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Patch 1.18 Notes (07/21/2011)

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  • Patch 1.18 Notes (07/21/2011)

    Events
    • [dev1084] The rank required to partake in several of the main scenario quests has been lowered.

      Quest NameBefore
      AfterNever the Twain Shall Meet15→13Beckon of the Elementals15→13Calamity Cometh15→13Fade to White20→18Together We Stand26→22
    • [dev1085] Main scenario and class quests will now reward skill points upon completion.
      NPCs offering quests which grant skill points as a reward can be identified by the blue exclamation marks over their heads.
      * Completing a quest using a class ranked lower than the one recommended will result in a smaller skill point reward.
    • [dev1001][dev1002] Several new sidequests have been implemented.
    • [dev1003] Grand Company quests for all three city-states have been implemented.
      Grand Company headquarters for each city-state can be accessed via the same entrances used to enter market areas.
      * The first Grand Company quests for each city-state require adventurers to have achieved rank 22 in any Discipline of War or Magic.
      Completing a company quest will earn you an amount in Grand Company Seals commensurate with the difficulty of your assigned task.
      Each organization issues its own unique type of seal (see below), which serves as a currency of sorts and can be used to redeem myriad useful items.
        The Maelstrom: Storm Seals
        The Order of the Twin Adder: Serpent Seals
        The Immortal Flames: Flame Seals
      • Maelstrom Command (Limsa Lominsa)
        Storm Sergeant Second Class Grizzly Gnat

      • The Adders' Nest (Gridania)
        Serpent Sergeant Second Class Sorainne Haurtelle

      • The Hall of Flames (Ul'dah)
        Flame Sergeant Second Class U'sanzi Rahz


    • [dev1010][dev1011] The following adjustments have been made to guildleves:

      ≪All Leves≫
      • Levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. For example, Blacksmiths' Guild marks can only be earned in Limsa Lominsa, while Conjurers' Guild marks will be exclusive to Gridania. Guild marks earned when meeting class recommendations will be yielded at a higher rate.
      • Gil rewards for guildleves have been reduced.

      ≪Regional & Faction Leves≫
      • Skill points are now awarded upon levequest completion.
        Additional points will be awarded for early completion of quest objectives.
        * Skill point rewards will be reduced by changing classes during a levequest or completing a levequest as a class 10 or more ranks above the recommended level.
        * Completing a regional levequest as any class other than those recommended will yield no skill points.
        * The amount of skill points rewarded will differ between leve owner, and those leve sharing.
      • The skill point bonus for defeating levequest targets has been abolished.
      • Players must now be within 5 levels of the recommended class rank for a guildleve to become available.
      • Class-specific guildleves will only be made available to players who have met the rank requirements of the corresponding class.
      • Guildleve rewards have been adjusted to better reflect the characteristics of their city-state of issue.
        * Rewards for levequests accepted before patch 1.18 will not change.
      • Changing levequest difficulty will now have a more profound effect on levequest target ranks.
      • The following changes have been made to select levequests:
        • Adjustments to levequest target types
        • Adjustments to levequest target spawn areas
        • Adjustments to levequest item drop rates
        • Adjustments to several guildleve-related system messages
        • Adjustments to the content of treasure chests that appear during levequests

      • Guardian's Aspect is now available for use during select faction levequests.
      • The following changes have been made to leve linking and leve sharing:
        • Skill point bonuses for defeating levequest targets have been abolished
        • Leve sharing players will receive a small skill point bonus for every player in their party who is leve linking
        • The maximum number of guildleves that can be linked has been raised from 3 to 7

      • A red seal is now applied to all completed regional leves.
      • Icons have been assigned to the three factions.

      • The status icon for Guardian's Aspect has been changed.
      • Selecting cancel in the guildleve selection window will return you to the previous menu.
      • Levequest commencement and completion messages have been adjusted.
      • Levequest exchanging and accepting messages have been adjusted.
      • Minimap marker position will now update automatically.

      ≪Local Leves≫
      • Skill points are now awarded for completing leve objectives.
        Skill points will be awarded to the class required to complete the leve, regardless of what a player's class is when the items are delivered.
      • Bonus skill points granted during synthesis have been abolished.
      • Bonus rewards for high evaluation marks on certain items have been adjusted.

