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Thread: Patch Notes 1.22     submit to reddit submit to twitter

  1. #1
    Yoshi P
    Join Date
    Jun 2007
    Posts
    5,144
    BG Level
    8
    FFXIV Character
    Fitz Everleigh
    FFXIV Server
    Excalibur

    Patch Notes 1.22

    I know parts of it have been posted in 3 different threads, but I figured we could condense it to one.

    Event
    [dev1001][dev1002] New sidequests have been added.

    http://i104.photobucket.com/albums/m...sidequests.jpg

    [dev1003] New Grand Company Quests have been added.
    http://i104.photobucket.com/albums/m...2/gcquests.jpg

    [dev1361] The following three Grand Company ranks have been made available. Rising in rank increases the number of company seals you can hold.
    http://i104.photobucket.com/albums/m...22/gcranks.jpg

    [dev1362] Party size restrictions for the following raids have been changed.
    http://i104.photobucket.com/albums/m...2/avccreqs.jpg
    * The difficulty of these raids has not been adjusted and remains at the original level designed for a full party of 8 members.

    [dev1363] New battles against the primal Garuda entitled “The Howling Eye” and “The Howling Eye (Hard)” have been added.
    These battles can be engaged in by undertaking newly released quests. Combat takes place within an instanced area, and defeating Garuda yields rewards for party members.
    http://static.finalfantasyxiv.com/to.../0b/4284_9.jpg
    http://i104.photobucket.com/albums/m.../garudareq.jpg
    * “Taming the Tempest” is a repeatable quest.
    *Players who exit the Howling Eye after a victory without claiming their rewards may enter again without restarting the quest.


    ≪Claiming Treasure Chest Rewards>≫
    Players who clear The Howling Eye (Hard) while in possession of the vortex fletchings item will be eligible to claim rewards from the treasure chest that appears.

    Party members other than those starting The Howling Eye (Hard) can participate in the battle without having vortex fletchings, but will be unable to claim rewards from the treasure chest that appears following victory.

    Rewards for completing The Howling Eye (Hard) include an item called a vortex headdress. Vortex headdresses can be collected and exchanged for the new Garuda weapons.

    Vortex headdresses are not automatically placed in player inventories, but rather will first appear in the loot list of the player receiving it. Though the items are untradeable, because they first appear in the loot list, players who have no need of them can opt to pass them on to other players.

    * Vortex headdresses will not appear as rewards for players who are not in possession of vortex fletchings.

    After collecting the required number of vortex headdresses, they can be exchanged by Rowena in the Merchant Strip of Ul’dah (5,4) for the Garuda weapon of your choice.

    [dev1216] New hamlet defense battles have been added.
    Hamlet defense battles bring numerous players together to combat threats posed by the beast tribes to the safety of the realm. There are two phases to this new content: a 50-hour non-combat phase where Disciples of the Hand and Land can enhance hamlet readiness for battle, and a 25-hour combat phase where Disciples of War and Magic can join the local militia and fight beastmen directly, while Disciples of the Hand and Land can aid in the effort in other ways.

    http://static.finalfantasyxiv.com/to...0b/4284_10.png

    ≪Preparing for Battle≫
    During the non-combat phase of hamlet defense, players will be asked to contribute to the hamlet’s stockpiles by crafting and delivering several different items. Hamlets begin the phase with a “supply rating” of zero. Each donation to the hamlet militia is converted into points, which are added to the hamlet’s cumulative total. When this total reaches a certain amount, the hamlet’s supply rating will increase. This rating not only determines the strength of the beastmen forces, but also the type of rewards offered during the combat phase. Currently, level 2 is the highest achievable rating.

    Individual Contributions
    Players of all four disciplines can contribute to a hamlet militia’s supply caches, with rewards given based on the type of contribution.

    *Disciples of War and Magic
    Completing level 45 caravan escort duty will benefit the corresponding hamlet’s supply rating.

    *Disciples of the Land and Hand
    Delivering items requested by the hamlet militia quartermaster, or any materia-enhanced weapon or piece of gear, will not only contribute to the hamlet’s supply rating, but will also earn you an anima boost based on the type of item donated.

    Disciples of the Land
    http://i104.photobucket.com/albums/m...2/dolitems.jpg

    Disciples of the Hand
    Militia Bow / Militia Sword / Militia Helm / Militia Gorget / Militia Longboots / Militia Leggings / Militia Poultice / Militia Rations

    Delivering Items
    Items are to be delivered directly to the militia quartermaster.
    http://i104.photobucket.com/albums/m...mrecipient.jpg
    http://static.finalfantasyxiv.com/to...0b/4284_11.jpg

    ≪Defending the Hamlet≫
    After the non-combat phase ends and the hamlet’s supply rating is set, the beast tribes will begin their march. For the next 25 hours, players of all jobs and classes will have multiple opportunities to join the local militia in fending off the invading forces.

