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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 Funnel normal attacks keep a body hit

PR #537 by @Xinglan233. PRTS 分支特性信息 驭械术师 says a drone that has not been released by a skill deals additional damage on top of the operator's attack: 20 % ATK at first, +15 on the same target, cap 110 %. A skill-released drone deals skill damage.

The profession used to return that ramp as the whole normal-attack multiplier, so the body hit was missing. resolveHit now keeps a 100 % ATK body instance and separate drone instances. funnelMul holds only the drone ramp; an attack's dmgMul (至简's talent) is applied once to both. Extra attached drones raise hits, not the body count. 至简's charged S2 sets funnelBodyHits, so two body hits and two additions share one ramp step. Both share one attackId and one attack hook; only the body is isAttack. Additions carry addition and funnel and are not also emitted as a normal attack.

[ASSUMED] Body instances precede additions at the existing projectile impact, and a multi-hit volley takes one ramp step. Ordinary attacks and any skill that only buffs or retargets the normal attack keep the body. info.isSkill is not the switch: every attack or targeting override sets it. funnelBodyHits === 0 means the attack is drone-only (the ramp stays inside those hits and no body is added). 荒芜拉普兰德 S2 sets that. 至简 S2 sets funnelBodyHits to two, so two body hits and two additions still share one ramp step.

耶拉 S2, base and hidden, follows the 洛洛 S2 split. skchr_kjera_2 (docs/research/03-operators.md) says 自身与浮游单元 攻击, and the lock lasts until the enemy dies or the skill ends. While it runs, funnelMul is detached, so her own shot is one 100 % isAttack hit inside her range and the unreleased addition is off. 1 + attack@cnt drones tick on their own (kjera:drone, arts, isSkill, not isAttack) and may stay outside her range. Cold is rolled once on the body and once on each drone hit. Ending the skill restores the multiplier.

[ASSUMED] Those released drones use the trait ramp (20 % → +15 % on the same target → the cap). Her blackboard has no drone scale; the branch page gives that ramp to drones that were not released. The base form continues its per-target ramp, and two drones on one enemy in the same tick take one step. That map is written back when the skill ends. The hidden form restarts each drone at the initial scale, and those scales are not written back onto the single trait ramp. There is no flight delay. A lock that can no longer be targeted is dropped and the drone retargets. Stun and disarm do not pause the released drones. An in-flight shot from before the skill can still step the live ramp; the skill keeps its own copy, and a shot that lands after the skill ends can step the restored ramp.

[ASSUMED] 荒芜拉普兰德 S1 says 释放浮游单元 and does not say she stops attacking. The toggle is read as a retarget of the unreleased attack: one body hit plus the two additions, at the raised ATK. A 洛洛-style release is not used. 澄闪's skills and 荒芜拉普兰德 S3 stay on their own dealDamage paths. 澄闪 S3 and the skill-drone simulator on 淬羽 are unchanged.

Kits that stored the ramp on dmgMul (至简, both 耶拉 forms, 澄闪 S2) now store it on funnelMul.

Tests: test/sim/funnel-body.test.js, and the funnel cases in kits_t3, kits_t4, kits_t6, kits_alt_t6, kits_alt_t2 and op_gdglow. The golden moves from this correction, measured against the candidate after §30.22, are §30.23.

30.18 Redeploy resets the drone ramp

PR #536 by @Xinglan233. The same branch page says that changing target, or redeploying the operator, restores the drone damage to its initial value at once.

installFunnel resets funnelTarget, funnelScale and the per-target funnelMap (耶拉 / 至简) on a normal deployment, including automatic revival against the same living target. A free move (moveRedeploy, the same carry as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp. An in-flight drone still applies the ramp it computes on impact, so a shot launched before the reset can step the new ramp. That limit is documented and not changed.

Tests: test/sim/funnel-redeploy.test.js, test/match/funnel-redeploy.test.js.

30.19 洛洛 S2 keeps its lock outside her range

PR #535 by @Xinglan233. The official skill table skchr_rockr_2, as recorded in docs/research/03-operators.md, says the released drone stays locked until the enemy is killed or the skill ends, then returns. Leaving her attack range is not a return condition. The branch page says a skill-released drone deals skill damage, and that additional damage belongs to drones that were not released.