    • [dev1069] The following changes have been made to behests:
      • Skill points are now awarded upon behest completion.
        Bonus points will be awarded for early completion.
      • Gil rewards for behest completion have been reduced.
      • Gil/Skill point bonuses will be awarded to those who complete behests in areas where there have been no participants for several cycles, or where operations have repeatedly ended in failure.
      • Players who participate in behests will now have to wait a set amount of time before participating again.
        A behest timer can be viewed on the Timers tab located under Attributes in the main menu.
      • The number of enemies that appear during operations has been adjusted.
      • Enemy rank will now fluctuate based on the strength of operation participants.
      • Enemy variation has been adjusted for several operations.
      • Enemy spawn location has been adjusted for several operations.
      • Minimap marker position will now update automatically.

    • [dev1079] New party-based battle content known as "instanced raids" has been introduced.
      An array of rich rewards awaits those who would brave these domains, and can be obtained by defeating enemies, fulfilling certain conditions within the area, and, of course, plundering treasure chests. To participate in instanced raids, players must first have accepted a quest to access the areas in question, as well as met several requirements (listed below).
      * Once players have completed the aforementioned quest, they will be able to access the instanced raid areas at any time, as long as they meet party and rank requirements.
        
      The following instanced raids have been added:


      The Thousand Maws of Toto-RakThe Dzemael DarkholdClass/rank requirementsDisciples of War or Magic
      rank 25 or higherDisciples of War or Magic

      rank 45 or higherParty requirements4 members8 membersTime limit (Earth time)60 minutes60 minutesWaiting time for reentry (timer starts upon entry)5 minutes5 minutesEntrance locationSilent Arbor, the South ShroudDragonhead, Coerthas Central HighlandsRequisite quests for first play-through (one of each)Imperial Devices (Gridania)
      Imperial Devices (Limsa Lominsa)
      Imperial Devices (Ul'dah)Into the Dark (Gridania)
      Into the Dark (Limsa Lominsa)
      Into the Dark (Ul'dah) * Only one "Imperial Devices" and "Into the Dark" quest can be accepted at a time. To partake in another city-state's version of the quests, players must first complete or abandon the one currently undertaken.
      * Each instanced raid area has a limit on how many parties can enter at once.
      * Players who lose their connection or log out while in an instanced raid will be relocated to outside the area entrance when logging back in.
    • [dev1077] The following mini-settlements have been added to fields around Eorzea:

      NameLocationRed Rooster SteadBloodshore, Eastern La Noscea (36,25)The Coffer & CoffinHorizon's Edge, Western Thanalan (9,27)Buscarron's FoldTranquil Paths, South Shroud (35,43)HalfstoneBald Knoll, Western La Noscea (7,20)Mythril Pit T-8Halatali, Eastern Thanalan (40,28)The Hawthorne HutNine Ivies, East Shroud (50,32)Kobold EncampmentIron Lake, Upper La Noscea (30,13)Kobold GarrisonIron Lake, Upper La Noscea (18,13)Amalj'aan EncampmentHalatali, Eastern Thanalan (47,27)Amalj'aan AltarHalatali, Eastern Thanalan (41,33)Ixali ClearingEmerald Moss, North Shroud (23,14)Ixali EncampmentFields of Glory, Coerthas Eastern Lowlands (48,32)
    • [dev1086] A New NPC, Ronan Kognan, can be found in Gridania at (5,5).


    Battle
    • [dev1022] Auto-attack has been implemented.
      Whereas players used to have to execute normal attacks via the action bar, with auto-attack, players need to merely enter active mode, target an enemy, and approach the foe to begin their assault.
      * Auto-attack will be implemented for Disciples of War and Magic only, and will take the form of a melee attack for all applicable classes. For instance, archers will strike with their bare fists, while conjurers and thaumaturges will deliver a blow with their equipped weapon.
      * Disciples of the Land and the Hand will still require entering active mode and selecting Stone Throw from the action bar to perform an attack.
      * Players must be facing their targets to auto-attack.
      * Auto-attack will stop when a player moves too far from a target, is not facing a target, enters passive mode, or untargets an enemy.
      The speed of normal auto-attacks is determined by an attack delay value given to weapons, while manual actions are regulated by recast timers.
      * Attack delay for archers is a set value unaffected by the type of bow and arrows equipped. The delay value given to bows indicates the recast time for the action Light Shot.
       In conjunction with the implementation of auto-attack, the following basic attacks have been removed:
      • Pugilist: Heavy Strike
      • Gladiator: Light Slash
      • Marauder: Light Swing
      • Lancer: Light Thrust
      * Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.
      Variations to auto attack motions, as well as the ability to cast spells while in passive mode will be implemented in a later patch.
    • [dev1022] The stamina gauge has been abolished.
      Consequently, certain actions that were dependent upon the stamina gauge have either had their effects revised, or have been made to affect attack delay. All weapons have been given a "delay" value which indicates the number of seconds in between auto attacks.
      * The casting gauge for spells has not been moved or adjusted.
    • [dev1065] The action bar, by default, will now remain on-screen at all times.
      * This setting can be switched off in the Configuration menu.
    • [dev1065] Recast timers for actions are now visible on the action bar.

