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Development Log

Titan Development Log

October 27, 2026 9:10 AM CST

Blue Ribbon Blues: One-Minute Ribbon Return

Kerutoto was keeping the Purple Ribbon until Japanese midnight even after players left Windurst Waters and returned. An era-specific override restored the older overnight wait and zoning requirement. Blue Ribbon Blues now uses the modern retail wait of one Earth minute after the ribbon trade, with no zone change required for its return.

Existing overnight waits are capped at one minute after this update becomes active. Speak to Kerutoto again with a free inventory slot to receive the ribbon and continue the quest. The initial 3,600 gil payment, later ribbon trades without another gil reward, inventory-full retries and the remaining quest stages are preserved.

The change was applied without restarting game services. Local Lua regression tests cover new and existing waits, zoning, inventory-full retries, later quest stages and hot-reload rollback. A player replay of the live quest remains pending.

October 27, 2026 5:12 AM CST

All Crafts to 100, Recruit Combat Rules and Auto-Gear

Optional player Auto-Gear can now prepare supported armor and accessory sets before automatic Party Gambits actions, as well as manual actions. Spells advance from precast to midcast gear when native casting starts, and completion, interruption or rejection releases the set for idle or TP gear. The server waits at most 1.5 seconds for equipment readiness, then attempts the original action once with current gear if the client does not respond, using the normal eligibility checks.

Auto-Gear remains OFF unless enabled and uses owned, legal items with conservative heuristic priorities. Main-hand, off-hand, ranged and ammunition slots remain fixed. Unknown augments and unsupported effects still limit comparisons; this is not a complete damage or potency simulation.

Recruits stay with a KO owner so a healer can offer Raise. Fallen Recruits also keep their bodies and party slots until raised, released or cleared when their owner leaves the zone or returns home. Players and healer Recruits can Raise them within their party or alliance, subject to the spell's job, level and MP requirements. Revival keeps their identity and equipment, applies Weakness, and cancels actions queued before KO. Ordinary named Trusts keep their existing death behavior. KO Recruits could remain on the server while their model disappeared; their death updates now omit summon disappearance flags, and Raise refreshes the same appearance for nearby players without changing identity or gear.

Recruits previously stopped attacking when their owner disengaged or died because their combat decisions depended on the owner remaining engaged. They now continue against a monster actively attacking the party. Melee, ranged attacks and offensive spells use the same validated target; passive casters stay out of melee. AI OFF, claim protection and ordinary named Trust behavior remain in effect. Recruits stop when the threat dies, disappears or resets, or when they are released or cleared by zoning.

Wandering Lesser Colibri and Puks in Wajaom Woodlands could disappear after navigation placed them outside their assigned roaming area. Their spawn and roam destinations now stay inside that area, with nearby ordinary wild monsters able to walk home. Existing notorious-monster, owned-pet and battlefield exceptions remain.

Characters can now level Woodworking, Smithing, Goldsmithing, Clothcraft, Leathercraft, Bonecraft, Alchemy and Cooking to 100 on the same character. The shared specialization budget previously allowed only 40 total levels above 60, so raising another craft could reduce an existing skill. The budget now covers all eight crafts at 100 without that penalty. Normal recipe-based skill-ups and guild rank tests still apply; this change does not grant skill levels or increase the level-100 cap. Fishing remains separate.

Recruitment previously checked only the summoner and their own party, allowing another alliance party to hire replacements during a fight. Command recruitment, paid hiring and field Recruit acceptance now check the entire party or alliance for combat and enemy hate, including its Recruits and pets. Distance and being in another zone do not bypass this check. Blocked attempts use the native Emotes channel, which follows the player's Window 2 routing, and do not charge gil, consume a job cooldown or claim a field Recruit. Peaceful allied leaders retain their own party capacity and can recruit again once all combat and hate have cleared.

The combined behavior was verified in an isolated native server environment with the candidate client packet sequence and the deployed Wajaom navigation mesh. Live Ashita latency and player or observer animation checks remain pending.

October 27, 2026 4:57 AM CST

Launcher: Original Launch Behavior Restored

Launcher 1.6.35 removes the experimental Retro FFXI option and restores the standard launch behavior used before that experiment. The temporary Retro launch path is no longer selected; your saved normal graphics, resolution and startup addon choices apply again. The launcher and installer are Microsoft-signed.

October 26, 2026 5:02 PM CST

Optional player Auto-Gear and Recruit equipment inspection

Gambits now offers optional Auto-Gear for your own character. It starts OFF for each character and job, and remembers your selection. It chooses from your owned, usable armor and accessories with a balanced priority for accuracy, damage and survival. Main-hand, off-hand, shields, grips, ranged weapons and ammunition remain unchanged.

This first version covers idle and engaged gear, supported physical weaponskills, spell preparation, selected healing, elemental and enfeebling spell families, and Meditate enhancement armor. It uses gear ratings rather than predicting final damage. Unknown augments, conditions, item effects and unsupported resource changes are excluded conservatively, so some equipment or actions will not receive automatic changes. Very fast spells may retain their preparation gear.

