Archive for the ‘ Square Enix ’ Category

Letter from the Producer, XIII (07/08/2011)

From the Lodestone: http://forum.square-enix.com/ffxiv/threads/15779

 

Hello everyone! Yoshi-P here with
another post for all you FFXIV-ers.

I apologize in advance for the
brevity of this letter, but wanted to inform you all right away that we are
planning to release patch 1.18 on July 21 (PST).

All that’s left is the
balancing and debugging of the two instanced raids. (There’s no guarantee all
future instances will fit the definition of “dungeon,” and it’d just be
ridiculous and flat out wrong to call something that isn’t a dungeon a dungeon,
right? But even a small party of people can raid a given location, dungeon or
otherwise. Just sayin’.) But things are preeetty tight, so there may be a 1- or
2-day delay.

Sorry to all of you who are waiting, but
we want to make sure the debugging is done right before releasing this content,
so bear with us just a bit longer. That’s it for now. Time to get back to
work!

See you soon!  ‘

 

It seems we have another 2 weeks ahead of us.  Hopefully 1.18 will be ready for us by then.

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[patch1.17c] Patch 1.17c Notes

From http://forum.square-enix.com/ffxiv/threads/13617 by NOC_EU 6/15/2011

 

‘ [patch1.17c] Patch 1.17c Notes

Fixed Bugs

  • Measures have been implemented to address the recurring server failure issue
    occurring in market areas.
  • Measures have been implemented to address the issue wherein viewing the
    linkshell member list may cause the client to crash.
  • The following bugs have been addressed:
    • A bug wherein the enemies “Prince of Pestilence” and “Unknown Soldier” may
      neither be seen nor targeted despite appearing on the minimap.
    • A bug wherein the location of one’s retainer may change following server
      failure.
    • A bug wherein the journal entry may not be updated for the quest “A Piece of
      History.” ‘

Letter from the Producer, XI (6/14/2011)

Here is a sample video of auto-attack to be implemented in Patch 1.18.

The original post from the Lodestone can be found at: http://forum.square-enix.com/ffxiv/threads/13462

Looks like they’re burning the midnight oil over there!

[patch1.17b] Patch 1.17b Notes (from the lodestone)

posted by NOC_EU at 05-23-2011 06:43 PM  http://forum.square-enix.com/ffxiv/threads/11466

System

  • [dev1035] Target filter cycling has been removed from targeting mode A, and
    targeting mode C adde.

    /targetmode (/tmode) [subcommand]
    >>Subcommands
    a
    Activate targeting mode A
    b Activate targeting mode B
    c Activate
    targeting mode C
    * Activating targeting mode C will set the
    target filter to ALL.
    * The default targeting mode is
    A.

  • [dev1083] A new text command has been added which allows players to specify
    targeting behavior when pressing confirm without a target selected.

    /directtarget (/dtar) [subcommand]
    >>Subcommands
    on
    Toggle direct targeting on.
    (Overrides active targeting mode to render
    all characters selectable.)
    off Toggle direct targeting
    off.
    (Determines selectable targets based on current targeting
    mode.)
    Toggle between on and off when no subcommand is specified.
    * The default setting is
    off.

Fixed
Bugs

  • The following bugs have been addressed:
    • A bug wherein a party currently engaging a notorious monster could receive
      the benefits of items from other parties.
    • A bug wherein gnats did not link under certain circumstances.
    • A bug wherein players could not undertake certain duties in the sidequest
      “Seashells by the Seashore.”
    • A bug wherein pressing Ctrl + T to scroll through the /tell history
      would skip the most recent recipient.  ‘

Square Enix’s Holdings (SE is reporting losses) Will FFXIV be affected?

It seems that SE may be chopping off wayard projects and possibly some future game content for certain titles.

Could FFXIV be on the chopping block? Is it possible that SE would cut FFXIV after already using so many resources (and a lot of time) to revamped the game?

Most people don’t think so and I’m one of them. As much as SE seems to do odd things at times, I’m sure SE wouldn’t do something that drastic.

The report from SE can be found at: http://www.square-enix.com/eng/news/pdf/110512.pdf

Letter from the Producer, IX (05/02/2011)

From the Lodestone  at http://forum.square-enix.com/ffxiv/threads/9220 by Naoki Yoshida on 5/2/2011

“Well, we are creeping up on Golden Week here in Japan—a weeklong vacation packed with some of Japan’s finest holiday offerings. But for now it’s still business as usual in the office for Yoshida and crew.