    • [dev1088] Toggling between active and passive modes can now be done while moving.
    • [dev1023] The enmity algorithm has been adjusted.
      Enmity is now a culmination of all actions taken in battle with one point of damage equalling one point of enmity.

      Actions that contribute to enmity can be divided into two distinct groups:
      1. damage and enfeeblement inflicted on the target
      2. enhancement and healing granted to party members

      Not only does the amount enmity garnered differ between the two aforementioned groups, but varies based on the amount of damage dealt/HP restored. Enmity is reset when a player cannot participate in battle for an extended period of time (is KO'd, etc).
    • [dev1023] In conjunction with the enmity algorithm change, the amount of enmity earned by certain actions has been adjusted.
    • [dev1023] An icon displaying enmity has been introduced.
      This icon is located to the left of an enemy's HP bar.
      Not only does the icon indicate that a player has garnered enmity, but approximately how much enmity, and whether or not the player is the enemy's current target.


      No iconYou have garnered no enmity.Solid green/orange/red iconYou have garnered some enmity, the amount indicated by one of three colors: Green (low), Orange (mid), Red (high).
      The higher your enmity level, the greater the chance that you will be targeted by the enemy.Flashing red iconYou have garnered the most enmity in your party and the enemy is now targeting you.* The enmity icon can be turned on/off in the Configuration menu.
    • [dev1032] The following conjurer-specific spells have been introduced:
      • Raise II
        Restore the breath of life, reviving a KO’d target.
        Weakness and Brink of Death effects last for 1 minute.
        Learned: Conjurer, Rank 38
        Cast Time: 10 sec. Recast Time: 2.5 min. / MP Cost: 186 / Action Bar Cost: 2
      • Rebirth
        Restore the breath of life, reviving a KO’d target.
        Target suffers no Weakness or Brink of Death effects.
        Learned: Conjurer, Rank 50
        Cast Time: 10 sec. Recast Time: 30 min. / MP Cost: 231 / Action Bar Cost: 2
      • Curega
        Grant succor and ease suffering, restoring HP of the target and nearby party members.
        Learned: Conjurer, Rank 16
        Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 112 / Action Bar Cost: 2
      • Curega II
        Grant succor and ease suffering, restoring HP of the target and nearby party members.
        Learned: Conjurer, Rank 30
        Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 187 / Action Bar Cost: 2
        * Those players who achieved the aforementioned ranks before patch 1.18 must switch their class to conjurer once before the spells will appear in the Actions & Traits menu.

    • [dev1032] The follow actions have been adjusted:
      • Pugilist

        ActionAdjustmentConcussive BlowObtainable rank lowered from 2 to 1Second Wind, Second Wind IIRecast time lowered from 60 to 45 secondsHaymakerPotency increasedTauntRecast time raised from 20 to 60 secondsTaunt IIRecast time raised from 20 to 50 secondsVictimize, Victimize IIBonus changed from critical hit rate to attack powerSimian ThrashPotency increasedLight Strike30 second recast timer implemented
        Now requires 10 MP to use
        Physical defense and evasion bonus increasedPummel30 second recast timer implemented
        Now requires 20 MP to useFlurry60 second recast timer implemented
        The conditions required for execution have been removed
        Attack power bonus increased
      • Gladiator

        ActionAdjustmentRed LotusObtainable rank lowered from 2 to 1Provoke, Provoke IINo longer automatically forces the enemy to temporarily target the casterOnion CutRecast time lowered from 40 to 10 secondsAmbidexterityNow increases chance of blocks while guardingSentinelNo longer increases enmity generation rateRiot BladeRestricted to use by gladiators
        Potency increasedLight Stab30 second recast timer implemented
        Accuracy bonus increasedRage of HaloneRestricted to use by gladiators
        Now delivers a five-fold attack dealing piercing damage
        PC motion changedHeavy Slash60 second recast timer implemented
        Attack power bonus increasedHeavy Stab60 second recast timer implemented
        Accuracy bonus increased
        Attack power bonus increased
      • Marauder

