Season 7 will come to an end tomorrow, January 18th. Starting at 10AM CEST / 4AM EST servers will not be available for a while, as they will be undergoing maintenance.
Although the upcoming Seasonal Journey isn't your usual continuation of Seasons, the maintenance period won't differ from previous such periods. As a little refresher we compiled the ins and outs of the mid-seasonal logistics below:
First of all, after the Season of Malediction ends, there will be a nearly two-week period to allow players to sort out their merged gear and characters and prepare for the new tasks.
Seasonal characters will simply become non-seasonal, regular characters, so you will be able to keep playing with them. The items you have on your characters, stash, and inventory will also be transferred over to non-season. Seasonal items with special names and enchants will remain - you might find some use to their special enchants during upcoming events!
The rewards tied to the Season of Malediction - such as the Store discount bonuses - will not be carrying over. The remaining Seasonal Shards that your character may still possess, while not dropping or being craftable anymore, will be carried through into non-season, however.
Currencies like Credits and Fate will simply be merged into non-season. It is time to buy all that extra stuff with the goods you have earned! Crafting materials will be merged as well. Speaking of crafting, your blueprint charges on Seasonal characters should add up to your non-seasonal charges. All your unlocked blueprints, and Inoculator unlocks should be carried over safely as well.
Aside of items and crafting, Campaign and assignment progress is going to be carried over as well, of course, along with Ordo and Influence unlocks. Your Heroic Deeds that you have unlocked on your Seasonal Inquisitor should now be unlocked on your regular characters. Heroic Deed progress should be carried over and added to your existing progress, so you may get some additional unlocks!
Tarot Card progress should work somewhat differently: Unlocked tarot cards will be carried over, but for the cards in progress, the player will receive the same amount of tarot card items instead. Tarot Seals will simply be carried over and merged into non-Season.
Your active missions should remain as they are, such as Intels and Void Crusades.
When all this happens, there should be a longer maintenance period so we can ensure that everything is transferred over correctly. After this period ends, there will be two weeks of inter-Seasonal time so you can freely sort out your characters and stash.
Stay tuned for the all-inclusive Seasonal Journey, kicking off on January 30th, where you can experience the hardships and grueling challenges of all our previous seasons!
The Maiden’s Rhapsody, a special FINAL FANTASY XI collaboration event, is returning to FINAL FANTASY XIV! Participate and discover what strange twist of fate brought a hero of Vana'diel to our realm.
* This event is identical to the one previously held. * If you have already completed the event, you can replay the quests via the seasonal event replay feature. We highly recommend learning more about this feature on the collaboration special site.
Event Duration
From Monday, January 22, 2024 at 12:00 a.m (PST) / 8:00 (GMT) / 19:00 (AEDT) to Monday, February 5, 2024 at 6:59 a.m. (PST) / 14:59 (GMT) / Tuesday, 6 February at 1:59 (AEDT)
How to Participate
Begin the quest "A Journey to Remember" by speaking to the Remumu in Limsa Lominsa - Upper Decks (X:11.6 Y:11.2).
* This is the same event that was held in 2015, 2017, 2020, and 2022. If you made progress during a previous iteration, you may continue from where you left off. Please check your Journal to determine your current quest progress.
Please don't forget to close/open Steam to make sure update is grabbed.
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-Added more no mounting zones around portal areas, to prevent some crashes? -Added FPS option to graphics menu can be set between 30 and 120. Make sure your machine can handle it default is 60. -Added an additional check for ignore actors hoping it will fix summon issues. -Added Gripbook, The Banker in Minorith that sells Pure(ish) Mystical Nuggets for 1k, 5k 10k (so players can trade gold to friends by buying items).
-Adjusted mount drop rates from a 5%-10% range too 1% all around. -Adjusted how things are sold in an attempt to fix the rarity bug.
-Fixed player level not showing in Co-oP Servers for groups. -Fixed player spamming message when things are summoned. -Fixed AI not damaging on projectiles or certain skills. -Fixed summons not damaging on certain attacks or spells. -Fixed build limit notification. -Fixed dragon summon to stay on ground instead of float. -Fixed some collisions blocking certain area ( keep posting these with screenshots!).
-Tweaked crab and boar ranges for vision to be lower by 90%. Yay still aggro but not unless you run into it :slight_smile: -Tweaked lootable chests not to provide loot directly on load. It will take roughly 5 minutes for loot is generated. This will prevent save load spam for chests. -Tweaked some of the visually impairing skills to be more see through. -Tweaked description of quests to be more accurate. -Tweaked player dropped bags to have the players name on the bag. -Tweaked how towers check who and what to fire at. -Tweaked max sell amount to 99, and max fill in amount to 99 to prevent player crashing. -Tweaked durability to go 50% slower on all weapon items. -Tweaked hotbar weapon logic trying to fix the hotbar bug. -Tweaked how save load worked for the hide helm and hide cape functions. -Tweaked co-op save to try and allow for adjusting settings on fly or keeping old settings. -Tweaked reaper skeletons to have half the life of the summoner summons due to being able to get up to 5 skeletons. -Tweaked damage output from bombs.