Patches 1.17 and 1.17a are good and done, and we’ve started work on the next patch—appropriately named 1.18.

1.18 is going to be relatively bigger than previous patches. This means that balancing is going to take more time than usual, and so we’re anticipating a somewhat longer period between patches. Even if we break off some of the content and release it ahead of time in a 1.17b patch (which me might!), 1.18 will still go live sometime in mid-June at the earliest. Sorry for that.

But good things come to those who wait! Dungeons designed for ranks 30 and 50 are on their way, and 1.18 will see the start of our reworking of the battle system, as we bring in some changes to that area.

Also, we’re planning to introduce various new encampments that will serve as quest hubs. We’re in the process of testing these now on our development servers, and I strong-armed one of the designers in charge into handing over some screenshots for me to post here.

From top to bottom, those are encampments in the Ul’dah, Limsa Lominsa, and Gridania regions. In this way, we’re going to gradually increase the number of public areas with quest hubs. We also have some beast tribe versions in the works, but it’s looking like those will have to wait until 1.19.

By the by, this is still under development, but here’s what the beast tribe equivalent is looking like.

I’ll continue to drop more details on future patch content on the Lodestone forums, and in these letters as well. Akihiko Matsui, our lead battle planner, will also be posting on the forums in the near future regarding some of the new battle concepts we have planned.

Come mid-May, the vanguards of the Grand Companies will be the first to brave Eorzea’s newly discovered dungeons. Their preliminary reports will be made available on the Grand Companies page on the Lodestone, so be sure to check it out!

Instanced dungeons will provide a means to further solidify the bonds of the Maelstrom, the Immortal Flames, and the Order of the Twin Adder. The Grand Companies are large-scale organizations that will play an active role in the events going on in Eorzea as they happen, so be on the lookout!

In my next letter, I’ll be sure to update the list of game changes. (Sorry it’s been so long…)

Until then! And for players in Japan, I hope you enjoy Eorzea over your Golden Week!

Oh, and one more thing, I’ve seen some auto-translations of some of my posts going up on the forums. A recent one concerning synthesis actually starting spreading some misinformation before our official translation came out. I know I post at crazy hours sometimes, and that there are time lags, but ask that you please refrain from posting these translations in the forums. Thanks, and talk to you again soon!”

Patch 1.17 Notes from the Lodestone

From the Lodestone:

‘ [patch1.17] Patch 1.17 Notes

Event

•[dev1004] Upon meeting the objectives of a main scenario or class quest, an exclamation point (!) icon will appear over the NPC offering the quest. An exclamation point icon will also appear over the heads of NPCs with whom a player must speak to advance a quest.

•[dev1004] Objectives for several quests have been adjusted.
Party members who are KO’d now receive credit for defeated enemies.
Party members KO’d in battle while on a quest are now automatically revived after the battle is won.

•[dev1004] Distinguishing icons are now displayed next to the names of quest-related NPCs. Target enemies of quests are now represented on the minimap by red dots.

•[dev1002][dev1003] New sidequests have been added.

•[dev1051] Class requirements for undertaking the following sidequests have been adjusted:

Sidequest Before After

Proceed with Caution Disciplines of War and Magic → All classes
Playing with Fire Disciplines of War and Magic → All classes

•[dev1011] The rate and amount of guild tokens that can be obtained on local levequests have been adjusted.

•[dev1021] The following changes have been made to behests.

•The maximum number of participants has been reduced from 15 to 8.

•The behest reset timer has been reduced from 1 hour to 30 minutes.

•The period during which behests may be undertaken has been reduced from 5 minutes to 3 minutes.

•The period during which behests must be completed has been reduced from 30 minutes to 20 minutes.

•The period during which rewards can be claimed upon completion of a behest has been reduced from 10 minutes to 5 minutes.

•The number of behest enemies has been adjusted.

Battle

•[dev1031] New notorious monsters have been added.

