Meant in game. I just have the Jeuno "gambling" people blisted and a couple of random asshats. I know a few exist on Phoenix already and wouldn't want to blist a potentially cool person by mistake.
Titan still has gambling? O.O whoa that was a big thing like 5-6 years ago then suddenly died on caitsith and didnt' notice it on quetz or siren.
SE even wrote an article about it in the Vana'diel Journal XD
I changed my name from Kalila to Kalilla and it stayed the same. Just like you can see your friends mules they will see your updated character name. So you'll all still be connected.
But yea, 18.5 hours til update starts. Clear your Delivery Boxes and I think they shut the auction houses down already so your items probably got returned to there too so take those out.
7 hours til maintenance! Last warning I'm giving going to head off to bed.
Don't forget to empty your delivery box and/or auction house if you haven't yet Ramuh, Alexander, Titan, Gilgamesh, Unicorn, Ifrit, Diabolos, and Caitsith players.
New Ways to Obtain Empyrean Upgrade Items
Empyrean +1 seals will be made obtainable via new battlefields.
Empyrean +2 items will be made obtainable from notorious monsters in additional Abyssea areas as follows:
Heroes of Abyssea area items will also appear in Scars of Abyssea.
Scars of Abyssea area items will also appear in Vision of Abyssea.
They're only adding more ways to obtain Empyrean armor items, not Empyrean weapon items. =x
Don't know if it's been said but please remember that the UK is on British Summer Time (BST) at the moment and not GMT so it's stated as beginning at 15:00 GMT, that'll be 16:00 BST.
New Ways to Obtain Empyrean Upgrade Items
Empyrean +1 seals will be made obtainable via new battlefields.
Empyrean +2 items will be made obtainable from notorious monsters in additional Abyssea areas as follows:
Heroes of Abyssea area items will also appear in Scars of Abyssea.
Scars of Abyssea area items will also appear in Vision of Abyssea.
They're only adding more ways to obtain Empyrean armor items, not Empyrean weapon items. =x
Damn, coulda sworn an earlier dev release said both weapons/gear
The following additions / adjustments will be made to Voidwatch.
• A new item that will act as a substitute for the voidstone has been added.
Additional texts will be added to the Goblin NPCs that sell the key items to enter Dynamis. These new text will assist players by explaining the new system in detail.
Adjusting the location of the synergy furnace in Jeuno.
Battle-related
We will be making changes to how certain monsters in the following areas will detect a player character. In addition, the monster placement of certain notorious monsters will be adjusted.
The following additions / adjustments will be made to Grounds of Valor.
• Adjusting the amount of experience points earned upon completion of a regime.
• Increase the number of “Grounds Tome” placed within the designated areas.
The following adjustments will be made to the puppetmaster job.
• The following adjustments will be made to the new automaton attachments.
• - Heat Capacitor
• -- It will no longer erase all Fire Maneuver effects.
• -- * Please note that the help message for the attachment will be adjusted at a later date.
• - Power Cooler
• -- It will reduce the MP cost even if there are no Ice Maneuvers in effect.
• - Galvanizer
• -- It will increase the chance of countering even if there are no Thunder Maneuvers in effect.
• The following adjustments will be made to the new weapon skills that were added. In addition, we will address an issue wherein the damage of the weapon skill is not calculated properly.
• - String Shredder
• -- Increasing the damage and the addition of status bonuses.
• - Armor Shatterer
• -- Increasing the damage and the addition of status bonuses.
• -- Changing the skillchain element from Fragmentation / Scission to Fusion / Impaction.
The following issue with the summoner job will be addressed.
• An issue wherein the damage of “Crescent Fang,” “Mountain Buster,” “Tail Whip” is higher than intended.
The following additions / adjustments will be made to Abyssea.
• The game will remember the Atma that the player was last infused with.
• Adjustments will be made to the new methods that were added to obtain empyrean upgrade items.
• Placing additional “???” which can be used to spawn certain notorious monsters.
• Adjusting the location of new Abyssea support NPCs that have been added to San d’Oria / Bastok / Windurst.
Item-related
Increasing the number of new linkshells that are sold.
Other issues that will be addressed
An issue wherein a previously etched aperture is removed from an item during synergy.