    All battles are fought within instanced areas. A battle is won by either defeating the beast tribe leader, or protecting the hamlet’s four supply caches for the duration of the raid.

    *Currently, hamlet defense is only available in Hyrstmill. Similar content for two additional hamlets is set for release with patch 1.22a.

    http://static.finalfantasyxiv.com/to...0b/4284_12.png

    Players can join the local militia by speaking with the following militia captains:
    http://i104.photobucket.com/albums/m...letcaptain.jpg
    http://static.finalfantasyxiv.com/to...0b/4284_14.jpg

    Conditions
    http://i104.photobucket.com/albums/m...hamletreqs.jpg

    Battle Details
    Tasks are assigned to players based on their discipline.
    *Land: Enfeebling enemy forces via item delivery
    *Hand: Enhancing allied forces via item synthesis
    *War & Magic: Engaging the enemy in direct combat

    Battle Flow
    1. If the 50-hour preparation period is over and the call-to-arms has been sounded, form a party of 8 members and speak with the militia captain to enter the instanced area. Once the instance has been entered, jobs and classes will be locked and players will not be allowed to change their weapons or soul crystals.

    2. Disciples of the Land can help weaken the invading beastmen by collecting alchemical pots stored throughout the hamlet and delivering them, intact, to the militia quartermaster. Different pot combinations result in different enfeeblements, so communication with the front lines will be important when determining which type of enfeeblement is required when.

    Disciples of the Hand can help enhance the militia allies by crafting instruments of warfare with parts found in the hamlet, and then delivering the completed items to the militia quartermaster.

    http://static.finalfantasyxiv.com/to...0b/4284_15.jpg

    Disciples of War and Magic must engage the enemy in direct combat, drawing the invaders’ attention away from the unarmed Disciples of the Hand and Land, as well as the lightly guarded supply carts.

    3. After a certain amount of time, a powerful beast tribe leader will enter the fray. The leader will actively give orders to his soldiers, changing their current focus of attack.

    4. Protecting the hamlet’s four supply carts is the militia’s prime objective. The mission is deemed a failure if all four carts are lost.

    http://static.finalfantasyxiv.com/to...0b/4284_13.png

    5. If the militia is successful in defeating the beast tribe leader or protecting at least one of the carts for the duration of the invasion, the mission is deemed a success and a score based on overall performance is tallied.

    http://static.finalfantasyxiv.com/to...0b/4284_16.jpg

    6. Speak with the militia captain before leaving the instance to receive payment for services rendered. Rewards are not only based on performance during the battle, but also on individual contributions to the hamlet’s supply caches during the non-combat phase.

    7. During the 25-hour combat phase, the beast tribes will launch continued waves of attack on the hamlet. Players can join the militia as many times as they wish during this phase, as long as the aforementioned conditions for participation have been met.

    [dev1364] tems crafted as part of local guildleves have undergone a complete overhaul. Together with these changes, the names and descriptions of certain levequests has been changed.

    * Following the release of patch 1.22, it may no longer be possible to complete certain local guildleves undertaken prior to the patch’s release. Players who find this to be the case are asked to please abandon any such levequests.

    [dev1365] Performance-based rewards for local levequests have been altered in the following ways:
    *Successful completion of local levequests now yields one item regardless of performance.
    *Reaching a performance rating of 100 now yields one additional item.
    *Reaching a performance rating of 300 now grants the possibility of yet another additional item.

    In addition, the amount of crystals awarded has also been adjusted.

    [dev1357] New features have been added to inns.
    A private armoire capable of holding untradable items has been added.
    http://static.finalfantasyxiv.com/to...0b/4284_17.png

    Armoires are available in the inn of each city. The items listed below can be placed in the armoire and later removed at the time of your choice.

