Files
ark-stronghold-protocol/test
sganggs f44e524afd feedback5 O13: 自选 operator kits 假日威龙陈, 莱伊 (with her 沙地兽) and 阿斯卡纶 — every skill, talent, trait and module (stage 1 / 3) at every form
- op-chen2.js: 散射手 trait (RPR-X 160 %, RPR-Y cost −8); 节约风气 (20 % own / 20 % other snipers per PRTS 修正, RPR-X stage 3
  25 / 20 / 12 %; one roll per attack, the ammoUsed events still fire); 假日余韵 (+8 ASPD; RPR-Y stage 3 +15 % / +12 and the
  skill-time water TAG: +28 % / +20); S1 ammo 4; S2 ammo 8, 蓄力 20, slime; S3 2-6, 2 hits, 32 bullets 2 per attack, slime.
- op-ray.js: 猎手 reload of her base attack time (PRTS 分支特性信息; HUN-X +1 on an empty magazine, HUN-Y ×1.33); 巡哨伙伴 and
  the 沙地兽's kit (25 s scouting: extra range and trigger range, area targets first, ×1.15 / 1.2; leaves, comes back after its
  redeploy time paying 3 DP, withdrawn with her); 入神 layers; S1 special bullet + push + kill bonus; S2 toggle at full SP
  (4-10, bullet recovery, redeploy −20 / 30 %); S3 fill at 0.4 s, 3-8, bind, +10 SP on a kill.
- op-ascln.js: 伏击客 dodge without a second taunt −1; 死亡拘审 layers (move ×(1 − 0.18 n), n × 10 % ATK arts / s; AMB-X stage 3
  11 % / 30 s; AMB-Y stage 3 heal on a marked knock-out); 噬光残影 high-ground ASPD; S1 two strikes; S2 slow on every enemy
  (PRTS 修正) and the 1.3 spread; S3 y-10, taunt +2, 命中率 cut with heals on misses / dodges; AMB-X stacking slow.
- Tests: test/content/op_chen2.test.js, op_ray.test.js, op_ascln.test.js (9 each).
- Golden: only diy moved — diy-049 … 054 now field the three new kits, the prototypes moved to diy-055 … 058 (new ids, same
  packing); diy-001 … 048 and the roster / bonds / fields / matches / standins families unchanged.
2026-10-06 01:25:29 +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