Manual gear changes suspend Auto-Gear until you switch it OFF and ON again. Other gear-management addons must be unloaded. Missing equipment confirmations also suspend it instead of repeatedly sending swaps. Normal equipment blinking still applies, and your existing lockstyle is unchanged. Automated runtime and packet checks were completed; in-game visual and action-timing acceptance remains for later testing.

Recruitment also includes read-only inspection of your current Recruits' actual equipment and server-calculated statistics. Recruit Auto-Gear is deferred; this update does not make Recruits change equipment dynamically.

October 26, 2026 4:47 PM CST

Recruit Equipment, Guild Ammunition and Adventuring Updates

Moogle Ventures adds target selection. The 30-minute, 2-, 4- and 8-hour trips guarantee 1, 3, 6 or 10 selected items, capped at 3 for Rare and 1 for Exceptional. Total hauls remain 1–4, 3–8, 6–14 and 10–24; minimum rolls can contain only the target. Random trips, Sparks costs and EXP remain. Full Delivery Boxes retain the haul for retry.

The Guild fills eligible crafted ammunition toward ten full stacks across the AH, counting valid player stock. Real materials come first. Missing inputs use verified retail prices, then buyback references; inputs without either are skipped. Pricing applies one total 20% markup including crystals, subject to the existing liquidation floor. Synthetic inputs record zero payment. Ordinary crafting and player-first ammunition sales remain protected.

Recruits use actual eligible level 1–75 catalog equipment in all 16 slots, including Rare/Ex, without using owner inventory. Anchors wear AF1; hired Recruits keep their identity. Loadouts change on summon or effective-level changes. Job weapon families, legal offhands, unlimited supplies and existing Recruit bonuses remain. A bounded armor preference can address natural racial HP/MP deficits without free stats or sacrificing key job priorities.

WAR favors attack, NIN evasion and haste, and COR ranged attack with accuracy. Healing, caster, pet and support needs and complete sets matter. Ranger retains its prior priorities after trials showed a harmful haste tradeoff. This is not a universal damage increase or guaranteed best-in-slot; uncertain conditional effects are not assumed permanent. The Recruits page explains the rules. Owner-only inspection can report actual equipment and calculated stats to the updated Recruitment client.

A grip’s dummy delay could count as an attacking offhand. Delay calculation now requires an actual weapon skill. Recruit weapon skills also recheck their actual weapons, ammunition, eligibility, TP and action restrictions before execution; invalidated queued actions do not spend TP.

Equipment such as Dusk armor no longer slows players or Recruits. Positive equipment bonuses remain; Gravity, Bind, Curse, Flee and native movement limits still apply. World-event and achievement announcements share the native star frame. Player login notices and restart warnings keep their existing text.

Dynamis reconnects restore Recruit encounter registration only with recorded admission and time remaining, preserving the original deadline. Capacity, ownership, combat and job cooldowns remain enforced.

Party removal could leave cached role pointers after a zoning character was destroyed. They are now invalidated before removal; alliance rosters preserve leadership and Trust ownership. Sanitizers reproduce the defect, but the historical crash sequence remains unproven without a core.

Parser reads all 18 alliance slots without optional job, HP or actor fields and refreshes membership before damage. The reported 12-of-18 cause remains unknown. Missing combat packets and earlier damage cannot be recovered.

Outgoing compression copies only the needed prefix, up to 32 packets, preserving ordering and retries in differential tests. Synthetic gains do not prove live CPU improvement. Extra player-only accuracy, attack, magic accuracy, magic attack and melee-delay bonuses are removed; normal gear, traits, skills and shared specialties remain.

FoV/GoV repeat-page EXP survives travel and reconnects. Actual main/subjob changes reset both, even if changed back. The 4% curve, 200% cap, page resets, objectives and daily gate remain. Bare /titan toggles Hub; /titanhub opens it.

October 25, 2026 10:00 PM CST

Dynamis testing: reconnect recovery, Recruit equipment and Parser

This combined update is available on the Dynamis test server only. Titan Live gameplay and the public addon distribution are unchanged. The matching private DynamisHub test addon includes the Parser changes described below.

Players who logged out inside Dynamis could return after a server restart and receive “Recruitment is unavailable in this encounter.” The restart cleared the shared encounter registration, while direct login did not rebuild it. Recruitment now restores that registration only for a returning player with a recorded admission and an unexpired personal allowance.

Reconnecting uses the saved deadline instead of granting another 120 minutes. Encounter capacity, party ownership, combat restrictions and individual job cooldowns remain in effect. Local LuaJIT tests covered normal entry, reconnecting during an active run, restart recovery, shared capacity, expired or missing admission, repeated requests and both Dynamis-Xarcabard and Dynamis-Beaucedine. Player verification after activation remains pending.

Parser could omit alliance members while their job, HP or live actor data was unavailable. It now reads all 18 active native membership slots independently of that optional data and refreshes membership before processing received damage. Local LuaJIT tests covered three full parties, changing membership, Recruits and owned pets. The exact missing field in the reported 12-of-18 incident has not been captured in game. Damage received before native membership is available remains uncounted, and Parser cannot recover combat packets the client never receives.

