33 KiB
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
ownerOpsincludes 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 + 0.4Lgame 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=BOSSenemy 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 Loadout sync preparation
PR #540 by @Xinglan233. Restoring defaults while a loadout sync was still waiting on backups.json could put the
previous skill back on the server. prepare() assigned its request number only after the await, so the older
payload was treated as the newer one. A stale missing-data result or a failed download could also replace a sync
the reset had already finished.
installPrefSync now keeps a preparation revision. An edit of a watched field, including restoring defaults, and
welcome increment it before the new flush is scheduled. A preparation that started at an older revision does not
send and does not change sync status when it finishes, whether it built a payload, found the data missing, or
failed. Debounce, the close flush, request ordering and the RATE / lock retry stay as they are. The same engine
covers 干员持有 and 自选编队. Golden unchanged. Tests: test/ui/loadout-sync-stale.test.js.
30.18 Loadout import with ops while backups are missing
PR #538 by @Xinglan233. Importing a loadout file that includes ops checked only that chess.json was loaded.
cultivationCharIds then dropped 自选 operators, which only backups.json names, and the import still saved. That
cleared a 练度 the file was not meant to erase. ops: {} is the same replacement.
After a successful parse, loadoutOpsImportRefusal refuses the whole import with the 自选编队 data check
(importRefusal('diy')) before any write. A file with no ops still imports skills and modules once chess.json is
ready and leaves the current 练度 in place. Golden unchanged. Tests: test/ui/loadout-ops-import.test.js (node, no
browser).
30.19 Player package scripts and doc links
GitHub #531 and #530. The player zip copied the repository package.json. npm test is node --test, and test/
is not in the zip, so it reported 0 tests and exited 0. Nine other scripts name files or tools the zip does not
contain (golden, golden:update, build-data, check:imports, ci, package, package:lite, lint,
typecheck). README, CHANGELOG, NOTICE, THIRD-PARTY-NOTICES, PLAYING and DEPLOY also keep relative links to
developer docs, pictures and ../../releases/latest. Twenty-three of those, in README, PLAYING and DEPLOY, point
at developer files.
The stage rewrites package.json only. A script stays when every node <file> it names is in the zip and it names
at least one (start, dev, setup, doctor, launch, postinstall, vendor, assets). The others are
removed, so npm test is a missing script and exits non-zero. The repository package.json is unchanged. The same
stage rewrites those six Markdown files: a relative link whose target ships stays relative; a picture becomes
https://github.com/sganggs/Stronghold-Protocol/raw/v<tag>/<path>; another file becomes .../blob/v<tag>/<path>;
../../releases/latest becomes .../releases/latest. The tag is v plus the package version with a trailing
-dev removed. [ASSUMED] an unreleased 0.2.5-dev build points those links at v0.2.5, the tag that version will
use. Source copies in the git checkout stay relative. Golden unchanged. Tests: test/package-player.test.js,
test/package.test.js, test/docs-paths.test.js.
30.17 Official damage numbers and the title-page repository link
Issues #412 and #543. #412's font swap, element-colour pass and bold crit type are not part of this change.
The new setting 「官方伤害数字」 (officialDamageNumbers) defaults off. While it is off, every rounded hit and
heal still pops the existing typed number (merge, colours, 90-number ceiling, sparks and slashes unchanged).
Turning 「显示伤害数字」 off still hides every digit, including official ones. The value is sanitised with the
other settings (a missing or non-boolean saved value stays off) and copied into the live field view.
The official rule is PRTS 作战机制 「伤害红字(暴击)」 (fetched 2026-10-12): show a
red integer of the final damage when 最终伤害 ≥ 期望伤害 × 1.5, or when a skill forces red. Expected damage follows
the normal formula except that DEF/RES penetration, post-mitigation bonuses (temporary attack-scale increases,
damage-scale increases such as 脆弱, amount rewrites, barrier absorption), final-damage resets and special HP
mechanisms are not counted. Invulnerable targets multiply expected damage by 0, and 0 ≥ 0 × 1.5 still shows red 0.
A dodge of a hit that would have been red shows yellow MISS (#ff9000) instead. After 卫戍协议:盟约 the official
client no longer caps red numbers at 10; this client does not restore that cap. The existing 90-number ceiling
stays as a renderer limit [ASSUMED: 「无限制」 means the old cap of 10 is not brought back].
In this sim the comparison runs inside dealDamage and does not change HP, shields, hooks or RNG:
- Expected damage is mitigation of
dmg.amountwith penetration forced to 0, timesdmg.mulonly. - The compared total is the pre-shield amount after source and target multipliers. The integer on the existing
dmgtuple — what both modes display — is what remains after shields and anhpDamagerewrite. - A qualifying tuple that already fires (
amount >= 0.5, not silent) gains a fifth element'r'. Other tuples stay four elements. Element gauge fills are not marked. Heals are not marked, so official mode hides them. - A dodge that already fires sets
num: 'm'on its fx payload only when the same test says the landed hit would be red. That test does not roll RNG again and does not refresh a dirty attacker's stats (a dirtysource.sread rescales HP).
