October 18, 2026 7:12 AM CSTGambit Crash Guard for Expired Spell Targets
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 CSTRecruit Job Memory and Player Gambit Safeguards
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.
October 18, 2026 7:12 AM CSTRecruit AI and Colossus Combat Corrections
Recruit AI and Colossus Combat Corrections
Support Summoners were maintaining their Wards without issuing Assault, leaving their avatars idle between Blood Pacts. They now send avatars against the leader’s engaged target while keeping Wards and backup healing ahead of ordinary damage. A useful high-level damage avatar stays summoned instead of being replaced just to change its damage family.
Ordinary damage Pacts preserve 15% of maximum MP, with a minimum of 8 MP, plus three avatar upkeep ticks. Summon planning also includes the cost of replacing a different avatar before using its Ward. Needed healing and Wards can use the reserved MP. Astral Flow now follows its existing emergency or boss decision with the current avatar’s matching ultimate Pact, subject to its real MP requirement and recast; ultimate Pacts consume the remaining MP.
Healer and support profiles now use Dia I when their job or subjob grants it, the leader is fighting a live target, and at least 25% MP remains. Existing Dia, including higher tiers, and Bio prevent another automatic Dia cast. DRK no longer schedules Bio, and RDM uses Dia I instead of its Bio alternative or Dia II. The current BLM planner was checked and does not select Bio.
Scholar recruits were skipping the spell-completion cleanup that consumes one-cast stratagem effects for players. They now use that same cleanup: one Accession makes one compatible spell affect nearby party members, and a following buff needs another Accession. Normal charge and recast rules still apply.
Colossi had five-times-size models but ordinary combat radii, which could leave players seeing out-of-range errors beside their enlarged bodies. Their hitboxes now scale by the same factor, covering the native melee, weapon skill and ability range checks. Respawning or reloading the script does not multiply the radius again. All 82 Colossi are also docile: proximity, sight, sound and other automatic detection do not start a fight, and they neither receive nor initiate links. They still retaliate when attacked.
Moving Colossi now produce a visual-only ground-shake effect for nearby players. The effect requires movement, runs no more than once every two seconds, and stops when the creature stands still. The existing Quake Stomp camera effect was confirmed on Dynamis; playing its visual does not execute the move or grant its Boost effect.
Living Colossi are explicitly eligible for Wide Scan. They use a blue marker and their Colossal name through the client’s custom-name scan entry, instead of the ordinary creature name from the client data. Normal scan range and floor restrictions still apply. Longer names use the protocol’s fixed-width scan name field.
These changes passed isolated native combat tests and script regressions. In-game confirmation with player clients, including positioning around enlarged models, remains part of follow-up verification.
October 18, 2026 6:40 AM CSTLauncher 1.6.5: Server Build at a Glance
Launcher 1.6.5: Server Build at a Glance
The launcher now shows Build and the current Titan server revision directly beneath its launcher version in the sidebar, where it stays visible on every tab. This gives us a shared build reference when checking reports or confirming which server revision is available.
The value comes from the server and refreshes automatically with the launcher’s 30-second status check, so a changed revision appears without downloading another launcher. If the status service is unreachable or does not supply a valid revision, the value shows Unavailable rather than leaving an old build on screen. Longer revisions are shortened to fit, with the full value available on hover. The final 1.6.5 launcher and installer are Microsoft Artifact Signed.
October 18, 2026 6:09 AM CSTDynamis Test: Separate Automatic Action Controls
Dynamis Test: Separate Automatic Action Controls
The new per-action Gambit controls are available on Dynamis for testing before the combined Titan patch. With the TitanGambits 2.4.16 test copy, your character and each owned Recruit have Auto-WS, Auto-RA, Auto-Abilities and Auto-Spells buttons. Green means enabled and red means disabled, with changes confirmed by the server. An individual row's OFF switch disables all four; ON enables all four so you can then adjust them separately.
Players start OFF with all four categories OFF for the first rollout, then retain their choices per character and main job through logout. Each new Recruit starts ON with all four enabled, and its action switches are temporary for that summoned Recruit. Recruit melee and Support priorities retain their separate job preferences. The master pause still takes precedence. Individual Recruit OFF now pauses its automatic AI instead of restoring default combat behavior.
Player actions keep normal spell and ability access, TP, MP, ammunition and item requirements; automatic ranged shots consume real ammunition. Player two-hours remain manual, while Recruit ammunition and virtual supplies are unchanged. Live Titan and the public launcher addon release remain unchanged until the existing sudo patch is activated.