S2 now runs one independent skill tick (rockr:drone, one drone at both ranks). While the skill is up the trait multiplier is detached, so new body shots are ordinary attacks and the unreleased addition is off. The drone's hits are arts skill damage (isSkill, not isAttack). It inherits the trait ramp on its own copy, so an older projectile cannot change that ramp. A living selectable lock stays valid outside the body's range. Ending the skill writes the ramp back and restores the multiplier and the overload cap. S1 and other operators' funnel attacks keep their existing paths. 立于磐石 is unchanged.

[ASSUMED] There is no flight delay. A lock that becomes untargetable is dropped and the drone retargets. Body control (stun and the like) does not pause the released drone.

Tests: test/content/rockrock-s2-lock.test.js, and the 洛洛 case in kits_t1t2.

30.20 Hit tiles use half-even rounding

PR #520 by @Cloudnyco. PRTS 作战机制 (oldid 433935, 「碰撞体积与位置识别」) says the struck unit's coordinates are rounded half to even (四舍六入五成双) onto the tile they occupy. Math.round sends an exact .5 toward +∞, so an enemy held on an outer half-tile was indexed off the board and dropped from the hit index.

roundHalfEven is used for hit tiles only: body.js posKey, the point cases of bodyOnTile and bodyTileReach, the point-enemy index in battle/queries.js, and targeting.js tileKeyOf. Movement, knockback, ai.js, a unit's standing tile for range keys, and onFrontLine still use Math.round. #519's signed-zero case in powi was already on this candidate and is left as it is.

[ASSUMED] FIELD_EDGE_INSET = 1/1048576 pulls a clamped enemy just inside the outer half-tile, so half-even rounding keeps it on the edge tile. An inset of 1/1024 was rejected because it moved unbalance steps. The inset has no official source.

Tests: test/sim/hit-tile-round.test.js, test/sim/detmath.test.js, the edge landing in feedback5-raid-own-board, the 连星 probe in op_wang, and the 麦哲伦 probe in feedback5-wv-summon-triggers.

30.21 Bots soft-reserve a living teammate's opening bonds

PR #518 by @IceCodeNew, for issue #514. This is not an official rule. It extends the accepted #407 card penalty.

Opening-band choice and focus planning used to ignore a living teammate's selected strategy until someone from it was deployed, so a bot could take that faction's high cards. A living teammate's strategy now soft-reserves its bonds for both choices, before any member is deployed. The reservation ends when that teammate is eliminated (alivePlayers). It does not hard-exclude a strategy, reserve stock, or stop an immediate merge. A reserved band's draw weight is a quarter of its unreserved weight (SOFT_BAND_RESERVE = 0.25) and stays above zero, so the strategy can still be drawn. Focus planning applies the existing −6 teammate penalty to those bonds as well. Mode-inactive bonds stay weight 0 (DESIGN §21.26). A solo match has no teammate to reserve against. The shared-pool −18 card penalty is unchanged, and a stronger merge can still win it.

[ASSUMED] The quarter weight is a project choice. The PR text called the reservation soft; its diff hard-zeroed the weight. This candidate follows the text. The reservation is equal for human and AI teammates.

Tests: the two #514 cases in test/match/bot-smarter.test.js. One proves the focus leaves the reserved bond while the teammate lives and returns after elimination. The other proves a reserved strategy is still drawn, and drawn more often once that teammate is eliminated. The existing card test still shows a merge outscoring the −18 penalty.

30.22 Golden changes after the funnel, hit-tile and bot-reservation ports

All 287 scenarios were recomputed once after §30.17–§30.21 and compared with this candidate before those ports (HEAD 7fd0478d, git show HEAD:test/golden/*.json). No scenario was added or removed. 43 digests differ from that candidate. They are additional to §30.9 and §30.16.

