special refresh.
-
Special refreshes: band effects replace the normal roll.
- 杜遥夜: first 2 active refreshes each round guarantee 1 Yan.
- 梓兰: every refresh contains 2 copies of one operator and freezes one.
- 佩佩: after upgrading to L2/4/6, one Sargon-priority refresh.
- 寻呼模块 / 信标: special 3- or 2-choice refresh.
-
Promotion reward slot: see §7. Tip: "晋级的特殊奖励无法被刷新、冻结,也不会保留至下一回合".
7. Merging (精锐 / elite promotion) [DATA + WIKI]
-
Merge rule: 3 copies with the same
chessIdmerge automatically intoupgradeChessId, the_belite. Copies on the board or bench all count.- WIKI: "三位同名干员(无论是否部署)会自动合并且晋级为精锐干员".
upgradeNum=3 for 132 chess; 风丸chess_char_2_11_aneeds 2.- Elites have
upgradeNum=0: no further merging.
-
Where the elite goes: to the hand, unless a consumed copy was deployed — then to that copy's board position. PRTS 卫戍协议/帮助 §干员的获得与精锐化: "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区对应位置)"; confirmed first-hand by the user after playtest #6 ("合成精锐时,如果消耗了场上的干员,精锐会出现在场上那个位置"). See A1 row 7 for the remake's choices where the text is silent.
-
Equipment: anything the merged units carried returns to the bench. Tip: "干员晋级后已配发装备会回收至整备区".
-
Bond traits of "<获得时>" type: a triple stacks 1+1+2 (the elite value is double) [COMM].
-
Stats (
shopCharChessInfoData):Tier Normal copy Elite copy I E1 Lv55, skill 4 E2 Lv50, skill 7, module lv1 II E1 Lv60 E2 Lv55 III–V E2 Lv1, skill 4 E2 Lv60, skill 7, module lv1 VI E2 Lv1, skill 4 E2 Lv60, skill 7, module lv3 Trust 0. Owned-operator training adds
cultivateEffectList: E1 +5% ATK/DEF; E2 +10% ATK, +5% DEF/HP; E2 Lv60 +10% all. -
Promotion reward [COMM]: after a merge the player gets a special shop offer. They pick 1 of 3 random operators of tier min(shopLevel+1, 6), free.
- Sources: "碰出來可以選一個階級+1的幹員"; "资金0でランダムに選ばれた3体の中から1体"; NGA "卡一本…三连给的二本".
- Reward pools are named
pool_chess_shop_{N}_rewardin the data (老鲤 draws frompool_chess_shop_2_reward/_4_reward). - It cannot be refreshed or frozen and expires at round end.
-
Broadcast: "{0}博士的{1}干员晋升为精锐".
8. Board, bench and bonds (limits only; details in 02-bonds.md)
- Board: 8 deployed operators (
maxBattleChessCnt, levelcharacterLimit=8). - Bench: 10 (
maxDeckChessCnt), plus a temporary overflow area that is wiped each round. - Board and bench swaps: in 下半 operators on the bench and the board can be swapped even with a full bench.
- Bond activation: most bonds count only board operators (
activeConditionBOARD).- 远见 / 奇迹 / 投资人 are BOARD_AND_DECK: bench units count too. Tip: "一些特殊的盟约不需要部署干员也能激活生效".
fallbackBondId=emptyShip (协防干员): the bond for operators with no faction bond.
9. Life points (目标生命值)
- Start: the band's
totalHp: 20 (铃兰) … 45 (歌利亚). See §11. - Normal rounds: lose 1 per enemy not killed (leaked or alive at timeout, after 联防), max 10 per round (
costPlayerHpLimit=10) [DATA+WIKI]. - Loss: LP ≤ 0 → eliminated.
- Multi: the team wins if anyone survives to kill the R14 boss [ASSUMED: the team result is shared, and the clear counts for everyone still in].
- Quitting counts as elimination.
- Final assault (R14/R15):
- All remaining LP of all players merge into one pool; there is no 10 cap.
- After the boss round has run
bossTurnHpReduceTime= 150 s, the team loses 1 LP per second. - If regular wave enemies reach the goal and bring LP to 0, the team fails immediately [WIKI].
10. Final Assault and Hidden Core [WIKI, PRTS 下半]
- 最终攻势 (R14):
- Players are paired. Each pair shares one boss battlefield: one plays the left half and one the right half ("两名参与者会处于同一个战场,但无法查看另一组队友的战场情况").
- For the right-side player the board is mirrored ("你的最左边是你的最右边").
- Everyone damages one shared boss HP bar ("所有人将一起对敌方领袖造成伤害"). Some bosses appear on both sides and share HP.
- Broadcasts at 20/50/80% damage share per player: "{0}博士对敌方领袖造成的伤害超过20%!".
- 隐秘核心 (R15, NORMAL+ only):
- Entry condition after passing R14:
- solo: activated bond layers total > 350 and LP > 1;
- multi: sum over all players > 1200 and LP sum > 1.
- (盟约 上半 values were 300 / 1000.)
- The boss is weighted among 胄/铳/管 hidden versions (50/40/40).
- Failing it does not affect the clear or the reward. Success shows a special banner and awards more trophies.
- Entry condition after passing R14:
11. Strategies / bands (bandDataListDict, 40 entries) [DATA]
A band is the player's commander/"分队" chosen at BAND_CHECK. It sets starting LP (totalHp) and grants one permanent rule-changing effect (effectType BAND_INITIAL). Common fields: victorCount=3 (3 clears → badge) and bandRewardModulus=1.0.
band_zumama (森蚺, 上半 only) is defined in autoChessData.bandDataDict but absent from act2.
Modes column: L=LOCAL(training), S=SINGLE, M=MULTI. Raw rich-text is kept in the JSON as descRaw.
| # | bandId | Name | LP | Modes | Effect (plain text) | Key buff params | Unlock |
|---|---|---|---|---|---|---|---|
| 1 | band_bldsk |
华法琳 | 28 | L,S,M | 【重点监护】开始作战时,使场上每个不同等阶的1个随机我方干员的所属盟约层数+2 | prep_finish_char_bond_add_layer {"layer": 2.0} |
- |
| 2 | band_amiya |
阿米娅 | 25 | L,S,M | 【众志合一】场上存在3、4或5种以上激活盟约时,所有干员攻击力、生命值分别+20/30/40% | env_gbuff_new_with_verify {"key": "act1autochess_band2_buff", "atk_1": 0.2, "atk_2": 0.3, "atk_3": 0.4, "max_hp_1": 0.2, "max_hp_2": 0.3, "max_hp_3": 0.4, "value_1": 3.0, "value_2": 4.0, "value_3": 5.0} |
- |
| 3 | band_duyaoy |
杜遥夜 | 29 | L,S,M | 【广交豪杰】每回合前2次主动刷新为特殊刷新:优先刷新出1名<炎>干员 / 在<炎>部分干员缺席时体验可能不完整 | band_first_self_refresh_present_char {"bond": "yanShip", "count": 1.0} |
- |
| 4 | band_sarkazb |
歌利亚 | 45 | L,S,M | 【坚不可摧】初始目标生命值为45点 | - | |
| 5 | band_orchid |
梓兰 | 30 | S,M | 【猎头顾问】每次主动刷新均变为特殊刷新:必定刷新2名同名干员,并冻结其中一名;第10回合获得1个<寻呼模块> / <寻呼模块>:装备时销毁,立即在调度中心中刷新三名与该干员盟约相同的干员,免费获得其中一名!(不超过当前调度中心等级) | band_shop_refresh_copy_max_lv_char {"count": 1.0}; preparation_start_gain_chess_from_round {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"} |
在【标准模拟】中通过第9回合后解锁 |
| 6 | band_justin |
小贾斯汀 | 23 | S,M | 【私募基金】在第1、4、7、10回合进入休整期时获得1个<骑士储蓄罐> / <骑士储蓄罐>:装备时随机获得1~6资金并销毁 | preparation_start_gain_chess_from_round {"round": 1.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"}; preparation_start_gain_chess_from_round {"round": 4.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"}; preparation_start_gain_chess_from_round {"round": 7.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"}; preparation_start_gain_chess_from_round {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"} |
通关【标准模拟】后解锁 |
| 7 | band_ermengard |
埃芒加德 | 27 | S,M | 【命结之秘】战斗中前3个被击倒的干员立刻复活! | env_gbuff_new_with_verify {"key": "act1autochess_band28_buff", "max_respawn_cnt": 3.0} |
在【险境模拟】中通过第9回合后解锁 |
| 8 | band_lmlee |
老鲤 | 27 | S,M | 【得闲饮茶】第1、2回合的资金暂存至第3回合发放;第3回合进入休整期时,获得2、4阶随机干员各1名 | give_coin_in_round {"round": 1.0, "coin": 0.0}; give_coin_in_round {"round": 2.0, "coin": 0.0}; give_coin_in_round {"round": 3.0, "coin": 15.0}; prep_start_gain_chess_from_pool_in_round {"round": 3.0, "type": "char", "pool": "pool_chess_shop_2_reward", "count": 1.0}; prep_start_gain_chess_from_pool_in_round {"round": 3.0, "type": "char", "pool": "pool_chess_shop_4_reward", "count": 1.0} |
通关任意模拟2次解锁 |
| 9 | band_kirara |
绮良 | 26 | S,M | 【通关奖励】每使用20资金,获得一名不高于当前调度中心等级的随机干员 | band_coin_cost_gain_random_char_by_shop_level {"coin_cnt": 20.0, "count": 1.0} |
在【险境模拟】中通过第13回合后解锁 |
| 10 | band_pepe |
佩佩 | 23 | S,M | 【博学多通】升级调度中心至2、4和6级后,获得1次特殊刷新:此次刷新出现的干员优先为<萨尔贡>干员 / 在<萨尔贡>部分干员缺席时体验可能不完整 | up_shop_next_refresh_must_present_bond_char {"bond": "sargonShip", "cnt": 0.0, "price": 0.0, "lvlist": "2,4,6"} |
通关时的结算阵容中,包含6名【萨尔贡】干员解锁 |
| 11 | band_harold |
哈洛德 | 23 | S,M | 【人才盲盒】从第4回合开始每2回合获得1名<维多利亚>干员 / 在<维多利亚>部分干员缺席时体验可能不完整 | gain_bond_char_per_round {"bond": "victoriaShip", "round": 4.0, "count": 1.0, "preround": 2.0} |
通关时的结算阵容中,包含6名【维多利亚】干员解锁 |
| 12 | band_sciurus |
休露丝 | 24 | S,M | 【雪域礼赠】每回合购买的首名<谢拉格>干员消耗资金为1 / 在<谢拉格>部分干员缺席时体验可能不完整 | first_buy_in_round_char_price_change {"bond": "kjeragShip", "price": 1.0} |