        ActionAdjustmentTrunksplitterObtainable rank lowered from 2 to 1Bloodbath, Bloodbath IIRecast time lowered from 60 to 45 secondsStorm's PathRestricted to use by marauders
        TP cost raised from 1000 to 1500
        Potency increased
        PC motion changedBroad Swing30 second recast timer implementedHeavy Swing60 second recast timer implemented
        Attack power bonus increasedFull Swing60 second recast timer implemented
        Attack power bonus increased
      • Archer

        ActionAdjustmentLight ShotA bow's delay value directly influences this action's recast time.
         I.e., a delay rating of 3.5 would equal a 3.5 second recast timePunctureObtainable rank lowered from 2 to 1Puncture IIWill now deal damage to the enemy body part "other - right" (see Play Guide - Battle)QuickstrideNo longer switches player to active mode when executedBarrageNow deals fourfold damage when used by classes other than archerFoeseekerAccuracy increased
        A bonus to attack power has been added
        Multishot is now removed when Foeseeker is activatedBloodletterRestricted to use by archers
        Potency increased
        PC motion changedMultishot15 second recast timer implementedHeavy Shot30 second recast timer implemented
        Now reduces the target's TP (as opposed to the TP dealt by the blow)
      • Lancer

        ActionAdjustmentSkewerObtainable rank lowered from 2 to 1Speed Surge, Speed Surge IINow affects attack delayLeg SweepPC motion changedDoomspike IIRestricted to use by lancers
        PC motion changedTwisting ViceNo longer reduces a target's TP to 0Chaos ThrustPotency increased
        PC motion changedHeavy Thrust60 second recast timer implementedPierce30 second recast timer implemented
        Attack power bonus raisedFull Thrust60 second recast timer implemented
        TP increase improved
      • Conjurer

        ActionAdjustmentSpirit Dart10 second recast timer implementedCureEffects only a single target
        MP cost raised from 12 to 45Cure IIEffects only a single target
        MP cost raised from 20 to 75Cure IIIEffects only a single target
        MP cost raised from 36 to 135RaiseObtainable rank lowered from 38 to 14
        Recast time raised from 60 to 300 seconds
        MP cost raised from 0 to 101ChainspellEffect on stamina removedFlareCast time lowered from 30 to 15 seconds
        Recast time lowered from 20 to 10 secondsFreezeCast time lowered from 30 to 15 seconds
        Recast time lowered from 20 to 10 secondsTornadoCast time lowered from 30 to 15 seconds
        Recast time lowered from 20 to 10 secondsQuakeCast time lowered from 30 to 15 seconds
        Recast time lowered from 20 to 10 secondsBurstCast time lowered from 30 to 15 seconds
        Recast time lowered from 20 to 10 secondsFloodCast time lowered from 30 to 15 seconds
        Recast time lowered from 20 to 10 secondsElemental Shroud30 second recast timer implementedNature's Fury30 second recast timer implemented
      • Thaumaturge

        ActionAdjustmentPhantom Dart10 second recast timer implementedScourgePotency increased
        MP cost raised from 11 to 22Scourge IIPotency increased
        MP cost raised from 22 to 44BanishPotency increased
        MP cost raised from 11 to 22Banish IIPotency increased
        MP cost raised from 22 to 44SacrificeEffects only a single target
        MP cost raised from 10 to 35Sacrifice IIEffects only a single target
        MP cost raised from 18 to 68Sacrifice IIIEffects only a single target
        MP cost raised from 32 to 120Siphon MP
        Siphon MP IIEffects only a single targetDrainPotency increased
        MP cost raised from 30 to 60Drain IIPotency increased
        MP cost raised from 45 to 90Siphon TPEffects only a single target
        Siphon amount reducedResurrectObtainable rank lowered from 38 to 14
        Recast timer raised from 60 to 300 seconds
        MP cost raised from 0 to 101EmulateEffect duration lowered from 60 to 30 secondsShadowsearDamage dealt now determined by player's magic attack rating
        Elemental aspect changed from none to umbral
        MP cost raised from 88 to 176Silhouette30 second recast timer implementedShadowfall30 second recast timer implemented
      • Other