[ASSUMED] gaps, left unmarked rather than guessed:
dmg.amountalready includes the attack's stated ATK × 攻击倍率 (atkScaleMulis baked in by callers). It is not divided back out.dmg.mulstays on both sides of the comparison.- Cached-ATK expected damage (raw ATK, ignoring the attack scale and the target's DEF/RES), forced red, blue numbers and yellow BLOCK are not represented on DamageInfo. The three wiki examples are not hard-coded.
- An invulnerable or sleeping hit, and a qualifying total below 0.5, still emit no
dmgevent, so official mode cannot show that red 0. Emitting one would incrementevents.dmgand could play an impact. The renderer can draw a red 0 when a tuple['dmg', id, 0, type, 'r']is supplied. Liftoff and a cancelled or hit-capped attack are not red 0. - PRTS does not say that ordinary hits are silent. That is the requested setting: official mode shows only the marked red integer and the yellow MISS. The sentence in the issue comment is not a PRTS sentence.
- The random position is about ±0.35 tiles across and 0.15–0.55 tiles above the head. The simplified board keeps its fixed slot and only changes the colour / the MISS label.
- Sparks and the melee slash stay in both modes.
#543: the title footer carries a text link labelled 「项目仓库」 to
https://github.com/sganggs/Stronghold-Protocol, target="_blank" and rel="noopener noreferrer". It does not
replace 设置 → 问题反馈.
Tests: test/sim/official-damage-numbers.test.js, test/ui/official-damage-numbers.test.js,
test/render/official-numbers.test.js. Golden digests do not move: no new event kind is emitted, and the extra
tuple field is not part of the digest. Player notes: PLAYING; client notes: design/client.md.
30.17 Official battlefield scenes (#532)
Report: the web board draws the metal theme for every battlefield. The reporter asked for the sand theme. PR #533 by @andrew05060414.
Findings (2026-10-11; the official hot-update lists and asset indexes, read from the CDN, and the scene bundles of
version 26-04-13-12-31-42_e9b560):
- The official board is not assembled at run time. Every battlefield is a prebuilt scene bundle, shipped only while the season runs. DESIGN §15 said otherwise from an off-season list and is corrected there.
- Which art a battlefield uses is the dependency list of its scene bundle: the sand theme for act1 m01–m07 and act2
m02 / m04,
map_lakegarden+map_syracuse_metrofor act2 m01,map_kxmr+map_lm_centerfor act2 m03. The same in the 上半 version of 2025-11 and the 下半 versions of 2026-03 / 04. No battlefield uses the metal theme. - The sand theme bundle holds no mesh because the models are baked into each scene ("Combined Mesh (root: scene)").
- A scene's three sub-graphics
HIDDEN@1…3are the left normal field, the right normal field and the boss field. python3 tools/local-extract/fetch_scenes.py --listagainst that Android hot-update list names 33 bundles and 22,801,308 bytes. That is the compressed CDN download, not the extracted size in the full zip.
Change: tools/local-extract/scenes.py exports a battlefield's scene (meshes in board space, materials, key light,
lightmap pages with the baked shadow mask in alpha, albedo textures) to public/assets/local/scene/<stageId>/;
extract.py --only scene runs it, reading the scene bundles from the client, --scenes <dir> or
.cache/official-scenes/*; tools/local-extract/fetch_scenes.py downloads the in-season bundles from the official
CDN (md5-checked against that version's hot-update list). The 3D board draws a stage's scene when the local-art
manifest lists it (board3d/load.js loadScenePack, scene.js setScenePack); the procedural metal board stays the
fallback and still draws the devices, gates, field edges and terrain overlays.
Owner decision (2026-10-12): the eleven scenes belong to the 0.2.5 asset pack. The maintainer's full release zip
includes the extracted files. A lite package or a source install may download and extract them on that machine
(node tools/setup.mjs --scenes; --no-scenes skips). Missing Python 3.8+ or UnityPy / lz4 / Pillow is a warning,
and the metal board remains. The repository never stores the bundles or the extracted files (.gitignore already
ignores public/assets/, data/local-assets.json and .cache/, and names .cache/official-scenes/). Packaging
does not fail when the scenes are absent; the summary line battlefield scenes says whether this machine has them.
scenes.py and fetch_scenes.py ship in a player zip only after they are committed, because the packager reads
git ls-files.
No gameplay change: the scene is art under the same grid, camera and unit layer. Golden results are not moved by this change.
[ASSUMED] the light gains SCENE_LIGHT (range 8.0, ambient 0.2, direct 0.8, indirect 0.4) and the RGBM
reading of the lightmap pages (Unity linear decode, range 5), both in DESIGN §15. Not done: the scene's normal /
metallic / emission maps, map effects, sky box and post-processing; the tile graphics a level switches at run time
(mire, tide) still use the remake's overlays. The extracted byte size inside a full zip was not measured here.
Tests: test/render/board3d-scene.test.js (the scene table against data/stages.json, board-space conversion, chunk
layout shared by scenes.py and load.js, sub-graphic groups, RGBM decode, the loader with a fake store, BoardScene
with a stub renderer: scene on / areas / fallback). test/scene-assets.test.js (setup's scene step, the full plan
ships extracted scene files, the lite plan ships none, git ignores the bundles).