An issue wherein certain text within the Fellowship Quest is incorrect.
May 9, 2001 (PST) Version Update
Event-related
[dev1007] Introducing the new content "Voidwatch"! See here for more details.
[dev1011] Introducing the new content "Grounds of Valor"
[dev1000] Dynamis Revisions
[dev1005] Fellow Adjustments
A new Rendezvous Point has been added to Aht Urhgan Whitegate (F-10)
The number of Magian trials that can be undertaken simultaneously has been increased from five to ten.
To conserve system resources, synergy furnaces have been removed from Upper Jeuno.
The following adjustments have been made to the quest "Mama Mia."
• The NPC Mamaulabion will now inform you of the items delivered thus far.
• Players may now reinitiate the quest by speaking to Mamaulabion without the "Evoker’s Ring" item among their possessions.
Certain teleporters located in the Shrine of Ru'Avitau will now send players to a fixed location.
[dev1003] Abyssea Adjustments
New Abyssea support NPCs have been added to the following areas:
• Gilburt, Ivan Port San d’Oria (I-8)
• Erich, Ernst Port Bastok (K-11)
• Jerrett, Kierron Heavens Tower, Windurst
Battle-related
[dev1010] Job Adjustments
The effects of the following job abilities have been adjusted:
[dev1009] New Trigger Conditions for Notorious Monsters
[dev1012] Revamped Monster Placement
The level restriction has been abolished for the quest battlefield "Return to the Depths."
The NM "Almighty Apkallu" will appear more easily.
The amount of time it takes for the NM "Yilbegan" to despawn due to excessive distance from the player has been extended.
The Abyssea-Attohwa NM Rahu has been renamed Svarbhanu.
Item-related
[dev1013] Synergy Augments
Several new synergy recipes have been added. With these recipes, it will be possible to add augments to existing equipment items.
See here for more details.
Additional equipment items obtainable with Imperial Standing have been added, along with new attachments obtainable as rewards for completing the ENM quest "Pulling the Strings."
The Goblin firework vendor NPCs Kindlix and Pyropox have set up shop in Port Jeuno (J-7).
[dev1001] The following items can now be kept in stacks of 12.
The following items have had their enchantment effect recast times shortened to 1 hour.
Snow Bunny Hat / Snow Bunny Hat +1 / Chocobo Beret / Kingdom Stables Collar / Republic Stables Medal / Federation Stables Scarf / Ducal Guard Ring / Holla Ring / Dem Ring / Mea Ring / Vahzl Ring / Yhoat Ring / Altep Ring / Mandragora Beret / Stars Cap / Laurel Crown / Rabbit Belt / Worm Belt / Mandragora Belt / Homing Ring / Return Ring / Jugner Ring / Pashhow Ring / Meriphataud Ring / Gyokuto Obi / Drover's Belt / Detonator Belt / Goblin Belt / Kingdom Earring / Republic Earring / Federation Earring / Duchy Earring / Selbina Earring / Mhaura Earring / Rabao Earring / Kazham Earring / Norg Earring / Safehold Earring / Empire Earring / Nashmau Earring / Pullus Torque / Warp Cudgel / Trick Staff II / Treat Staff II / Kitty Rod
The following items have had their enchantment effect recast times shortened to 20 hours.
Custom Gilet +1 / Custom Top +1 / Magna Gilet +1 / Magna Top +1 / Wonder Maillot +1 / Wonder Top +1 / Savage Top +1 / Elder Gilet +1 / Tidal Talisman / Nexus Cape / Moogle Cap / Nomad Cap
NPC vendors will now buy and sell the following items at reduced prices:
Signet effect durations have been increased by three hours across the board. The maximum possible duration remains unchanged at 15 hours.
When conducting currency exchange with either the NPC Ugrihd (Aht Urhgan Whitegate) or Awaheen (Nashmau), players may now specify the Imperial coin of their choice as well as the quantity desired.
The new text command "/blockhelp" has been added.
This command allows players to toggle on and off the ability to bring up the "Call for Help" button in the command menu. The default setting for this command is on; logging out of the game will revert this setting to default.
The active command window may be hidden and radar displayed by pressing the triangle button or plus key during battle.
The font used to display characters' names above their heads has been changed on the Windows and Xbox 360 versions of the game.
