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Shattered Crowns

v1.4.12-beta · 2026-08-14

Both Hands

Everything in this release came out of one evening of 3-human playtests (2026-08-13, five saved battle logs). Both two-weapon supports finally do what their tooltips promise, charged blade arts and aimed shots chase the unit they were aimed at, Don't Act stops confiscating your move, and the game now announces YOUR TURN like it means it — with an audible countdown when any clock runs low.

The two-weapon supports, honest at last

  • Dual Wield rolls each hand separately. A missed main hand used to silently cancel the offhand strike — Joe's dual-gun Orator missed at 91% and the second gun never fired. Both weapons now roll their own accuracy, crit and procs: one can miss while the other lands.
  • Doublehand is one heavy blow at 150% power. The old effect doubled weapon power only — one additive term, invisible behind a 2-WP broadsword and literally nothing behind a bow ("does DOUBLEHAND actually do anything?"). Now the basic Attack with a one-handed weapon gripped in both hands lands at ×1.5, printed in the log as its own "both hands ×1.5" factor. Two-handed classes still gain nothing — both hands are already on the weapon.

Charged casts chase their mark

  • Stasis Sword, Snipe and every other charged delivery now follow the unit they were committed on — the v0.5.34 "steel lands where it was swung" family is walked back to its seed: only the dragoon's Jumps still commit to the tile, because stepping out from under a Jump is that class's own counterplay. Aiming at open ground still traps the tile.

Don't Act is not Stun

  • A unit under Don't Act keeps its turn and its move — only the action is sealed. The turn engine used to auto-skip the whole turn for any action-sealing status, so Hesitation was quietly confiscating movement too (and taking two full turns from each of three players in one cast). Combined effect: Hesitation now costs each victim exactly one turn's ACTION and nothing else. It still rolls the Faith curve — the "100% hit rate" was a high-MA Cursebrand against faithful targets, typically 90-95%.

The game says whose turn it is

  • YOUR TURN! banner in the commence-banner register (gold, centered, with your unit's name beneath) the moment one of your units comes up in an online match — the corner toast it replaces was exactly the announcement three playtesters kept missing.
  • The last ten seconds of any clock are audible: one woodblock knock per second on the turn timer and the muster deadline, changing gear at three seconds.

The new battlefields find their voices

  • Five ambience beds for the v1.4.8 themes, in the same event-only register as the rest (no wind, no noise loops, no new bells): doves and a goat over the Spicegate stalls, crows and settling lake ice at the Frostfair, a distant rooster / hens / a far-off cow on the Fallowstead, old shelves creaking in the Quillhall (the quietest bed in the game — it is a library), and a flock of swifts streaming past the Highspire eaves. The swifts sweep UPWARD so they can never be mistaken for the forest's falling chirps.

Friends get their own door

  • 👥 FRIENDS on the main menu. The friends list lived at the very bottom of MY ACCOUNT — below the level track, the job grid and all 38 laurel tiles — which is how a section ships unlooked-at. The panel is now one shared component behind two doors: the new FRIENDS page (in the council room, where the friend lobby lives) and the same spot on MY ACCOUNT it always held.
  • Online dots. Every friend row wears the guild roster's green dot, read from the same presence table and TTL as the "◈ N players online" counter — one notion of "is Joe here?". Online friends sort to the top, because the list exists to answer "who can I play with NOW".
  • Every friend's name is a door to their player card (the guild rule), where ASK TO FRIEND and WHISPER already live.

Board readability

  • Death crystals sit on their tile now instead of hovering half a tile up — you can finally see which square holds the prize.
  • Facing cones are near-transparent (the character models already turn with their facing; the cone was competing with the tiles you were aiming between).
  • A dead caster's charge telegraph disappears with them — Radiant Grace's circle used to keep glowing over the board until the engine lazily fizzled the cast. If a Raise brings the caster back before the countdown ends, the circle comes back too, because the cast is still coming.
  • BRV and FTH columns on the results board beside every unit's stats — the two per-battle rolls that scale every hit and every spell, finally visible where the damage they explain is tallied.