        ActionAdjustmentThrow5 second recast timer implementedStone Throw5 second recast timer implemented

    • [dev1032] Overall action accuracy has been increased.
    • [dev1032] To coincide with adjustments to actions, the strength of several enemies has been adjusted.
    • [dev1032] Recast timers will now be displayed for all actions.
    • [dev1089] Enemy distribution has been tweaked.
    • [dev1118] The behavior of several enemies has been adjusted.
      Some monsters that would sense a nearby adventurer, move to investigate, then attack, will now attack immediately upon sensing.
    • [dev1119] The drop rate for items carried by select NMs has been lowered.
    • [dev1090] The amount of gil dropped by the following enemies has been reduced:
      Plains Footpads / Westroad Footpads / Plains Highwaymen / Westroad Highwaymen / Plains Raiders /Westroad Raiders / Dodo Poachers / Eft Poachers / Bandit Spearmen / Nightblade Assassins / Venomtongue Assassins / Deathstroke Assassins / Vulture Poachers / Rhotano Buccaneers / Stormcry Quartermasters / Stormcry Boatswains / Stormcry Powder Monkeys / Serpent Reaver Claws / Serpent Reaver Fins / Serpent Reaver Eyes / Amateur Footpads / Amateur Highwaymen / Amateur Raiders / Xha Viqqoh the Nibbler / Palemoon Parazuzu / Ser Aucheforne of the High Tide / Godwin Goodgoat / Mathistien of the Cloven Hoof / B'khenna the Phoenixfire / Wolf Poachers / Raptor Poachers / Boar Poachers / Rorogun the Tailtamer / Coiled Adder / Alvara Sourkiss / Toadsquatter Femomo / Unsavory Characters / Bloodied Buccaneers / Windborn Buccaneers / Bilge-soaked Buccaneers
    • [dev1120] The fatigue system and surplus points have been abolished.
      Any surplus points accumulated before the patch will be lost.
    • [dev1091] KO penalties have been adjusted.
      • Weakness
        Players who are raised will be afflicted with the Weakness status, which has the following negative effects:
        • 25% HP reduction
        • 25% MP reduction

      • Brink of Death
        Players who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:
        • 50% HP reduction
        • 50% MP reduction
        • 50% attack power reduction
        • 50% magic potency reduction
        • 50% defense reduction
        • 50% magic defense reduction

      • Return
        A further penalty will apply to equipment durability for players who revive themselves via the Return command.

    • [dev1065] The HP bar of invincible targets will now be displayed in grey.


  • #2
    Re: Patch 1.18 Notes (07/21/2011)

    Items

    [dev1092][dev1013] Several new items have been implemented.
    Several of the newly added items will require players to meet certain rank requirements in order to equip.
    This information is displayed in an item's help text.
    [dev1012] Items with "optimal" ranks can still be equipped by anyone, though penalities may be incurred based on current class and rank.
    [dev1022] A delay rating (the number of seconds between attacks) has been added to all main hand weapons.
    [dev1093] The defense rating for the following items has been increased:

    ItemBefore
    AfterThalassian Targe8→22Shield of the Savage11→33
    [dev1094] The shop selling price for the following items has been lowered:

    ItemBefore
    AfterEye Drops139→27Throat Drops156→31Dawn Drops174→34Spine Drops191→38 Nerve Drops270→54Blood Drops226→45Lung Drops243→48Heart Drops261→52Ironhide Unguent247→49Ironwill Unguent270→54
    [dev1095] The cost of NPC repairs has been reduced.
    [dev1070] The following changes have been made to the repair system:
    All repair materials have been replaced with a universal item called dark matter.

    Dark matter comes in five grades, each of which can be used to repair equipment whose optimal rank falls within a certain range. As long as the range is correct, dark matter can be used to repair equipment of any class.


    Grade 1 Dark Matter Used to repair equipment for class ranks 1–10.Grade 2 Dark MatterUsed to repair equipment for class ranks 11–20. Grade 3 Dark MatterUsed to repair equipment for class ranks 21–30. Grade 4 Dark Matter Used to repair equipment for class ranks 31–40. Grade 5 Dark Matter Used to repair equipment for class ranks 41–50.* Dark matter can be obtained from vendor NPCs, as guildleve rewards, and through gathering.
    * Class requirements for repairs have not changed, and are still based on the lower of the following two values: the required level to craft an item and the required/recommended level to equip the item.