    *Job artifacts
    Gallant Coronet / Gallant Surcoat / Gallant Cuisses / Gallant Gauntlets / Gallant Sollerets / Temple Circlet / Temple Cyclas / Temple Gaskins / Temple Gloves / Temple Boots / Fighter's Burgeonet / Fighter's Cuirass / Fighter's Breeches / Fighter's Gauntlets / Fighter's Jackboots / Drachen Armet / Drachen Mail / Drachen Breeches / Drachen Gauntlets / Drachen Greaves / Choral Chapeau / Choral Shirt / Choral Tights / Choral Ringband / Choral Sandals / Healer's Circlet / Healer's Robe / Healer's Culottes / Healer's Gloves / Healer's Boots / Wizard's Petasos / Wizard's Coat / Wizard's Tonban / Wizard's Gloves / Wizard's Crakows

    *Seasonal events
    Dragon Kabuto / Crimson Dragon Kabuto / Golden Dragon Kabuto / Black Dragon Kabuto / Paramour's Pendant / Platinum Paramour's Pendant / Band of Eternal Passion / Peach Blossom / Pristine Egg Cap / Vibrant Egg Cap / Brilliant Egg Cap / Midnight Egg Cap / Chocobo Egg Cap / Pristine Egg Ring / Vibrant Egg Ring / Brilliant Egg Ring / Midnight Egg Ring / Chocobo Egg Ring / Red Summer Top / Green Summer Top / Blue Summer Top / Solar Summer Top / Lunar Summer Top / Red Summer Halter / Green Summer Halter / Blue Summer Halter / Solar Summer Halter / Lunar Summer Halter / Red Summer Trunks / Green Summer Trunks / Blue Summer Trunks / Solar Summer Trunks / Lunar Summer Trunks / Red Summer Tanga / Green Summer Tanga / Blue Summer Tanga / Solar Summer Tanga / Lunar Summer Tanga / Pumpkin Head / Unripened Pumpkin Head / White Pumpkin Head / Ripened Pumpkin Head / Reindeer Antlers / Reindeer Suit / Moonlet / Patriot's Choker

    *Achievement rewards
    Butcher's Crown / Chronicler's Crown / Paragon's Crown / Gambler's Crown / Saw of the Luminary / Hammer of the Luminary / Mallet of the Luminary / Gavel of the Luminary / Knife of the Luminary / Needle of the Luminary / Alembic of the Luminary / Pan of the Luminary / Pick of the Luminary / Axe of the Luminary / Rod of the Luminary / Maelstrom Escutcheon / Immortal Flames Escutcheon / Twin Adder Escutcheon / Crimson Standard Earring / Tipping Scales Earring / Lily and Serpent Earring / Crimson Standard Ring / Tipping Scales Ring / Lily and Serpent Ring

    *Bonus items
    Garlond Goggles / Onion Helm / Asuran Armguards / Hermes' Shoes

    Though use of the armoire is free, the following restrictions apply:
    *Only items in 100% condition can be stored.
    *Multiple items of the same name cannot be stored.
    *Stored items will have their spiritbond values reset to 0.
    *Hermes' Shoes cannot be stored for a fixed period (approx. one day, Earth time) following use.

    The same storage is accessible from the armoires in all three city inns. For example, an item stored using the armoire at the Mizzenmast in Limsa Lominsa can be retrieved using the armoire at the Roost in Gridania.

    Beds located in inn rooms can now be targeted. Selecting a bed now presents the following options:
    *Do nothing
    *Log out
    *Return to the character selection screen
    *Check the bed

    Inns can now be set as Return destinations.
    Speak to the NPC found at an inn entrance to set that inn as a secondary home point. Only one of the three inns can be set at a time. This is in addition to the one aetheryte destination setting that is also available as a primary home point.

    Setting an inn as a secondary home point becomes available upon completion of the following quests: “Waste Not Want Not” for the Roost in Gridania, “The Ink Thief” for the Mizzenmast in Limsa Lominsa, and “Ring of Deceit” for the Hourglass in Ul’dah.

    The entrance to the Hourglass inn in Ul’dah has been moved to the Merchant Strip (6,5)

    [dev1366] The following changes have been made to the Ul’dahn NPC Rowena:
    *The number of Kupo Nut Charms required to exchange for an item has been reduced from 20 to 10.
    *New items that can be exchanged for primal oblations have been added.

    [dev1367] The imperial stronghold Castrum Novum can now be seen in the Mor Dhona area (6,12)
    http://static.finalfantasyxiv.com/to...0b/4284_18.jpg
    * Castrum Novum cannot be entered as of patch 1.22.

    Battle
    [dev1369] Adjustments have been made to the manner in which damage reduction from shields is calculated.
    With this, it is now easier for blocks to take effect when fighting enemies of a level higher than your own.

    [dev1370] Casting effects of the following actions have been changed:
    *Ballad of Magi / Minuet of Rigor / Paeon of War

    http://static.finalfantasyxiv.com/to...81/4283_19.jpg

    [dev1030] Enemy distribution in the following areas has been adjusted:
    *Dragonhead, Coerthas Central Highlands
    *Brittlebark, Mor Dhona

    Item
    [dev1371] Several new items have been added.
    View the details.

