Skip to content
Shattered Crowns

v1.0.2-beta · 2026-08-06

Verdict

The three-battle playtest batch. Every entry traces to Joe's logs from the first beta night — two humans, quickmatch with AI fill, three games.

  • The match can no longer start without you. Battle 1 opened rounds deep — units off their spawns, a first turn burned on the clock — because the pre-battle hold armed at the first client's auth, leaving the whole connect window free-running under the AI fallback. The hold now arms the moment the match is created, each arriving client extends it to get a full study window (bounded by a hard cap), and it releases only when every HUMAN seat has closed its ceremony — connected or still loading.
  • Bots take their turns like people. Online AI turns resolved whole inside one 100ms tick, so an all-AI round hit the board as a pile-up. Each bot now plays one command per beat (~0.8s): walk, breathe, strike, yield.
  • A refused command spends nothing. The reject toast has promised "(Action not spent.)" since v0.5.15 while both the server and the offline client burned the slot anyway — an out-of-stock click cost the whole turn. Rejections now hand the slot (and your undo point) back, on both sides of the wire. AI attempts still spend, which is what keeps a confused bot from re-proposing the same refusal forever.
  • Out-of-stock is visibly dead. Consumable charges never updated online (the count only arrived with the login snapshot), so a spent Shuriken stayed lit. The tally now tracks every use live, the row greys with the same SPENT tag offline play always had, and hotkeys can't slip past the grey.
  • The ninja actually dual-wields. The innate rolled two blades and swung one: the second-strike gate read the support slot instead of the slot-or-innate predicate. Every remaining direct slot read (Concentrate, Unbreakable) got the same rerouting.
  • Twin blades pay for the pair — ×0.6 per hand. Two full-power swings measured too strong; a dual-wield Attack now totals 1.2× a lone weapon — remembering the pair ALSO carries the second rolled weapon's full +stat lines — and both the battle log and the hover forecast carry the new "twin blades" factor so the light swings explain themselves.
  • Throw Items finally reaches. The engine has honoured the chemist's innate 3-tile throw since it shipped; the targeting highlight never learned it, so Ember Plume painted one tile and the innate was invisible. The highlight now mirrors the engine's reach rule, innates included.
  • A summon spares its summoner. Battle 3's AI Eidolon Caller KO'd itself with its own Cyclops after the cast lock-on dragged the blast home. Every ability in the summoner's catalog now steps its caster out of the blast — allies in the circle still burn, and the AI knows the difference.
  • The Jump roll is on the card. The rolled Jump range now rides the gear ceremony as its own rarity-tinted line (Jump 3 common … Jump 6 ultimate), and the results hover and Discord roll card inherit it.
  • Move +1 belongs to the squire. The chemist, knight and monk carried identical copies; they're gone.
  • The R/S/M dedup pass (Joe's assignments). Movements 26 → 15: one Teleport (the mage's), one Levitate (the healer's), one +2 Jump (the archer's), and every flavour "+1 MOV" row deleted. Reactions 27 → 24: Earth Embrace, Lance Riposte and Vanish Strike are gone; Iron Will moved from the squire (who held two counters) to the knight. The five block-physical reactions all dropped 10 points — Parry 30%, Evade 35%, Blade Grasp 45%, Third Eye 35%, Finger Guard 30% — a block is a coin flip on whether the next hit lands, and the coin got fairer.
  • Heal-when-struck fires on HEART. Auto-Potion, Regenerate and Encore now trigger at the bearer's Brave instead of an authored number (they were 45/50/30) — FFT's own reaction rule, applied to the family where nerve is the point. The Codex and the website say "triggers at your Brave" instead of printing the dead number.
  • Quality of screen life: the game-over column fits the viewport again (RETURN TO MENU was pushed clean off by the spoils block); the dual-wield swing animates twice; the chat box minimizes to its header strip and glows when a message lands while shrunk; FACE WHICH WAY? carries a live compass rose that stays true as the camera turns; and the battlefield beds moved to their own Ambient dial (default 30%) and now rest 30–45s between passes — the forest bird no longer chirps the entire match.