    If all repair requirements are met, repairs will now have a success rate of 100%.
    * The repair command will no longer be available to those who have not met an item's repair requirements.
    [dev1096] Skill points earned from gathering has been increased.
    [dev1097] An skill bonus based on the difference between class rank and the level of the item harvested has been implemented.
    [dev1098] All schools of fish rated grade 6 or higher have been lowered to grade 1.
    [dev1099] A record of all previously visited gathering points is now saved for each Disciple of the Land class.

    System

    [dev1102] The following changes have been made to the Return command.
    Anima cost has been reduced to zero.
    A recast time of 15 minutes has been imposed.
    * The above recast time is not imposed on players who are KO'd.
    A penalty applies to equipment durability for players who revive themselves via the Return command.
    [dev1103] The following tabs have been added to the Attributes interface in the main menu:
    Grand Companies

    Lists the Grand Companies you have joined, your standing within their ranks, and your company seal totals.

    Timers

    Displays the following information:
    Time remaining until guildleve lists are updated
    Time remaining until you may participate in another behest
    Time remaining until you may participate in another instanced raid

    [dev1104] The Sort button in the Item interface can now be toggled on and off via mouse-click.
    [dev1121] Journal map markers for several sidequests have been updated.
    [dev1079] Two new options have been added to the party search and recruit features.
    Instanced Raid
    Seek Invite

    * Players using "Seek Invite" as their purpose when searching for a party will appear in recruit searches only when the recruit purpose is also set to "Seek Invite." "Purpose: none" recruit searches will not turn up players who have set their searching for party purpose as "Seek Invite."

    [dev1105] The font color of your own name in the Party interface has been changed to yellow.
    [dev1106] Party invites can now be made directly from linkshell member lists.
    [dev1064] All settings within the Configuration menu have been categorized.
    To coincide with this change, menu terminology has been adjusted.

    [dev1064] The following options have been added to the Configuration menu and its sub-menus:
    System
    Action Bar Display
    Toggles action bar display method.
    Corresponding text command:

    USAGE: /actionbar (/abar) [subcommand]
     >>Subcommands:
     on Always display action bar.
     off Display bar only when executing a command.
     Toggle between on and off when no subcommand is specified.

    Name Display
    Enmity
    Turns on/off enemy enmity icons.
    Corresponding text command:

    USAGE: /enmity (/enm) [subcommand]
     >>Subcommands:
     on Display enmity icons next to enemies' HP bars.
     off Hide enmity icons.
     Toggle between on and off when no subcommand is specified.

    Target Settings
    Target Cursor Type
    Set the default position of the target cursor.
    Type A (Central)
    Type B (Floating)
    Type C (Both)
    Corresponding text command:

    USAGE: /targetcursor (/tcursor) [subcommand]
     >>Subcommands:
     a Set to central.
     b Set to floating.
     c Set to both central and floating.

    Direct Targeting
    Keyboard
    <Targeting>
    Target Nearest Enemy
    * The same effect can be achieved via the /targetenemy text command
    Face Target
    Toggle Through Enemy Targets
    Target Last Enemy to Attack You
    <Other>
    Toggle Magic Area of Effect
    Use Item
    Camera
    Reset Camera Position
    Save Camera Position
    [dev1064] The following options have been added to the Configuration menu:
    Enemy Icons (On/Off)
    Ranks (On/Off)
    HP Bars (None/All)
    Targeting Type
    * These settings can still be changed via the text commands implemented in previous patches.
    [dev1107] "Toggle Through Party Members" has been removed from the Targeting tab under the Keyboard category.
    [dev1061] Camera speed has been improved allowing for consistent-speed revolving around the PC regardless of the distance between the camera and player.
    [dev1061] The default camera position can now be set and saved by the user.
    Using the Configuration menu:

    "Save Camera Position" and "Reset Camera Position" are located under the Camera category.

    Using the keyboard:

    Ctrl+End saves camera position
    Shift+Ctrl+End resets camera position

    Using a controller

    Simultaneously pressing the buttons mapped to Camera Mode and Autorun Mode saves camera position.
    Camera position cannot be reset using the controller.

    Using the text command:

    USAGE: /camera (/cam) [subcommand]
     >>Subcommands:
     reset Reset position to system default.
     Set the current camera position as default when no subcommand is specified.

