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 The Honourable Souls Forum Index » FFXIV News » Patch 1.16 Outline (02/24/2011)
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PostPosted: Fri Feb 25, 2011 9:42 pm    Post subject: Patch 1.16 Outline (02/24/2011)  Reply with quote  

Kade
The Duke of San d'Oria


Joined: 13 Feb 2006
Posts: 1193
Location: WI

Patch 1.16 is scheduled to go live in early March, bringing with it new quests, various improvements to the user interface, and more!

The list below briefly outlines the content slated for release in the forthcoming patch

Outline of Patch 1.16 Content


Storylines and world quests

Quest-related system changes:
Addition of icons to make quest NPCs easily recognizable
Addition of quest NPC locations to maps

Journal improvements:
Reexamintion of data transfer mechanics to display all current quests and levequests on one screen
Increased speed for text scrolling in general, and further speed increase for continuous scrolling
Addition of page-scrolling control for gamepads

Rank/Level up fanfare:
Examination of dramatic effects when a new rank or level is attained

Camera improvements:
Ability to adjust camera distance when locked onto a target
Ability to freely adjust camera distance when playing with a gamepad

Targeting system improvements:
Ability to target by type ("PC only" or "NPC only") when using a gamepad
Ability to target by clicking on character name displays

Auto-translate dictionary update:
Update of auto-translate dictionary contents

Guildleve usability improvements:
Reexamination of and balancing of local levequest issuing conditions

Adjustments to item condition values:
Adjustments to lower the rate at which item condition deteriorates

Synthesis interface improvements:
Adjustments to the item synthesis process

Increased pace of gathering actions:
Changes to the frame rates of action animations to speed up gathering

Retainer system improvements:
Ability to summon retainers currently operating a bazaar

Reexamination of enemy size:
Optimization of enemy size for ease of play

Reexamination of stats:
Addition of an auto-MP regeneration feature


For more details, be sure to keep an eye on further Topics posts in the coming days. In addition, comprehensive patch notes will be available on the day of the patch's release. Relevant dates and times will be announced in Informations posts as they become available.
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PostPosted: Fri Feb 25, 2011 9:43 pm    Post subject:  Reply with quote  

Kade
The Duke of San d'Oria


Joined: 13 Feb 2006
Posts: 1193
Location: WI

Ability to target by clicking on character name displays

Addition of an auto-MP regeneration feature

Should make playing mage jobs easier.
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PostPosted: Sat Feb 26, 2011 2:37 pm    Post subject:  Reply with quote  

Ceres
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Joined: 01 Dec 2006
Posts: 161

Won't the auto-MP regeneration thing have the effect of making certain abilities pretty useless?

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PostPosted: Sat Feb 26, 2011 4:57 pm    Post subject:  Reply with quote  

Koiji
Paragon of Pirate Excellence


Joined: 16 Feb 2006
Posts: 881
Location: Seattle, WA

That's a good looking patch. Hope they keep it up.
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PostPosted: Sat Feb 26, 2011 5:38 pm    Post subject:  Reply with quote  

Troiboi
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Joined: 04 Jun 2008
Posts: 170
Location: Hendersonville, tn (Nashville)

I haven't played around with thm yet but from my limited play with con, even a slight refresh in mp will be helpful, especially when waiting for tranquility to come back up. I don't expect the refresh to be game-breaking so tranquility will still be very viable.
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PostPosted: Wed Mar 02, 2011 7:45 pm    Post subject:  Reply with quote  

Nimdae
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Joined: 13 Feb 2006
Posts: 2238
Location: Texas

Some good changes here. I'm curious what they mean by auto-MP regen feature. Is it a spell, skill, or always on? Regardless, it's better than how it was. MP management for my con usually entailed physical fighting and avoiding using my actual spells that define the role.

Targeting changes are quite welcome as well. However, having the ability to cycle target only on party members with gamepad would be much more welcome. Targeting was one of my biggest complaints for group healing.

What's with the optimization of enemy size?
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