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 Post subject: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 5:00 am 
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A new thread has been started in the Updates section of the official forums. The title of the thread is as follows:

[patch1.19] Patch 1.19 Notes

Proceed to the thread.

* All features are currently being tested, and are subject to change and postponement.
  The final version of the patch notes will be released when the patch goes live.


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 9:07 am 
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Boo yah, time to read.

EDIT:

Huge Summary for people at work, by no means an exhaustive list:

- Lots of quests, many company related.

- New salute emote once you join a compnay, specific to the company.

- D/cing in a dungeon no longer boots you from the dungeon, you'll supposedly log back in near your party.

- Dungeons no longer require exactly 8 members, you can take 4-8. Difficulty will not change though. (Totorak is 2-4)

- Ifrit quest is repeatable. You will earn "greater rewards" for beating Ifrit entirely made up of people from the same company.

- Caravan escort missions are company specific. Limsa people can only do in La Noscea, Uldah people can only do it in Thanalan, etc.

- New low level non-instanced dungeon added in La Noscea somewhere.

- Airship fee varies by players highest class level. 5000 gil for Level 50.

- Personal Chocobo = Join Company + Pay 3000 Seals. Chocobo name limit is 12, not 10.

- On screen UI button near the inventory/emote button that will call your chocobo, instant and no recast time, as long as you are not within city walls or in combat.

- Rental chocobos are 800 gil and last 10 minutes.

- Monsters will aggro and attack you while you are on a chocobo. You will take less damage than normal, however being hit from behind will cause a chocobo to slow down. If you are hit too many times, the chocobo will buck you off.

- 4 guildleve allowance tickets every 12 hours, can hold up to 99. Will start with 8 the first time you talk to a leve counter, and then you will start to accumilate them. Leve tickets are shared between all types of leve (guildleve, locallevel, and company leve)

- Leve counter will change what leves it offers as soon as you complete or fail any leve quest, as well as whenever you gain any tickets.

- All failed leves can be retried immediately at the cost of one leve ticket.

- Faction Leve NM loot is now in the chest, instead of that nonsense trading in runestones.

- Physical levels abolished, rank is now level and skill is now exp.

- Stats are now on a fixed curve per class, the curve is also higher than before (your level 50 stats will be higher).

- Class abbreviation change: GLD → GSM, CON → CNJ, TAN → LTW

- Exp formula changed because of the new EXP Chain system, basically works exactly as it did in FFXI.

- New mobs and NMs added.

- Can now "claim" multiple mobs. However claim is not the correct word, because any player can attack any monster regardless of who is attacking it. However, only the first party to touch the monster will recieve any exp/loot from it.

- Levequest/instanced monsters work as before, only people on the quest can see/touch it.

- You now get full exp for defeating an enemy who did not have full HP. (This sounds exploitable?) However, the only way to "unclaim" an enemy is for the entire party to die or to pull the monster outside of it's territory so that it returns.

- New Link system. Fighting monsters that are collectively weaker than your party will cause the monsters to "call for help". Additional monsters will join the battle until their strength equals yours.

- You get large exp bonuses for defeating monsters that have linked in this way. +25% EXP per monster per link.

- Exp chains are in, works exactly the same as in FFXI. Monster must be same level or higher, you'll get more and more exp bonuses as you defeat them faster. Highest is +50% exp per monster at 10 seconds per monster. Chat log will display actual +XX% bonus for your gained exp.

- After being raised you must wait 7 seconds before you can perform any ability. (?)

- You can no longer select your next action before the current one has completed (I worry that this will make lag a huge deal...)

- "Guard" has been abolished. Shield blocking is now automatic based upon shield stats.

- Battle regimens are gone, the UI button and even configuration settings for it have disappeared. Will be revamped and re-added when the job system is.

- Lots of WS/ability balancing. Featherfoot gives MP regen, Maim nerfed (again), Multishot nerfed (attack boost abilities will share their boost across each arrow instead of applying to all arrows separately).

- Aegis Boon + Deflection increased from 15 to 30 seconds!!! The hell? lol, lets just make gladiators permanently invincible with a tower shield equipped.

- Spells can no longer be cast while in passive mode. (? They couldn't anyway?)

EDIT: That was a typo and SE have changed the patch thread. It now says that you CAN execute spells whlie in passive mode. It also says any ability that is used on yourself or party members (ie: not on an enemy) can also be used in passive mode.

