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Development Log

Titan Development Log

October 18, 2026 7:12 AM CST

Temple Knight Key: Earned Sacrarium Access

Players who complete A Hard Day’s Knight can now trade one Sealion Crest Key and one Coral Crest Key together to Quelveuiat in Tavnazian Safehold for the permanent Temple Knight Key. Phoenix’s era adjustment had removed this post-quest exchange even though the Sacrarium doors already recognized the key. This restores that specific exchange while keeping the quest, its prerequisites and the two required items.

The original quest still awards 2,100 gil and the Tavnazian Squire title. Its completion does not automatically give the key: the two-key trade is a separate step. Characters who completed the quest previously can make the exchange without resetting it. The permanent key opens the existing inner Sacrarium gate through either keyhole, allowing one adventurer to operate it.

Testing also found that the old exchange deferred its reward until a follow-up scene, after the server had already closed the item trade. The corrected exchange verifies and consumes both keys and awards the permanent key together when the trade scene finishes; the follow-up scene remains. Single-key or unrelated trades, stale progress, failed item consumption and repeated reward callbacks cannot grant another key. Interrupted follow-up scenes cannot take away an already-earned key.

Twenty focused callback checks and seven local native-engine tests cover quest acceptance, NM credit, the original rewards, exchanges after new and earlier quest completions, actual inventory consumption, stale progress and both Sacrarium keyhole routes. A complete player-client walkthrough remains a follow-up check. Other era restrictions and Recruit strength are unchanged.

Deployment verification also caught an empty era module left behind when the restriction was removed. That registration is now removed completely, so the base quest loads without the module startup error. The corrected bundle passed the full 139-test native regression suite before recovery.

October 18, 2026 7:12 AM CST

Mission Timing, Dynamis Rewards and Recruit Medicines

San d’Oria mission 6-2 no longer waits for midnight in Japan to decipher the ancient book. An era adjustment had restored that long delay. The three gate guards now finish after one real-world minute, without requiring you to zone. If you were already waiting under the old rule, your next conversation starts the shorter wait; talking repeatedly does not restart it.

Returning to an active Dynamis run no longer adds or refreshes Weakness. The old entry handler applied a ten-minute penalty even when someone had died, returned to their Home Point and walked back in. The correction covers all ten Dynamis zones. Normal Raise behavior and the existing Dreamlands entry cleanse remain unchanged.

Normal automatic monster respawns in those ten Dynamis zones now use a fifteen-minute timer instead of the shorter intervals. The rest of Vana’diel keeps its existing respawn rules. Monsters that do not automatically respawn stay that way, and explicit scripted wave and pop delays retain their progression rules.

Windurst’s era victory target pointed to an NPC ID missing from its current NPC data, leaving no reward target after Tzee Xicu Idol was defeated. His pop target is restored for each new run, and he is kept out of automatic wave spawns so his existing pop item is used. A separate victory ??? appears at the place of defeat; examining it awards the Hydra Corps Lantern and the usual title. The two reported earned key items were restored separately on Titan without a restart. Clicking a pop target before the boss dies no longer grants an unearned Windurst clear.

Recruits no longer have the extra sixty-second HP-medicine or ninety-second MP-medicine wait between automatic uses. They still follow item activation and animation times, action restrictions and each item’s real Medicated checks. Ordinary smaller potions and ethers remain available during Medicated when their own item scripts allow it. Automated checks cover all three mission guards, all ten Dynamis zones, the clickable Windurst reward target, medicine use and the existing Recruit regressions; the complete game bundle also passed isolated Dynamis startup verification. Full player walkthroughs remain a follow-up check.

October 18, 2026 7:12 AM CST

Next-Step Guidance for Nation Missions

Bastok, San d’Oria and Windurst missions now give a short next-step notice when a conversation, trade, battle objective or zone event changes what you need to do. Messages identify the mission and point you toward the next NPC, trade or destination. They use the same Emotes channel as Titan’s other custom notices, so they appear in Window 2 when Emotes are routed there.

The directions cover the 60 nation missions from Rank 1 through Rank 10, including the different 2-3 routes. They follow the server’s mission flags and key items, with BG-Wiki used as a walkthrough reference. Notices wait for conversations to finish, suppress repeats and recheck that the direction is still current. They do not advance missions or change rewards. Quests and expansion missions are outside this first release; unrecognized states remain silent rather than giving guessed instructions.

Each complete notice, including its mission label, is limited to 120 plain-text bytes. Oversized text is rejected instead of being cut off; visible wrapping still depends on your chat window and font. Automated checks exercise callbacks from all 72 nation mission scripts and acceptance of all 60 missions. Native tests verify actual NPC handoffs, completion and intact Emote packets at the length boundary, and Dynamis passed its startup check. These checks are not a full player walkthrough of every mission branch; please report a missing or incorrect direction with the mission number and the interaction that triggered it.

October 18, 2026 7:12 AM CST

Mercantile Guild: Trading Items Without Vendor Value

The Mercantile Guild was skipping 1-gil Memories and Anima because they have no NPC sell value. Its bargain buyer required an asking price below a positive, verified NPC payout, so those listings could never qualify even while Guild buying was enabled.

Eligible items with no verified NPC sell value now use a separate 200-gil Guild trading reference. The Guild pays the seller’s actual asking price when it is below 200 gil per item, then lists acquired stock at a minimum of 240 gil per item, including the usual 20% markup. Full stacks use their actual quantity: twelve items have a 2,400-gil purchase threshold and a 2,880-gil minimum resale price; ninety-nine items use 19,800 and 23,760 gil. An ask exactly at the purchase threshold does not qualify.