通关时的结算阵容中,包含6名【谢拉格】干员解锁 |
| 13 | band_paganini |
潘格尼尼 | 24 | S,M | 【定制铳械】累计花费55资金后,获得1名4阶及以上随机的精锐<拉特兰>干员 / 在<拉特兰>部分干员缺席时体验可能不完整 | band_cost_coin_reach_cnt_gain_chess_from_pool {"coin_cnt": 55.0, "count": 1.0, "type": "char", "pool": "pool_char_later"} |
多场模拟中【拉特兰】盟约累计200层解锁 |
| 14 | band_clementia |
克莱门莎 | 26 | S,M | 【崇高牺牲】<阿戈尔>干员被击倒时,提供等同于该干员等阶的<阿戈尔>盟约层数 / 在<阿戈尔>部分干员缺席时体验可能不完整 | env_gbuff_new_with_verify {"key": "act1autochess_band13_buff", "bond_type": "bond_by_id", "bond_id": "egirShip", "bond_add_type": "by_charlevel"} |
多场模拟中【阿戈尔】盟约累计200层解锁 |
| 15 | band_emperor |
大帝 | 26 | S,M | 【加急调派】我方干员每次部署后再部署时间减少50% | env_gbuff_new_with_verify {"key": "act1autochess_band16_buff", "respawn_time": -0.5, "value": 0.0} |
通关时本局内,累计获取过6名特种干员解锁 |
| 16 | band_mberry |
桑葚 | 28 | S,M | 【药枚实验】战斗开始时,使最右边的所有我方单位获得效果:每次攻击时有25%的概率获得1层护盾(最多1层) | env_gbuff_new_with_verify {"key": "act1autochess_band17_buff", "prob": 0.25} |
通关任意模拟4次解锁 |
| 17 | band_humus |
休谟斯 | 24 | L,S,M | 【回收利用】地面干员技能结束时使周围四格随机1名干员获得3点技力 | env_gbuff_new_with_verify {"key": "act1autochess_band18_buff", "sp": 3.0} |
通关任意模拟3次解锁 |
| 18 | band_quintus |
昆图斯 | 31 | S,M | 【不稳定要素】第3回合获得1件特殊装备<突变细胞> / <突变细胞>:战斗结束后使装备者变为高一阶的随机干员(最高6阶) | preparation_start_gain_chess_from_round {"round": 3.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_08_e_a"} |
通关任意模拟3次解锁 |
| 19 | band_yu |
余 | 27 | S,M | 【文火慢炖】第8回合开始时,若仅激活了1个盟约,使其增加36层;否则使所有已激活盟约增加12层 | round_start_bond_check_gain_layer {"round": 8.0, "factioncount": 1.0, "count1": 36.0, "count2": 12.0} |
在【标准模拟】中通过第9回合后解锁 |
| 20 | band_doberm |
杜宾 | 30 | S,M | 【加练!】每2个回合获得1个特殊法术<教鞭> / <教鞭>:使用后为下场战斗添加额外敌人,若自身战斗完美作战可获得资金 | preparation_start_gain_chess_every_n_round {"round": 2.0, "count": 1.0, "type": "trap", "chess": "chess_item_6_03_m"} |
通关任意模拟1次解锁 |
| 21 | band_cathy |
凯瑟琳 | 26 | S,M | 【定向投放】每次升级调度中心时,在调度中心刷新随机3件装备,可以选择并获得其中1件 | up_shop_add_special_goods {"count": 3.0, "choice": 1.0, "pool": "pool_equip_kathe"} |
- |
| 22 | band_malkie |
马克维茨 | 28 | S,M | 【商业包装】初始获得1个<商业包装方案> / <商业包装方案>:每出售8名任意干员后,获得1名装备者的同盟约普通干员 | preparation_start_gain_chess_from_round {"round": 1.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_07_e_a"} |
通关任意模拟1次解锁 |
| 23 | band_qalaisa |
卡莱莎 | 26 | S,M | 【食腐之蝶】我方干员被击倒时,场上剩余我方单位攻击力+20%(最大200%,持续至该干员被击倒或战斗结束) | env_gbuff_new_with_verify {"key": "act1autochess_band15_buff", "atk": 0.2, "max_stack_cnt": 10.0} |
通关任意模拟1次解锁 |
| 24 | band_chen |
陈 | 22 | S,M | 【以己之长】所有干员造成的物理和法术伤害变为弱点伤害(根据敌人的防御力和法术抗性变更伤害类型) | env_gbuff_new_with_verify {"key": "act1autochess_band19_buff"} |
- |
| 25 | band_damaztic |
“变形者集群” | 29 | S,M | 【变形同构】每5回合获得1件特殊装备<变形同构体> / <变形同构体>:与特定装备一同装备时装备者将视为特定盟约成员 | preparation_start_gain_chess_from_round {"round": 5.0, "count": 1.0, "type": "equip", "chess": "chess_item_6_09_e_a"}; preparation_start_gain_chess_from_round {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_6_09_e_a"}; preparation_start_gain_chess_from_round {"round": 15.0, "count": 1.0, "type": "equip", "chess": "chess_item_6_09_e_a"} |
通关任意模拟1次解锁 |
| 26 | band_pith |
Pith | 24 | S,M | 【优等生】第1回合获得1名可以造成神经、灼燃、凋亡损伤的特殊干员,其属于调和盟约:可以使部分盟约人数计数+1 | preparation_start_gain_chess_from_round {"round": 1.0, "count": 1.0, "type": "char", "chess": "chess_char_1_15_a"} |
- |
| 27 | band_dusk |
夕 | 28 | S,M | 【墨色真颜】若你的场上存在同名干员,这些干员攻击力+30% / 【幻画为真】第1回合获得1个特殊法术<画卷> / <画卷>:使用后可以复制该法术范围内的1名干员(包括精锐状态和携带的装备) | preparation_start_gain_chess_from_round {"round": 1.0, "count": 1.0, "type": "trap", "chess": "chess_item_6_02_m"}; env_gbuff_new_with_verify {"key": "act2autochess_band12_buff", "atk": 0.3} |
通关任意模拟1次解锁 |
| 28 | band_cannot |
坎诺特 | 27 | S,M | 【利滚利】每回合剩余的资金可以继承,剩余至少5资金时,每回合额外获得1资金 | coin_carry_over {"capital": 5.0, "interest": 1.0, "max": 1.0} |
- |
| 29 | band_ducklord |
鸭爵 | 29 | S,M | 【“神秘顾客”】从第5回合起,你和队友遭遇的部分敌人可能会替换为<鸭爵><高普尼克><流泪小子><圆仔>,击倒这些敌人者获得1资金奖励(包括联防阶段) | round_start_all_player_change_enemy_2 {"min": 0.0, "max": 2.0, "enemylist": "enemy_2002_bearmi_2,enemy_2034_sythef_2,enemy_2085_skzjxd_2,enemy_2001_duckmi_2", "round": 5.0, "count": 1.0, "minweight": 0.6, "maxweight": 0.99} |
通关任意模拟1次解锁 |
| 30 | band_lisa |
铃兰 | 20 | S,M | 【御守之力】每个回合开始时,触发战场上一名干员的获得时效果一次(优先选择最靠右和最靠下) | round_start_activate_char_chess_effect_in_board {"event_type": "SERVER_GAIN", "count": 1.0} |
- |
| 31 | band_vodfox |
巫恋 | 22 | S,M | 【替身娃娃】每回合首次出售初始干员时,改为与调度中心中随机一名干员交换 | first_sell_char_chess_exchange_char_chess_in_shop {"count": 1.0} |
- |
| 32 | band_ioleta |
伊奥莱塔·罗素 | 29 | S,M | 【统御号令】战斗开始时,场上每有一个精锐干员,精锐干员的攻击力,生命值+10% | env_gbuff_new_with_verify {"key": "act2autochess_band3_buff", "atk_per_cnt": 0.1, "max_hp_per_cnt": 0.1} |
- |
| 33 | band_jesica |
杰西卡 | 22 | S,M | 【集结指示】在第4、7、10、13回合进入休整期时获得1个<寻呼模块> / <寻呼模块>:装备时销毁,立即在调度中心中刷新三名与该干员盟约相同的干员,免费获得其中一名!(不超过当前调度中心等级) | preparation_start_gain_chess_from_round {"round": 4.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"}; preparation_start_gain_chess_from_round {"round": 7.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"}; preparation_start_gain_chess_from_round {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"}; preparation_start_gain_chess_from_round {"round": 13.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"} |
通关任意模拟1次解锁 |
| 34 | band_mlyss |
缪尔赛思 | 28 | S,M | 【至纯凝结】在第1回合开始时获得一个进阶<博士投影> / 进阶<博士投影>:任意干员可装备,立即使该干员晋升为精锐干员 | preparation_start_gain_chess_from_round {"round": 1.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_06_e_b"} |
通关任意模拟1次解锁 |
| 35 | band_makiri |
松桐 | 24 | S,M | 【九流之缘】偶数回合的休整期开始时,随机获得调度中心的一名干员 | round_start_gain_char_chess_in_shop_every_n_round {"round": 2.0, "count": 1.0} |
- |
| 36 | band_fang |
芬 | 24 | S,M | 【协力共进】第8、10、12、14回合时,获得1个<信标> / <信标>:装备后销毁携带干员,并在调度中心刷新两名同等阶干员免费获取其中一名;原干员在下回合传递给对应盟约人数最多的队友 | preparation_start_gain_chess_from_round {"round": 8.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"}; preparation_start_gain_chess_from_round {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"}; preparation_start_gain_chess_from_round {"round": 12.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"}; preparation_start_gain_chess_from_round {"round": 14.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"} |
通关任意模拟3次解锁 |
| 37 | band_mlynar |
玛恩纳 | 24 | S,M | 【业务指标】每购买一名<卡西米尔>干员,下回合开始时资金+1(每回合至多3资金) / 在<卡西米尔>部分干员缺席时体验可能不完整 | round_start_gain_coin_by_bond_char_chess_buy {"bond": "kazimierzShip", "count": 1.0, "max_count": 3.0} |
通关时的结算阵容中,包含6名【卡西米尔】干员解锁 |
| 38 | band_chiave |
贾维 | 23 | S,M | 【团伙行动】主动刷新6次调度中心后获得一名不高于当前调度中心等级的<叙拉古>干员(每回合至多获得2名) / 在<叙拉古>部分干员缺席时体验可能不完整 | refresh_shop_count_gain_coin_bond_char_chess {"refresh_count": 6.0, "bond": "siracusaShip", "max_count": 2.0} |
通关时的结算阵容中,包含6名【叙拉古】干员解锁 |
| 39 | band_narant |
娜仁图亚 | 26 | S,M | 【见者有份】偶数回合进入休整期时,调度中心特殊刷新两件装备,免费获取其中一件;萨尔贡盟约<在场6名不同【萨尔贡】干员>效果替换为【萨尔贡】干员技能开启后,周围八格干员同时享受该干员携带的不高于V阶的装备效果,持续60秒 / 在<萨尔贡>部分干员缺席时体验可能不完整 | preparation_start_add_special_goods_every_n_round {"round": 2.0, "count": 1.0, "type": "equip", "pool": "pool_equip_narant", "refresh_cnt": 2.0, "choice_cnt": 1.0} |
通关时的结算阵容中,包含6名【萨尔贡】干员解锁 |
| 40 | band_amedic |
Touch | 28 | S,M | 【外勤医疗】所有玩家场地上出现一名<预备干员-医疗>;战斗开始时,若场上至少有两名精锐干员,则替换为 | auto_chess_change_map {"common_condition": "condition_golden_chess_le", "cnt": 1.0, "char_605_cmedic#1": 1.0, "char_605_cmedic#2_multi_only": 1.0, "char_605_cmedic#3": 1.0, "char_605_cmedic#4_multi_only": 1.0, "char_613_acmedc#1": 0.0, "char_613_acmedc#2_multi_only": 0.0, "char_613_acmedc#3": 0.0, "char_613_acmedc#4_multi_only": 0.0}; auto_chess_change_map {"common_condition": "condition_golden_chess_ge", "cnt": 2.0, "char_613_acmedc#1": 1.0, "char_613_acmedc#2_multi_only": 1.0, "char_613_acmedc#3": 1.0, "char_613_acmedc#4_multi_only": 1.0, "char_605_cmedic#1": 0.0, "char_605_cmedic#2_multi_only": 0.0, "char_605_cmedic#3": 0.0, "char_605_cmedic#4_multi_only": 0.0} |
通关任意模拟3次解锁 |
Band notes for implementation:
- Economy bands:
- 坎诺特 (carry-over + interest).