    [dev1108] The following categories have been added to the auto-translate dictionary:
    Regional Levequest
    Local Levequest
    Quest

    * In addition to the list of quests they have already accepted, players will also be able to access auto-translated quest names appearing in their text log.
    Levequest names viewed at guildleve counters or the names of completed quests viewed in the Journal can also be accessed via the auto-translate dictionary, but only for the duration of the current login. Logging out will clear this data cache.

    [dev1109] The main scenario quest confirmation interface and Journal interface have been redesigned.
    [dev1122] A pop-up message indicating experience point rewards will now appear upon the completion of quests.
    [dev1110] The interface displayed when releasing a retainer from service has been revamped.

    Players will now have to check a confirmation box before the button confirming the release is accessable.

    [dev1111] Retainers can now only be released from service at summoning bells.
    [dev1112] The game guide accessable at aetheryte camps, "The Call of Adventure," has been updated to reflect recent gameplay changes.
    [dev1114] The maximum number of retainers dispatchable into a single market area has been increased.
    [dev1115] Players will now face the same direction when returning from market areas.
    [dev1078] Collision detection has been disabled for most small height discrepancies in the field, alleviating the need to make lengthy detours.
    [dev1078] Collision detection has been disabled for the fences along the La Thagran Eastroad and De Nevelle Westroad in La Noscea.
    [dev1116] A new access point to and from the Fishermen's Guild in Limsa Lominsa has been added.
    [dev1117] The BGM for several select areas has been changed.

    Bug Fixes

    The following issues have been addressed:
    Players being able to fish in areas not suitable for fishing in certain dungeons in the Black Shroud.
    The Prince of Pestilence and the Bomb Baron dropping the wrong items.
    Items such as paralyzing powder not being removed from a player's inventory after being used but having no effect.
    Players not targeting anything automatically targeting a PC who uses an action on them.
    Players receiving extra TP when using an action in conjunction with a normal attack while receiving the Comrade in Arms effect.
    A journal update message appearing twice after talking to the five NPCs in the sidequest "Seeing the Seers."
    The macro palette remaining open when pressing Ctrl after using the macro to identify a subtarget.
    Text macro not properly working in conjunction with certain actions.
    Lalafell graphics not displaying properly.
    Incorrect levequest name and objectives being displayed.
    Erroneous NPC messages.
    The following item names have been changed (please adjust macros accordingly):

    Canvas Half Apron (Black) -> Velveteen Half Apron (Black)
    Bronze Magnifiers (Red) -> Brass Magnifiers (Red)

    The help text for Sentinel has been changed.

    Known Issues

    An issue wherein battle regimens cannot be performed on certain enemies within instanced raids.
    An issue wherein the game stops at the Now Loading screen shown when exiting an instanced raid.
    * In the case that the Now Loading Message is displayed longer than 5 minutes, it is recommended that players preform a forced close of FINAL FANTASY XIV and reboot the client.

    Comment


    • #3
      Re: Patch 1.18 Notes (07/21/2011)

      oh god they are trying! its the end of the world! rrrruuuunnnnn!!!!!!
      -------------------------------------------------------------------------
      Kain (FFIV): I am aware of my actions, but can do nothing about them.

      Comment


      • #4
        Re: Patch 1.18 Notes (07/21/2011)

        I'd like to remind everybody how to custom patch their game if they don't feel like waiting on the official updater.

        There should be this folder tree on their computer:

        Documents\My Games\FINAL FANTASY XIV\downloads\ffxiv\

        In this folder should be others that look like this:

        48eca647

        There may be several like this, but you're going to look through each for a single file. Inside should be two folders: metainfo and patch. Start the official updated and let it grab the torrent file, then look for it inside the metainfo folder with the day's date under Date Modified. Open that in your favorite program and let it download. Move the resulting file into the patch folder and run the updater again to let it check over it and install it.

        VOILA

        No more five hour download time.

        Comment


        • #5
          Re: Patch 1.18 Notes (07/21/2011)

          WTF is with the hard nerfing of Cure?

          Jesus, they really jacked up the MP cost.
          sigpic


          "BLAH BLAH BLAH TIDAL WAVE!!!"

          Comment


          • #6
            Re: Patch 1.18 Notes (07/21/2011)

            This update is so disappointing. We're now forced to group for these instanced raids and now I feel like I'm playing FFXI all over again. Nobody wants to do anything outside of their LS, and nobody wants to invite you to their LS. How fun. These instances are required to get anything done through Grand Companies, and anybody without an active LS is getting a hard shaft.