•[dev1030] Enemy distribuion has been adjusted in the following areas:
•Lower La Noscea
•Western La Noscea
•Eastern La Noscea
•Central Thanalan
•Eastern Thanalan
•Western Thanalan
•Central Shroud
•North Shroud
•South Shroud

•[dev1049] Several of the actions and motions of the following enemies have been adjusted:
Magicked Bones, Skeleton Soldier, Skeleton Swordbearer, Wandering Wight, Wendigo, Wight, Wight Warrior

•[dev1050] The Misdirection ability of the following enemies now deals no damage to players:
Kokoroon Quickfingers, Longnose Gnognoroon, Qiqirn Beater, Qiqirn Egg Hunter, Qiqirn Eggnapper, Qiqirn Goon, Qiqirn Mercenary, Qiqirn Poacher, Qiqirn Scrambler

•[dev1020] The maximum number of party members has been reduced from 15 to 8.
The strength of several notorious monsters has been adjusted to coincide with this.

•[dev1020] Players now receive enhancing status effects when in a light party (4–7 members) or full party (8 members).

•Comradery (light party)
Maximum HP and MP increased by 5%
Physical and magic accuracy increased by 5%

•Strength in Numbers (full party)
Maximum HP and MP increased by 10%
Physical and magic accuracy increased by 10%

•[dev1037] Graphic effects of actions and spells have been enlarged by a factor of between 1.5 to 2 times their original size.

Item

•[dev1038] New items have been added.
Several new pieces of class-specific gear have been added.
* Classes capable of equipping these items are listed after a Requires: prefix in the item text.

•[dev1041] The rate at which the condition of accessories degrades has been reduced depending on the amount of other gear equipped.

•[dev1042] Messages informing players of items obtained through gathering now display the item’s icon next to its name.

•[dev1039] When the three below conditions are met in regards to the grade and difficulty of a gathering attempt, the “sweet spot” of the approach phase will be in a fixed location.
1. Class rank
2. Values of VIT for miners, STR for botanists, and DEX for fishers
3. Bait and lures (for fishing only)
ex.) At a certain grade and difficulty, having the appropriate rank, DEX value, and bait/lure will ensure that jigging the rod precisely in the middle will result in a black eel hit.

System

•[dev1043] The following UI features have been enlarged:
•Player HP/MP/TP gauges
•Target HP gauges
•Party member HP/MP gauges

•[dev1052] The text designations through can now be used to select targets.

•[dev1044] The text command /hpbar has been added, and can be used to toggle the display of HP bars on and off for all targets capable of engaging in combat.
USAGE: /hpbar [subcommand]
 >>Subcommands:
 all  Display HP bars for all enemies and players.
 off  Hide HP bars for enemies and players.
 * This option is set to off by default.

•[dev1045] The text command /enemyrank (/erank) has been added, and can be used to toggle display names on and off for enemies.
As part of this new feature, the icons previously used to display an enemy’s strength have been removed from the game.
USAGE: /enemyrank [subcommand]
 >>Subcommands:
 on  Display enemy ranks.
 off  Hide enemy ranks.
 Toggle between on and off when no subcommand is specified.
 * This option is set to off by default.

•[dev1040] The text command /enemyicon (/eicon) has been added, and can be used to toggle the display of active and non-active icons for enemies.
USAGE: /enemyicon [subcommand]
 >>Subcommands:
 on  Display active (red) and non-active (green) icons.
 off  Hide active (red) and non-active (green) icons.
 Toggle between on and off when no subcommand is specified.
 * This option is set to off by default.

•[dev1020] Party Member 5–7 options have been added to the Keyboard section under main menu » Configuration.

•[dev1020] The following features have been removed to coincide with the new maximum party size:
•Party recruitment settings for 9 or more members
•Text macros through

•[dev1053] The following items now display on both the world map and minimap.
•Shop
•Repair
•Guildleve Counter
•Linkshell Manager
•Retainer Counter
•Summoning Bell
•Guild Mark Exchange

•[dev1046] Retainer locations are now saved even following server maintenance.

•[dev1029] Character collision with relatively low-lying outdoor elements has been removed.

•[dev1054] Rocks in front of the Adventurers’ Guild in Gridania and next to the NPC Maisenta have been removed from the game.

•[dev1047] Battle music now cuts in and out, rather than fading in and out.

•[dev1048] Current patch version information is now displayed on the title screen.

