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  1. #1
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    August 6th (JST) Version Update Digest

    Greetings,

    Though the version update notes are already up, the below is a digest of the version update content that was organized by Producer Akihiko Matsui.

    (Apologies that all of the item help text is in Japanese.)


    Quote Originally Posted by Akihiko_Matsui View Post
    Hello, Matsui here.

    I apologize we weren’t able to introduce the new skirmishes at the same time as this version update. While you all enjoy the content added with this version update, we will be working to deliver the additional version update, so please hang in there just a little while longer.

    Now then, with the cooperation of each lead, I’ve organized a digest of the August 5th version update.

    Please take a look!
     
     
    • Event-related
      • Seekers of Adoulin missions
        We’ve added the continuation of the Seekers of Adoulin storyline that was introduced in the July version update.

      • Monstrosity
        Everyone will now be able to become a monster and adventure throughout Vana’diel.


        We've focused on adding in all the core elements, and we think you'll be able to get a deeper understanding about Monstrosity by going to areas you haven't been to as well as playing as various kinds of monsters.

        Currently you will be able to become the following types of monsters: Beasts / Plantoids / Vermins / Lizards

        As you level up as a monster, you can unlock new monster types, varieties of the same monster type, and obtain "instincts" in place of equipment.

        By using the instincts you obtain, your Monstrosity experience will be even more enhanced!

         

         



        In future version updates, we will be adding new elements to enjoy such as new systems and rewards. We hope you are looking forward to it!
        • Content to be implemented in the future
          • Monster vs. Adventurer
          • Monster vs. Monster
          • Quests
          • Unlocking of additional monster families
          • Monstrosity party play content
          • Addition of content
          • New rewards 
            etc...
      • Mog Gardens feature expansion
        We've made adjustments and expanded the features.
        • Additional uses for "shining stars."

           
        • Addition of items that can be used in Mog Gardens.

            
        • Gathering nodes can be raised to rank five.
        • Addition of items that can be used as seeds and fertilizer.

        Also, in the Repeat Login Campaign No. 2 and such (*1), you will be able to obtain a Golden Seed Pouch, a pitcher of Chestnut Tree Sap, and a jar of Monarch Beetle Saliva.

        By using these items as seeds or fertilizer, you will be able to obtain items that can be used for Monstrosity.

        By collecting these items and trading them to a certain NPC, you will be able to unlock special monster subspecies.(*2)

        For example, this guy here…


        We hope you enjoy this tiny bonus element.

        *1 These are purchasable from NPCs in Mog Gardens as well.
        *2 In order to unlock subspecies, the original monster level needs to be above a certain level.
    (4)
    Devin "Camate" Casadey - Community Team

  2. #2
    Community Rep Camate's Avatar
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    Digest continued part 2:

    Quote Originally Posted by Akihiko_Matsui View Post
    • Increase in edification cap for coalitions
      We've increased the cap on edifications for coalitions and it is now possible to reach rank 7.

      Along with this increase, new coalition services can be unlocked. For example, you can obtain new equipment with Bayld at the Peacekeepers' Coalition.

      For those of you who would like to see the stats on these new equipment sets, please take a look:


























    • Reive additions and adjustments
      Based on what was mentioned here, we've made adjustments to colonization and lair reives in both Morimar Basalt Fields and Foret de Hennetiel. (If you have yet to read about the adjustment plans, please be sure to give it a read.)
      Moving forward, we will be making adjustments to other areas based on the same plans.

      For colonization and lair reives in other areas, we've also lowered the HP for obstacles and lairs as well as made adjustments to the rewards for completing reives.

      Additionally, we've made further adjustments to the evaluation system and have boosted the obtainment rate for simulacra segments.
    • Abyssea Adjustments
      To accompany the Abyssea and Atma Axtravaganza, we've made a couple of adjustments.

      We've done our best to create conditions that make it easy to help those who would like to challenge Abyssea content.

