Files
ark-stronghold-protocol/data
sganggs 9bfac54c8f feedback5 WU: 焰狐龙梓兰 (MH05) leaves data/assets.json; a voice slot with no line on disk is dropped, not []
She left the 自选 pool in 0.2.0 (data/backups.json diy.excluded, a collab operator) but her art stayed in the
manifest because fetch-assets refuses to shrink it. Regenerated offline in this worktree, whose public/assets and
public/fonts are the shared ones: node tools/fetch-assets.mjs --offline --add-only --allow-shrink (--add-only so no
file on disk is rewritten and the fonts entry is kept). The run dropped exactly her 163 entries.

JSON diff against the previous manifest: removed chars.char_1048_orchd2, skills.skchr_orchd2_1..3,
skillsById.skchr_orchd2_1..3, audio.sfx.units.char_1048_orchd2; changed hash and stats (files 6994 -> 6979,
bytes 462620448 -> 458334505, chars 210 -> 209, charsWithBack 207 -> 206, spineModels 673 -> 671,
skills 525 -> 522, sfxUnits 484 -> 483); nothing added, nothing else changed.

The first regeneration also added 71 entries like audio.voice.char_134_ifrit = {select: [], place: []}: the 自选
operators' voice lines are planned but not downloaded on this machine, and resolveTemplate kept an array whose lines
were all missing as []. tools/assets/manifest.mjs now drops such an array like a missing leaf (and the entry it
empties); an array that is empty in the template stays.

Tests: test/assets.test.js (the array rule), test/assets-diy.test.js (no diy.excluded operator keeps art in the
manifest). docs/ASSETS.md: 71 自选 picks, 209 operators (206 with Back), 522 skill icons, the empty-slot rule.
2026-10-06 17:51:41 +08:00
..
feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list)
2026-10-05 18:17:08 +08:00