Fixed Bugs
•The following bugs have been addressed.
•A bug wherein the target popoto-opotos on the sidequest “A Well-Balanced Diet” were appearing in an incorrect location.
•A bug wherein the enmity generated when using healing, enhancing, or enfeebling actions against an enemy of a rank different than your own was incorrect.
•A bug wherein characters were sometimes too easily resisting the status ailments caused by enemy spells.
•A bug wherein the condition of Pugilist Arms was degrading at an incorrect rate under certain circumstances.
•A bug wherein characters were getting stuck among the thick trees and dense vegetation of certain areas, making further adventuring impossible.
•A bug wherein the icons next to player names were displaying incorrectly.
•A bug wherein the teleport offer prompt that appears when other party members teleport would not disappear, even after accepting or refusing.
•A bug wherein discarding a stack of items numbering between 201 and 230 caused the game client to crash.
•A bug wherein a player’s current gil was not displayed when leasing a market stand.
•A bug wherein blacklists were sometimes displaying incorrectly.
•A bug wherein negative stats of gear were not functioning correctly.
•A bug wherein mashing the Accept/Confirm button on a gamepad while crafting for a local levequest would forgo the synthesis details interface, and prevent all game commands other than chat.

Known Bugs
•A bug wherein party member markers on the world map and minimap sometimes shift abruptly to the lower right portion of said map. ‘

A plethora of much needed updates and fixes! If the FFXIV teams keep this up while constantly adding content then I might actually stop playing Ogre Tactics on PSP and start playing this longer than doing the daily levequest grind and logging off!

The introduction to the Grand Companies of Eorzea

From the lodestone:

In all honesty I’m not a fan of any introduction of ‘companies’ into Eorzea. I feel that it takes away from the lore since one of the main elements that draw fans to FFXIV is being able to play as you want, how you want without worry of structured hierarchies such as a private ‘business.’ It only reminds people like me of FFVII’s Shinra Inc. and how they leeched resources from the peoples of the world and ended up nearly destroying it with mindless research headed by a mad scientist (which is very close to what is happening in reality but that’s another topic).

I’d prefer, for the sake of lore, that these type of fantasy games stick to ‘guilds’ or something of that sort but I won’t make too much of a fuss over this. For now. If this element of FFXIV becomes too much like the real world (and inevitably boring) then away I will wander from this title.

Notorious Monsters (04/13/2011)

From the lodestone:

‘ Though these creatures can appear hauntingly similar to existing monsters, their ferocious nature sets them apart from their weaker cousins. Many an adventurer has met an untimely demise by failing to recognize risks that come with engaging these deadly adversaries. To ensure you fare better, this post not only includes in-depth views of three select notorious monsters, but provides screenshots for all twenty being introduced. It will also take a first-time look at three pieces of epic gear obtainable by slaying the beasts.

Notorious Monsters

Only when a creature grows more cunning, more aggressive, more deadly than its brethren is it worthy of a name.
—Frandelont Raimdelle

Bomb Baron

Feared around the realm for reducing all it touches to ash, the Bomb Baron pursues its prey with a passion hotter than the whitest forge. Legend says this abomination was once an adventurer who made his name culling thousands upon thousands of bombs across Eorzea, until one day a stray bomb caught him unawares and he died of burns rendered by the voidsent’s timely explosion. Upon hearing of the soul’s arrival in the fiery depths of the sixth hell, the Bomb King snatched it up and used ash from his own body to resurrect the adventurer as a bomb. He dubbed the creation the “Bomb Baron” and sent him back to Eorzea, telling him that his soul would suffer eternal torment until he had taken the lives of as many adventurers as he had bombs.

Phaia

Until recently, the sylphs celebrated a traditional springtime festival known as the Dance of the Tusks, in which tribe elders would enter a ring armed only with a spear and a cape, and test their mettle against ferocious wild boars. When a tragic accident led to one of the elders being gored and eaten, however, the tribe was left with little choice but to abandon their heritage. Fearing the wrath of the elementals, the sylphs canceled all future Dances and set the remaining boars free, including the fattened male champion, Phaia, who still roams the Black Shroud, his bloodlust as intense as the day he gained his freedom.