- HP/MP regen no longer works while incurring enmity! No more mage resting mid-fight.

- HP/MP regen no longer works while moving, only when stationary. Regen speed will increase the longer you remain still.

- Switching between passive/active is now faster and animates properly while moving.

- Additional inventory, 100 > 200. Retainers 100 > 150.

- Recipe changes from the last post.

- "Dated" equipment (equipment made using the old recipes) will have different stats from new equipment.

- New items, etc. Various items and item categories renamed.

- Magic Potency has been split into: Attack Magic Potency, Healing Magic Potency, Enhancement Magic Potency, Enfeebling Magic Potency

- Various changes to how attack/defense etc all work. Magic defense is now magic evasion. ? resist spells entirely instead of reducing damage?

- VIT and PIE (not MND) now increase HP and MP. VIT/PIE on gear will increase your HP/MP.

- HQ Gear will now displaay actual final stats instead of original stats + stars.

- Gear damage now only reduces stats once the gear hits 0%.

- Precentage HP/MP+% removed from egg caps due to new maximum HP. Now a static increase (about 40).

- Materia system added. Might want to re-read some of the old posts rather than me rewording everything here.

- Works basically same as they said before. Turn 100% spiritbond gear into materia, attach materia to gear. 1 Materia onto gear = 100% success rate. Up to 5 can be attached but each successive piece of materia reduces the success rate. A failed materia synth will destroy the weapon/armor.

- Attaching materia needs a crafter capable of it (has done the quest for the key item), of the right level (is high enough to repair the item), the materia itself, and a "catalyst" compatible with the materia you want to attach. Catalyst items are only obtained via gathering.

- Now only possible to obtain either NQ or +3 items while gathering.

- There is no longer a penalty for gathering for a long time.

- NPC now repairs items to 99%. Cost of repair is static for all items, based upon the items level. Level 41-50 items cost 5000 gil always.

- Dark matter prices reduced. Grade 5 is now 3500 gil. G4 is 1500. G3 is 700. G2 is 300. G1 is 50.

- Dark matter prices in seals at companys also reduced by about half.

- New items available for company seals, including "uniform" style gear for each company, and gear that increases the rate of spiritbond (materia generation).

- Vendor and repair NPCs are now at all aytherite camps.

- Lots of new NPC shops set up everywhere. Each NPC seems to sell gear specific to particular classes/crafts.

- Item names now shown in particular colors due to item rarity. (WoW style)

- Because of this, equipped and unequippable gear now longer show in green/gray. Instead, an X is drawn on gear icons you can't equip, and a small gold mark appears next to gear you have equipped.

- Players who are capable of creating materia (high enough craft and done the quest and own the key item) can see extra information on items relating to it's spiritbond and whether the gear can be converted or not.

- You can now optionally choose to "toggle" the macro bar instead of holding the key for it. E.G.: Pressing CTRL will make the macro bar appear, and stay on screen, allowing you to press 1 2 3 etc to trigger macros instead of abilities on your action bar.

- "Battle mode target mode" -- You can only tab through enemies that are currently engaged.

- Can now force the game to only render at 30/60 fps if you want. (lol why? I guess for PS3?)

- /Tell sound effect.

- Can now toggle chat log font size between small, medium and large. Previous font size was medium.

- There's now a separate volume slider for environmental effects. You can now turn down/off all the annoying wind and chirping sounds.

- A lock button on the UI will prevent you from being able to move any UI widgets around accidentally.

- The command /bt (/battletarget) will target the nearest enemy to you that you are incurring emity from, regardless of any other targetting options set.

- New macro placeholders for selecting targets. <stpc> <stnpc> <stenemy> <stenmity> <stparty> <lastat>. Lastat will target the last enemy to hit you.

- Retainers will now automatically return home (disappear from the wards) after 7 earth days. Updating your bazaar will reset this timer back to 7 days.

- NMs now have their own icon on the mini-map.

- When looking at gear in menus/etc, the difference between that gear and your currently equipped gear will be displayed in green or red brackets (+2) (-1) etc.

- The 10 minute "log back in" limit/bug after a disconnect has been fixed/removed. Can now immediately log back in.


