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Development Log

Titan Development Log

October 17, 2026 11:52 AM CST

Homepage: Content Visible Without Scroll Reveals

Homepage sections and cards now appear immediately instead of fading and sliding into view as you scroll. The scroll-triggered reveal effect has been removed, so content stays visible when browsing up and down the page. Carousel navigation and the existing page layout remain unchanged.

October 17, 2026 10:48 AM CST

World Page: Expandable Widgets

The World page now starts with eight compact widgets for Titan Linkshell, Mercantile Guild, /yell, World Events, NM Log, NM Spawn Status, Carbuncle’s Ruby and Current Weather. Click or keyboard-activate a widget header to expand it, then click again to shrink it. You can keep several sections open at once; each fresh page load starts collapsed.

Section shortcuts and direct links open the matching widget before scrolling to it, including links from the homepage’s Carbuncle’s Ruby finder. Existing chat feeds, weather readings, NM searches, sorting and pagination remain available inside their widgets. This changes the page layout without changing game behavior or requiring a server restart.

October 17, 2026 10:42 AM CST

Adventurer Profiles: Section Order

Character profiles now display Overview, Bazaar, Achievements and Missions first, followed by the Equipment, Professions and Jobs group. Dynamis Victories and Avatar Unlocks have moved below that group, in that order. The existing panel styling, clear records and learned avatar pacts are unchanged.

October 17, 2026 10:39 AM CST

TitanGambits 2.4.8: Shared Header Controls

Gambits ON/OFF and Recruit now sit together in the shared header, above the sidebar and tab content. Both controls remain visible on every tab, including Info, Inventory and Settings, and their old copies have been removed from the tab bodies.

This follows the approved preview and keeps the existing behavior: Gambits pauses or resumes your character and owned Recruits, while Recruit retains its party-fill action, full-party restriction and cooldown. Native window collapse still reduces the addon to its title bar. The change passed all seven tab render checks and master-pause and command-delivery regressions; final in-game appearance remains a player smoke check. Close FFXI and let the launcher install TitanGambits 2.4.8. No game-server restart is needed.

October 17, 2026 10:32 AM CST

Adventurer Profiles: Avatar Unlocks

You can now check learned avatar pacts on each adventurer’s profile, directly below Dynamis Victories. The compact ledger uses the same panel design and lists Carbuncle, the six elemental avatars, Fenrir and Diabolos, with an unlocked total and selectable quest details.

An avatar is marked Unlocked only when the character has learned its summon spell. A battle win or a whisper alone does not count: if the quest offers a choice of rewards, claim the avatar pact to unlock that summon. Carbuncle is tracked through its quest-granted spell. This shows permanent unlocks, not whether the current job, MP or location permits casting right now.

October 17, 2026 10:22 AM CST

Adventurer Profiles: Dynamis Victories

Each adventurer profile now has a compact Dynamis Victories ledger below Missions. It uses the same panel borders, heading style and full-width grid alignment as the other profile sections. All ten Dynamis zones are listed, with a clear total and clickable boss and key-item details.

Clear status comes from the character’s owned clear key items, rather than boss-kill announcements or merely having seen an item. Defeating the boss and examining its ??? records the clear. Unavailable data is labeled explicitly, and no completion dates are invented. On narrow screens, the Boss column is hidden to keep the ledger compact; selecting a zone still shows its boss and key item below.

October 17, 2026 9:39 AM CST

TitanGambits 2.4.7: Inventory Browser

Inventory now has its own tab below Info, using the compact item-list layout previewed with the community. Optimize Gear and Sort Inventory have moved into that tab, leaving Gambits and Recruit controls at the top.

You can search loaded items by name, filter by container or choose equipped items, gear and other items. Each row shows its container, equipped status and stack quantity. Selecting a row shows the item name, location, item ID, level and resource description when available. Equipped items are marked in green. Duplicate copies in different containers remain separate entries.

The list refreshes while the tab is open and uses the current character’s client-loaded contents. Containers that are unavailable or still loading are identified, and stack quantities are kept separate from occupied-slot counts. Browsing does not move, equip or discard anything; Optimize Gear and Sort Inventory still use their existing server-confirmed commands.

The addon passed LuaJIT inventory-reading, filtering, narrow-window and command-delivery checks. Actual in-game appearance still needs player confirmation. Close FFXI and let the launcher update TitanGambits to 2.4.7. This addon release requires no game-server restart.

October 17, 2026 8:59 AM CST

Dynamis Test: Recruit AI and Colossus Combat

The Recruit AI and Colossus corrections are now installed on Dynamis for invited testers. This is a test-server rollout only; the live Titan game server still uses its previous release. The same build passed 25 isolated native combat tests. Player-client checks on Dynamis remain the next verification step.

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.