We will never know the answer for certain, but I would bet that this is not correct, and that they didn't change the mechanics at all. No matter how streamlined your game creation process is, you can't simply "copy and paste" code -- the bug likely resulted from something not being triple-checked and noticed, someone probably glossing over what looked familiar but did not in fact function correctly in the end.
Crazier shit can happen. It's really not unheard of at all. I'll actually provide an example from a game I worked on...
On a certain map, if a character was killed, only a certain class would be capable of reviving them. Now, if this dead character was revived more than 100 times in the course of a game instance -- or if multiple characters were killed and revived in an amount of time totaling over 100 -- invisible and untraceable artifacts (we assumed) would slow down the game for everyone in the zone to 1FPS. Unplayable, unidentifiable, very "god what the fuck is even doing that?!".
There was nothing unique done in the coding for that particular map, nor the characters within it -- it was all already established. But something that made no fucking sense happened anyway. In the end, we never figured out what made that occur -- fixes in the code related to other stuff somehow repaired it, too.
So, there is even the chance that SE didn't know what was causing the bug and could not fix it right away, which nobody seems to be mentioning. It wouldn't make them stupid, either. Even the best programmers can get hung up on stuff that makes absolutely no sense and can take days to months to solve.
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