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Shattered Crowns

v1.4.13-beta · 2026-08-14

Forewarned

The board stops keeping secrets. Hover an enemy and the box now tells you what is waiting behind the swing — "Their Parry blocks — 30%" — and stays quiet when that reaction has nothing to say about the spell you are aiming. Every reaction states its odds in the battle log and on the unit sheet too, AI opponents finally wear reactions, supports and movements of their own, and Esc backs out of any menu page the way it always should have.

The defender's reaction, before you commit

  • The hover forecast warns you what the target can answer with. Under the damage range and hit chance sits the reaction waiting for it, with the odds it fires: Their Parry blocks — 30%. Until now a Parry was invisible until the moment it ate your ultimate.
  • It only appears when that reaction can actually answer THIS blow. Parry shows when you aim a sword and stays silent when you point an ice spell at the same knight; a melee Counter shows from arm's length and not from across the board; Mana Shield stays quiet on an empty pool; Dragon Spirit only warns on a blow that could actually kill. Spend your Support slot on Concentrate and the block warnings disappear — which is the reward for the build, now visible.
  • Every reaction states its odds in the battle log — Iron Fist's Parry BLOCKS the hit (37 prevented)! (30% to answer) — and on the unit sheet, beside the reaction's name, plus in the log's roster block.
  • The number is the one the game actually rolls. Five reactions — Auto-Potion, Regenerate, Encore, Counter and Scything Reel — ignore their listed chance entirely and fire on the bearer's BRAVE, so a bold monk's Counter answers three times as often as a timid one's. The displayed figure reads that unit's nerve rather than the catalog.

Opponents worth practising against

  • AI units roll a reaction, a support and a movement. Every bot in every practice match and every AI-filled seat used to field three empty passive slots, so a third of the game's build surface never appeared on the side you were learning against — no Parry to blunt a swing, no Attack UP behind one.
  • Fixed a sub-job that could arrive empty. A unit whose secondary job happened to own its equipped reaction fielded that sub-class with no borrowed abilities at all — the slot filled, the SUB divider drawn, and nothing under it. This hit real loadouts, not just bots.

Quality of life

  • Esc goes back from any menu page, to that page's own exit — leaving a friend lobby properly leaves it, backing out of Quick Match properly cancels the queue. Esc while typing gives the keyboard back instead of throwing away the screen; an open player card closes first. Battles and the Muster deliberately ignore it.
  • The in-battle chat box starts folded and pops open the moment anyone speaks, instead of covering your own back rank with an empty log all match.
  • The whisper button works everywhere. From the friends list it used to do nothing at all — the page it lives on has no chat box to aim. The player card now carries its own composer, and it tells you the message was sent.
  • "CONFIRM ACTION?" no longer outlives the turn that raised it. Casting a self-centred ability by clicking the board left the prompt on screen past the facing picker, past WAIT and into the enemy's turn.
  • Charge circles stop going stale. An undo or a reconnect used to wipe the board's pending-cast telegraphs entirely, so a spell that was still very much coming arrived out of nowhere; a blast covering nothing but your own fallen no longer flashes red; and the circle's pulse now quickens properly as the cast lands.
  • Guild whisper hint says /w and names who you are writing to.