Resolved Issues
The following previously existing issues have been corrected:
• The issue wherein choosing "Give up chocobo raising," while a chocobo is still incubating yielded an improper message.
• The issue regarding the NM Phantasmal Puk's low spawn rate during sieges involving Lv4–Lv7 Mamool Ja Savages.
• The issue in which the Aht Urhgan Whitegate NPC Zasshal mistakenly identified the minimum party member requirement for entering remnant areas as six.
• The issue wherein help message for the Blue Mage spell Delta Thrust read "Additional effect: Disease" instead of the correct "Additional effect: Plague."
• The issue in which effects of monsters' Yurin abilities were improperly displayed.
• The issue wherein the scholar ability "Libra" would display improper information if used in conjunction with a black mage's "Enmity Douse" ability.
• The issue in which improper TP values were occasionally displayed when using the job ability "Tactical Switch" with either a Cirque Scarpe +1 or Cirque Scarpe +2 equipped.
• The issue in which the help message for the weapon skills "Sidewinder" and "Slug Shot" mistakenly read "quintuple damage" instead of the correct "quadruple damage."
• The issue where the effects from Atma of the Winged Gloom would occasionally not trigger.
• The issue where sudden accumulations of a large quantity of experience points would sometimes reduce the actual amount of experience points earned.
• The issue in which the detection range for the monster Dybbuk (Abyssea-Konschtat) was larger than intended.
• The issue wherein it was sometimes possible to target the NM Myrmecoleon (Abyssea-Tahrongi) before it spawned.
• The issue in which the NM Ulhuadshi (Abyssea-Attohwa) would occasionally begin absorbing damage under improper conditions.
• The issue in which players would occasionally be disengaged from the NM Amun (Abyssea-Attohwa) against their will.
• The issue in which magic cast by the Abyssea-Attohwa NMs Mielikki and Svarbhanu would exhibit improper effects.
• The issue in which the Abyssea-Altepa NMs Bennu and Ansherkh would display special attack messages despite being afflicted with terror.
• The issue where the NM Orthus (Abyssea-Altepa) would occasionally inflict fire damage upon itself.
• The issue wherein the area of effect for the NM Indrik's (Abyssea-Uleguerand) special attack "Scintillant Lance" was incorrect.
• The issue in which the area of effect for the NM Ironclad Triturator's (Abyssea-Uleguerand) special attack "Turbine Cyclone" was incorrect.
• The issue wherein the NM Apademak (Abyssea-Uleguerand) would occasionally cast area of effect attack spells on itself.
• The issue wherein the NM Impervious Chariot (Abyssea-Uleguerand) would sometimes begin absorbing damage under improper conditions.
• The issue wherein the NM Azdaja (Abyssea-Grauberg) would intermittently use magical effects it should not possess.
• The issue wherein using an automaton's ranged or magical attacks against the NM Armoury Crate (SE Apollyon) immediately caused the battle to terminate.
• The issue in which using an automaton to fight an NM that must be spawned with abyssite would occasionally cause the NM to disappear when a party's reservation expired.
• The issue where joining a Walk of Echoes battlefield that was already 51% or more complete would result in being unable to exit.
• The issue wherein, under certain circumstances, enemies in Walk of Echoes would not drop items.
• The issue wherein the Walk of Echoes enemy Morbid Molassess’s special attack "Cytokinesis" possessed an improper area of effect.
• The issue whereupon trading the key item "battle trophy: 3rd echelon" to the NPC Dominion Tactician resulted in an improper response.
• - The issue wherein the help message for Mercurial Sword mistakenly read "Occasionally attacks 2-3 times," instead of "Occasionally attacks 2-4 times."
• The issue in which the help message for Mercurial Pole mistakenly read "Occasionally attacks 2-4 times," instead of "Occasionally attacks 2-5 times."
• The issue where the item Unkai Haidate's Hasso effect was affecting magic recast delay.
• The issue where the item Breeze Gem's position would be displayed incorrectly upon sorting auction house items.
• The issue in which the following items periodically exhibited additional effects that were not described in their respective help messages:
Beneficus / Siriti / Winged Wand
• The issue in which characters resurrected by Auto Reraise would not have their items de-equipped even if their level fell below the item’s level requirement.