      While people's feelings about these may differ, please let us know if you used aspects of the campaign to get things done and how you felt about it.
    (2)
    Devin "Camate" Casadey - Community Team

  3. #3
    Community Rep Camate's Avatar
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    Digest continued part 3:

    Quote Originally Posted by Akihiko_Matsui View Post
    • Battle-related

      • Adjustments to monsters' respawn times
        The respawn times for non-aggressive monsters in the below areas have been reduced.

        East Ronfaure / West Ronfaure / North Gustaberg / South Gustaberg / East Sarutabaruta / West Sarutabaruta
        * This does not apply to notorious monsters.
      • Changes to monster placement
        Based on forum feedback, we've made adjustments so that it is now safer to move around with "Climbing."
         
        Also, we've temporarily removed the "Shortsighted Panopt" from Yorcia Weald.
        • Pre-adjustment

           
        • Post-adjustment

        This was done not only to make it easier to do lair reives, but it was employed as a provisional fix directly relating to the increase in colonization rate and wildskeeper reive strategy.

        We plan on re-adjusting the placement in a future version update.
      • Adjustment to spell interruption rate
        The spell interruption rate will now decrease if both item level and "combat skill +" are present on the item equipped as a main weapon.

        We plan on making adjustments in a future version update so that magic accuracy also increases with "combat skill +."
      • Ninja adjustments
        If both item level and "combat skill +" are present on the item equipped as a main weapon, the number of Utsusemi shadow images consumed from attacks will now be reduced.
      • Geomancer and rune fencer job specific equipment
        We've implemented artifact equipment for both jobs as well as the quests in which they can be acquired.
        Here’s one image from each quest:

         


        And here's one image of each artifact equipment sets:


     
     
    • Item-related
      • Implementation of the Shield Design Contest winning entry
        Thank you so much for all of the Shield Design Contest entries.

        We've implemented the winning shield in this version update.
        It can be obtained via the Repeat Login Campaign No. 2.



        There is also another…

        Since the design was so great, we decided to add a practical shield with the same graphic.

        We've set this to be a reward in the new skirmish which will be implemented at the end of August.

      • Adjustments to stats on items that have an item level displayed
        We've made adjustments to the stats that are on equipment that have item levels displayed.
        • Pre-adjustment

           
        • Post-adjustment
      • Simulacra segment adjustments
        • Addition of simulacra segments that can be used for the new skirmishes that will be added at the end of August.
        • Increased the rate of obtaining segments as rewards for colonization and lair reives.
        • Increased the rate of obtaining higher rank simulacra as rewards for colonization and lair reives.
        • Increased the rate of obtaining higher rank simulacra from coalition assignment rewards, Soul Pyres, and gathering nodes.

          We've boosted the rate you can obtain these from colonization and lair reives in quite a noticeable way.

          Compared to reives, it's somewhat difficult to aim for these items from Soul Pyres and gathering nodes, or when doing coalition assignments, and we've made adjustments removing rank I parts so the lottery takes place with only rank II-V parts.
     
     
    • System-related
      • Adjustments to examining enemies
        • Added the description "seems like incredibly easy prey."
        • The message displayed is dependent on the item level of adventurers’ equipment.
      • Adjustments to experience points received from enemies
        We've adjusted the amount of experience points received from enemies that are six or more levels above adventurers that are level 99.

        No changes have been made to weaker enemies.
      • Adjustments to the visual effects of geocolure spells
        We've subdued the visual effects of geocolure spells.
        • Pre-adjustment

           
        • Post-adjustment
      • Additions to the auto-translate dictionary
        We've added geomancer and rune fencer job abilities as well as weapon skills that can be obtained with merit points.
      • Playstation2 version blackout countermeasures
        We've added the below commands:
        • Weather stability toggle text command
        • Environment effect toggle text command
        • Other characters' armor display toggle text command


    (7)
    Devin "Camate" Casadey - Community Team