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Development Log

Titan Development Log

October 21, 2026 3:48 PM CST

TitanGambits: Adaptive 60 FPS Protection

When FPS 60 is selected, TitanGambits can now temporarily switch to 30 FPS during sustained rendering slowdown. After a short settling period, rendering below 55 FPS for two seconds triggers the fallback. Your saved preference remains 60, and Settings shows the current cap and whether performance fallback or a recovery test is active.

Recovery waits at least 30 seconds and requires ten continuous seconds near 30 FPS before briefly testing 60 again. The addon keeps 60 after five seconds at 58 FPS or better; an unsuccessful test returns to 30. Repeated failures increase the cooldown to a maximum of five minutes, avoiding frequent cap changes in a demanding area. A steady 30 FPS alone cannot prove that 60 is sustainable, which is why a recovery test is needed.

Manually selecting FPS 30 keeps the cap fixed at 30. Cutscenes retain their 30 FPS override, while loading, missing character data and long rendering pauses reset performance sampling. Routine FPS confirmations remain hidden, and the controller works with Gambits OFF. Fifty-five automated checks passed on each addon candidate, including simulated slowdown and recovery sequences; real hardware-load acceptance remains pending. This changes the frame cap, not hardware capacity, and cannot guarantee smooth rendering when the client struggles below 30 FPS. The launcher delivers the update without a game server restart; reload TitanGambits after updating an already-running game.

October 21, 2026 3:36 PM CST

TitanGambits: Quiet FPS Switching

TitanGambits 2.4.36 hides the routine FPS addon confirmations for divisors 1 and 2, so entering and leaving cutscenes no longer fills chat with those messages. The saved FPS 30 or FPS 60 preference and temporary 30 FPS cutscene override are unchanged.

Only the two exact success messages are hidden. FPS pointer errors, help, sampling results and other chat remain visible. Twenty-nine automated checks passed on both the public addon and the pending combined update, covering colored messages, the actual chat handler and the existing FPS controls. The update is delivered through the launcher; reload TitanGambits after updating if it is already loaded. No game server restart was required.

October 21, 2026 3:27 PM CST

Wild Card Party Crash Hotfix

Wild Card could crash the map server when a party included a Recruit or Trust. Its native handler treated every target as a player and tried to send a player-only recast update to an entity without a player packet queue. The saved crash addresses identified this path; the inactivity watchdog messages appeared afterward while the crash report was being written.

A live Lua guard now keeps non-player casters and targets out of that unsafe handler. Wild Card continues to apply its normal roll effects to player targets; Recruits, Trusts and pets are skipped by this ability. The correction was reloaded without restarting game services.

All eleven local ability checks passed, covering all six rolls, mixed player/non-player targets and shared roll results. Human in-game acceptance remains pending. Automatic recovery cleared stale sessions, verified that Guild and Venture work was advancing, and reopened ordinary logins after the earlier crash.

October 21, 2026 2:14 PM CST

TitanGambits: Saved FPS Controls and Cutscene Switching

TitanGambits 2.4.33 adds FPS 30 and FPS 60 buttons beside the other client options in Settings, using the same selected-button style as Collision. FPS 30 runs Ashita’s /fps 2 command; FPS 60 runs /fps 1. Your normal-play choice is saved across game restarts, with 60 FPS as the default for existing settings.

Cutscenes temporarily switch to 30 FPS, then restore your saved choice after the event ends. Choosing 60 during a cutscene saves that preference while keeping the cutscene at 30. This works while the plugin window is closed and while Gambits are OFF. Twenty automated LuaJIT checks passed for both the public addon and the pending update; human in-game cutscene testing remains pending. The update is available through the launcher without a game server restart.

October 21, 2026 9:48 AM CST

Leaderboard: Combined Merit Levels

The Leaderboard now includes Combined Merit Levels, showing each adventurer’s purchased merit upgrade levels across general categories and all jobs. Each upgrade level counts once, regardless of how many merit points it cost; unspent merit points and limit points are excluded. Rankings use saved progression and refresh once per minute, with the same sorting, portraits, name colors and collapsible layout as the other sections. GM characters remain excluded.

October 21, 2026 9:43 AM CST

Leaderboard: Combined Venture Moogle Levels

The Leaderboard now has a Combined Venture Moogle Levels section, ranking adventurers by the total levels of their 13 Moogles. Every specialty starts at level 1, so a new character begins at 13; raising all 13 to level 75 brings the total to 975. The section uses saved progression and refreshes once per minute, with the same portraits, name colors, sorting and collapsible layout as the other rankings. GM characters remain excluded.

October 21, 2026 6:56 AM CST

Dynamis: Mission Recovery, Spell Costs and Valkurm Spawns

Dynamis now includes the same Shadow Lord and Zilart 7 cutscene recovery, client-matching base MP costs, plain global alerts and independent Valkurm Goblin spawns as Titan. The affected Goblins keep their five-minute respawns and can appear throughout the day and night; Ghouls retain their nighttime schedules. Valkurm Emperor’s lottery is unchanged.

The separate test-engine build preserves Dynamis’s existing Recruit movement and diagnostic features. It passed 143 native gameplay regressions, including the mission recovery and spawn-slot checks, plus all seven player and Recruit MP-cost tests before and after the migration. Live player acceptance of the new recovery remains welcome.

October 21, 2026 6:45 AM CST

Mission Cutscene Recovery, Spell MP Costs and World Alerts

Some players reached the end of the Shadow Lord intro or Zilart 7 finale, but the server continued holding the old cutscene. This blocked the battlefield menu or the Prismatic Fragment reward. The precise trigger for the missing completion is still under investigation.

Examining the same door or pedestal again can now recover these two scenes when the server still holds that exact event. Recovery requires the original mission step and, for Zilart 7, all eight fragments. Rapid repeat clicks are ignored; waiting alone never advances a mission. After the Shadow Lord recovery notice, examine the door once more to open the normal battle menu. This applies to all three nations and does not grant a battle victory.

Mission intro callbacks now ignore stale repeats that could move progress backward. Zilart 7 also keeps the eight fragments until mission completion succeeds and the Prismatic Fragment is present. The normal reward path and deliberately held-event recovery were tested in the native engine; further live player testing of the new recovery remains welcome.

Spell MP costs now match Titan’s client data for 60 player-defined spells that still differed. Fire changes from 24 to 7 MP, Stone from 9 to 4, and Raise II from 200 to 150. Matching the client can also increase a cost: Thunder IV changes from 171 to 195 MP. Players and generated Recruits use the same updated server spell data.

This changes base MP costs only. Cast and recast times, level requirements, targeting, spell strength and effect durations stay as they were. Ninjutsu tool requirements, NPC-only spell placeholders and existing Recruit resource rules are preserved. The migration and interrupted-write recovery were tested against a local Aria database, with native player and Recruit casting checks before and after the cost changes.

Global rank, level, Artifact Armor and NM defeat alerts now display without the decorative asterisks before and after the message. Their wording, channel and chat length limits are unchanged.

Valkurm Dunes Goblins will no longer disappear because they share spawn slots with nighttime Ghouls. The 45 affected Goblins now have independent, unrestricted spawns with their existing five-minute respawns, while the 36 Ghouls keep their nighttime schedules. Spawn positions, levels, drops and Valkurm Emperor’s lottery are unchanged. The revised data passed local scope and timing checks; live behavior will be checked after activation.