    [dev1358] New materia varieties have been added:
    View the details.

    [dev1358] The attributes of the following materia have been adjusted:
    http://i104.photobucket.com/albums/m...eriaupdate.jpg

    * The attributes of materia already existing in-game will automatically change to reflect the above following release of patch 1.22.

    [dev1358] The following unique/untradable items have been made convertible into materia:
    Claret Coif / Claret Breeches / Helm of the Lone Knight / Mitts of the Lone Knight / Verdant Hora / Astaroth Cane / Canopus Bill / Canopus Shield / Templar's Falchion / Verdant Shortbow / Canopus Guisarme / Verdant Scepter / Alpine War Jacket / Warlock's Buckler / Solid Scale Mail / Revolutionary's Bliaud / Bladedancer's Jackboots / Warlock's Pattens / Ifrit's Claws / Ifrit's Blade / Ifrit's Battleaxe / Ifrit's Harpoon / Ifrit's Bow / Ifrit's Cane / Ifrit's Cudgel / Murderous Mogfists / Morbid Mogblade / Malignant Mogaxe / Melancholy Mogfork / Mischievous Mogbow / Malevolent Mogwand / Maleficent Mogstaff / Torturer's Monocle / Torturer's Duckbills / Warden's Barbut / Warden's Gauntlets / Brigand's Acton / Brigand's Gloves / Poacher's Hat / Poacher's Tunic / Ascetic's Halfrobe / Ascetic's Tights / Warden's Dagger / Charred Axe / Tidesplitter / Joukil's Guile / Unbreakable Knuckles / Tenfinger Tallstaff / Heart of House d'Arlendre / Waning Sun Pelta
    [dev1358] The method for indicating whether a gear slot supports materia-enhanced items has been changed.

    * The help text shown when an item search is returned will be updated accordingly in patch 1.22a.

    http://static.finalfantasyxiv.com/to...0b/4284_20.jpg

    [dev1385]The help text of the following job-exclusive gear has been revised to better indicate their actual benefits:

    http://i104.photobucket.com/albums/m...scriptions.jpg

    [dev1372] The attribute bonuses offered by the following gear have been changed:
    *Woolen Trousers / Woolen Trousers (Purple)
    *STR:+2 → STR:+3

    [dev1373] The recast time for the bonus effect granted by Hermes’ Shoes is now displayed.

    [dev1374] The effect of certain medicines has been adjusted.
    Recast time has been revised for the following:
    http://i104.photobucket.com/albums/m...recasttime.jpg

    Effect duration has been extended for the following:
    http://i104.photobucket.com/albums/m...ctduration.jpg

    [dev1375] New recipes have been added.
    The following alchemy recipes have been added:
    http://i104.photobucket.com/albums/m...emyrecipes.jpg

    Recipes relating to hamlet defense have been added.

    High-difficulty recipes have been added.
    * The HQ names of certain items synthesized via these recipes may differ from those of their NQ counterparts.


    [dev1386] The difficulty level of the following recipes has been alleviated:
    Bronze Dagger / Bronze Gladius / Bronze Rivets (armorcraft only)

    [dev1376] The following changes have been made to synthesis:
    The colored lights indicating synthesis status are now accompanied by log messages.

    http://static.finalfantasyxiv.com/to...0b/4284_21.jpg

    A time limit is no longer imposed upon synthesis. Based on this change, the synthesis timer has been phased out.

    Characters now perform synthesis motions more quickly, and the waiting time between command inputs has been shortened.

    Elemental instability in synthesis is now limited to those of the crystals used in a given recipe:
    Ex.) In the case of a recipe requiring fire and wind shards, only these two elements will potentially become unstable.

    Based on this change, the classes required to learn certain "Brand of" abilities have been changed.
    * Elemental instability will be random in the case of recipes that do not require crystals.

    The likelihood of elemental instability has been increased slightly.
    Failing synthesis will, at a certain probability, cause the harnessed element(s) to become unstable.
    * There is no risk of elemental instability if synthesis is carried out successfully.

    The penalty for elemental instability has been unified to a halving of the progress gauge for the duration of instability.

    [dev1377] The following reforms have been made to abilities:

    Certain "Brand of" abilities are now learned through different classes.

