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Shattered Crowns

v1.4.20-beta · 2026-08-27

In Good Order

Joe's four-match online 3v3 evening filed eighteen numbered reports; this release answers all eighteen. The through-line is ORDER: the board now tells one story at a time.

The stage plays everything in sequence

  • Casts resolve before the next unit goes (item 1). Moves and turn openings join the same presentation queue the abilities already ride, so a unit walks, a banner rises, and a spell lands strictly in the order the engine resolved them — never on top of each other. State application is untouched; only what you WATCH is sequenced.
  • The stage hurries when a line forms (item 6). Consecutive turns were queueing behind each other's effect tails, so damage displayed later and later. At two waiting segments the stage window drops to the impact beat and the gap tightens — the backlog drains instead of compounding.
  • A death arrives with the blow (item 18). The ☠3 skull, the zeroed HP bar and the fall now all park on the killing blow's impact frame; they used to fire the frame the batch applied, seconds before a queued attack had visibly connected.

Seats, clocks, and the turn order

  • AFK takeover + I'M BACK (item 4). A seat whose 45s timer and 30s tank both run dry is handed to the AI — the bot finishes that turn and plays the following ones at bot cadence, instead of the room watching a full clock burn every round (Joe's game 2: five consecutive full timers on one absent seat). A gold I'M BACK button — or simply issuing a command — reclaims the seat; the whole room is told either way.
  • The turn order rail is now the engine's own (item 3). The server pushes preview::forecast_turn_order beside every stats update, and offline the HUD asks the in-process engine directly — tie die, banked CT, haste and charging-is-busy included. The hand mirror (kept for the online aiming-phantom gap) learned haste/slow while it was open.
  • Quickmatch chat is up from the first frame (item 2), keyed to the queue the picker currently points at — not only after FIND MATCH.

Rules Joe called on the battlefield

  • Death breaks the charge, Reraise or no Reraise (item 7). A caster cut down mid-charge loses the spell even when Dragonheart stands them straight back up — Reraise buys back the feet, not the concentration.
  • Berserk breaks any charge (item 13). It was deliberately magic-only (silence's footing); a berserked archer seeing a charged Snipe through ended that. Rage now cancels committed techniques of every school.
  • Don't Move charges 3 CT, Quicken charges 2 (items 9, 10). Instant pins and instant haste came back from live PvP as uncounterable — the wind-up is the counter-play window every charged spell pays for.
  • Zodiac compressed to ×0.75–×1.25 (item 14, from ×0.5–×1.5). Every deviation halved; the wheel keeps its shape and loses the coin-flip swing that outweighed earned positioning.
  • Potion 30, Greater Potion 50, Grand Potion 70 (item 15 + the 2026-08-28 follow-up, from 20/40/60) — the FFT ladder, complete.
  • The chronomancer's whole kit charges now (2026-08-28 follow-up). Live PvP found the instant half of the kit uncounterable, so the 2026-08-05 "time mage resolves fast" doctrine is reversed: light singles and utility (Quicken, Gravity Well, Levitation, Vanish, Borrowed Time, Time Warp) charge 2 CT, the heavies (Quickening, Temporal Collapse, Diminish, Immobilize, Stop) charge 3 — and the chronomancer's own Short Charge innate cuts those to 1 and 2, so the time mage still fires fastest while everyone finally gets a wind-up to interrupt. Every row sits at 2+ on purpose: at authored 1 the innate's floor eats the discount, and the class identity stops being visible.
  • The Mercy Staff finally heals on attack (item 11). HealingStrike was authored in v1.4.6, labelled on every card, and read by nothing — the thirteenth inert-registry find. The basic attack's blow now applies as a restore (arts stay damage; undead targets are seared, out loud).

The numbers on screen

  • Status chips show the live clock (item 16). The engine emits each duration decrement (StatusDuration) and the unit card SETS the number — "Don't Move 2" can no longer sit three turns stale, which is also what made item 8's refresh look broken (it wasn't — see below).
  • Every spell states its arithmetic (item 5). A one-author formula line — in the battle log's own vocabulary — on the Codex page, the targeting forecast, and every ability tooltip.
  • The FATES screen hovers (item 12). Every skill row, gear row and passive on the roll ceremony carries the full tooltip; click-anywhere- to-skip survives (PASS filter, the scroller's own trick).

Verified, not changed

  • Item 8 (Don't Move re-apply): the refresh worked exactly — re-applied at turn 38, it pinned the knight at turn 39 and expired on schedule at turn 43. Haste ticking the victim's clock faster plus the stale on-screen number (item 16, now fixed) made it read as broken.
  • Item 17 (the dragoon's 95% misses): audited across all four logs — see the session report. The displayed odds are the rolled odds; the dragoon's evening was genuinely unlucky.