October 18, 2026 5:04 AM CSTRecruit Guide and Search Descriptions Brought Up to Date
Recruit Guide and Search Descriptions Brought Up to Date
The website guides already described individual job cooldowns, but the search and sharing description still advertised the retired 15-minute recruitment command. That description is now corrected wherever the site supplies page metadata.
The Recruit guide now explains the current equal-chance draws among available jobs in each role pool, replacing the old weighted percentages. !recruit looks for a missing Tank, Healer and Support before filling with DPS, skips exhausted pools, and has no shared cooldown. Each successfully recruited job starts its own 30-minute timer for non-GMs, saved through logout; failed summons use no timer. You can call the same job again after its timer expires while keeping the earlier recruit. World anchors are unchanged.
Older Development Log entries remain dated history, with a note linking readers to the current recruitment rules. This is a website information correction; the recruitment behavior itself has not changed in this update.
October 17, 2026 10:15 PM CSTGathering Available from Level 1
Gathering Available from Level 1
Mining, Logging, Excavation and Harvesting now work from main-job level 1 in every supported gathering area. Nine zone tables had a hidden level-20 requirement, including Gusgen Mines. Below that level, the shared gathering code always returned nothing while still allowing tools to break; repeated failures also left the gathering point in place. Titan no longer applies that level check.
Normal success rolls, item tables, tool breaks, equipment and Fieldcraft mastery bonuses, daily limits, depletion and point relocation rules remain in place. Level 1 access does not guarantee an item on every attempt, and you still need the correct tool and inventory room. Fishing and Chocobo Digging have separate systems and are unchanged by this HELM correction.
The real Lua trade path was checked at levels 1 and 75 across all 42 configured gathering zone/activity combinations, including all nine formerly gated tables. Tool breakage, full inventory, failed item insertion and the optional action wait were also tested. Dynamis and Titan verified the updated running gathering code without restarting game services. A live player gathering attempt remains a follow-up check.
October 17, 2026 9:25 PM CSTManual Job Recruitment for Everyone
Manual Job Recruitment for Everyone
You can now recruit a specific job with commands such as !war and !whm, or choose its matching button in TitanGambits. Each non-GM character has a separate thirty-minute cooldown for each manually recruited job. The timer starts after a successful summon and continues while you are logged out. Other ready jobs remain available. GMs bypass these timers; Dancer recruitment remains disabled for everyone while its crash issue is investigated.
The shared fifteen-minute !recruit lockout is removed. Auto-recruit randomly selects ready jobs, first filling missing Recruit Tank, Healer and Support roles, then filling the remaining spaces with DPS. Pools without a ready job are skipped, so a party can receive more than two DPS. If DPS jobs are exhausted, other ready jobs can fill the remaining places. Existing party members are kept, and no job whose timer is still running can be selected.
After a job’s timer expires, you can recruit that job again even if an earlier Recruit of the same job is still with you. Calling the job command directly therefore allows multiple Recruits of that job over time, up to the normal six-member party limit. You must lead your own party, have room and satisfy the existing area, combat, enemy-hate and encounter restrictions. Failed or rejected summons do not start a job timer. Human-facing recruitment confirmations and errors use Titan’s Emotes channel, shown in Window 2 with the usual Titan chat filters.
TitanGambits 2.4.15 replaces the editable five-priority controls with color-coded Tanks, Healers, Support and DPS groups. Each job button shows READY, its individual countdown or DISABLED for Dancer. The auto-recruit button has no shared countdown. Status is refreshed from the server, including after commands typed manually. Close FFXI and let the launcher install the addon update. World Recruit spawn points, recruiting through their NPCs and automatic encounter fills keep their existing rules. Older addons continue receiving normal chat confirmations without exposing the new timer-status messages in chat.
Local checks cover all job commands, independent and expired timers, saved-timer reuse after reconnect simulation, GM bypass, five same-job Recruits, balanced pool fallback, full parties, non-leaders, failed spawns and encounter rejection. Thirty-one native-engine tests and the addon’s timer-protocol and grouped-button tests passed. Dynamis and Titan accepted the Lua update without restarting game services, and their running command tables were verified. A full player-client visual walkthrough of the new Recruitment tab remains a follow-up check.





















Moon: Pending
RSE: Pending
Ferry: Pending
Server: Checking