    *Armorer: Brand of Earth → Brand of Ice
    *Goldsmith: Brand of Ice → Brand of Wind
    *Leatherworker: Brand of Lightning → Brand of Earth
    *Weaver: Brand of Wind → Brand of Lightning

    Certain abilities have been renamed:
    http://i104.photobucket.com/albums/m...ityrenames.jpg

    The effect of abilities have been changed:

    ≪Reform Objective≫
    Till now, the utility of many abilities has been questionable due to poorly defined purpose and lackluster potency. This is especially true when it comes to those abilities learned at lower levels.

    The reform aims to make the benefits of abilities more tangible across the board by revising both effect and potency. The revisions will make it easier to achieve target quality at low and middle levels, while keeping things mostly unchanged at higher levels.

    ≪Making Abilities Unique≫
    The reform aims to enhance the uniqueness of abilities in the following ways:

    Abilities that increase progress such as By the Book have been adjusted as follows:

    *Progress is no longer affected by elemental instability.
    *They are no longer affected by abilities that increase progress such as Determination.

    Abilities that increase quality such as Eye for Detail have been adjusted as follows:

    *The amount of quality that increases through all types of synthesis gradually decreases based upon how much quality has risen while crafting. The abilities in question, however, are no longer subject to this restriction.
    *They are no longer affected by abilities that increase quality such as Byregot’s Blessing.

    The Wait command is unaffected by abilities.

    Types of synthesis such as materials, parts, and completed items no longer influence the efficacy of abilities.

    Based on the ability reform, the effects of standard and rapid syntheses have been adjusted as follows:
    *Greatly successful standard synthesis attempts now grant more quality.
    *Successful rapid synthesis attempts now grant less progress

    No more than five abilities can be used during synthesis. In the event that the number of abilities equipped exceeds this limit, five will be chosen at random.

    [dev1378] The variety of items obtainable via gathering has been changed.
    View the details.

    Based on this change, the following items can now be obtained:
    Darksteel Ore / Gold Ore / Spruce Log / Astral Rock / Crawler Cocoon / Trillium / Trillium Bulb

    [dev1379] When EXP is obtained during synthesis and gathering, log messages will now appear for bonuses granted by the following game elements:
    * EXP yield is unaffected.
    Rested Bonus
    Gear
    Well Fed Effects
    Engineering and Survival Manuals
    Abilities

    Log messages relating to gains in quality during synthesis will appear in the same manner as before.

    [dev1380] The average amount of damage a weapon is capable of dealing per second (DPS) has been added to help text.

    http://static.finalfantasyxiv.com/to...0b/4284_22.jpg

    The DPS of a bow is calculated in the following manner:
    DPS = (Damage + Damage value of the strongest ammunition at the bow's required level [excluding HQ]) / Delay

    [dev1381] Sanction-ready gear can now be obtained in exchange for company seals.

    “Sanction" is the name given to a process of gear enhancement which involves the casting of any one of a range of enhancing spells on equipment specially crafted to harbor enchantments. The sanction status can be received at the headquarters of each Grand Company, and for the duration of its effect (three hours Earth time) grants a bonus to the efficacy of certain gear. Such gear can be identified by viewing their help text.

    Bonuses granted include:
    Vitality: +40 / Accuracy: +30 / Attack Power: +45 / Piety: +35
    http://static.finalfantasyxiv.com/to...0b/4284_23.jpg

    [dev1382] Set bonuses have been added to gear exchangeable for company seals.

    New gear will be added that offer various bonuses when equipped as a set. Such gear can be identified by viewing their help text.

    Ex.) Maelstrom gear (3 or more pieces): HP: +15

    In the above instance, the bonus indicated will take effect if the player equips three or more pieces of Maelstrom gear. In the case that four or more pieces is the requirement, the player must equip four or more pieces of gear to benefit from the stated bonus.
    * Existing Grand Company gear and achievement reward gear both count towards the bonus requirement.

    http://static.finalfantasyxiv.com/to...0b/4284_24.jpg

    [dev1383]Additions have been made to the list of items available in exchange for company seals.

    [dev1384] The vendor NPC Oscarlet has been added to the Gridanian hamlet of Hyrstmill in the North Shroud (23,13).

    System
    [dev1359] The following changes and additions have been made to market areas:

    New areas have been added:

    *Lominsan Mercantile House
    *Gridanian Mercantile House
    *Ul’dahn Mercantile House

    Based on this addition, the item search feature has been moved to the abovementioned locations. This change will allow players to directly purchase items from any city’s market area. For example, a player in Gridania will be able to search for and purchase items from the Ul’dah market area by speaking with an NPC in the Ul’dahn Mercantile House.
    * While players can still perform an item search within market areas, they can no longer do so from the query prompt at market entrances.
    * While you are inside a mercantile house, your current location in player search will appear as the associated city-state. The same applies when you log out of the game while inside a mercantile house.

    http://static.finalfantasyxiv.com/to...0b/4284_25.jpg

    It is now possible to search retainer wares by typing item names into the search field.

