v0.5.17-dev · 2026-07-27
The Rest of the List
Two releases in one build. v0.5.16 finished Final Fantasy Tactics' status list in the engine; v0.5.17 gave all 38 statuses art. Neither shipped on its own, so they arrive together.
Nine new statuses
Each is applied by a real ability — a registry entry nothing can produce is just a tooltip.
| Status | What it does | Cast by |
|---|---|---|
| Oil | Fire hits for double. Burns off the moment fire connects. | Oil (Arcanist) |
| Undead | Healing harms — including Regen and a friendly Elixir. | Corruption (Cursebrand) |
| Doom | A three-turn countdown to a guaranteed KO. | Death Knell (Cursebrand) |
| Invisible | Your attacks ignore evade; enemy AI cannot see you. | Vanish (Chronomancer) |
| Faith | Faith pinned to 100 — magic cast and received at full force. | Conviction (Orator) |
| Atheist | Faith pinned to 0 — casts nothing, and nothing touches them. | Doubt (Orator) |
| Toad | Reduced to the basic attack. Sitting duck while it lasts. | Toad (Arcanist) |
| Defending | Evasion doubled until your next turn. | Defend (universal) |
| Charging | Winding up a spell: no evade, +50% physical taken. | the engine, on any queued cast |
Two more are derived, never stored: Critical (HP under 20%) and Chicken (Brave under 10, which makes you a free hit — FFT's rule).
Defend, and why the AI won't spam it
Every unit now fields Defend alongside Attack: free, instant, self-only, evasion doubled until your next turn.
The AI treats it as a last resort rather than an option. A range-0 self-buff is always in range and always succeeds, so ranking it normally made both armies stand on their spawn tiles guarding at each other forever.
Interrupting a caster finally means something
A unit mid-charge takes half again as much physical damage and cannot dodge. Sleep does the same — without it, putting an enemy to sleep for two turns and waking them with your first hit was close to a wasted turn.
Fixed — Blind was a placeholder for five releases
Blind shipped as a −50% Physical Attack cut, standing in for a hit/miss system that didn't exist yet. The accuracy layer landed in v0.5.10 and nobody came back for this.
It was wrong in both directions: it weakened ability damage that FFT's Blindness never touches, and left the thing it is named for — swinging at where you think someone is — untouched. A blinded ninja landed every strike, just softly. It now halves accuracy and leaves strength alone.
Also fixed: two damage sites silently discarded any status multiplier above 1.0, which would have thrown away all three of the new "helpless target" effects; and the client's status table had drifted from the engine for six releases — it was the one registry the drift guard couldn't see.
All 38 statuses now have icons
They used to render as one- and two-character text labels under the HP bar, which at board zoom was an unreadable smear that couldn't tell good news from bad.
Now a framed pictogram each, tinted by category — green buffs, red debuffs,
slate action states. The row caps at three badges plus a +N counter,
debuffs first, because a Mystic can put four afflictions on one knight.
Six motion behaviours, applied per status rather than animated frame by frame. Poison beats on the engine's own tick, so the pulse lands with the damage number. Petrify and Stop deliberately don't move — being frozen out of the clock is the information. Only Doom prints its remaining turns.
Eight statuses paint the character itself
Petrify and Undead flatten the body to one colour and Petrify stops the idle outright; Poison, Oil, Berserk and Toad glow; Invisible fades. You should know a unit is poisoned from across the board without reading anything.
Toad squashes rather than turning into a toad — there is no toad model yet.
Battlefield effects
Buffs bloom outward, debuffs contract inward, damage-over-time ticks puff, and cures are deliberately silent. Oil going up is brighter than the fire that caused it: it's a two-turn setup that pays off in one moment, and if the payoff looks like an ordinary Fire then nobody learns the combination.
Worth knowing
- Badge size and glow strength are best guesses. They were tuned without ever seeing the game run, so say if a four-badge row crowds the HP bar or a poison glow buries a job's colours.
- Statuses keep our 2–3 turn durations rather than FFT's "until end of battle", and everything here is curable — a status with no counter-play is a dice roll, not a tactic.
- Healing an Undead unit never actually kills it; HP floors at 1.
- Not built, deliberately: Vampire and true Berserk (both need a command override the engine doesn't have), Performing, Traitor, and Treasure.