Kokoroon Quickfingers

A multi-talented qiqirn thief, it is said that Kokoroon Quickfingers is so nimble that he can empty a man’s purse and have the pouch back on his belt quicker than the blink of an eye. Originally from La Noscea, Kokoroon earned fame in the Sailors Ward of Limsa Lominsa where he would use his deft digits to strum jolly tunes on his lute, luring audiences into absent-minded revelry. Then, during intermissions, he would mingle with crowds, laughing and sharing tales, all the while snatching coins from the pockets of his unsuspecting victims. Needless to say, it was not long before Kokoroon had a bounty placed on his head by the Knights of the Barracuda, and was forced to flee across the Strait of Merlthor to the parched deserts of Thanalan where it is said he still wanders today, lute in hand, ever in search of his next victim.

Lost Treasures

Kple Kple

• Two-handed Conjurer’s Arm

• Requires: Conjurer
• Optimal Rank: 30

• Magic Potency: 112
• Magic Accuracy: 126
• Critical Hit Rate: 136
• Earth: 50%
• Wind: 50%
• Dexterity: +2
• Intelligence: +2
• Piety: +2
• Number of Attacks: +1

This staff is said to have been created by a powerful conjurer who took the taproot of an ancient rosewood tree burned to the ground by a levinbolt, and fixed to it a ceremonial sun mask used by the primitive tribes on the distant southern continent of Meracydia. The magicked weapon is said to grant its wielder the ability to hear the whispers of the elementals.

Shield of the Savage

• Shield

• Requires: Gladiator, Conjurer, Thaumaturge
• Optimal Rank: 30

• Defense: 11
• Attack: 21
• Blocking: 85
• Wield Rate: 13
• HP: +12
• Strength: +1
• Vitality: +1

This massive shield carved from maple and draped in thick sheep leather is presented by Ixali tribal elders to warriors who have shown exceptional bravery in battle. Once received, its owner will use the shield until it literally falls to pieces; the damage it bears proof of the battles the shield has seen. The twin spikes protruding from the lower section of the frame can be used as hooks to rip an opponent’s shield from his hands or destroy it altogether.

Loyalist’s Bliaud

• Attire

• Requires: Conjurer, Thaumaturge
• Optimal Rank: 30

• Defense: 58
• Magic Defense: 72
• Evasion: 33
• Resilience: 42
• Wind: 3%
• Intelligence: +3
• Mind: +3
• Piety: +3
• Magic Accuracy: +2
• Elemental Resistences: +35

The Loyalist’s Bilaud is a thick coat of indigo velveteen that was once awarded by the Pontifex to musketeers who performed exemplary deeds in service of the Holy See of Ishgard. The grossly oversized shoulder pads and billowing drapery about the hem make for a stunning silhouette, and the look was considered à la mode for many decades. The garment was far from practical for use on the battlefield, however, as the gaudy design proved an easy target for enemy archers.
* Patch 1.17 will also see the introduction of class-specific equipment. If an item’s help text states that it “requires” a certain class, only adventurers of that class will be able to equip the item. ‘

Not much to say about this besides the obvious; The more content I see being implemented, the more I like FFXIV.

Patch 1.17 Outline (04/12/2011)

As promised in the seventh Letter from the Producer, we are happy to announce that patch 1.17 is on schedule for release in a matter of days.

◆ Patch 1.17 Release Date Thursday, April 14, 2011 (following server maintenance)

◆ Patch 1.17 Maintenance Time 2:00 p.m. to 4:00 p.m. (PDT)

The following is a brief outline of the planned changes:

◆ Patch Outline

•[dev1002] [dev1003] The implementation of new sidequests
•[dev1011] The balancing of guildleve rewards
•[dev1020] Adjustments and additions to the party system Maximum party size has been reduced to 8 members. Parties with 4 to 7 members are now called “light parties.” Parties with 8 members are called “full parties.” Special status enhancements will be granted to light and full parties. (Changes to party member display UI still under consideration.)
•[dev1021] Adjustments to battle content in conjunction with the new party system Adjustments to behest difficulty and bonuses to accommodate new full party size of 8 members. Adjustments to the behest schedule.
•[dev1029] Adjustments to environment collision detection
•[dev1030] Adjustments to enemy distribution
•[dev1031] The addition of new notorious monsters
•[dev1038] The implementation of new equipment and items
•[dev1039] The reduction of randomness affecting the approach phase in gathering
•[dev1040] Adjustments and additions to active icons

A more detailed report can be found in the 1.17 patch notes, scheduled for release on April 14.