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 9:51 am 
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holy hell lol, aint even a good fraction of the way through, but hot stuff already. some of my thoughts

1) behests every half hour again! yay

2) "Ifrit Bleeds, We Can Kill It" harharhar

3) "The Thousand Maws of Toto-Rak 4 Members → 2-4 Members", can farm this with a mule now haha

4) "When players within an instanced raid are forced to log out due to a lost connection, they will now respawn near their party members upon logging back in." there ya go rid

5) "Ifrit battles are party-based and feature rare weapons and armor as rewards.

Those who defeat Ifrit in a party formed exclusively of members from their own Grand Company will earn greater rewards." yay to having glowy armor, fucking boo to having to find 7 ppl who aligned with the your nation, hope lotsa ppl pick grid =/

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 10:02 am 
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I'm glad there is more company quests. It seems like I don't have to worry about completing the dungeon again to get my last 250 for Limsa.

Quote:
Players may only pledge their allegiance to a single Grand Company. Once they have done so, players may not do the following:
Leave their current company or join another.
Accept another company's quests.
Use seals earned while a recruit of another company.


Better spend those seals before picking your country!

Quote:
[dev1141] The following changes have been made to instanced raids:
Party size regulations have been adjusted.

Before After
The Thousand Maws of Toto-Rak 4 Members → 2-4 Members
Dzemael Darkhold 8 Members → 4-8 Members
* Instanced raid battle balance has not been adjusted.
When players within an instanced raid are forced to log out due to a lost connection, they will now respawn near their party members upon logging back in.
(Only if one or more party members remain in the instanced area.)
\

Finally! Rid will be happy to see this lol.

--

I'm glad there is a rank 25 Ifrit battle that's mandatory before the 45 battle. It will give us a chance to warm up. You get greater rewards when killing with people from the same company. I wonder if CKD should suck it up and join the same company?

Beastman settlements that require killing gatekeepers to enter, and have NMs lurking deep inside? Awesome! I miss having places like Davoi and Castle Oztroja.

Airships!!!

Chocobos!!! Also
Quote:
* The chocobo whistle has no recast timer.
<-- fucking win

Quote:
Attribute values will now be based on a player's current level and will increase automatically when a new level is attained. Player character growth will be affected in the following ways:
The growth curve has been revised, allowing for larger increases in attribute values upon attaining a new level.
Attributes will now have a more pronounced effect on a player's performance.
The impact of attributes will decrease as players rise in level; however, the benefits granted by gear will be increased.
Player accuracy will be increased slightly.
Race-based differences will be limited to the starting attributes.
Maximum HP will be relatively low during the early stages, but will increase at a higher rate than previously from around level 35.
The following changes have been made to in-game terminology:
Skill points → Experience points
Rank → Level


We all knew this was coming, and I am excited about it.

--

Exp chains + bonuses!!!!

100 more inv slots for characters, 50 more for retainers!

Gear can be dyed certain colors!

Quote:
Toggle Macro Bar
If the macro bar is hidden while the function is toggled on, pressing Ctrl will bring up the Ctrl user macro bar. Pressing the same key again will hide the bar.


Awesome! That means the controller with macros will work like it did in FFXI (where you don't have to hold CTR or ALT to keep the menu open). I don't use macros in FFXIV because it drives me crazy.

Also the type B keyboard commands make more sense to me. I might actually try playing with keyboard again. Using IJKL for camera movement was always annoying to me.



There is so much more i'm too lazy to post about. I am very excited for this. I'm gonna stay up all weekend and get ARC to 50 so I can focus on new shit next week.

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 10:07 am 
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why do i pay more money on an airship for being higher level, should be the opposite =P

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 10:13 am 
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Just spent forever basically typing up all the notable stuff (which is most of it, lol) into my first post. You guys who cry you can't get on the lodestone at work (use your phone or something lol) better appreciate. :P


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 10:14 am 
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Nice work Ket (as always) thanks for summing it up!

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 10:33 am 
Crumpet
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SE made a typo in their patch notes and has been changed.

The part that said:

Quote:
[dev1032] The following actions are no longer executable while in passive mode:
* All magic spells
* Actions which can be used on self or other party members

Now says:

Quote:
[dev1032] The following actions are now executable while in passive mode:
•All magic spells
•Actions which can be used on self or other party members

Nice.


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 10:51 am 
Meat Miq'abob
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I scanned through most of it, on my phone lol, man this is all very exciting :D

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 10:51 am 
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Yeah thats a nice change! I always hated having to toggle back and forth to toss a cure (when running through dungeon for example).