constData.noMoneyTipsBand=[band_cannot]: the "leftover funds will be lost" warning is not shown to this band. - 老鲤: R1/R2 income 0, R3 15, plus 1 random tier II and 1 random tier IV at R3.
- 小贾斯汀 (piggy bank 1–6).
- 绮良: 1 random operator of tier ≤ shop level per 20 funds spent.
- 帕格尼尼: an elite Laterano of tier ≥ IV after 55 funds spent (
pool_char_later). - 玛恩纳: +1 next round per Kazimierz bought, max 3.
- 贾维: 6 active refreshes → 1 Siracusa operator, max 2/round.
- 坎诺特 (carry-over + interest).
- Shop-manipulation bands: 杜遥夜, 梓兰, 佩佩, 凯瑟琳 (on every shop upgrade, choose 1 of 3 items), 巫恋 (the first sale of a normal operator each round swaps it with a random shop operator), 娜仁图亚 (even rounds: 1 of 2 items free).
- Free-unit bands: 哈洛德 (a Victoria operator every 2 rounds from R4), 松桐 (even rounds: a random shop operator), Pith (R1 special 调和 operator
chess_char_1_15_a), 缪尔赛思 (R1 advanced 博士投影 = instant elite), 昆图斯 (R3 突变细胞), 变形者集群 (变形同构体 at R5/10/15), 杰西卡 / 芬 (寻呼模块 / 信标 at fixed rounds), 杜宾 (教鞭 every 2 rounds: add enemies, earn coins on perfect). - Combat bands: 阿米娅, 埃芒加德, 大帝, 桑葚, 休谟斯, 卡莱莎, 陈, 夕, 伊奥莱塔, Touch (swaps a map token 预备干员-医疗 → Touch if ≥2 elites), 余 (R8 bond burst), 华法琳, 克莱门莎, 铃兰 (at each round start re-trigger 1 operator's "获得时" effect).
- Multi-only effects:
- 鸭爵 affects teammates too. From R5, 0–2 enemies per round are replaced by 鸭爵/高普尼克/流泪小子/圆仔, each worth 1 coin to the killer.
- 芬's 信标 passes the operator to a teammate.
12. 机变阶段: choice events (effectChoiceInfoDict, 109 entries incl. _s solo variants) [DATA + WIKI]
| choiceType | effectType | Name | Ids | What it does |
|---|---|---|---|---|
| EQUIP_FREE | EQUIP | 道具补给 | equip_free_1..4 (+_tr) | Pick 1 free item |
| EQUIP_FREE | EQUIP | 机密商店 | artifact_paid_1..5 | Pick 1 free (special) item |
| BOUNTY_HUNT | ENEMY_GAIN | 悬赏决策 | enemy_initial_1..10, bounty_hunter_1..15, bossInitial_1..6 | Pick a bounty: extra enemies in your next 1 / 2 / all battles; coins on kill or on perfect |
| BUFF_SELECT | BUFF_GAIN | 战术决策 | buff_select_1..4, hardbuff_select_1..3, terrain_m01_1…m07_1 | Team buff, enemy debuff or map change |
| PERSONAL_CHOOSE | ENEMY_GAIN | 悬赏决策 | hunter_band_1 | Personal bounty pick (pool server-side) |
The _s ids are the solo copies with identical text.
When they happen:
- Rounds with
isSpPrepare. PRTS (multi): FUNNY after R2/R8 (no bounties); NORMAL after R2/R5/R8; HARD+ after R2/R8 (bounties fixed) and R10 (no 战术决策). - Solo NORMAL: R5 道具补给, R8 战术决策.
- Proposed mapping [ASSUMED]:
- HARD/ABYSS: R3 = bounty (enemy_initial / bounty_hunter tier I–II); R9 = bounty (tier II–III); R11 = 道具补给 or 机密商店.
- NORMAL: R3 bounty, R6 道具补给, R9 战术决策.
- FUNNY: R3 道具补给, R9 战术决策.
Choice format:
- Multi: 6 options shared by the team. Players pick 1 each in turn (first picker 30 s, others 16 s,
specialPhaseTime=16, ~70 s total). - Solo: 3 options (3选1), time unlimited in 下半.
- Effects worded "若存在其他队友则他们也获得" apply to everyone.
Bounty semantics (buff keys) [DATA]:
- Kill bounty
add_enemy_kill_gain_coin {count, enemy_id, coin, round}:- Adds
countcopies ofenemy_idto the chooser's nextroundbattles (99 = all remaining). - Whoever kills it (the chooser or a 联防 teammate) gets
coin. enemyPrice= coin value (1–6).
- Adds
- Perfect bounty
add_enemy_selfbattle_win_gain_coin/next_battle_add_enemy_win_gain_coin("战术特训"): adds enemies; coins only if the chooser clears perfectly in their own phase. - 多轮悬赏 · 假想敌 (enemyInitial_1..6): adds 1 imaginary enemy to every subsequent battle, 1 coin each kill.
Team buffs (BUFF_GAIN, allybuff_select_*):
- 列装: 2 random tier‑I items.
- 盟誓 x8: bond layers +8…12 for specific bonds.
- 财富: +1 fund.
- 补给: next 2 refreshes free, stackable.
- 整备: next item bought is advanced.
- 升华: next operator bought is elite.
- 驰援 x8: 1 random operator of a nation bond.
- 自愈, 火力, 征召, 无瑕, 锐利.
Enemy debuffs (enemydebuff_select_1..9): all/elite/leader enemies get −ATK%, −DEF or −RES.
Map changes (map_m0X_*): remove barricades, turn them into shooting platforms, stop a sandstorm, remove bushes.
The full list of 182 choice, enemy and char-map effects is in Appendix A.
Enemy-side global modifiers (aceffect_enemy_*, type ENEMY):
- 急行军: move speed +15%.
- 补给线: HP +8%; 补给线II: HP +20%.
- 攻坚装备: ATK +10%, HP +20%.
- 攻坚装备II: ×0.8 / ×0.8.
- 攻坚装备III: ATK ×0.7, HP ×0.75.
The last two look like the solo/easy stat reductions. [ASSUMED] Map them per mode as in §1.
13. Scoring, trophies, titles, tips, broadcasts
roundScoreDataList(score by rounds cleared) [DATA]: 0→0, 1→10, 2→20, 3→30, 4→50, 5→70, 6→90, 7→110, 8→130, 9→150, 10→170, 11→200, 12→230, 13→260, 14→300. Used for the result screen and history [ASSUMED purpose].- Trophies (成就奖杯), multi only [WIKI PRTS 下半]:
| Rounds passed | 标准 | 险境 | 绝境 | 终极 |
|---|---|---|---|---|
| ≤4 | 0 | 0 | 0 | 0 |
| ≤8 | 1 | 1 | 1 | 1 |
| ≤11 | 2 | 2 | 2 | 2 |
| ≤13 | 2 | 3 | 3 | 3 |
| 14 (clear) | 3 | 4 | 5 | 6 |
| ?? (hidden core) | – | 5 | 7 | 8 |
- Trophy tiers (
medalDataList): 0, 10, 30, 60, 100 → trophy_level1..5 icons. The tier is shown in rooms and at band selection and is used for matchmaking ("精确搜寻"). - End-of-match titles (
playerTitleDataDict): 卫戍之星, 不朽盟约, 坚若磐石, 精英云集, 万事俱备, 挥金如土. [ASSUMED meanings]: top boss damage, most bond layers, least LP lost, most elites, most items, most funds spent. - Broadcasts (
broadcastList), in priority order ({0}= player,{1}= operator/level,{2}= amount):- BOSS_HIT (30): "{0}博士对敌方领袖造成的伤害超过20% / 50% / 80%!"
- CHAR_DAMAGE (20): "{0}博士的{1}干员造成的伤害量达到{2}", at 200 000 / 500 000 / 1 000 000.
- SHOP_LEVEL (11): "{0}博士将调度中心等级提升为{1}级", for levels 2–6.
- BOND_EFFECT (10): "叠加层数".
- GOLDEN_CHAR (2): "{0}博士的{1}干员晋升为精锐".