Outgoing network frames now copy only the queue prefix needed for each compression attempt, up to 32 packets. Previously, each attempt copied the entire backlog. Isolated differential tests preserved packet order, retries, retransmission and zoning behavior, and synthetic benchmarks showed less copying and fewer allocations for large queues. These measurements do not establish an overall reduction in live server CPU use.

Recruits now receive actual job- and level-appropriate catalog equipment instead of simulated gear stat budgets. Selection considers level 1–75 weapons, shields, ranged weapons, ammunition, armor and accessories, including Rare/Ex pieces, without requiring the owner to possess them. Job and role weights favor defense and vitality for tanks, haste, accuracy and attack for physical damage, MP, healing and refresh for healers, and mixed support or pet needs where appropriate. Compatible loadouts stay fixed until resummoning or an effective level change; this is weighted automatic selection rather than a claim of mathematically optimal gear for every encounter.

All 16 equipment slots contribute their native modifiers, weapon properties, supported item effects, conditional effects and set bonuses. Field anchors keep their AF1 appearance while waiting; hired field Recruits use the same equipment path as command Recruits and retain their race and face. Existing Recruit-only BRD/DNC MP, universal Subtle Blow, borrowed Dual Wield ranks and Ninja throwing skill remain. Ammunition, food and medicines remain unlimited, with existing AI triggers and native item timing and restrictions. THF utility shots temporarily use compatible real crossbow ammunition before restoring the fixed loadout.

The extra player-only adventurer accuracy, attack, magic accuracy, magic attack and melee delay bonuses introduced earlier today have been removed. Normal equipment, job traits, skills and existing shared Ranger and Ninja specialties remain. Automated native-engine checks cover catalog eligibility, equipment stat contribution and repeated level resync; rendered client appearance and encounter balance still require gameplay observation.

The merged Dynamis build passed 82 initialized native test cases and 140 gameplay scenarios against an isolated local fixture database. Reconnect and zone-lifecycle checks, 46 Parser cases and 447 packet differential cases also passed. These tests do not establish live encounter balance, rendered appearance or successful client cutscenes. Human reconnect, entry-menu and combat testing on Dynamis remains necessary. The previously disclosed offensive SCH preemption issue remains unresolved.

October 25, 2026 8:53 PM CST

Dynamis testing: Recruit combat and formation follow-up

The next Recruit combat update is available on Dynamis for testing. Titan Live gameplay has not changed. The matching isolated Dynamis addon includes formation controls, encounter capacity information and the revised weaponskill choices.

WAR, NIN, PLD and RUN Recruits now use revised threat retention during sustained fights. These changes preserve their normal threat gains and limits and do not change player or named Trust threat. Selected SCH group buffs use shared recipient checks, while SMN coordination supports two selected ward priorities. Emergency healing, MP, charge and recast checks remain in place.

Formation review uncovered two problems before deployment. A boss moving after a blocked escape could leave a Recruit stuck against an obsolete distance limit; escape tracking now accounts for boss movement and sudden displacement while still limiting gradual drift. Resetting a formation preset also invalidates older saved Custom distances so they cannot return after a Recruit is restored. Navigation, healing range and arena safety checks still apply.

The update also corrects generated BLU Auto Refresh eligibility at effective level 58 and above, keeps backline weaponskills within their allowed mode, and uses shared encounter admission checks for capacity reporting. Combat spacing can reach 19.9 yalms, with acquisition limited to 30 yalms.

The corrected source was rebuilt locally and passed native unit tests, strict data validation, 593 formation assertions, four saved-distance restoration cases and the isolated addon checks. These automated checks do not establish real combat balance or verify every animation, MP cost, charge change or client interaction. Human testing on Dynamis remains necessary. The previously disclosed offensive SCH preemption issue remains unresolved.

October 25, 2026 2:26 PM CST

Dynamis Bosses: Five-Minute Unclaimed Timeout

Dynamis bosses now disappear after five continuous minutes without a living player claim or active combat. Claiming or engaging the encounter resets that grace period. Combat with Dynamis Lord’s dragons or Angra Mainyu’s Pukis also protects their encounter from expiring while players are still fighting.

After a timeout, item-pop bosses require another normal pop item. Valkurm, Buburimu and Qufim preserve the progression already earned during the current run: touch the boss ??? to summon it again, with no new item required. A new run clears that retry eligibility. Legacy wave and statue paths are also blocked from spawning item-pop bosses, so they cannot bypass the item requirement.

A timeout grants no loot, title or clear key item. Dynamis Lord’s abandoned encounter cleanup includes his illusions, Ying and Yang, and resets the encounter director for a fresh pop. The change covers all ten Dynamis zones and was applied without restarting game services. Automated checks cover the timeout boundary, reclaim and combat protection, dead claimants, progression retries, ordinary statue adds and runtime rollback; complete player wipe-and-retry checks remain pending.