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Development Log

Titan Development Log

October 23, 2026 3:58 PM CST

Dynamis: Automatic Party and Alliance Clears

Dynamis victory ??? targets could grant clear key items to players who were not in the group that defeated the boss, including later arrivals. All ten Dynamis areas now award their clear key item automatically when the actual level-75 boss dies. The killing player's party and alliance members receive credit if they are in that Dynamis zone at the time, including members who are KO'd. Unrelated players, players in other zones and later arrivals receive no credit. Examining a ??? no longer grants a clear, and existing earned key items are preserved.

Boss-pop hints now use the native Emote channel in all ten areas, and each boss guide target is restored when a new run starts so cleanup cannot leave it hidden. The six city and northern areas name the required Bijou, and Tavnazia names Herald's Juju for Diabolos. Valkurm, Buburimu and Qufim retain their existing progression and explain that no spawn item is required. Buburimu and Qufim's boss references were also corrected: their old progression IDs now belong to ordinary Nightmare monsters in the current entity catalog.

The spawn-item audit found existing placed loot sources for all seven item-pop areas, so this update adds no new drops or drop-rate changes. Jeuno retains its earlier 15% Roving Bijou roll on ordinary Vanguard kills. Local checks cover all ten areas, all four original Diabolos variants, full-alliance credit, KO'd members, solo kills, unrelated players, duplicate callbacks, repeat spawns and reward-free ??? interactions. Installed callbacks are checked during activation; a complete player-run clear of every area remains to be confirmed.

October 23, 2026 3:52 PM CST

TitanHub: Automatic Resolution Sizing

TitanHub can now size its text and controls to the active game window. Automatic is the default until you choose another mode, and it adapts when the game resolution changes. The Appearance & Layout section also offers saved 720p, 1080p, 1440p and 4K presets at 70%, 100%, 130% and 200% size. These read the game window rather than the desktop or background rendering resolution.

The sidebar follows the selected size, recommended window dimensions stay within the game viewport, and sizing changes bring an offscreen main window back into view. The selected size button is bright green; the other choices are dim green. Automatic adjustment does not repeatedly save your settings. The sizing and existing control checks passed, while visual confirmation on physical displays at each resolution remains pending. Update through the launcher and reload TitanHub outside dialogue; no game-server restart is required.

October 23, 2026 3:31 PM CST

Dynamis: Emote Hints, Jeuno Clear Target and Bijou Drops

Boss-pop hints in San d'Oria, Bastok, Windurst, Jeuno, Beaucedine and Xarcabard now use Titan's native Emote channel, following the approved Window 2 log routing. Each hint names the required Bijou and the boss it summons. Examining these pop targets gives guidance rather than invoking the victory-reward handler; existing trade checks are preserved.

After a verified Goblin Golem kill, Jeuno could fail to offer the Hydra Corps Tactical Map because its configured victory ??? was absent from the current NPC catalog. A real victory target now appears at the boss's death location and awards the normal key item and title when examined. New-run initialization hides and invalidates the old victory target, so an earlier kill cannot grant a new run's rewards. The missing target for the reported earned kill was restored without requiring another fight.

Jeuno's existing loot data listed Roving Bijou on two named monsters but omitted ordinary Vanguard mobs. Normal Jeuno Vanguard kills now have a 15% chance to add one Roving Bijou to the treasure pool. The roll runs once per qualifying kill; pets, bosses and named monsters retain their existing loot behavior.

Local behavior checks cover all six hint channels and senders, unchanged trade callbacks, earned and invalid clear targets, repeated callbacks and drop-roll boundaries. Server activation verifies the installed callbacks; in-game hint display, reward collection and naturally rolled loot still need player confirmation. No game-server restart is required.

October 23, 2026 3:20 PM CST

Dynamis Jeuno: Restore the Boss Pop Target

The boss ??? in Dynamis Jeuno could remain hidden after a previous run because cleanup hid the zone's NPCs and the run-start code did not restore this target. New runs now restore the Goblin Golem pop target. The hidden target in the reported active run has also been restored without restarting the server.

Examining the boss ??? now explains that one Roving Bijou summons Goblin Golem. It no longer calls the era victory handler when examined; the existing trade and spawn checks remain in place. Local checks cover entry from outside, run initialization from inside Dynamis, GM initialization, other zones, the hint and trade delegation. In-game display confirmation remains pending.