- CHAR_GIFT (1): "{0}博士给你赠送了{1}".
- Report reasons (
reportPlayerDataList): 消极游戏, 故意捣乱, 中途退出, 不当言论, 骚扰, 作弊, 脚本, 其他. - Emote themes: emoticon_autochess_basic, emoticon_originium_slug, emoticon_autochess_basic_2, emoticon_foolsday_doctor / _amiya / _wisdel. Chat CD 1 s, bubble 3 s (
chatCD,chatTime). - Other constData:
- ping colours <60 / <200 / ≥200 ms;
invitationSendCd60 s;matchTimeMax120 s;bossTrailerStartRound3 (boss preview from R3);- hint timers 10 s;
singleClosureStayTime15 s.- Price colours: discount #59f4ca, premium #ff5454, normal #ffc600.
Game tips (gameTipsList, all weight 50), CN → EN
- 只有在联合模拟中才能获得奖杯 → Trophies are only earned in co-op (joint) simulation.
- 联合模拟在选择策略时可以进行一次跳过 → In co-op you may skip once while choosing a strategy.
- 归属于特定盟约的干员只有部分会出现在调度中心内 → Only some operators of certain alliances appear in the Dispatch Center.
- 调度中心即使冻结,依然可以主动刷新 → Even when frozen, the Dispatch Center can still be manually refreshed.
- 晋级的特殊奖励无法被刷新、冻结,也不会保留至下一回合 → Special promotion rewards can't be refreshed or frozen and don't carry to the next round.
- 处于临时整备区的调度资源,在进入下一回合后会自动销毁 → Resources in the temporary bench are destroyed when the next round begins.
- 一些特殊的盟约不需要部署干员也能激活生效 → Some special alliances activate without deploying operators.
- 干员晋级后已配发装备会回收至整备区,需要重新配置 → After promotion, equipped items return to the bench and must be re-equipped.
- 两件同名装备可以合成一件更强力的装备 → Two identical items merge into a stronger one.
- 特定的装备组合可以为干员赋予额外的盟约效果 → Certain item combos grant an operator an extra alliance.
- 叠加的盟约会在单次模拟中始终保留,但只有在盟约被激活时才会发挥作用 → Alliance stacks persist for the whole run but only work while the alliance is active.
- 多数情况下只有已经激活的盟约才可进行叠加 → Usually only active alliances can gain stacks.
- 休整期可以查看队友的战场情况 → During the rest phase you can view teammates' battlefields.
- 休整期可以查看当前回合即将迎击的敌方单位 → During the rest phase you can view this round's incoming enemies.
- 拖拽干员至整备区可以直接撤退干员 → Drag an operator to the bench to withdraw it.
- 全体参与者就绪之前可随时取消准备,准备战斗后将无法进行操作 → You can cancel Ready until everyone is ready; after the battle starts no actions are possible.
- 只有达成完美作战的队友可以进行联防 → Only teammates with a perfect clear can join the joint defense.
- 进行联防时,盟约不会继续叠加 → Alliances don't gain stacks during joint defense.
- 最终攻势中,两名参与者会处于同一个战场,但无法查看另一组队友的战场情况 → In the Final Assault, two participants share one battlefield but can't see the other pair's.
- 最终攻势中,所有人将一起对敌方领袖造成伤害 → In the Final Assault, everyone damages the enemy leader together.
- 达成特定的条件,可在最终攻势后解锁隐秘核心 → Meeting certain conditions unlocks the Hidden Core after the Final Assault.
14. Implementation notes for an authoritative server
Proposed server state per player:
{ lp, funds, pendingFunds, shopLevel, upgradePrice, roundsAtLevel, shopSlots[6]{chessId|itemId, frozen, special},
board[8]{chessId,pos,items[]}, bench[10], tempBench[], bondLayers{bondId:int}, spentTotal, refreshCountRound, perfectThisRound, eliminated }
- Shared state:
pool{chessId:copiesLeft}(multi),round,phase,choiceQueue,bannedBonds,bossId,stageId,teamLp(final). - Phase timers come from
turnInfoDataDict[mode][round].normalPhaseTime. When a timer expires, auto-ready the player; they keep whatever they did. The combat limit comes from the round level'smaxPlayTime. - Round-start order and settlement: §4.
- Pool bookkeeping must be atomic, since two players can buy the last copy at once. Shop-displayed copies are not reserved, so the purchase fails if the pool is empty [COMM behaviour].
- Merge check runs after every acquisition, including gifts, band grants and item effects. Board and bench copies both count.
- Suggested defaults for undocumented values:
- income
min(3+r, 10), FUNNY +2; - copy-weighted shop roll;
- per-slot free freeze;
- banned bonds per match: 1 core + 1 add-on;
- boss HP
× alive/4(solo ×0.25).
- income
15. Open questions
- Exact income after R3, and the cap. The formula is inferred:
3+ris solid for R1–R3 only; the cap of 10 is a guess (could be 12). FUNNY's "更加丰富" bonus is unknown. - Official shop tier odds. Unpublished. The copy-weighted model is consistent with community remarks but unverified.
- Number of bonds banned per match and exactly which operators disappear ("只有部分会出现").
- Band offer count and skip semantics at BAND_CHECK (3 offered + 1 reroll assumed).
- Which choice-event ids occur at which SP round (server-side pools). The same applies to the
pool_*contents. - Boss HP scaling with player count, and solo boss HP.
- 联防 defender selection when more than 2 players are perfect. Whether 1 or 2 defenders fight (PRTS: "1~2名").
- Round-15 hidden boss selection. Is it weighted random, or tied to the R14 boss? Thresholds: 下半 350/1200 vs 上半 300/1000. The sibling doc 05 uses 300/1000; act2 should use 350/1200.
- Whether the team result counts for eliminated players (trophies are by "自身的通过回合数", i.e. per player rounds survived).
16. Sources
- Game data: Kengxxiao/ArknightsGameData zh_CN (
activity_table.json→autoChessData,activity.AUTOCHESS_SEASON.act2autochess; level JSONs). - PRTS: https://prts.wiki/w/卫戍协议 (raw); https://prts.wiki/w/卫戍协议:盟约 (上半); https://prts.wiki/w/卫戍协议:盟约_下半 (modes, hidden core, trophies).
- BWIKI 盟约 玩法介绍: https://wiki.biligame.com/arknights/盟约 (refresh 1, sell 1, merge, funds not kept, upgrade −1/round).
- Official patch notes: https://ak.hypergryph.com/news/5114.
- Bahamut guides: https://forum.gamer.com.tw/C.php?bsn=33651&snA=12294 and snA=12316 (10 LP cap, B位, decision rounds, deploy order, pool rules).
- NGA: tid 45713703 (economy / leveling), 45597280, 45645958, 46479287, 46592301 (mechanics and bugs), 46551276 (R3 bounty numbers).
- bilibili BV1JWy3BkEpt (shared pool 12/14/18); note.com yu_channel_jp (pool I–VI = 12/14/18/16/8/5); note.com aik0aaac (250/400/425 rewards).
- arknights.wiki.gg/wiki/Stronghold_Protocol (upgrade costs, 10 LP cap).
Appendix A: all choice / enemy / char-map effects (effectInfoDataDict minus EQUIP/BOND/BAND/GARRISON)
| effectId | Type | Name | Bounty funds | Effect |
|---|---|---|---|---|
aceffect_char_1 |
CHAR_MAP | 未精英化 | 0 | 无相关加成 |
aceffect_char_2 |
CHAR_MAP | 精英阶段1 | 0 | 攻击力和防御力+5% |
aceffect_char_3 |
CHAR_MAP | 精英阶段2 | 0 | 攻击力+10%,防御力和最大生命值+5% |
aceffect_char_4 |
CHAR_MAP | 精英阶段2-60级 | 0 | 攻击力、防御力和最大生命值+10% |
enemyeffect_1 |
ENEMY_GAIN | 无人机护障·P·战术特训 | 2 | 为自身下场作战添加3只无人机护障·P,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_2 |
ENEMY_GAIN | 法术大师A2·多轮战术特训 | 2 | 之后的每场作战添加2只法术大师A2,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_3_2 |
ENEMY_GAIN | 法术大师A2·悬赏 | 2 | 为自身下场作战添加1只法术大师A2,将其击倒者获得2资金 |
enemyeffect_3_3 |
ENEMY_GAIN | 元核孽生者·悬赏 | 3 | 为自身下场作战添加1只元核孽生者,将其击倒者获得3资金 |
enemyeffect_3_4 |
ENEMY_GAIN | 山海众头目·悬赏 | 2 | 为自身下场作战添加1只山海众头目,将其击倒者获得2资金 |
enemyeffect_3_2_e |
ENEMY_GAIN | “萨科塔之眼”·悬赏 | 2 | 为自身下场作战添加1只“萨科塔之眼”,将其击倒者获得2资金 |
enemyeffect_3_3_e |
ENEMY_GAIN | 幽灵组长·悬赏 | 1 | 为自身下场作战添加1只幽灵组长,将其击倒者获得1资金 |
enemyeffect_3_4_e |
ENEMY_GAIN | 重装防御者·悬赏 | 1 | 为自身下场作战添加1只重装防御者,将其击倒者获得1资金 |
enemyeffect_3_5_e |
ENEMY_GAIN | 重弩突袭者·悬赏 | 2 | 为自身下场作战添加1只重弩突袭者,将其击倒者获得2资金 |
enemyeffect_4 |
