Files
ark-stronghold-protocol/docs
sganggs ac4231846f feedback7 R22-LATE: 画卷 never puts the copied items on the copy — they are gained unequipped into the hand / temp like any item; golden: unchanged
PRTS 卫戍协议:盟约 PRTS盟约记录, 法术编纂集, 画卷 备注: 「选择策略<夕>时可获得<br>使用后销毁,获得的装备为未装备状态」.
Without a promotion the 画卷 handler still equipped every copied item that did not merge (an advanced item, a
变形同构体) onto the copy in the hand (the promotion case was fixed for #389). Now each copied item is only gained
(ctx.grantItem → acquireItem): the hand, overflow temp, and with both full it is destroyed with the usual toast
「整备区已满,获得的装备已销毁」, as for any gained item. A copied normal item that completes a pair still merges at once
(the golden in the hand), and the copy itself still follows the chess gain rules (a full hand and temp refuse the
scroll: HAND_FULL, the scroll kept). Full-hand check: a full hand with 3 free temp slots holds the copy and both
copied advanced items; with 2 free slots the copy and one item fit and the other is destroyed with the toast (before,
both rode on the copy).

Docs: META.md (Arts list), research/04-items.md (画卷 copy). The content test that pinned the old behaviour
(test/content/items.test.js: 变形同构体 "the copy wears it too") now expects it in the hand.
Tests: test/match/scroll-copy-merge.test.js +3 (no promotion, normal and elite targets with advanced items; the full
hand at 3 / 2 free temp slots) — all 3 fail on the parent; every test mentioning 画卷: 177 pass. Golden unchanged.
2026-10-08 21:53:51 +08:00
..
feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory)
2026-10-07 17:40:03 +08:00
2026-10-07 11:47:09 +08:00