    *Search results will show all items that start with the entered term.
    *Searches are performed in the language set in FINAL FANTASY Config.
    *Searches can be performed through the auto-translate function.
    *Alphabet searches are not case-sensitive.

    Market Guide NPCs have been added.
    In addition to using the existing market area entrances, players can now travel directly to each mercantile house by speaking with “market guides.”
    http://i104.photobucket.com/albums/m...tguidenpcs.jpg

    These NPCs will be indicated on the map as entrances to their respective market areas.

    [dev1359] Players now have the option of dispatching their retainers to the market wards.
    Upon summoning your retainer, you will be given the option to dispatch him or her to the ward of your choice. Please note, however, that your retainer will automatically return home in the case that the area specified has already reached capacity.

    [dev1358] Players are now able to request others to meld materia on their behalf in the same manner as seeking repairs.
    Upon selecting either a piece of gear or materia in the inventory interface, you will be presented with the option to request this service. Making the request incurs a fee commensurate with the required level of the item to which materia will be melded, payable in gil to the player who accepts the request.

    * In addition to the abovementioned fee, players must also provide a suitable catalyst.
    * This method allows only the melding of the first piece of materia to any given item.
    * Only players who possess a materia assimilator can make a melding request.


    http://static.finalfantasyxiv.com/to...0b/4284_26.jpg

    [dev1387] The specifications for discarding materia-enhanced items have been changed.
    Players are now required to first check a confirmation box before they are able to discard materia-enhanced items.

    [dev1389] The following actions can now be performed upon online linkshell members in the Linkshell interface: Send /Tell, Invite, Promote, Demote, Exile

    [dev1390] Map markers have been introduced for the following:
    Shop (for beginners) / Achievement NPC / Aethernet Gate / Inn / Upper Floor Access / Lower Floor Access / Aetheryte / Aetherial Gate / Dungeon Entrance / Hamlet

    [dev1391] The following configuration options have been added:

    System

    Action Reselect Cancel
    Enable canceling of actions by selecting them again from the action bar while they are being cast or channeled.
    * Can also be performed via the text command /actioncancel, (/acan).

    /actioncancel [subcommand]
     >>Subcommands
     on Enable canceling via the action bar.
     off Disable canceling via the action bar.
     Toggle between on and off when no subcommand is specified.
     * Default is off.

    The setting will be defaulted to off for all characters. The setting must be enabled if you wish to be able to cancel actions via the action bar as before.

    Display Names

    Display/hide settings for each category.
    Player
    Name/Icon, HP Bar

    Party Members
    Name/Icon, HP Bar

    Other Players
    Name/Icon, HP Bar

    NPCs
    Name/Icon

    Enemies
    Name, HP Bar, Level, Aggression, Enmity
    * Based on these changes, the text command /hpbar has been phased out.

    Display Name Position
    Set display position for all characters (up or down).

    Target Settings

    Display Name Zoom
    When toggled on, placing the mouse cursor over a character will cause that character’s display name to appear enlarged.

    Target Highlight
    When toggled on, placing the mouse cursor over a character will cause that character to flash. Targeted characters will appear bordered in yellow.

    Keyboard
    Other

    Action Bar Pop-up Help
    Assign a key for toggling the display of action bar help text.
    * Can also be performed via the text command /actionbarhelp, (/abarhelp).

    /actionbarhelp [subcommand]
     >>Subcommands:
     on Display help text.
     off Hide help text.
     Toggle between on and off when no subcommand is specified.
     * Default is on.

    Cycle Active Linkshell
    Activate Linkshell 1
    Activate Linkshell 2
    Activate Linkshell 3
    Activate Linkshell 4
    Activate Linkshell 5
    Activate Linkshell 6
    Activate Linkshell 7
    Activate Linkshell 8
    Deactivate Linkshell

    [dev1392] New macro icons have been added.

    [dev1393] The text command /equiplinkshell, used to activate the designated linkshell, has been added.

    /equiplinkshell [subcommand]
     >>Subcommands:
     LS name Equip linkshell of the designated name.
     LS number Equip linkshell corresponding to designated number.
     Unequip active linkshell when no subcommand is specified.
    * Linkshell names containing spaces must be enclosed in double quotation marks.