Items with a positive, verified vendor value keep that value as their purchase threshold. Resale prices still cover actual acquisition costs and any higher, verified conversion value, so the safety floor can exceed 240 gil. NPC payouts themselves are unchanged. Existing item restrictions, quest-stock protection, transaction locking and the one-purchase-per-pass pacing remain in place; this does not immediately purchase every cheap listing.

Local checks cover single items, full stacks, exact thresholds, positive vendor values and integer limits. The rebuilt server also passes the existing Recruit and Colossus regression suites. The change takes effect with this server patch; a completed production purchase and resale still needs to be observed after activation.

October 18, 2026 7:12 AM CST

Level-75 Job Abilities, Traits and Recruit Decisions

Abilities and passive trait ranks learned at levels 1–75 are now available even when they were introduced after Treasures of Aht Urhgan. The era filter previously discarded those database rows before normal job learning could see them. The exception now follows each row’s job and acquisition level; higher-level abilities and trait ranks stay restricted. Native level, subjob, merit and other earned requirements still apply. This does not unlock jobs, spells, quests or expansion areas. Paladin’s level-35 Auto Refresh was already available and has not been duplicated.

Recruits receive the same passive traits through their normal stat progression. Their existing default AI also gains decisions for the newly available stances and utility abilities, including Composure, Majesty, Solace, Footwork and Velocity Shot. Optional actions yield to critical party HP, and damage or pet utility checks account for combat state, resources and pet health. Corsairs can consider Dancer’s, Scholar’s, Naturalist’s and Runeist’s Rolls while retaining their normal two-roll limit and shared cooldown.

Recruits keep unlimited virtual supplies. Puppetmaster Repair and Maintenance now use virtual automaton oil at the existing level bands: ordinary oil below 30, +1 at 30 and +2 at 50. Player Puppetmasters still equip and consume real oil. Unlimited supplies do not remove MP/TP costs, action cooldowns, charges, pet-family requirements or targeting checks. Existing pet spawning and family-aware Sic decisions remain in place, and the separately disabled Recruit Healing Waltz remains disabled while its client-crash investigation continues.

Local native tests cover representative player and Recruit ability access, below-level rejection, passive traits, emergency priority, combat stances and automaton cleansing. The earlier Summoner, Colossus, Corsair, job-memory and missing-spell-target regressions also pass with the rebuilt engine. Every newly admitted ability has not yet been observed with a player client; that remains a follow-up verification limit.

October 18, 2026 7:12 AM CST

Auction House: Unlimited Listings Without Automatic Returns

The seven-listing limit is removed. Players can keep any number of items or stacks on the Auction House, and unsold listings remain active until they sell or the seller cancels them. The scheduled seven-day return is disabled, so age alone no longer sends unsold items to the delivery box. Normal sale proceeds and items from manual cancellations still use delivery. Existing active listings receive the same rules; items already returned before this update are not automatically relisted.

The website now shows Currently for sale with your active listing count in place of AH slots. Its request validation also recognizes the server’s zero-limit setting as unlimited; previously that value incorrectly rejected every new website listing. The in-game client keeps its six-entry sales pages, cycling to the next page each time you reopen the sales list. Website listings keep their existing pagination. The About page’s comparison and server settings now describe unlimited listings and no automatic returns for unsold items.

Local regression tests cover successful website listing requests with 0, 7, 8 and 1,000 existing listings, while a configured finite limit still rejects excess requests. Inventory ownership, authorization, normal transaction checks and purchase behavior remain in place.

October 18, 2026 7:12 AM CST

Gambit Crash Guard for Expired Spell Targets

The defensive elemental-magic reaction used by Rune Fencer Recruits and Amchuchu could crash the map server when a spell’s target was no longer present. The condition resolved the target and read its ID without checking whether that lookup succeeded. It now checks the spell and resolved target first, treating a missing target as a failed condition so the AI safely skips that reaction.

A local sanitizer test reproduced the original missing-target failure and verified the corrected condition against missing targets, missing spell data, valid self and other targets, non-elemental magic and non-casting states. The rebuilt server also passed the existing Recruit job-memory, player ability, Corsair, Summoner and Colossus regression suites. This correction does not alter valid defensive reactions or spell targeting rules.

October 18, 2026 7:12 AM CST

Recruit Job Memory and Player Gambit Safeguards

Recruit melee settings and both Support priorities are remembered per owner and job, independently of the player character's own job settings. Interface and support-chat changes save that job template, which replacements restore at spawn and retain across level synchronization. When several Recruits share a job, the most recently configured melee and Support choices supply that job's replacement template. Action switches use a separate lifecycle: every new Recruit starts ON with all automatic action categories enabled, and turning them off affects only that summoned Recruit. SMNs with no explicit Support selections continue using their default buff choices.

Master OFF sent Recruits through a follow-only path that skipped normal idle HP and MP recovery. That path now runs the same recovery checks while preserving the combat pause. Recruits continue following, recover out of combat after the usual delay, and cannot gain this recovery while the owner or Recruit has combat enmity.

Player Gambits no longer spend two-hour abilities automatically. The restriction covers the native Gambit dispatcher and older addon action requests, while normal manual ability use remains available. Recruit special-ability behavior is unchanged. Native tests cover replacement job memory, support chat, separate owner and player settings, paused recovery, and manual versus automatic player ability use.