ENEMY_GAIN | 山海众头目·多轮悬赏 | 1 | 之后的每场作战添加1只山海众头目,将其击倒者获得1资金 |
enemyeffect_5_1 |
ENEMY_GAIN | 源石虫·特训 | 0 | 为自身下场作战添加1只源石虫,但不获得资金 |
enemyeffect_5 |
ENEMY_GAIN | 鸭爵·悬赏 | 3 | 为自身下场作战添加1只鸭爵,将其击倒者获得3资金 |
enemyeffect_6 |
ENEMY_GAIN | 高普尼克·悬赏 | 3 | 为自身下场作战添加1只高普尼克,将其击倒者获得3资金 |
enemyeffect_7 |
ENEMY_GAIN | 流泪小子·悬赏 | 3 | 为自身下场作战添加1只流泪小子,将其击倒者获得3资金 |
enemyeffect_8 |
ENEMY_GAIN | 圆仔·悬赏 | 3 | 为自身下场作战添加1只圆仔,将其击倒者获得3资金 |
enemyeffect_b_1 |
ENEMY_GAIN | 碎骨·悬赏 | 1 | 为自身下场作战添加1个碎骨,将其击倒者获得1资金 |
enemyeffect_b_2 |
ENEMY_GAIN | 萨卡兹百夫长·悬赏 | 2 | 为自身下场作战添加1个萨卡兹百夫长,将其击倒者获得2资金 |
enemyeffect_b_3 |
ENEMY_GAIN | 弑君者·悬赏 | 1 | 为自身下场作战添加1个弑君者,将其击倒者获得1资金 |
enemyeffect_b_4 |
ENEMY_GAIN | 泥岩·悬赏 | 4 | 为自身下场作战添加1个泥岩,将其击倒者获得4资金 |
enemyeffect_b_5 |
ENEMY_GAIN | 腐败骑士·悬赏 | 3 | 为自身下场作战添加1个腐败骑士,将其击倒者获得3资金 |
enemyeffect_b_6 |
ENEMY_GAIN | 凋零骑士·悬赏 | 3 | 为自身下场作战添加1个凋零骑士,将其击倒者获得3资金 |
enemyeffect_b_7 |
ENEMY_GAIN | “遗弃者”·悬赏 | 4 | 为自身下场作战添加1个“遗弃者”,将其击倒者获得4资金 |
enemyeffect_b_8 |
ENEMY_GAIN | 喷气人·悬赏 | 3 | 为自身下场作战添加1个喷气人,将其击倒者获得3资金 |
enemyeffect_b_9 |
ENEMY_GAIN | 杰斯顿·威廉姆斯·悬赏 | 4 | 为自身下场作战添加1个杰斯顿·威廉姆斯,将其击倒者获得4资金 |
enemyeffect_b_10 |
ENEMY_GAIN | W·悬赏 | 1 | 为自身下场作战添加1个W,将其击倒者获得1资金 |
enemyeffect_b_11 |
ENEMY_GAIN | “鼠王”·悬赏 | 2 | 为自身下场作战添加1个“鼠王”,将其击倒者获得2资金 |
enemyeffect_b_12 |
ENEMY_GAIN | “庞贝”·悬赏 | 2 | 为自身下场作战添加1个“庞贝”,将其击倒者获得2资金 |
enemyeffect_b_13 |
ENEMY_GAIN | 大鲍勃·悬赏 | 2 | 为自身下场作战添加1个大鲍勃,将其击倒者获得2资金 |
enemyeffect_b_14 |
ENEMY_GAIN | “自在”·悬赏 | 4 | 为自身下场作战添加1个“自在”,将其击倒者获得4资金 |
enemyeffect_b_15 |
ENEMY_GAIN | 锏·悬赏 | 5 | 为自身下场作战添加1个锏,将其击倒者获得5资金 |
enemyeffect_b_16 |
ENEMY_GAIN | 扎罗,“狼之主”·悬赏 | 5 | 为自身下场作战添加1个扎罗,“狼之主”,将其击倒者获得5资金 |
enemyeffect_b_17 |
ENEMY_GAIN | “墓碑”·悬赏 | 4 | 为自身下场作战添加1个“墓碑”,将其击倒者获得4资金 |
enemyeffect_b_18 |
ENEMY_GAIN | 迷路的巨像·悬赏 | 5 | 为自身下场作战添加1个迷路的巨像,将其击倒者获得5资金 |
enemyeffect_b_19 |
ENEMY_GAIN | 澪·悬赏 | 3 | 为自身下场作战添加1个澪,将其击倒者获得3资金 |
enemyeffect_b_20 |
ENEMY_GAIN | “巨大的丑东西”·悬赏 | 5 | 为自身下场作战添加1个“巨大的丑东西”,将其击倒者获得5资金 |
enemyeffect_b_21 |
ENEMY_GAIN | “复仇者”·悬赏 | 6 | 为自身下场作战添加1个“复仇者”,将其击倒者获得6资金 |
enemyeffect_b_22 |
ENEMY_GAIN | “邪魔的利刃”·悬赏 | 3 | 为自身下场作战添加1个“邪魔的利刃”,将其击倒者获得3资金 |
enemyeffect_b_23 |
ENEMY_GAIN | 陷落雪祀·悬赏 | 3 | 为自身下场作战添加1个陷落雪祀,将其击倒者获得3资金 |
enemyeffect_b_24 |
ENEMY_GAIN | 纠缠藤蔓·悬赏 | 3 | 为自身下场作战添加1个纠缠藤蔓,将其击倒者获得3资金 |
allybuff_select_1 |
BUFF_GAIN | 列装 | 0 | 你获得2件随机1阶装备,若存在其他队友则他们也获得 |
allybuff_select_2_1 |
BUFF_GAIN | 斯卡蒂的盟誓 | 0 | 你的阿戈尔、突袭和坚守盟约层数+8,若存在其他队友则他们也获得 |
allybuff_select_2_2 |
BUFF_GAIN | 诗怀雅的盟誓 | 0 | 你的炎和投资人盟约层数+10,若存在其他队友则他们也获得 |
allybuff_select_2_3 |
BUFF_GAIN | 风笛的盟誓 | 0 | 你的维多利亚、远见和不屈盟约层数+8,若存在其他队友则他们也获得 |
allybuff_select_2_4 |
BUFF_GAIN | 银灰的盟誓 | 0 | 你的谢拉格、投资人、迅捷盟约层数+8,若存在其他队友则他们也获得 |
allybuff_select_2_5 |
BUFF_GAIN | 莫斯提马的盟誓 | 0 | 你的拉特兰、奥术盟约层数+10,若存在其他队友则他们也获得 |
allybuff_select_2_6 |
BUFF_GAIN | 缇缇的盟誓 | 0 | 你的萨尔贡、精准盟约层数+10,若存在其他队友则他们也获得 |
allybuff_select_2_7 |
BUFF_GAIN | 玛恩纳的盟誓 | 0 | 你的卡西米尔盟约层数+12,若存在其他队友则他们也获得 |
allybuff_select_2_8 |
BUFF_GAIN | 德克萨斯的盟誓 | 0 | 你的叙拉古、突袭盟约层数+10,若存在其他队友则他们也获得 |
allybuff_select_3 |
BUFF_GAIN | 财富 | 0 | 你获得1资金,若存在其他队友则他们也获得 |
allybuff_select_4 |
BUFF_GAIN | 补给 | 0 | 你接下来的2次刷新变为免费(可叠加),若存在其他队友则他们也获得 |
allybuff_select_5 |
BUFF_GAIN | 整备 | 0 | 你接下来购买的1件装备变为进阶品质 |
allybuff_select_6 |
BUFF_GAIN | 升华 | 0 | 你接下来购买的1名干员变为精锐状态 |
allybuff_select_7_1 |
BUFF_GAIN | 炎盟约驰援 | 0 | 你获得1名炎盟约的随机干员棋子 |
allybuff_select_7_2 |
BUFF_GAIN | 谢拉格驰援 | 0 | 你获得1名谢拉格盟约的随机干员棋子 |
allybuff_select_7_3 |
BUFF_GAIN | 萨尔贡驰援 | 0 | 你获得1名萨尔贡盟约的随机干员棋子 |
allybuff_select_7_4 |
BUFF_GAIN | 叙拉古驰援 | 0 | 你获得1名叙拉古盟约的随机干员棋子 |
allybuff_select_7_5 |
BUFF_GAIN | 卡西米尔驰援 | 0 | 你获得1名卡西米尔盟约的随机干员棋子 |
allybuff_select_7_6 |
BUFF_GAIN | 拉特兰驰援 | 0 | 你获得1名拉特兰盟约的随机干员棋子 |
allybuff_select_7_7 |
BUFF_GAIN | 维多利亚驰援 | 0 | 你获得1名维多利亚盟约的随机干员棋子 |
allybuff_select_7_8 |
BUFF_GAIN | 阿戈尔驰援 | 0 | 你获得1名阿戈尔盟约的随机干员棋子 |
allybuff_select_11 |
BUFF_GAIN | 自愈 | 0 | 你获得:我方单位每次受到伤害时回复50点生命值;若存在其他队友则他们也获得此效果 |
allybuff_select_13 |
BUFF_GAIN | 火力 | 0 | 你获得:休整期结束时若手牌区至少有3个单位,我方所有干员无视敌人20法术抗性;若存在其他队友则他们也获得此效果 |
allybuff_select_14 |
BUFF_GAIN | 征召 | 0 | 你获得:开始作战时若场上至少有一行存在3名干员,所有干员的再部署时间-50%;若存在其他队友则他们也获得此效果 |
allybuff_select_18 |
BUFF_GAIN | 无瑕 | 0 | 你获得:干员在生命值为满时,攻击力、防御力+30%;若存在其他队友则他们也获得此效果 |
allybuff_select_19 |
BUFF_GAIN | 锐利 | 0 | 你获得:休整期结束时若手牌区为空,我方所有干员无视敌人30%的防御力;若存在其他队友则他们也获得此效果 |
enemydebuff_select_1 |
BUFF_GAIN | 排斥:乏力 | 0 | 全部敌人获得减益效果:攻击力-5% |
enemydebuff_select_2 |
BUFF_GAIN | 排斥:脆弱 | 0 | 全部敌人获得减益效果:防御力-100 |
enemydebuff_select_3 |
BUFF_GAIN | 排斥:致幻 | 0 | 全部敌人获得减益效果:法术抗性-3 |
enemydebuff_select_4 |
BUFF_GAIN | 责罚:乏力 | 0 | 精英敌人获得减益效果:攻击力-6% |
enemydebuff_select_5 |
BUFF_GAIN | 责罚:脆弱 | 0 | 精英敌人获得减益效果:防御力-150 |
enemydebuff_select_6 |
BUFF_GAIN | 责罚:致幻 | 0 | 精英敌人获得减益效果:法术抗性-5 |
enemydebuff_select_7 |
BUFF_GAIN | 裁决:乏力 | 0 | 领袖敌人获得减益效果:攻击力-7% |
enemydebuff_select_8 |
BUFF_GAIN | 裁决:脆弱 | 0 | 领袖敌人获得减益效果:防御力-200 |
enemydebuff_select_9 |
BUFF_GAIN | 裁决:致幻 | 0 | 领袖敌人获得减益效果:法术抗性-7 |
aceffect_enemy_1 |
ENEMY | 急行军 | 0 | 所有敌人移动速度+15% |
aceffect_enemy_2 |
ENEMY | 补给线 | 0 | 所有敌人最大生命值+8% |
aceffect_enemy_2_2 |
ENEMY | 补给线II | 0 | 所有敌人最大生命值+20% |
aceffect_enemy_3 |
ENEMY | 攻坚装备 | 0 | 所有敌人攻击力+10%,最大生命值+20% |
aceffect_enemy_4 |
ENEMY | 攻坚装备II | 0 | 所有敌人攻击力-20%,最大生命值-20% |
aceffect_enemy_5 |
ENEMY | 攻坚装备III | 0 | 所有敌人攻击力-30%,最大生命值-25% |
enemyInitial_1 |
ENEMY_GAIN | 多轮悬赏 · 假想敌:蚀裂 | 1 | 后续每场作战添加1只假想敌:蚀裂(被击倒时造成持续伤害),击倒它的你或队友获得1资金 |
enemyInitial_2 |
ENEMY_GAIN | 多轮悬赏 · 假想敌:淤困 | 1 | 后续每场作战添加1只假想敌:淤困(可造成元素损伤),击倒它的你或队友获得1资金 |
enemyInitial_3 |
ENEMY_GAIN | 多轮悬赏 · 假想敌:骨刺 | 1 | 后续每场作战添加1只假想敌:骨刺(拥有隐匿),击倒它的你或队友获得1资金 |
enemyInitial_4 |
ENEMY_GAIN | 多轮悬赏 · 假想敌:黑云 | 1 | 后续每场作战添加1只假想敌:黑云(空中敌人),击倒它的你或队友获得1资金 |
enemyInitial_5 |
ENEMY_GAIN | 多轮悬赏 · 假想敌:再生 | 1 | 后续每场作战添加1只假想敌:再生(需要一定攻击次数击破),击倒它的你或队友获得1资金 |
enemyInitial_6 |
ENEMY_GAIN | 多轮悬赏 · 假想敌:镜膜 | 1 | 后续每场作战添加1只假想敌:镜膜(拥有折射),击倒它的你或队友获得1资金 |
map_m01_1 |
BUFF_GAIN | 模拟战场演变·模式一 | 0 | 移除场地上全部阻隔工事 |
map_m02_1 |
BUFF_GAIN | 模拟战场演变·模式二 | 0 | 场地上全部阻隔工事变为射击台 |
map_m02_2 |
BUFF_GAIN | 模拟战场演变·模式三 | 0 | 移除场地上全部阻隔工事 |
map_m03_1 |
BUFF_GAIN | 模拟战场演变·模式四 | 0 | 移除场地左侧的阻隔工事 |
map_m03_2 |
BUFF_GAIN | 模拟战场演变·模式五 | 0 | 场地右侧的射击台变为可以部署高台干员和地面干员的地面 |
map_m04_1 |
BUFF_GAIN | 模拟战场演变·模式六 | 0 | 移除场地上全部阻隔工事 |
map_m06_1 |
BUFF_GAIN | 模拟战场演变·模式八 | 0 | 场地中的沙尘暴停止 |
map_m07_1 |
BUFF_GAIN | 模拟战场演变·模式九 | 0 | 场上的树丛全部消失 |
enemyeffect_10_1 |
ENEMY_GAIN | 战术特训·飞行I | 1 | 为自身下场战斗添加1只妖怪,若各自行动阶段就达成完美作战,获得1资金 |
enemyeffect_10_2 |
ENEMY_GAIN | 战术特训·飞行II | 2 | 为自身下场战斗添加1只暴鸰,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_10_3 |
ENEMY_GAIN | 战术特训·飞行III | 3 | 为自身下场战斗添加1只帝国炮火中枢先兆者,若各自行动阶段就达成完美作战,获得3资金 |
enemyeffect_10_4 |
ENEMY_GAIN | 悬赏·飞行I | 1 | 为自身接下来两场作战添加1只妖怪,将其击倒者获得1资金 |
enemyeffect_10_5 |
ENEMY_GAIN | 悬赏·飞行II | 2 | 为自身接下来两场作战添加1只暴鸰,将其击倒者获得2资金 |
enemyeffect_10_6 |
ENEMY_GAIN | 悬赏·飞行III | 3 | 为自身接下来两场作战添加1只法术大师A1,将其击倒者获得3资金 |
enemyeffect_11_1 |
ENEMY_GAIN | 战术特训·频次I | 1 | 为自身下场战斗添加1只磨砻,若各自行动阶段就达成完美作战,获得1资金 |
enemyeffect_11_2 |
ENEMY_GAIN | 战术特训·频次II | 2 | 为自身下场战斗添加1只烹泉,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_11_3 |
ENEMY_GAIN | 战术特训·频次III | 3 | 为自身下场战斗添加1只新硎,若各自行动阶段就达成完美作战,获得3资金 |
enemyeffect_11_4 |
ENEMY_GAIN | 悬赏·频次I | 1 | 为自身接下来两场作战添加1只磨砻,将其击倒者获得1资金 |