            Comment


            • #7
              Re: Patch 1.18 Notes (07/21/2011)

              Originally posted by DakAttack View Post
              This update is so disappointing. We're now forced to group for these instanced raids and now I feel like I'm playing FFXI all over again. Nobody wants to do anything outside of their LS, and nobody wants to invite you to their LS. How fun. These instances are required to get anything done through Grand Companies, and anybody without an active LS is getting a hard shaft.
              well this is what you get when people complain so much that a company starts listening to them.


              There where many aspects of the game that where fine, they needed fixing and tweaking, but they where fine.
              -------------------------------------------------------------------------
              Kain (FFIV): I am aware of my actions, but can do nothing about them.

              Comment


              • #8
                Re: Patch 1.18 Notes (07/21/2011)

                Originally posted by DakAttack View Post
                This update is so disappointing. We're now forced to group for these instanced raids and now I feel like I'm playing FFXI all over again.
                You expected to solo something called a "raid" using conventional MMO terminology?
                sigpic

                Comment


                • #9
                  Re: Patch 1.18 Notes (07/21/2011)

                  oh you should see the official forums, it is quite entertaining. so many whining that they can not solo everything (in an MMORPG mind you) anymore.

                  Leevs for soloing
                  Dungeons for grouping

                  sounds fine to me.
                  -------------------------------------------------------------------------
                  Kain (FFIV): I am aware of my actions, but can do nothing about them.

                  Comment


                  • #10
                    Re: Patch 1.18 Notes (07/21/2011)

                    Originally posted by Kailea View Post
                    There where many aspects of the game that where fine, they needed fixing and tweaking, but they where fine.
                    "were"
                    sigpic


                    "BLAH BLAH BLAH TIDAL WAVE!!!"

                    Comment


                    • #11
                      Re: Patch 1.18 Notes (07/21/2011)

                      Originally posted by Etra View Post
                      You expected to solo something called a "raid" using conventional MMO terminology?
                      It's not that we're forced to group, it's that it feels like FFXI all over again. Have you ever sat around in Jeuno for days with your flag up? I don't want to do that anymore.

                      Comment


                      • #12
                        Re: Patch 1.18 Notes (07/21/2011)

                        mew! The group based stuff can be easily solved by a mystical magic word......socializing!

                        Comment


                        • #13
                          Re: Patch 1.18 Notes (07/21/2011)

                          FUCK YOU

                          Comment


                          • #14
                            Re: Patch 1.18 Notes (07/21/2011)

                            I've found that if you remove the MM and the O from RPG, you've eliminated 95% of the problem with them - other people.

                            I've never understood why people would play an online-only game just to solo. Of course, they say they want to chat with their guilds and friends, but you could play offline games and chat with friends online. Possibly your real friends.

                            But in all seriousness, SE seems to have once again lost sight of keeping things to small groups. Big crowded raids and trendy and exciting, sure, but you're forced the issue of DKPs and shit again and who gets what. Being instanced eliminates the other LS competition and 21-24 HNM camping that FFXI had, but not the virtual line you'll be waiting in for gear you need within your own guild.

                            I just don't find toiling for weeks on end for the sake of some untalented jackasses to be a fun time. WoW, FFXI, FFXIV, and the forthcoming Star Wars: The Old Republic all adopt this approach. DCUO thankfully does not, but I'm still wary of it. I'd rather go with small groups and help my actual in-game friends instead. That's what made things like FFXI like Nyzul Isle and Assault so much better than the general endgame.

                            No DKP, no jackassery - just getting shit done with your friends and progressing along at a reasonable pace.

                            I have this feeling that when Diablo III hits, people are going to realize just how lame MMORPGs have become. Monster Hunter has already done that in Japan, in the West its Diablo that will get that done. Better still is the wide adoption of things like shared loot pools - everyone gets access to the same rewards - that has become the norm in the P2P RPG in recent years. Everyone can be greedy, no one gets hurt and its very seldom anyone's time gets wasted.

                            Comment


                            • #15
                              Re: Patch 1.18 Notes (07/21/2011)

                              Actually, the first instance is 4-player at level 25, and the second is 8-player at level 45. So far, I don't think we'll see any drama beyond ninja looters.

                              Comment

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