The log stops lying about Reflect

  • A reflected spell reads as what happened: "uses Magic Bolt on themself" was a Reflect bounce with no narration — MagicReflected had an event and no story line. The log now says whose ward turned the spell, AbilityUsed names the unit you actually aimed at, and the AI has learned not to cast single-target magic into a Reflect ward at all (it scores nuking yourself below doing nothing).
  • Confirmed engine-correct from the same logs, no change: the "Iron Fist hits himself with Arcbolt" report was cast lock-on working — the target walked the locked blast centre next to the caster and made him eat his own spell. That is counterplay, and it stays.

AI

  • Bots stop casting Float. The AI's move scorer never reads terrain cost, so the status is genuinely worth zero to it — and it was opening matches with it anyway. Filtered by the status it applies (Levitation included); if the move scorer ever learns to price terrain, one deleted arm turns it back on.

Round two (Joe's follow-up review, same batch)

  • KO is the ultimate interrupt. A fallen caster's queued cast now fizzles in the same moment they fall — no more telegraph glowing over a corpse — and a Raise afterwards does NOT revive the spell. Reraise is different on purpose: it prevents the KO from finishing, so a reraised caster keeps their charge.
  • Curses roll caster Faith × target Faith, flat product. Hesitation, Corruption, Repose, Life Leech, Gravity Well — the whole hostile Faith catalog drops off the old curve (which added half the caster's MA and ran 90%+ with a geared Cursebrand) onto the plain product: 70 vs 60 lands 42%, devout-on-devout tops out near 81%, and an Atheist target is floor-only. Blessings and the talk kit keep their curve. Tooltips state the formula with a worked example.
  • Hesitation is single-target now (aoe 1 → 0) — one mind at a time.
  • Doublehand refuses Guns and Books — a second hand steadies nothing a trigger finger does. Crossbows qualify, which makes Doublehand the archer support it was meant to be (bows already use both hands).
  • Kiku-ichimonji is a line — four tiles of chrysanthemum petals swept out from the samurai, like Earth Slash and Stasis Sword, and the targeting highlight draws the real lane.
  • Landed statuses say their roll: "afflicted by Don't Act (2 turns) — landed at 42%" — misses always printed their odds, landings never did.
  • The log tells the reflect story straight: "the reflected spell strikes…" instead of "X hits X", and a caster caught in their own tracked blast reads "caught in their own blast" — the exact line the Arcbolt self-KO argument needed.
  • ⚔ BATTLE MVP on the results board — most KOs, ties broken by damage + healing, so a dedicated healer can genuinely take it.
  • Companions are alive: their idle actually loops (glTF clips import non-looping, so every pet froze after one two-second cycle since v1.4.3), they bite when their owner attacks, and they face wherever their unit faces.
  • Confirmed, no change needed: Don't Move already blocks only movement (turn stays open, acting works — now pinned by its own turn-engine test), and dual-gun damage is class-independent: guns ignore the wielder, so a ninja's pair lands the same ~20 per hand an Orator's does while books read half its dump stat.

Round three (Joe's second follow-up)

  • The command menu tells you what a skill DOES, instantly. A detail strip is pinned under the action box: hover or arrow onto any skill and its effect sentence, numbers, hit rule and flavour appear at once — no more waiting on the native tooltip's hover delay to learn what Corruption is.
  • Doublehand works with Bows and Crossbows (Joe's ruling — the two-handed exclusion is gone). Doublehand now means "one weapon, everything behind it": every class boosts ×1.5 except Guns and Books.
  • MVP weighting: a raise now counts exactly what a KO does, healing and damage weigh in 1:1, and every landed status cast — buff or curse, the bard's and chronomancer's whole game — adds to the score. Two raises + 350 healing beats two KOs + 200 damage, and a support unit can genuinely take the crown. The MVP line lists raises and status casts among its feats so the score is checkable.