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Shattered Crowns

v1.4.1-beta · 2026-08-09

Regalia

A playtest batch, from a three-player evening. Every item below traces to something Joe or a tester hit in v1.4.0.

A lobby never deals a 3v1 again

Four friends in a 3v3 lobby — three of whom had landed on blue — started a 3v1, because the side padding only ran when the host ticked "fill empty slots with AI". Now the absence of that tick means "whatever the humans brought, balanced": the short side is padded up to the long one. Ticking it still means the mode's full count on both sides, and two humans who asked for neither get the duel they asked for.

The Jump tiers stopped pretending to be abilities

A dragoon that had bought Jump-4/5/6 fielded them as three commands, and the pre-battle skill roll then rolled each at Common 75% — four jump lines on a reveal card where the design has exactly one roll. They are Passive rows whose whole effect is being owned; two sites turned a learned pool into a fielded kit and both filtered on "is this in the registry" while their own comments claimed "action-slot only". Fixed at both, guarded against every future passive row. The single Jump line now also prints the odds it rolled at, which are per-unit and appeared nowhere.

Steal can no longer be pointed at your own side

Aiming Steal Crowns at a teammate spent the turn and answered "the target is gone". Ally tiles are simply not offered for the three allegiance abilities (the two steals and Charm) — derived from the engine's own targeting rule, so free aim keeps working everywhere it should. Stolen Crowns do settle; against an AI-filled opponent there is no purse to cut, and the spoils screen says so instead of paying silently.

Self-cast abilities ask instead of waiting for a click

A dance, Chakra, a self-buff — one legal tile, your own, and the UI still made you hunt for your own unit. Picking one now shows CONFIRM ACTION? with what it does and its footprint drawn on the board.

The unit sheet

Right-click any unit, or C on the hovered one. The FFT unit page with our stats: attributes, the swing, the rolled loadout with what each piece does, and all three passives. It disturbs nothing — inspect the knight you are about to hit while aiming at him, close, and your aim is still there.

Accuracy, evade and weapon reach appear on a screen for the first time. All three have been live in the engine for releases with nowhere to show.

Auras out, six slots in

The aura slot is retired: a ring of light on the ground is how the board says "this tile is affected", and flair that looks like game state is worse than no flair. What replaced it had to pass that same test —

  • Companions — a rat, a crow, a wisp or a hawk that keeps pace with your unit and never touches a tile.
  • Capes — cloth at the back, never in a team colour.
  • Portrait frames and nameplates — pure UI.
  • Victory poses — struck by the winners once the match is decided.
  • Battle cries — heard on a unit's first action.

Turn-pointer skins, weapon trails and restyled crystals were considered and refused by the same rule.

Titles — the emblem over your champion

An earned mark that floats above one of your units, in the register of Fairyland Online's title system: a shared ring of swords with a small painted creature or heraldic object standing on it.

Twenty-seven of them, and every one is earned by playing.

  • Eighteen Callings, one per class, handed over by that class's existing laurel. Throw stones as a Squire and the Stoneslinger emblem is yours.
  • Eight Worshippers, one per element — a chibi elemental spirit, earned by landing five abilities of that element in a single battle. Any class can show devotion: a knight with a fire brand can earn Fire.
  • One that is bought: an impish cut of the Dark Worshipper. It only works because the earned version exists to play off, so the two ship together.

Champion-only — one unit per player wears it, not your whole army. It sits clear above the status badges and the death clock, because everything in that airspace is information and flair must never be mistakable for it. Bob, tick and pulse; nothing rotates.

Titles and epithets are two different things now

"The Bold" is an epithet — a suffix by your name. That is what the old title slot always was, and it now says so. Nothing you own changes: the items keep their ids, your equipped choice is moved into the right slot on load, and the store lists both sections.

Your level, on the job tree

Each class in the tree now shows where you stand against the requirement on its own edges.

Smaller things

  • Middle-click rotates the camera. The hand is already on the wheel.
  • Units wade. Standing in water sinks you to the waist unless you Float or Levitate — water already costs triple movement and looked like grass.
  • Ambient beds default to off. The dial still works; it just starts at 0.
  • "WHIFF!" names the spell. One CT tick can resolve several charges at once, so a bare WHIFF floated over somebody else's damage numbers.
  • The headcount refreshes, and counts people on the menu. It was fetched once on arrival and only ever counted matches, lobbies and queues — so two people staring at the main menu read as "0 players online".