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 11:00 am 
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Ketrebu wrote:
- HP/MP regen no longer works while incurring enmity! No more mage resting mid-fight.


don't think that's what its saying, it is worded fucked up though

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 11:05 am 
Meat Miq'abob
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read some of the stuff ket put down. lol I really need to get my shield up to 50 >.> i guess i may shift from leveling up my archer to leveling up something with a shield. I wonder how xp will be like after the patch lol.

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 11:28 am 
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Quote:
HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle.

Regen only while stationary.

Quote:
Players will not automatically recover HP and MP when incurring enmity

Cannot regen while on a monster's hate list.

Sounds pretty clear cut to me. If enough people cry about it on the SE forums though a mod will probably clarify it.


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 11:41 am 
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Maim nerfed again? I stopped reading there. F*ck this stupid patch.

"Recast time reaised from 10 to 60 seconds" What the hell are they thinking? Maim is the only way I can solo NMs because it does 1000+ damage and let's me Bloodbath myself. If it misses even once, I'm dead. I can't deal with that.

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 11:45 am 
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yea, not AUTOMATICALLY during battle, you'll have to be stationary in battle to recover mp. there's no way they'd make it impossible to regen mp in battle (i fucking hope haha). imagine an entire batraal fight where no one recovers any mp lol "out of mp, afk the rest of the fight, seeya all later!"

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 12:17 pm 
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I think it's stupid too (you could regain MP in battle even in FFXI) but I seriously think that's what it says, lol. By "automatically" it's referring to the automatic regen, implying that you can still regain in battle manually (ie: by performing an action, like drinking a potion).

I think being KO'd resets hate though. If this turns out to be true you can take turns dying so that you can rest MP after being revived, lol.

Also, apparently Featherfoot regens MP now, not that that makes any sense.


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 12:30 pm 
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Hmm, did I really miss this? Or has SE ninja edited it in later? About the extra inventory space:

Quote:
Please note that this is a temporary measure that will remain in place only until the UI is fully overhauled.

* Provisions are being made for item relocation when the additional space is removed.

i.e.: The extra 100 slots and extra 50 slots you get per retainer is temporary space, and will be taken off of you again once we overhaul the inventory system. (You won't lose any items, they'll end up somewhere else... hopefully a mog house)


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 2:53 pm 
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Whisp wrote:
Maim is the only way I can solo NMs because it does 1000+ damage and let's me Bloodbath myself.


Unfortunately, Whisp. I'm sure that's part of the reason for the nerf. I doubt they really want individual classes soloing NMs. lol.

A lot of these changes are pretty nice. The no getting mp mid fight sucks, but maybe they are factoring in the idea that our stats are all gonna be buffed as a result of the physical level removal and such. Remember the hp/mp of the people in that Ifrit fight. May also have more of those random gain mp moves and such.

These notes also make me think we really should try to be at a single town, so hopefully those not going to Limsa won't get fubarred too much.

We're also going to have to make sure that we have all the crafting jobs covered for specializations for materia purposes, if that "select only one crafting job" thing was meant for materia. I still need to decide between weaving, goldsmithing or carpentry. Ruby has weaving down, even though that's my highest, so I may pick to goldsmithing or carpentry instead.

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 3:02 pm 
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Ridere wrote:
These notes also make me think we really should try to be at a single town, so hopefully those not going to Limsa won't get fubarred too much.


I actually don't think it'll be that big of a deal.

Firstly, there's already a giant cry thread on the official forums about the "greater rewards for people from the same company" Ifrit quest thing, they're either going to clarify it or qualify it.

Secondly, I re-read the patch notes and it quite clearly says you the quest will "feature rare weapons and armor as rewards" before it mentions the "greater reward" for groups who are all in the same company. I'm actually willing to bet that chances are it'll be something like earning bonus company seals in addition to the quest drops.

I dont think it's going to be a case of "no same company? no Ifrit weapon for you."


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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 3:05 pm 
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Im curious to see what the company gear will look like. maybe the limsa gear will all look like artifact RDM armor from ffxi :D

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 Post subject: Re: Patch 1.19 Notes (09/30/2011)
PostPosted: Fri Sep 30, 2011 3:10 pm 
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Well, all I know is that I loved the look of those Rank 10 shirts you got in FF11, and so if they are doing company-themed gear, I'm happy I'm going with Limsa.

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