v0.1.10: 长线决断(数值重建 + 长跑鉴证)
评估发现(3000月×6种子实证): - 旧数值在正常难度 6/6 种子 90-125 年绝嗣(修炼慢+寿元短+渡劫卡死三重叠加) - 关键缺陷:渡劫事件被 eventRoll 误压制(qi8→筑基永不可达),境界峰恒为炼气 重建(data/ 数值 + engine 修复): - 修炼提速:基率 0.5+感知0.1→1.0+感知0.18;pacing qi 1→2.2(各境界等比提) - 修为曲线:qi expGrowth 1.35→1.10(9层累计工期<28年) - 寿元放宽:凡人75 / 炼气150 / 筑基220 / 金丹340 / 元婴520 / 化神850 - 失败跌损收窄 40-65%→26-44%;衰减点 55→65 岁;突破概率全线+0.1 - 渡劫修复:悬置 12 月自动压制(挂机不软锁)、玩家处理即零计数、 大比 FIFO 不被拍卖/传薪挤掉(queue 兜底) - 新增:仙门拍卖(十月·灵石漏斗)/ 名宿传薪(八年·传承)/ 圣者护族(幼儿修行提速) 鉴证: - 金钟罩升 3 档(47/100/180 年 × 3 seed = 9 指纹固化) - longevity 套件(200 年不败/渡劫晋升/拍卖传薪) - rebuild 套件(速率/工期/寿元/跌损/渡劫率) - 测试 881→905;typecheck/build 通过
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@@ -58,8 +58,8 @@ export function resolveTribulation(w: World, c: Character, mode: 'rash' | 'guard
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// 失败
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c.lastBreakthroughAttempt = s.year * 12 + s.month
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c.realmProgress = Math.max(0, 100 - 45 - w.rng.int(0, 15))
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c.health = Math.max(1, c.health - 30 - w.rng.int(0, 15))
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c.realmProgress = Math.max(0, 100 - 28 - w.rng.int(0, 12))
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c.health = Math.max(1, c.health - 22 - w.rng.int(0, 12))
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if (c.health < 20) c.state = 'wounded'
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let text = `${c.name} 渡劫失败,肉身受创。`
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const danger = realmDeathChance(c.realm, c.mind)
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@@ -85,10 +85,10 @@ export function resolveTribulation(w: World, c: Character, mode: 'rash' | 'guard
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export function perTribChance(w: World, c: Character): number {
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const base = ({
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foundation: 0.52,
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core: 0.42,
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nascent: 0.3,
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spirit: 0.2
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foundation: 0.6,
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core: 0.5,
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nascent: 0.36,
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spirit: 0.26
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} as Record<string, number>)[c.realm.major] ?? 0.9
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return Math.min(0.92, base + c.mind * 0.01 + c.health / 400)
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}
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