enemyeffect_11_5 |
ENEMY_GAIN | 悬赏·频次II | 2 | 为自身接下来两场作战添加1只烹泉,将其击倒者获得2资金 |
enemyeffect_11_6 |
ENEMY_GAIN | 悬赏·频次III | 3 | 为自身接下来两场作战添加1只清明,将其击倒者获得3资金 |
enemyeffect_12_1 |
ENEMY_GAIN | 战术特训·损伤I | 1 | 为自身下场战斗添加1只底海滑动者,若各自行动阶段就达成完美作战,获得1资金 |
enemyeffect_12_2 |
ENEMY_GAIN | 战术特训·损伤II | 2 | 为自身下场战斗添加1只炽焰源石虫,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_12_3 |
ENEMY_GAIN | 战术特训·损伤III | 3 | 为自身下场战斗添加1只灼藤,若各自行动阶段就达成完美作战,获得3资金 |
enemyeffect_12_4 |
ENEMY_GAIN | 悬赏·损伤I | 1 | 为自身接下来两场作战添加1只底海滑动者,将其击倒者获得1资金 |
enemyeffect_12_5 |
ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身接下来两场作战添加1只控潮术师,将其击倒者获得2资金 |
enemyeffect_12_6 |
ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只术师快艇,将其击倒者获得3资金 |
enemyeffect_13_1 |
ENEMY_GAIN | 战术特训·持续I | 1 | 为自身下场战斗添加1只逐腐兽,若各自行动阶段就达成完美作战,获得1资金 |
enemyeffect_13_2 |
ENEMY_GAIN | 战术特训·持续II | 2 | 为自身下场战斗添加1只萨卡兹枯朽战士组长,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_13_3 |
ENEMY_GAIN | 战术特训·持续III | 3 | 为自身下场战斗添加1只尖端萨卡兹枯朽战车,若各自行动阶段就达成完美作战,获得3资金 |
enemyeffect_13_4 |
ENEMY_GAIN | 悬赏·持续I | 1 | 为自身接下来两场作战添加1只萨卡兹枯朽战士组长,将其击倒者获得1资金 |
enemyeffect_13_5 |
ENEMY_GAIN | 悬赏·持续II | 2 | 为自身接下来两场作战添加1只逐腐兽,将其击倒者获得2资金 |
enemyeffect_13_6 |
ENEMY_GAIN | 悬赏·持续III | 3 | 为自身接下来两场作战添加1只萨卡兹枯朽战车,将其击倒者获得3资金 |
enemyeffect_14_1 |
ENEMY_GAIN | 战术特训·隐匿I | 1 | 为自身下场战斗添加1只隐形弩手,若各自行动阶段就达成完美作战,获得1资金 |
enemyeffect_14_2 |
ENEMY_GAIN | 战术特训·隐匿II | 2 | 为自身下场战斗添加1只节日爵士乐手,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_14_3 |
ENEMY_GAIN | 战术特训·隐匿III | 3 | 为自身下场战斗添加1只家族灭迹人,若各自行动阶段就达成完美作战,获得3资金 |
enemyeffect_14_4 |
ENEMY_GAIN | 悬赏·隐匿I | 1 | 为自身接下来两场作战添加1只隐形弩手,将其击倒者获得1资金 |
enemyeffect_14_5 |
ENEMY_GAIN | 悬赏·隐匿II | 2 | 为自身接下来两场作战添加1只隐形术师,将其击倒者获得2资金 |
enemyeffect_14_6 |
ENEMY_GAIN | 悬赏·隐匿III | 3 | 为自身接下来两场作战添加1只山海众头目,将其击倒者获得3资金 |
enemyeffect_15_1 |
ENEMY_GAIN | 战术特训·折射I | 1 | 为自身下场战斗添加1只深池方阵战士,若各自行动阶段就达成完美作战,获得1资金 |
enemyeffect_15_2 |
ENEMY_GAIN | 战术特训·折射II | 2 | 为自身下场战斗添加1只深池暗影术师队长,若各自行动阶段就达成完美作战,获得2资金 |
enemyeffect_15_3 |
ENEMY_GAIN | 战术特训·折射III | 3 | 为自身下场战斗添加1只深池伙友卫队精英,若各自行动阶段就达成完美作战,获得3资金 |
enemyeffect_15_4 |
ENEMY_GAIN | 悬赏·折射I | 1 | 为自身接下来两场作战添加1只深池方阵战士,将其击倒者获得1资金 |
enemyeffect_15_5 |
ENEMY_GAIN | 悬赏·折射II | 2 | 为自身接下来两场作战添加1只深池暗影术师,将其击倒者获得2资金 |
enemyeffect_15_6 |
ENEMY_GAIN | 悬赏·折射III | 3 | 为自身接下来两场作战添加1只深池伙友卫队,将其击倒者获得3资金 |
enemyeffect_16_1 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只泥岩巨像,将其击倒者获得3资金 |
enemyeffect_16_2 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只“越长尘”,将其击倒者获得3资金 |
enemyeffect_16_3 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只狂暴宿主组长,将其击倒者获得3资金 |
enemyeffect_16_4 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只温顺的武装大驮兽,将其击倒者获得3资金 |
enemyeffect_16_5 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只萨卡兹骸骨拷打者,将其击倒者获得3资金 |
enemyeffect_16_6 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只高准度伦蒂尼姆城防自行炮,将其击倒者获得3资金 |
enemyeffect_16_7 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只乌顶巨角卢鲁,将其击倒者获得3资金 |
enemyeffect_16_8 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只伊利昂的木驮兽,将其击倒者获得3资金 |
enemyeffect_16_9 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身下场战斗添加1只拥霜羽兽,将其击倒者获得2资金 |
enemyeffect_16_10 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身下场战斗添加1只异质裂兽·α,将其击倒者获得2资金 |
enemyeffect_16_11 |
ENEMY_GAIN | 悬赏·损伤I | 1 | 为自身下场战斗添加1只心虚设计师,将其击倒者获得1资金 |
enemyeffect_16_12 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身下场战斗添加1只转译基底·α,将其击倒者获得1资金 |
enemyeffect_10_7 |
ENEMY_GAIN | 悬赏·飞行I | 1 | 为自身下场战斗添加1只法术大师A2,将其击倒者获得1资金 |
enemyeffect_10_8 |
ENEMY_GAIN | 悬赏·飞行II | 2 | 为自身下场战斗添加1只枯朽萃聚使徒,将其击倒者获得2资金 |
enemyeffect_11_7 |
ENEMY_GAIN | 悬赏·频次I | 1 | 为自身下场战斗添加1只沏虹,将其击倒者获得1资金 |
enemyeffect_11_8 |
ENEMY_GAIN | 悬赏·频次II | 2 | 为自身下场战斗添加1只新硎,将其击倒者获得2资金 |
enemyeffect_12_7 |
ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身下场战斗添加1只灼藤,将其击倒者获得2资金 |
enemyeffect_12_8 |
ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身下场战斗添加1只异光体孽生者,将其击倒者获得2资金 |
enemyeffect_13_7 |
ENEMY_GAIN | 悬赏·持续I | 1 | 为自身下场战斗添加1只假想敌:蚀裂,将其击倒者获得1资金 |
enemyeffect_13_8 |
ENEMY_GAIN | 悬赏·持续II | 2 | 为自身下场战斗添加1只尖端萨卡兹枯朽战车,将其击倒者获得2资金 |
enemyeffect_14_7 |
ENEMY_GAIN | 悬赏·隐匿I | 1 | 为自身下场战斗添加1只重弩突袭者,将其击倒者获得1资金 |
enemyeffect_14_8 |
ENEMY_GAIN | 悬赏·隐匿II | 2 | 为自身下场战斗添加1只家族暗影灭迹人,将其击倒者获得2资金 |
enemyeffect_15_7 |
ENEMY_GAIN | 悬赏·折射II | 2 | 为自身下场战斗添加1只深池重甲卫士队长,将其击倒者获得2资金 |
enemyeffect_15_8 |
ENEMY_GAIN | 悬赏·折射II | 2 | 为自身下场战斗添加1只愤怒的守墓石像,将其击倒者获得2资金 |
enemyeffect_17_1 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只雪孩子,将其击倒者获得1资金 |
enemyeffect_17_2 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只新手祭司学徒,将其击倒者获得1资金 |
enemyeffect_17_3 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只冒失的小弟,将其击倒者获得1资金 |
enemyeffect_17_4 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只骇笑看客,将其击倒者获得2资金 |
enemyeffect_17_5 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只水遁忍者,将其击倒者获得2资金 |
enemyeffect_17_6 |
ENEMY_GAIN | 悬赏·特异III | 3 | 为自身接下来两场作战添加1只自制投石机,将其击倒者获得3资金 |
enemyeffect_18_1 |
ENEMY_GAIN | 悬赏·损伤I | 1 | 为自身接下来两场作战添加1只临时收音师,将其击倒者获得1资金 |
enemyeffect_18_2 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只迷茫的修理小助手,将其击倒者获得1资金 |
enemyeffect_18_3 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只高能源石虫,将其击倒者获得1资金 |
enemyeffect_18_4 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只圣堂剑士,将其击倒者获得2资金 |
enemyeffect_18_5 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只寻仇者,将其击倒者获得2资金 |
enemyeffect_18_6 |
ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只主角阵营角色,将其击倒者获得3资金 |
enemyeffect_19_1 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只节日气球,将其击倒者获得1资金 |
enemyeffect_19_2 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只简饲源石虫,将其击倒者获得1资金 |
enemyeffect_19_3 |
ENEMY_GAIN | 悬赏·折射I | 1 | 为自身接下来两场作战添加1只深池侦察犬pro,将其击倒者获得1资金 |
enemyeffect_19_4 |
ENEMY_GAIN | 悬赏·飞行II | 2 | 为自身接下来两场作战添加1只吉兆飞鳞,将其击倒者获得2资金 |
enemyeffect_19_5 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只咸鳞汁推荐者,将其击倒者获得2资金 |
enemyeffect_19_6 |
ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只反派阵营角色,将其击倒者获得3资金 |
enemyeffect_20_1 |
ENEMY_GAIN | 悬赏·持续I | 1 | 为自身接下来两场作战添加1只萨卡兹枯朽战士,将其击倒者获得1资金 |
enemyeffect_20_2 |
ENEMY_GAIN | 悬赏·频次I | 1 | 为自身接下来两场作战添加1只俗心,将其击倒者获得1资金 |
enemyeffect_20_3 |
ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只潜伏者,将其击倒者获得1资金 |
enemyeffect_20_4 |
ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只“独轮车玩具”,将其击倒者获得2资金 |
enemyeffect_20_5 |
ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身接下来两场作战添加1只无胄盟清扫小队,将其击倒者获得2资金 |
enemyeffect_20_6 |
ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只鼎沸,将其击倒者获得3资金 |
Addendum (critic)
Written by the completeness critic on 2026-09-27, after cross-reading 01–07. New sources:
- PRTS
卫戍协议/帮助and the raw wikitext of卫戍协议:盟约_下半§开始模拟. - The raw wikitext of the BWIKI page
盟约and of盟约/S.W.E.E.P.报告. - The official gameplay-intro long image (
img.71acg.net/sykb~bbs/pc/1763033996225879, 800×13685, in 10 slices). - The TW/CN screenshots already listed in 06 §15.
- The official 3/27 notice (
ak.hypergryph.com/news/8584).