October 23, 2026 3:12 PM CST

Dynamis Windurst: Boss Pop Requirement Hint

The boss ??? in Dynamis Windurst did not explain how to summon Tzee Xicu Idol because its trigger was routed through the era victory handler, which returned without showing a pop hint. It now tells players to trade one Divine Bijou. The existing trade and spawning checks are unchanged, and the separate victory target still handles earned clear rewards.

The hint was checked against the active pop table and item data. Lua checks confirm that examining the ??? displays the hint without invoking the victory handler and that trades still use the existing spawning path. In-game display confirmation remains pending.

October 23, 2026 2:51 PM CST

TitanHub: Longer Collision Safeguards and Quiet Plugin Loading

A repeat Dynamis San d'Oria test still froze with TitanHub 2.4.159. The same player then entered successfully with red Collision ON selected, which leaves normal character blocking enabled and turns TitanHub's walk-through changes off. The earlier safeguard did not resolve this report.

TitanHub 2.4.160 restores its owned collision flags as soon as an NPC is targeted or an interaction begins. Collision updates now remain paused through the event transaction, including string-based events, and wait for two continuous seconds of normal control after completion before resuming. Event-update acknowledgements cannot end that pause. The local player is also excluded by entity index even if its spawn flags change during a scene.

Bounded diagnostics now record collision pauses and actual flag-write counts to support the next gameplay test. Seventy-three automated checks passed, plus the existing pet collision regressions. The corrected build still needs an in-game replay with green Collision OFF selected; these checks do not establish a fix for the separate Cid, ferry, Promyvion or blue mage reports.

Routine PacketFlow and TrueFPS load announcements issued by TitanHub are now hidden using the actual Ashita message format. Plugin failures and warnings remain visible. Saved FPS, PacketFlow, cutscene and collision choices are preserved. Update through the launcher and reload TitanHub outside dialogue; no game-server restart is required.

October 23, 2026 1:40 PM CST

TitanHub: Collision Cutscene Guard and Restored Controls

Dynamis San d'Oria entry repeatedly stalled with TitanHub loaded. The same character entered successfully after TitanHub was unloaded, and a separate replay succeeded with TitanHub's walk-through collision feature disabled. Those tests isolated collision handling as the trigger; changing FPS and disabling enternity had not prevented the reported stall.

The collision updater had no NPC-event safeguard and could reapply its render-flag changes while the client was running a cutscene. TitanHub now restores only the flags it owns before an NPC interaction and when an event begins, pauses collision updates throughout menus, cutscenes and zoning, and resumes them after normal control returns. Saved collision preferences are preserved.

The four FPS choices, PacketFlow controls and Normal/Instant dialogue controls are back at the user's request following that isolation test. Saved selections are preserved, and 30/60 Hybrid is used only when no FPS preference exists. Instant advances dialogue through Enternity; it does not skip every cutscene or animation. PacketFlow retains its previous guarded behavior during cutscenes and zoning.

TitanHub 2.4.159 is available through the launcher. Sixty-seven automated behavior checks passed, along with saved-preference checks and the existing player, Recruit and pet collision regressions. The corrected build still needs an in-game replay with walk-through collision enabled; the successful collision-disabled test does not verify that build. Update through the launcher and reload TitanHub to use it. No game-server restart is required.

October 23, 2026 12:37 PM CST

TitanHub: Independent PacketFlow and Cutscene Controls

The Connection section, PacketFlow buttons and Normal/Instant cutscene buttons have been removed from TitanHub. It no longer loads, unloads or automatically switches PacketFlow or enternity during startup, zoning or cutscenes. Previous saved choices no longer control those plugins. The diagnostics checkbox is now in its own section.

Players can choose enternity independently through the launcher or use /addon load enternity and /addon unload enternity. Plugins already loaded in the current game session remain loaded; use /unload PacketFlow to disable PacketFlow immediately. The cause of the reported entry and cutscene hangs remains unconfirmed.

TitanHub 2.4.157 is available through the launcher. Update and run /addon reload TitanHub; no game-server restart is needed. Fourteen behavior checks passed, including saved preferences, startup, command handling and the Settings layout. In-game confirmation remains pending.