Tune early objective route balance
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@@ -510,7 +510,7 @@ export const firstBattleScenario: BattleScenarioDefinition = {
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id: 'village',
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id: 'village',
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kind: 'secure-terrain',
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kind: 'secure-terrain',
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label: '마을 확보',
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label: '마을 확보',
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rewardGold: 150,
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rewardGold: 210,
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terrain: 'village',
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terrain: 'village',
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targetTile: { x: 15, y: 5, radius: 4 },
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targetTile: { x: 15, y: 5, radius: 4 },
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threatRadius: 1
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threatRadius: 1
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@@ -725,7 +725,7 @@ export const thirdBattleScenario: BattleScenarioDefinition = {
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id: 'fort',
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id: 'fort',
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kind: 'secure-terrain',
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kind: 'secure-terrain',
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label: '강가 요새 확보',
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label: '강가 요새 확보',
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rewardGold: 220,
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rewardGold: 300,
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terrain: 'fort',
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terrain: 'fort',
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targetTile: { x: 18, y: 1, radius: 3 },
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targetTile: { x: 18, y: 1, radius: 3 },
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threatRadius: 1
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threatRadius: 1
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@@ -5841,7 +5841,7 @@ export const thirdBattleUnits: UnitData[] = [
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accessory: { itemId: 'wind-quiver', level: 1, exp: 0 }
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accessory: { itemId: 'wind-quiver', level: 1, exp: 0 }
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},
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},
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x: 18,
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x: 18,
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y: 1
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y: 2
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},
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},
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{
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{
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id: 'guangzong-leader-ma-yuan',
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id: 'guangzong-leader-ma-yuan',
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@@ -2915,6 +2915,7 @@ const defaultEnemyAiByClass: Partial<Record<UnitClassKey, EnemyAiBehavior>> = {
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rebelLeader: 'guard'
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rebelLeader: 'guard'
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};
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};
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const earlyObjectiveAnchorLeaderIds = new Set(['rebel-leader', 'guangzong-leader-ma-yuan']);
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const guardDetectionRange = 5;
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const guardDetectionRange = 5;
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let leaderUnitId = battleScenario.leaderUnitId;
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let leaderUnitId = battleScenario.leaderUnitId;
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let quickVictoryTurnLimit = battleScenario.quickVictoryTurnLimit;
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let quickVictoryTurnLimit = battleScenario.quickVictoryTurnLimit;
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@@ -11794,6 +11795,9 @@ export class BattleScene extends Phaser.Scene {
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}
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}
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private enemyBehavior(enemy: UnitData): EnemyAiBehavior {
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private enemyBehavior(enemy: UnitData): EnemyAiBehavior {
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if (earlyObjectiveAnchorLeaderIds.has(enemy.id)) {
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return 'hold';
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}
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const lateNorthernPrefixes = [
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const lateNorthernPrefixes = [
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'northern-fourth',
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'northern-fourth',
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'northern-fifth',
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'northern-fifth',
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