Local copies are in scratchpad/gd/extra/critic/ (bw_盟约.txt, bw_sweep.txt, bw_卫戍协议_1.txt, intro_00..09.jpg, screenshots). Tags: [VERIFIED] = from an official or wiki rule text or a screenshot. [ASSUMED] = still a proposal.
A1. Corrections and confirmations to this file
| § | Was | Now | Tag |
|---|---|---|---|
| 0, 5.1 | income R1–R3 = 4/5/6 inferred. Cap 10. FUNNY +2 | R1 = 4, R2 = 5, R3 = 6 confirmed by screenshots. R1 = 4: official intro (标准, round 1, funds 4, board empty) and TW client R1. R2 = 5: TW R2, upgrade price 4. R3 = 6: official intro 标准 R3 and the co-op 道具补给 screenshot at R3. FUNNY gets no bonus (the official intro shows 4 at R1 in 标准). Cap still unknown: recommend income(r) = min(3 + r, 12), because the predecessor 卫戍协议 (2024) used "从第2回合开始每回合获得资金数+1,上限12" and 盟约's upgrade prices (5/8/11/12/13) are one step above 2024's (5/6/8/11/12). Keep the cap in config (10 is the alternative). |
VERIFIED R1–R3; cap ASSUMED |
| 4.1 | round-start auto refresh [ASSUMED] | Confirmed: "进入此阶段时,触发<进入休整期时>的效果,分配一定资金,刷新调度中心未被冻结的位置". Income is granted before the 机变 phase: funds are visible behind every 机变 overlay screenshot. | VERIFIED |
| 4.2 / 14 | freeze per slot [ASSUMED] | One 冻结 button freezes ALL unsold slots, operators and item: "【冻结】会将当前整备区的全部未售出栏位冻结,将其保留至下一回合。点击【解冻】可以解除该操作". The freeze is consumed at the next round start. In the official intro, frozen cards reappear in R3 and the button reads 冻结 again. A manual refresh is allowed while frozen (tip 4) and rerolls every slot, frozen ones included (2024 rule "重新调配包括冻结中的所有干员和道具"). Keep a per-slot frozen flag internally, because 梓兰 freezes one card. |
VERIFIED |
| new | – | At combat start, all unfrozen shop contents are cleared ("进入作战期后,栏上若未处于冻结状态则清空全部物资"). | VERIFIED |
| 4.2 / 8 | bench 10 + temp area | Hand (手牌区/整备区) = 10 regular + 5 temporary slots, shared by operators, items and hand-deployable summons. Several summons of one owner stack into 1 slot; summons of different owners don't stack. When the regular hand is full, every action that would add a card is refused: buy, and withdraw from the board. Exception: a purchase that completes a 3-merge nets −1 card, so allow it. Passive gains (merge result, band/trait/item grants, items returned by promotion) overflow into the temp slots. While temp is non-empty the player cannot start combat. Temp is wiped when the next phase starts. A board↔hand swap is allowed even with a full hand. Cards fill hand slots right→left. |
VERIFIED |
| 5.2 | – | Items cannot be sold ("多余的装备无法进行出售,可以销毁"). They can only be destroyed for 0 funds. Operators sell for 1 from board or hand. | VERIFIED |
| 7 | promotion reward [COMM] | Confirmed (PRTS 帮助, BWIKI, official intro). On acquiring the 3rd copy: 1. The 3rd copy is not created, and the 2 owned copies are destroyed wherever they are. 2. 1 elite goes to the hand — or, when a consumed copy was deployed, to that copy's board position (PRTS 帮助 "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区对应位置)"; the user confirmed it first-hand after playtest #6 — this row used to read "not to a board tile", a misreading of the same sentence). Their equipment returns to the hand ("干员晋级后已配发装备会回收至整备区,需要重新配置"). [ASSUMED] where the text is silent: with two or three deployed copies the elite takes the tile of the one that deploys first (top→bottom, then left→right — the official deploy order) with its facing; a deployed operator transformed into the completing copy (突变细胞) counts as deployed; the copies' summons leave and the elite's own summon card joins the hand (§战斗部署 "如果部署的干员拥有可手动部署的附属召唤物,则该召唤物会立刻加入手牌区"); the deploy count never grows. 3. The shop then temporarily shows 3 operators of tier min(shopLevel+1, 6) at price 0. The official intro shows "II 0 ×3" after a tier-I merge at L1 and "III 0 ×3" at L2. 4. The player takes 1. The offer cannot be refreshed or frozen and expires at round end. |
VERIFIED (elite to the copy's board position: PRTS + the user); the tile among several deployed copies ASSUMED |
| 2 | BAND_CHECK "3 random + reroll" [ASSUMED] | All unlocked bands are shown. In co-op, players pick one at a time in a random order shown on the left ("以随机顺序进行策略轮选"). Each co-op player may skip once. The step lasts 50 s; on timeout the band is 华法琳. Duplicates are allowed: the official illustration shows 2 teammates' picks still un-greyed in the grid. [ASSUMED] 12 s per turn inside the 50 s step. | VERIFIED except the per-turn timer |
| 2 | banned bonds "1 core + 1 add-on" [ASSUMED] | Replaced by the verified rule in A2. | VERIFIED |
| 1, 12 | one ×0.7/×0.8 multiplier per mode; aceffect_enemy_* mapping [ASSUMED] |
Replaced by the per-round table in A3. | VERIFIED (PRTS, user-sourced) |
| 4.3 | "automatic, paying DP" | At battle start all board units deploy for free, one by one in order: 下半 top→bottom, then left→right; right-side players in the boss round are mirrored. DP starts at 10, +1/s, cap 99. These are the round-level options. initialCost 0 in m0X is the terrain file, not the round level.DP is only spent on automatic redeploy: the unit returns to its original tile when its respawn timer is done, the tile is free, and DP ≥ cost.Deploy effects do not fire during prep placement. Battle speed is forced to 2×. |
VERIFIED |
| 4.3 | leaked/timeout | When maxPlayTime ends, the battle stops. Every enemy not killed (still alive, or reached the goal) is "未击倒" and feeds 联防/LP. [ASSUMED] maxPlayTime is game-time seconds, so the client at 2× shows it ticking twice as fast. Last spawns land at 15/38/73 s against limits of 45/55/115 s, which leaves the time needed to kill walkers. |
VERIFIED + ASSUMED unit |
| 3 | solo prep 300 s | 下半 solo has no timer on prep or 机变 ("休整期及机变阶段没有时间限制…24小时内随时返回"). Treat normalPhaseTime 300 and specialPhaseTime 150 as an optional "timed solo" setting. |
VERIFIED |
| 4.4 | 联防 partner rule "fewest leaks" | Meaningless, because helpers are perfect by definition. There are at most 2 helpers: "所有防卫成功的玩家(最多2名)". Default choice: highest LP, then seat index [ASSUMED]. 1 helper uses escaped_single (8 units); 2 helpers use escaped_multi (20). |
VERIFIED cap |
| 10 | Final Assault | Players are paired. With an odd count the leftover player forms their own group ("如有落单的玩家将单独成组") and uses the _s map.Movable bosses spawn one per alive player's side and share the HP pool ("对于可移动的领袖敌人,将在每个存活玩家的一侧生成并行动"). The boss HP pool is not affected by the A3 multipliers ("领袖单位于服务器的生命值加成不受上述加成影响"). Overtime −1 LP/s starts at bossTurnHpReduceTime = 150 s. The level's 120 s maxPlayTime is not a hard stop in boss rounds: "计时结束后战斗仍然会继续".Wave enemies that bring the merged LP to 0 end the match at once. |
VERIFIED |
| 3 (table) | multi FUNNY = 14 rounds | Confirmed from data: multi FUNNY has 14 rounds, no R15. Solo FUNNY has 9 rounds (boss h07_01_S at R9). The 05 doc's "FUNNY has 9 rounds" applies to solo only. |
VERIFIED |
A2. Per-match disabled bonds and banned operators (VERIFIED)
Rule. At INFO_CHECK the server picks a disabled bond set D. An operator is removed from the pool iff every one of its bonds is in D (or in the mode's static inactiveBondIdList).