Against released 0.2.4 the total is now 64. Of the previous 45, 21 are byte-for-byte the digests already on this candidate and are not repeated below: roster-011, roster-012, roster-013, roster-032, roster-033, roster-034, roster-039, roster-040, roster-043, bond-maniShip-high, bond-yanShip-low, boss-boss_2-pair, boss-boss_5-solo, hidden-boss_8-pair, hidden-boss_9-solo, solo-NORMAL-2, coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted, standin-06, standin-07. The other 24 of those 45 moved again, and 19 scenarios that still matched 0.2.4 on this candidate now differ.

Opening strategy ids do not change in any of the 20 match digests. A solo match has no teammate, so §30.21 cannot move one. Co-op seeds keep the same bandId and the same bot-draw counts except coop4-ABYSS-7. The recorded match moves are battle totals from §30.17–§30.20, and the later gold and LP those totals change. No isolated counterfactual was re-run; the groups below follow who is actually on the board.

Cause Changed scenarios
Funnel body hit plus redeploy reset, and 洛洛 S2's independent lock (§30.17–§30.19). These boards include 洛洛 roster-004, roster-005, roster-023, roster-024, bond-victoriaShip-low, bond-victoriaShip-high
Funnel body hit plus redeploy reset (§30.17–§30.18). 至简 and/or 耶拉, not 洛洛 roster-007, roster-009, roster-026, roster-028, bond-deputShip-low, bond-emptyShip-low, bond-kjeragShip-high, bond-maniShip-low, bond-miraShip-low, bond-sargonShip-high, bond-soloShip-low, bond-visiShip-low
Same body hit and redeploy reset on 荒芜拉普兰德 roster-017, roster-019, roster-036, roster-046, roster-047, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair, hidden-boss_9-pair
澄闪 DIY: the normal attack is a body hit plus one drone addition (§30.17) diy-098, diy-099
Hit-tile half-even rounding and the edge inset (§30.20). No funnel operator is deployed; the damage total stays 1388100 and the hook counts and the snapshot sample at index 27 move standin-04
Full matches. Opening bands are unchanged. Final lineups include a funnel operator, except coop2-HARD-4 (both seats eliminated, lineup empty) and coop3-ABYSS-5 (the surviving lineup has none), whose first divergence is round 7 and round 5; those two are the hit-tile change, or a funnel operator who is not left in the stored lineup solo-FUNNY-1, solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop2-HARD-4, coop2-NORMAL-1-coverage-standins, coop2-NORMAL-5-coverage-diy, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7

Result flips inside that match list: solo-NORMAL-1 defeat → victory (team LP 0 → 2); solo-FUNNY-1 team LP 15 → 23 and solo-FUNNY-2 team LP 8 → 23, both still victories, with every settled round row unchanged; coop2-NORMAL-8-serverrun team LP 26 → 27; coop4-ABYSS-7 eliminated at round 12 → defeat at round 13, and its shop and bot draw counts change. The other matches keep the same end reason. standin-04 is the only battle in this set with no funnel operator on the board.

30.23 Golden changes after the skill-only funnel body correction

All 287 scenarios were recomputed after the §30.17 correction (a skill that only buffs or retargets keeps the body; 耶拉 S2 uses the 洛洛 split) and compared with this candidate after §30.22 (HEAD e0f37718, git show HEAD:test/golden/*.json). No scenario was added or removed. fields, standins and diy are unchanged (澄闪 stays on dealDamage). 19 digests differ. They are additional to §30.9, §30.16 and §30.22. Seventeen of them already moved in §30.22 and move again. roster-038 and coop2-NORMAL-14-standins did not move in §30.22.

Opening strategy ids do not change in any of the 20 match digests. No isolated counterfactual was re-run. The roster and bond rows name the skill index the corpus assigns: 耶拉 index 1 is 心随意动, 荒芜拉普兰德 index 0 is 慵怠者悲鸣. 至简 is on two of those roster boards at index 1; her S2 already kept two body hits, and her totals move because the fight around 耶拉 changed.