    * The command can be used during synthesis, gathering, and NPC conversations.


    [dev1394] When using an item, only valid subtargets can now be selected. Likewise, when the player is the only valid target, the item can be used without needing to specify a subtarget.

    [dev1395] The dialog interface will no longer linger on the screen when a cutscene is commenced by an NPC conversation.

    [dev1396] When receiving a teleport invitation from a party member, the name of the destination aetheryte will now appear as a micro menu pop-up as well as in the confirmation prompt.

    [dev1397] Placing the mouse cursor over a character will cause that character to flash.

    [dev1398] Ferries are now boarded by speaking to the NPC posted at the dock entrance.

    [dev1400] The following terms have been added to the Auto-translation Dictionary:
    http://i104.photobucket.com/albums/m.../gameterms.jpg

    dev1401] The Emotes & Signs list has been divided into the following categories:
    *Special
    *Salutations
    *Expressions of Will
    *Actions & Movements
    *Signals & Instructions
    *Positive Reactions
    *Negative Reactions

    [dev1402] New background music has been added.

    Fixed Bugs
    The following issues have been resolved:

    *An issue wherein players could not progress in the job quest “Always Bet on Black.”
    *An issue with the job quest “Always Bet on Black” wherein party members are immediately forced out from an instance upon teleporting there from certain areas.
    *An issue with the class quest “Hide and Seek Shenanigans” wherein the map was not displaying as intended when accessed from the journal entry.
    *An issue with Cutter’s Cry wherein an instance would continue to exist even though no characters are present.
    *An issue with Cutter’s Cry wherein moving your character before the commencement of certain cutscenes would lead to enmity being incurred.
    *An issue with macros wherein command lines that follow /job would not function unless preceded with the /wait command. For instance, the following set of instructions used to reequip gear now functions correctly:
    /equip main [weapon name]
    /job on
    /equip body [armor name]
    *An issue wherein log messages were incorrect when placeholders were used.
    *An issue wherein log messages regarding gil obtainment appeared for parties without obtainment rights.
    *An issue wherein status icons lingered even after being KO’d.
    *An issue wherein the recast time for actions appeared to be a few seconds longer than in actuality.
    *An issue wherein certain actions remained grayed out and unusable even when the cooldown period had elapsed.
    *An issue with bards wherein performing a song when party members are near caused sound effects to playback incorrectly.
    *An issue wherein spellcasting under certain circumstances, or attempting to sit while spellcasting, would render the character uncontrollable for a certain period of time.
    *An issue wherein certain graphics were not showing correctly when performing Elusive Jump.
    *An issue wherein the sound effects when performing Spirits Within would not change according to distance.
    *An issue wherein the client would crash when attempting to Seek Repairs.
    *An issue wherein the client would crash when attempting to mount a chocobo after cancelling spellcasting.
    *An issue wherein the client would crash when attempting to mount a chocobo after cancelling spellcasting.
    *An issue wherein the graphic for certain chocobo barding was not showing as intended.
    *An issue wherein the graphic for certain areas was not showing as intended.
    *An issue wherein the graphic for certain monsters was not showing as intended.
    *An issue wherein monsters in certain areas were not behaving as intended.
    *An issue wherein monsters in certain areas did not fight back even when attacked.
    *An issue wherein incorrect background music was playing in certain levequests.
    *An issue wherein certain NPC messages were incorrect.
    *An issue wherein certain journal entries were incorrect.
    http://forum.square-enix.com/ffxiv/t...tch-1.22-Notes


    That's all I can muster now as far as copying those charts over. I'll finish it later or edit with the rest of the new items and such if someone else feels obliged.

    *Edit*
    Oops, I went over my image count trying to add the rest. I guess just use the link for all the new item stuff.

  2. #2
    F5 Like A Boss.
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    Thanks for the post Taco. Continue your conversation about the patch notes here.

    Quote Originally Posted by Xanthe View Post
    It sounds like 8-member instances contributing to the overall effort during the 25 hour battle. Remember than FFXIV has a pretty big limitation on the number of characters/mobs that can be displayed concurrently, so this is probably their solution to get around it.
    Which is why I don't understand why they even bothered with releasing Hamlet pre-2.0. Shit has fail written all over it. I think that time would've been better spent designing other 8 man encounters.

    I also don't agree with class specific end-game gear. That shit is a total backpedal on the changes brought forth with the last patch. Classes should be made irrelevant and worthless not given more reason to be used in party environments.