Proof 1. Screenshot i.meee.com.tw/9H7Kugy.png (终极, 下半, in-match dropdown "本局禁用干员情况") shows these banned counts per bond: 维多利亚 7, 阿戈尔 6, 谢拉格 5, 精准 5, 助力 5, 奥术 4, 奇迹 3. Take D = those 7 bonds and count the visible, non-DIY act2 chess whose bondIds ⊆ D. The result is exactly 7/6/5/5/5/4/3, over 25 operators. An exact match on 7 numbers cannot be coincidence.
Proof 2. The official intro (上半 标准) greys only 坚守. Its 本局禁用干员 list shows exactly the 2 chess whose only bond is 坚守 (tier I and tier V).
core = bonds with autoChessData.bondInfoDict[b].isPower (8)
addon = other bonds with weight > 0 (11; 投资人/调和/协防干员/绝技 have weight 0 → never disabled)
D = weightedSample(core, Nc) ∪ weightedSample(addon, Na) // all weights are 10 → uniform
banned = { visible non-DIY chess c : c.bondIds ≠ [] ∧ c.bondIds ⊆ (D ∪ mode.inactiveBondIdList) } (+ their _b elites)
- Nc/Na:
- Observed: 终极 3 core greyed in 2 separate matches, with 3 + 4 in the dropdown. 上半 标准: 0 + 1.
- Recommend NORMAL/HARD/ABYSS = 3 core + 4 add-on. A simulation gives a mean of 22 banned operators (range 12–29).
- Recommend FUNNY = static list + 0 core + 1 add-on. The static FUNNY list alone removes 27 operators.
- Nc/Na for NORMAL/HARD are [ASSUMED].
- Other bonds: a disabled bond can still be activated through members that also carry a non-disabled bond, and through 变形同构体 items. The briefing marks such bonds with "部分盟约所含干员阵容不完整".
- UI: the briefing shows a core row and an add-on row (lit = complete, grey + badge = incomplete) plus a "本局禁用干员" portrait list. The in-match info dropdown shows per-bond banned counts.
- DIY/support picks may be affected ("禁用盟约有可能影响自选的支援干员"). In the remake, a DIY pick whose derived bond is in D is still allowed [ASSUMED].
A3. Enemy HP/ATK multipliers by mode and round (replaces §1 table and the §12 mapping)
Source: PRTS 卫戍协议:盟约_下半 §开始模拟. PRTS flags it as user-provided, but it is the only per-round data available.
Formula: atkMul = base × 1.1^k, hpMul = base × 1.2^k × extra, using the same k for ATK and HP except where noted. DEF and RES are unchanged.
Each k is one stack of the data effect 攻坚装备 (ATK +10 %, HP +20 %, multiplicative). base 0.8 = 攻坚装备II. base 0.7 = 攻坚装备III: data says ATK ×0.7 / HP ×0.75, PRTS shows 0.7 for both. Use the data values. extra 1.08 = 补给线. 终极 (ABYSS): enemy move speed ×1.15 from round 3 (急行军). Leader HP pools are excluded.
| Mode | base | k for rounds 1…14 | hidden (R15) |
|---|---|---|---|
| solo 标准 FUNNY (9 rounds) | 0.7 | 0 ×9 | – |
| solo 险境 NORMAL | 0.7 | 0,0,0,1,1,1,1,2,2,2,3,4,5,5 | 5 [ASSUMED = R14] |
| solo 绝境 HARD | 0.8 | 0,0,0,0,1,1,1,1,2,2,3,3,4,4 | 4 |
| solo 终极 ABYSS | 1.0 | 1,2,2,2,2,3,3,3,3,4,5,5,6,7 | 7 |
| multi 标准 FUNNY | 0.8 | 0 ×11, then 1,1,1 | – |
| multi 险境 NORMAL | 0.8 | 0,1,1,2,2,2,2,3,4,4,5,6,7,7 | 7 [ASSUMED = R14] |
| multi 绝境 HARD | 1.0 | 1,2,2,3,3,3,3,3,4,5,6,6,7,8 | 8 |
| multi 终极 ABYSS, ATK | 1.0 | 1,2,2,3,3,4,5,5,5,5,6,6,7,8 | 8 |
| multi 终极 ABYSS, HP | 1.0 | 1,2,2,3,4,4*,7,8,8,8,9,10,10*,10* (* = ×1.08) | 10* |
Machine-readable copy: 01-core-data.json → _criticAddendum.enemyStatMultipliers.
A4. 机变 (special draft) details
-
Timing: it opens at the start of that round's prep, after income.
-
Multi:
- One family per SP round and 6 shared cards.
- Pick order is random, not seat order (screenshots show out-of-seat order). Everyone takes exactly 1 card.
- Timers: 30 s for the first picker, 16 s for the others. On timeout a random remaining card is auto-assigned.
-
Solo: 3 cards, pick 1, no timer.
-
Family per SP round. What is documented:
- FUNNY never has bounties.
- HARD+ R3 and R9 are bounties; R11 has no 战术决策 (PRTS/Bahamut).
- Solo NORMAL: R6 = 道具补给, R9 = 战术决策 (PRTS note "5道具补给8战术决策").
- Bahamut: 悬赏 is common, 战术决策 rare.
Recommended defaults [ASSUMED where not listed above]:
Mode SP rounds Family multi/solo HARD, ABYSS 3, 9, 11 R3 悬赏 ( enemy_initial_*), R9 悬赏 (bounty_hunter_*/bossInitial_*), R11 道具补给 50 % / 机密商店 50 %multi NORMAL 3, 6, 9 weighted: 悬赏 50, 道具补给 25, 机密商店 10, 战术决策 15 solo NORMAL 6, 9 R6 道具补给, R9 战术决策 multi FUNNY 3, 9 道具补给 45, 战术决策 35, 机密商店 20 -
Card contents, observed:
- 机密商店: 6 random equipment of any tier I–VI, duplicates allowed (screenshot: VI, III, V, I, V, I).
- 道具补给: 6 random equipment. At R3 the observed tiers were II–IV, with a duplicate.
- 悬赏: 6 bounty effects (coins 6/2/1/2/3/1).
- 战术决策: a mix of
allybuff_select_*(盟誓/列装/财富/补给…),enemydebuff_select_*, and the current stage'sterrain_*. - [ASSUMED] 道具补给 tier windows: R3 I–IV, R6 II–V, R9 III–VI, R11 IV–VI. Solo draws 3 cards from the same pools.
A5. Other resolved items
- The 华法琳 granted-trait cap should be 12 / 24 per battle. The official 3/27 notice changed it and PRTS lists 7/14 → 12/24. The client data still shows 7/14, even though the other 3/27 changes (奇迹 18 %, 远见 80/150, 商业包装方案 8/7) are already in it. See 02.
The skill auto-cast rows withSuperseded by user playtest #6 (DESIGN §20): the class rows apply to every MANUAL skill of the class and never to an AUTO skill (PRTS 卫戍协议/帮助 names whole classes; the 阵法术师 row must cover 薄绿's default S2, a phalanx that never attacks with its skill off); a MANUAL skill with its own 技能范围 (not an attack-range change) uses SKILL_RANGE; automatic operations have a 3 s cooldown. See 03 C1.skillIndex0 mean skill 1 only (BWIKI "重装职业干员 技能1,受到伤害后自动释放").- Asset URLs: 40 random URLs from
07-assets.jsonwere re-checked on 2026-09-27; 40/40 returned200.