Cause Changed scenarios
耶拉 S2, base form, skill index 1. roster-007 also fields 至简 S2 roster-007, roster-009
耶拉 S2, skill index 1. No 荒芜拉普兰德 on the board bond-emptyShip-low, bond-kjeragShip-high, bond-miraShip-low, bond-soloShip-low
荒芜拉普兰德 S1, skill index 0. The toggle keeps one body hit and both unreleased additions roster-036, roster-038

Battle-total flips in that table: roster-007 killed 132 → 137, leaks 41 → 37, coins 4 → 6, deaths 11 → 10, damage 234357 → 243212 (耶拉's own damage 9204 → 17443; 至简 8936 → 9558). roster-009 keeps the same kills and leaks; 耶拉's damage 2 → 3 and 至简's kills 28 → 29, damage 7594 → 7168. roster-036 killed 75 → 76, leaks 55 → 54, damage 1160465 → 1189341 (荒芜拉普兰德 60604 → 99946, kills 2 → 3). roster-038 damage 3467641 → 3468742 (荒芜拉普兰德 kills 4 → 14, damage 106163 → 187571). The four bonds keep the same kills and leaks. bond-emptyShip-low healing 381 → 362; 耶拉's damage 6585 → 11450 (kills 1 → 3), bond-kjeragShip-high 6927 → 16312, bond-miraShip-low 10165 → 18617 (kills 2 → 4), bond-soloShip-low 1963 → 2764.

Match end and the final lineup. A bot's chosen skill is not stored. Where the final lineup still contains 耶拉, her default skill is S2, which is the skill this correction changes.

Final lineup Changed scenarios and the recorded end
耶拉, lineup unchanged solo-FUNNY-1 (3_20_b): victory, team LP 23 → 27; only round 8's bond layers move (steadShip 34 → 35). solo-FUNNY-2 (3_20_a): victory, team LP 23 → 29; all eight stored round rows are identical, so the LP change is the boss round. solo-NORMAL-1 (3_20_b): victory, team LP 2 → 11; first divergence round 10 (kjeragShip 13 → 14). solo-HARD-1 (3_20_a and 至简 3_13_a): still a defeat, team LP 0, boss pool 215042 → 212054; first divergence round 8, the board hash. coop2-NORMAL-8-serverrun (ai_1 3_20_a): victory, team LP 27 → 37 (ai_0 LP 10 → 19, ai_1 LP 17 → 18); first divergence round 8, ai_1 killed 22 → 23, leaks 1 → 0. coop2-NORMAL-5-coverage-diy (ai_0 3_20_a): victory, team LP 33 → 34 (h_0 LP 27 → 28); first divergence round 13, ai_0's board hash, killed 26 → 21, leaks 17 → 22
耶拉 was on the pre-change lineup; that seat is then eliminated and the stored lineup is empty solo-ABYSS-1: defeat at round 13 → eliminated at round 12, team LP 0 → null. The pre-change lineup had 耶拉 3_20_a and 至简 3_13_a. First divergence round 8: LP 27 → 18, killed 19 → 10, leaks 0 → 9. coop4-ABYSS-7: still a defeat at round 13, team LP 0, boss pool 4821366 → 3417504. ai_1 is eliminated at round 13; the pre-change lineup had 至简 3_13_a and 耶拉 3_20_a. First divergence round 8: ai_1 LP 19 → 20, killed 2 → 3, leaks 7 → 6. ai_0's lineup also changes and has no funnel chess id before or after
耶拉 plus other funnel operators, lineup unchanged, same victory and the same team LP 130 coop4-FUNNY-6: ai_0 耶拉 3_20_a, ai_1 荒芜拉普兰德 6_18_a, ai_3 洛洛 2_10_a. First divergence round 11, ai_0's kjeragShip layers 26 → 23
No 耶拉 on the final lineup. The diverging round's pieces and skill choice are not stored coop2-NORMAL-1-coverage-standins: still a defeat, team LP 0, boss pool 25040 unchanged. ai_0's final lineup includes 荒芜拉普兰德 6_18_a. First divergence round 7, the other seat's miraShip layer 5 → 6. coop2-NORMAL-14-standins: victory, team LP 31 → 40 (ai_0 LP 13 → 22). Neither final lineup contains a funnel chess id. First divergence round 10 bond layers (raidShip 26 → 28, steadShip 16 → 18); that round's board hash is unchanged