  3. #3
    Salvage Bans
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    Brickfists pgl only sad times

  4. #4
    Salvage Bans
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    Besides the anima rewards Hamlet content looks like it should of been left on the back burner. Class specific gear was rather unexpected since the impression I've gotten over last few months was jobs were going to be the main direction going forward. Besides the occasional THM I haven't seen anyone post 30 that plays a class. Unless they do multiple jobs branching off a single class I'm in favor of them making jobs the default. Perhaps these items testing the waters an experiment to see players reactions but maybe I'm over thinking it lol.
    Good things are in patch at least. Linkshell commands is years late but welcome as are market changes. I know some stuff was gutted from the patch to make it out in time but I was really hoping there be some more quests this patch

  5. #5
    D. Ring
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    Class-specific stuff seriously surprises people? It was announced a month ago <_<
    Addition of class-exclusive high-level recipes
    ...and that's not even the only place they mentioned it. I seem to recall a dev quote in response to people asking if there'd be class-specific gear like there is job-specific gear, and the answer was yes.

    That said, I don't like it either.

  6. #6
    Relic Weapons
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    Why did they make class only gear?

  7. #7
    Bagel
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    nothing bad, nothing huge, but small things like this make me happy:

    [dev1394] When using an item, only valid subtargets can now be selected. Likewise, when the player is the only valid target, the item can be used without needing to specify a subtarget.

  8. #8
    Ridill
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    Quote Originally Posted by Raldo View Post
    Class-specific stuff seriously surprises people? It was announced a month ago <_<
    Not surprising but still perplexing.

  9. #9
    Yoshi P
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    I'm not surprised, but I wish they would make up their mind on whether or not they want us to play classes or jobs. This could have been the first patch to move to make classes obsolete in party settings, but they're perpetuating keeping them around imo.

  10. #10
    Old Merits
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    Classes = solo, jobs = party. I don't see what the big deal is about having gear for solo.

  11. #11
    D. Ring
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    so what time did the patch start and when is it ment to end? can't get the lodestone to load for some reason

  12. #12
    Relic Horn
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    Quote Originally Posted by Odin'sLaw View Post
    so what time did the patch start and when is it ment to end? can't get the lodestone to load for some reason
    5PM-10PM EDT.

  13. #13
    Salvage Bans
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    I just wanted to use brickfists on my monk :-/ Is that too much to ask? It's not an issue of being surprised that they added class gear.

    Sad to lose hand of the gods but some of those new crafting abilities look decent though. Will be interesting to see how much harder/easier it will be to HQ.

  14. #14
    Ridill
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    Quote Originally Posted by Egon View Post
    Classes = solo, jobs = party. I don't see what the big deal is about having gear for solo.
    I would only consider this true for LNC, THM, and maybe PGL.

    Every other class solos better as their job because of the capabilities added.

  15. #15
    Strider/Doom/Cyclops
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    We should see the stats on the class-specific gear before getting too worked up. They may have stats like +MP or +evasion.

  16. #16
    Strider/Doom/Cyclops
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    Quote Originally Posted by blindSharingan View Post
    Sad to lose hand of the gods but some of those new crafting abilities look decent though. Will be interesting to see how much harder/easier it will be to HQ.
    Other than the name, HotG is unchanged. Keep in mind that (at least according to the old description) it always reduced your chances of success in exchange for 0 durability loss.

  17. #17
    Cerberus
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    Quote Originally Posted by Egon View Post
    Classes = solo, jobs = party. I don't see what the big deal is about having gear for solo.
    I mean no disrespect at all, but I do not know of anyone that still utilizes any of the melee classes, even when solo.

    Periodically, I see THM and ARC in parties, THM for extra support, ARC for extra DD, but that's it. o.o

  18. #18
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    Quote Originally Posted by Spider-Dan View Post
    Other than the name, HotG is unchanged. Keep in mind that (at least according to the old description) it always reduced your chances of success in exchange for 0 durability loss.
    Oh wow I must have skipped over that since comfort zone was an ability before.

  19. #19
    the whitest knight u' know
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    There's so many different random changes I'm not sure what to think. This is one of those patches where I'm going to be lost as shit for a few days.

    Someone on Durandal needs to adopt me for Garuda attempts. I'm tired of people who can't even consistently win Ifrit. :[

    Also: No fishing changes, again! Fuck you!

  20. #20
    Ridill
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    Greater Calling (BSM 45) seems to be the new hax synth completion abilitiy.

    "Ensures success of all types of synthesis for the next three steps."

    Granted they said progress from Rapid was being reduced, but 3 free, successful, 0 durability loss rapids has gotta be a lot.

    Time to level BSM.

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