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CLOSED BETA

Titan XI: Closed Beta Notice

During live beta testing, several serious exploits were discovered that may have compromised server integrity and gameplay fairness. As a precaution, Titan XI has temporarily transitioned to a closed beta while we investigate the extent of these issues, address vulnerabilities, and restore a fair and stable experience for everyone.

Server reopening is currently TBA. We appreciate your patience and understanding as we work toward welcoming adventurers back to Vana’diel.

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Development Log

Titan Development Log

September 23, 2026 11:00 PM CST

Generated Recruit Attack Priority Fix

TitanGambits 2.2.123 starts melee when an Attack rule selects a new target, then gives the recruit's other enabled rules their normal action turns. It renews melee permission before the server lease expires and reissues Attack when the target changes.

September 23, 2026 10:44 PM CST

Generated WAR First-Engagement Gambits Fix

TitanGambits 2.2.122 lets an enabled Attack rule act on the owner's selected enemy as soon as the owner engages, before the first hit creates a claim. The server verifies that pre-claim target against the owner's actual battle target.

Attack authorization now runs alongside the recruit's ordered action rules, allowing its WAR abilities to run.

September 23, 2026 9:47 PM CST

Generated WAR Recruit Control Update

Prepared a TitanGambits-only WAR recruit correction: the generated identity persists from spawn, initial publication carries the rolled name and equipped look, and routine movement uses ordinary Trust updates.

The editable WAR default now tries Attack first and accepts a party-claimed target while the owner is idle. In-game appearance, combat, zoning, and two-client behavior remain unverified.

September 23, 2026 8:47 PM CST

Generated WAR Attack Rule Approach Fix

Live WAR trace showed Gambits control and normal following, but no Attack request reached the server. TitanGambits 2.2.120 now allows a following generated recruit to issue Attack from approach distance when its owner is fighting a party-claimed enemy.

The server still validates the target and controls engagement.

September 23, 2026 8:26 PM CST

Generated WAR Trust Control and Visibility Trace

Corrected the generated WAR marker after normal Trust spawning so the recruit stays under TitanGambits control. Movement updates now carry its equipped appearance and name together.

Added a five-minute, bounded server trace of visibility packets, following, targeting, and Attack permission for each newly recruited WAR. Local native build passed.

September 23, 2026 7:51 PM CST

WAR Recruit Battlefield Check and Menu Fix

Fixed RECRUIT WAR misreading the normal no-battlefield value as a restricted battlefield. Ordinary Trust-enabled zones, including West Ronfaure and Bostaunieux Oubliette, now reach the recruit factory; real battlefield restrictions remain.

TitanGambits 2.2.119 uses the same searchable picker pattern as Actions and Conditions and lists only active recruit jobs, currently WAR.

September 23, 2026 7:39 PM CST

Generated WAR Recruitment Gate Fix

Fixed RECRUIT WAR incorrectly applying Trust spell limits in ordinary Trust-enabled zones. Generated recruitment now checks its own zone, combat, party, and duplicate rules and reports the actual reason for a rejected request.

Bostaunieux Oubliette and West Ronfaure both allow Trusts. Battlefield-specific Trust restrictions remain.

September 23, 2026 7:15 PM CST

Gambits-Controlled WAR Recruit Beta

Added generated WAR recruitment through Titan's normal Trust lifecycle. Each recruit rolls one playable race, valid appearance, race-appropriate name, visual Fighter's armor, and a level-scaled WAR profile.

TitanGambits 2.2.118 supplies the WAR job template and a LOAD DEFAULT button. With Gambits off or no enabled rules, generated recruits follow without fighting. Attack and Ranged Attack require their own rules; Trust arrows are unlimited. The RECRUIT list retains the popup placement fix; other jobs remain previews.

Recruitment uses normal Trust party and zone limits, and commanded actions are checked by the server.