• The issue wherein DUALSHOCK 2 controllers' vibration would not properly reflect the size of fish.
• The issue in which treasure chests caught during the Brigand's Chart quest were not displayed on the beach.
• - The issue where fishing instinct messages were displayed during goldfish-scooping.
• - The issue regarding how NMs could not be fished for in the following areas:
Qufim Island / Cape Terrigan / Purgonorgo Isle / Mount Zayolm
• The issue wherein the following item names could not be properly changed by using the text command /translate:
Winged Wand / Vodun Mace / Vodun Mace +1
• The following item names have also been adjusted for consistency:
Despite all auction houses being consolidated to Jeuno, auction house NPCs in the three nations mistakenly continue to state that each nation’s auction house functions independently. This issue will be resolved in the next version update. - The proposed atma interface improvement allowing players to save their favorite atma configurations has been delayed to a future version update due to development complications.
At the following time, we will be performing FINAL FANTASY XI maintenance on all worlds to accompany the version update and implementation of a World Merge.
During this period, FINAL FANTASY XI will be unavailable.
Thank you for your patience and understanding in this matter.
* This maintenance will be accompanied by a version update. After maintenance is complete, the update will automatically begin after you press the “Play” button. After that, please follow the instructions on the screen.
* You may receive errors such as “POL-1160” during the download process due to heavy server traffic. If you are unable to access the update, we ask that you please wait a while and then try again.
Thank you for your cooperation and understanding in making this a smooth version update.
*During this maintenance, a World Merge will be implemented.
We ask that all players on any source world retrieve all items stored in the Delivery Box or Auction House.
For more details regarding the World Merge, please refer to “Regarding the World Merge Schedule for Certain Worlds” (Apr. 15) in the Information section.
* The schedule for the reinstatement of the Character Reactivation Service, which is currently suspended, will be announced at another time.
* Update will be available on May 9, 2011.
[Date & Time]
May. 9, 2011 from 8:00 to 19:00 (PDT)
* Maintenance completion time may be subject to change.
Don't forget to empty the AH and DB everyone on May 8-9th!
Maintenance Times converted at the bottom of the post
DISCLAIMER: What I list below is not all going to be in the update 100%. If they say it will be implemented in the next update then fine, it will be, but some things I have listed are in the works and are not guaranteed to be in this upcoming update. I simply list them because they are in the works (or they have stated that they have decided to not go further with the idea) and it is good discussion material none the less. Enjoy~
I'm sure you'll be glad to hear that just as the dev. team is planning adjustments to Campaign and other content, both Nyzul Isle and the Assault system itself will be seeing changes in the future! While there aren't plans set in stone yet, they plan on handling adjustments in the order that the community speaks the loudest about (so keep that feedback coming!).
Regarding the idea of making Imperial Army I.D. tags like Traverser Stones, they said that it'd be quite difficult to implement with the current system. Instead, they're looking into the possibility of reducing the time for I.D. issuance. [source]
We're removing the "50/50" chance of making it to Kirin in the next version update. From then on, it'll be 100%. KIRIN FOR EVERYONE! [source]
I checked in with the dev. team regarding adding the "Wanted" type of feature to the AH. They said that the idea is really interesting, but that they're sorry to report that due to the high cost associated with creating a system like that, it's just not feasible to implement. [source]
After speaking to the development team about this, they confirmed that they're planning adjustments for a wide variety of weapon skills, which will include the break-related WS, too. [source]
Just to clarify some questions that have been popping up regarding these adjustments, KSNM99 BCs will continue to drop black belt-related quest items.
Also, another bit of important information you might like to know, the triggers needed to spawn Fafnir/Behemoth/Adamantoise WILL BE TRADEABLE. [source]
In regards to the difficulty in earning Guard/Parry skill ups, the dev. team mentioned that they are considering adjustments for those in a Q&A posted in February. [source]
We spoke to the dev. team about the possibility of including names in the chat log to make it clearer who staggered an enemy. They looked into this and mentioned that it is a bit difficult to include any more information into the log at the moment, so they will have to put this off for the time being. [source]
Thanks for the suggestions on entering storyline battlefields! It’d definitely be awesome to throw down with Promathia or Shadow Lord whenever you feel like letting off some steam.
