v0.5.14-dev
Playtest build v0.5.14-dev.
The dragoon's Jump stops being a fixed 4-tile leap and becomes a rolled
one — the same "you're dealt a fresh hand each battle, and JP buys the ODDS,
not a guarantee" mechanic the skill and gear rolls already run on.
Added — the Jump range is rolled each battle (jump_roll)
Was: every dragoon's Jump reached a flat 4 tiles, full range unlocked from the
start. Now the basic Jump's range is dealt at match start from the tiers the
account owns:
| Tier | Range | Native weight |
|---|---|---|
| Jump-3 | 3 tiles | 45% — the always-unlocked floor |
| Jump-4 | 4 tiles | 35% |
| Jump-5 | 5 tiles | 19% |
| Jump-6 | 6 tiles | 1% |
Buying a tier with JP adds it to the pool at its native weight; every tier
you have NOT bought folds its weight down into Jump-3. Own only Jump-5 and
your odds are Jump-5 19% / Jump-3 81%. Own everything and you get the full
45/35/19/1. So spending JP shifts you toward a longer leap — a Jump-6 is a 1%
gold-card thrill, never a purchase you can count on. It's the exact same
pool-widening logic as the equipment roll and the Fist-odds fix.
The tiers are learnable movement-registry abilities (Jump 4 / Jump 5 / Jump 6,
200 / 400 / 800 JP), so they're permanent account unlocks like any other JP
purchase and never clutter the action menu or the ability roll. The rolled
result rides on each unit and shows on the pre-battle reveal card, rarity-
tinted — a Jump-6 reads gold, like an ultimate skill or weapon.
Only the basic Jump rolls. Sky Render (Rare, AoE) keeps its 4-tile range
and Dragon Dive (Ultimate) its 5 — they're distinct abilities, not range
variants.
This replaces the linear "+1/+2/+3 permanent upgrade" version that was in
progress; the rolled model is more on-brand and keeps Jump one ability.
Fixed — a brittle two-client turn-order test (pre-existing, v0.5.13)
two_clients_auth_and_receive_turn_start asserted that after a unit Waits, the
next turn belongs to a different unit. Since v0.5.13's dt-jump scheduler a
faster unit legitimately re-crosses the CT threshold and takes another turn —
in the knight (sp 7) vs mage (sp 6) demo the knight often acts twice — so the
test would stall waiting for a turn it wrongly assumed. It now proves the Wait
advanced the match by watching for the unit's TurnEnd event (the direct
signal), not by assuming who acts next. The engine was always correct; the
test's assumption wasn't.
Install: download the zip, extract the whole folder, run shattered-crowns-windows.exe.
Keep the sc_engine folder next to the exe - the game will not start without it.