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Don't forget to post bugs in Discord or Steam Forums! Support us leave a review!
"Why", you ask? I really wish I had a good answer to that. But it's now in the game. You can Backflip. Yehaw.
It's not intuitive at all, so here's how to do it: - aim down - jump - quickly turn around - .... - profit?
Also, some smaller changes: - turtle now spawns above player & walks - spikeball spawns above randomly chosen tile - bamboo is now framerate independant - clamps can now be moved by aiming up/down - top clamp no longer hooks to tiles - gungun only teleports you on death, not on respawn - small tweaks to some levels - press f5 in speedrun mode to immediatly start another run - highest score of session is now displayed in Raw Random mode
Besides the backflip, these are just some more smaller things! I'm going to do some heavy thinking now, to figure out where the most effective additions to the game can be made with the next update, which should come in the end of January!
Once again, I really want to thank you all for playing the game! Don't forget to check out the Workshop, people have been making really cool levels packs!
Hey everyone! Been a while. Hope you've been well for the holiday season, now it's time we all got back to work.
This is a simple hotfix of a bug I wasn't aware existed. If your OS was set to a language other than English, the scripts lock up and the game breaks. That's fixed now.
Fixed the game trying to load a language pack that wasn't available.
You may be wondering, "well the game is only in English and the language options are disabled, what can possibly break here?" The simple answer is that the game does have a full localization system in place, but it was cut last minute due to some game-breaking bugs (like the one fixed now) were found late into development, and there were too few languages ready for release.
A lot more is in the works; language support will be coming soon, along with a Linux/SteamOS build and controller support. These will take a bit more time though.
Bugfixes: - Fixed an issue where the Amulet of perfect Health had no bonus - Increased the time window for the skill animation of "Eternal Requiem" by half a second, to reduce the change of it misfiring - Unit Z-sorting should be more robust now - Fixed an issue where permant hitpoint gains through assignments or events would not be added to the actual HP-pool. - Dark Bolt and Soul Stealer are no longer categorized as melee - The Button for the Teamwork-Training should now display the right duration
Quality of Life Changes: - Added a unit marker that will point at the current acting unit - When inspecting enemies, you can now see which skills are on cooldown and for how long
An issue I found while troubleshooting the previous one: Some galleries would show even when "images were added", And since I changed the gallery image listing dictionary, I have changed it to see if a persistent is true. This keeps the "locked" images out of the screen to make it look a little cleaner.
Not sure why Lucia (0/7) still shows up at the moment.
The Hospital Rating system is your route to learn about the many, many things you might be doing wrong well. It’ll drill down into various areas of your hospital, your finances, and the wellbeing of your staff and patients.
Some of these categories are fairly straightforward (eg: how many of your patients survive their tribulations treatment in your hospital?), and some are more complex (eg: how healthy are patients when they escape leave the hospital?).
The other categories include your throughput (how many patients are you treating?), the mood and needs of your staff and patients (is everyone happy?), individual species desires, and of course, your finances - which, depending on your world galactic view, may be the most important one!
There’s also a tab for the Species Desires that we covered in an earlier blog post. As a quick refresh, each species has two unique desires that need to be fulfilled to keep them happy. For example, the Dyonai really like seeing plant decorations, and even though they don’t eat or drink the Vizarj really like toilets to be spread out and easily accessible throughout the hospital - but what do they actually do in there?
Each of these tabs has a core stat:
- Success Rate core stat: % of patients that survive - Health core stat: Average patient health at end of treatment - Throughput core stat: Treatments completed in the past 10 minutes - Desires core stat: % of species desires above the “good” threshold - Patients core stat: Average patient mood - Staff core stat: Average staff mood - Finances core stat: Total revenue in the past 3 cycles
And most tabs also contain a bunch of additional measurements, information, and tips. These all contribute towards the core stat in their category - for example, the success rate tab will break down the various ways you can “fail” (...kill) a patient, and what you can do to avoid that.
All of your core stats then contribute to your overall hospital rating - which is helpfully summarised in the summary tab!
On this tab you can see a breakdown of common thoughts from your patients and staff. Perhaps there’s a lack of art? Or a few too many corpses on the ground? Whatever the problem, this gross invasion of privacy will let you know.
Lastly, there’s also a series of rewards available to unlock on each level as you improve the rating of your hospital. On level 2 (Burning Moon), you can unlock a delightful hologram of Leonard Moon performing his favourite dance moves.
And that's it for this week's Galacticare Wednesday!
Fingers crossed your patients give you the most glorious 5-star reviews for your services!
Don’t forget we publish a new deep-dive blog post once a month, and more weekly explorations (including daily Condition Research Journals) across our TikTok, Twitter, and Discord.
See you next week for another instalment of Galacticare Wednesday!