After talking to the dev. team, while it might not be implemented exactly as suggested, they are looking into various methods that will allow you to challenge your favorite bosses when you feel the lust for battle overtake you! [source]
We spoke to the development team about the possibility of scaling the stats on the Chains of Promathia reward rings to match the new level cap. They let us know that they’re already looking into this, and are carefully investigating it so that balance can be maintained between the CoP prizes and other rings. [source]
Robber Crabs biting your ankles at level 90 getting you down?
We spoke to the development team about this and they are planning on making adjustments. Due to the fact that each area will need to be addressed individually, the cost will be a bit high and they have decided to take care of this in the future through multiple phases of implementation. [source]
Raising of the Craft Skill Limitations
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Thank you all so much for the huge amount of feedback!
In regards to our plans to raise the crafting skill limits during the next version update, we thought it’d be the perfect time to implement, alongside the auction house merge and Synergy-augmented content. We felt it would serve as a countermeasure to the low amount of active crafters and the low number of items up on the auction houses in the three nations. However, as a result of discussions based on all of your feedback we have opted to postpone this. To get a better idea of the community’s opinion and also to further our discussions we would like to explain a bit about our future plans for synthesis and synergy, and give you plenty of time to discuss and provide feedback.
For the past couple of updates we placed a heavy emphasis on level cap increases, Abyssea, and other new battle related content. For the version updates in 2011, along with the level cap increase and battle related additions and adjustments, we are planning a significant amount of adjustments to synthesis and synergy as well.
Future plans
Based on our desire to reevaluate how players obtain items, as well as adding attractive item recipes, we plan on changing our focus from shifting synthesis to synergy. We’re also planning on strengthening the specialties of each (Synthesis and Synergy) as well as creating their own special uses and objectives. Along with this we will also be looking into raising the crafting skill limitations.
Our ultimate goal is to add numerous items so that you can select what you wear depending on the situation and slot. This is similar to when the level cap was 75 and you have Relic, Salvage, Einherjar, and Limbus-related gear to utilize.
• Premise
• Expansion of new items and recipes similar to the abjuration equipment system
• Fixing of locations to obtain general purpose materials (Shop and loot expansion)
• Improvements to synergy, fishing, chocobo digging, harvesting, mining, gathering systems
• Synthesis in Perspective
• Possible to create attractive, one of a kind items
• Benefits of HQ synths are reflected largely by an increase in stats
• Possible to create base items through synthesis
• Possibility of losing materials as a result of failure
• Synergy in Perspective
• Possible to mass produce items and create EX items
• Benefits of HQ are strongly demonstrated through mass production recipes
• System to add stats via augment synergy
• No loss of materials upon failure (Fewell and cost are separate)
There were some concerns about the addition of items that can only be made by having multiple skills leveled to 100, but rest assured that we have no plans of introducing recipes of this difficulty.
The above content is not finalized and is a plan that we would like to try and apply in the future. Since this is a pretty large change to our approach, in order to create an even better direction for this, please let us know your thoughts.
We will continue to bring you updates on our plans as we receive your feedback and continue to make gradual changes as we solidify our plan. [source]
Skillchains and Magic Bursts updated
Quote:
We’ve got some tidbits regarding some future updates to skillchains and magic bursts I’m sure you’ll find interesting.
As a future direction for skillchains, instead of adjusting them to be a simple source of damage, we’re planning to implement adjustments that will allow for more strategic usage options.
I think it goes without saying that the current battle style has changed drastically since the time when skillchains were first introduced. As a result of this, skillchains have become nigh unsuitable as a means for dealing massive damage and often occur now as an unintended accident. With that in mind we made sure to avoid “upgrading” skillchains so much that they became required to earn exp.
For this reason, we’re looking into reducing an enemy’s elemental resistance corresponding to the element of the skillchain used for the duration of the magic burst window. This change will make skillchains more versatile and usable during battles with notorious monsters.
Below is a basic overview:
Example 1: When executing a transfixion skillchain
Transfixion is a light-elemental based, so the monster’s resistance to spells related to light is lowered.
Example 2: When executing a light skillchain
Light is fire/wind/thunder/light-elemental based, so the monster’s resistance to spells related to fire, wind, thunder, and light are lowered. [source]