Final Fantasy 14 Cannot Download Patch Files

Final Fantasy 14 Cannot Download Patch Files Average ratng: 3,6/5 2622 votes

When I had this problem on ps4 the onlythings that worked were. For Final Fantasy XIV Online: A Realm Reborn on the PC, a GameFAQs message board topic titled 'Patch Errors'. Unable to download patch files. © 2010-SQUARE ENIX CO., LTD.All Rights Reserved. © 2010-2019 SQUARE ENIX CO., LTD.All Rights Reserved. Cannot reinstall my game, every time I get around 45ish mb downloaded I get this error. Was forced to reinstall due to the fact the game suddenly decided it.

Final Fantasy XIV
North American cover art, featuring artwork of a male Hyur.
Developer(s)Square Enix
Publisher(s)Square Enix
Director(s)
Producer(s)
  • Naoki Yoshida[a]
Designer(s)Nobuaki Komoto[a]
Artist(s)Akihiko Yoshida
Writer(s)Yaeko Sato
Composer(s)
  • Ryo Yamazaki[a]
  • Naoshi Mizuta[a]
  • Tsuyoshi Sekito[a]
  • Masayoshi Soken[a]
SeriesFinal Fantasy
EngineCrystal Tools
Platform(s)Microsoft Windows[1]
ReleaseSeptember 30, 2010
Genre(s)Massively multiplayer online role-playing game
Mode(s)Multiplayer

Final Fantasy XIV[b] is a massively multiplayer online role-playing game (MMORPG) for Microsoft Windowspersonal computers, developed and published by Square Enix in 2010. It is the fourteenth entry in the main Final Fantasy series and the second MMORPG in the series after Final Fantasy XI. Set in the fantasy realm of Eorzea, players take control of a customized avatar as they explore the land and are caught up in both an invasion by the hostile Garlean Empire and the threat of the Primals, the deities of the land's Beastmen tribes. Eventually, they are embroiled in a plot by a Garlean Legatus to destroy the Primals by bringing one of the planet's moons down on Eorzea.

The game had been in development since 2005 under the codename 'Rapture', and was announced in 2009 for Windows and the PlayStation 3video game console. It ran on Square Enix's Crystal Tools middleware engine, which was adjusted to suit the game's specifications. During development, the team carried over multiple aesthetic elements from Final Fantasy XI while attempting to create something that stood on its own. Due to several factors, the development was beset by problems that would later have drastic effects on the game. Attempts to bring the game to Xbox 360 consoles fell through due to disagreements with Microsoft about the use of Xbox Live.

After its alpha test and a delayed beta test, the game went live on September 30, 2010, remaining active until its servers were closed on November 11, 2012. At launch, the game was met with a negative response: while the graphics and music were praised, other aspects were unanimously panned, including the gameplay, interface, and the general impression of the game being unfinished. Critic and fan backlash caused Square Enix to suspend subscription fees, indefinitely postpone the PlayStation 3 version, and replace the development team leadership, with Naoki Yoshida as producer and director. Yoshida decided to make marginal improvements before shutting down servers in favor of a new version initially subtitled A Realm Reborn.

  • 2Synopsis
  • 3Development

Gameplay[edit]

Comparison of a levequest battle in the alpha release (above) and the final patched version of Final Fantasy XIV.

Final Fantasy XIV is a massively multiplayer online role-playing game (MMORPG) in which the player controls a customized Adventurer avatar from one of the five playable races. Each race has two tribes, and all but two allow for the selection of male or female characters. The avatar can have their eye and hair color, facial features, and skin tone customized, and features such as birthmarks and scars can be added. Their chosen tribe, along with their chosen patron deity, affect their stats and elemental attributes.[2] The game's opening varies depending on which starting location is chosen.[3] Two different types of quests are available for players: story quests, which are unlocked as characters accumulate experience points (EXP) and raise their experience level while unlocking new abilities; and Levequests (leves), side quests accessed through the Adventurers' Guilds. Leves are broken down into multiple types, focusing on gathering or combat. Levequests are associated with particular non-playable characters (NPCs). As the player completes leves, they gain favor with three different factions and unlock new abilities, with rewards only coming from the NPCs within the factions who issued the quest. Gaining favor also unlocks a new type of level called Faction leves, which deplete a character's favor when completed.[2][3][4]

Compared to Final Fantasy XI, where party-based gameplay is forefront at all times, the gameplay in XIV is adjusted so that players can go for longer periods without joining a party.[5] There is no auto-attack option, with each action needing a manual input while an enemy is targeted. Each action uses up a stamina bar.[4] Through defeating monsters, crafting items, and completing quests, players accumulate EXP which, when a certain threshold is reached, automatically increments the player's level. The player's level affects attributes such as HP (health/hit points), MP (magic/mana points), and the number of abilities available to them.[6]

Under the Armory System, a character's equipped weapon or crafting tool, determines the player's character class, allowing them to switch roles at will.[6] Some classes are associated with a particular starting point.[2][5] Classes are divided into four disciplines: Disciples of War, masters of physical combat; Disciples of Magic, practitioners of the magical arts; Disciples of the Hand, crafters and handymen who synthesize and repair items; and Disciples of the Land, gatherers who collect resources from the environment. Certain abilities learned under one class may be equipped and used by other classes. The Job System (a post-launch addition) builds upon the Armoury System for Disciples of War and Magic. In exchange for restricting the range of equippable abilities from other classes, players gain access to powerful skills, magic, weapons, and armor exclusive to the Job corresponding to that class. These Jobs, based on classic Final Fantasy character jobs, are more suited to party-based combat.[2][7]

Synopsis[edit]

Setting and characters[edit]

Final Fantasy XIV takes place in a high fantasy setting. The main location is Eorzea, a continent on the larger planet Hydaelyn: this contrasts Final Fantasy XI which uses one name to refer to the entire world and its regions.[8] Eorzea is broken up among three main powers: the forest nation of Gridania; the desert-based Ul'dah sultanate; and the thalassocracy of Limsa Lominsa, Eorzea's dominant maritime power.[9][10] Other important locations include the scholarly city-state of Sharlayan and the Garlean Empire, a hostile northern power with highly developed technology. Five years prior to the start of the game, the Garlean Empire invaded the land of Ala Migho, but were prevented from conquering Eorzea by the attacks of the ancient dragon Midgardsomr and his dragon hordes. In response to the Empire's threat, the three nations of Eorzea reform the Grand Companies, comprehensive centers of command which combine the cities' military and economic assets. The Grand Companies attracted people from all walks of life, who take up the mantle of Adventurers.[11]

The player character is a customizable Adventurer avatar taken from the five main races of Eorzea. The playable races are the human-like Hyur (ヒューランHyūran), the elf-like Elezen (エレゼンErezen), the physically-imposing Roegadyn (ルガディンRugadin), the diminutive Lalafell (ララフェルRaraferu), and the feline Miqo'te (ミコッテMikotte).[12][13] Playable Roegadyn and Miqo'te are gender-locked to male and female respectively.[14] Aside from these races are the Beastmen, tribes who worship ancient gods called the Primals, which require aether-rich crystals and whose presence damages the planet.[11]

Plot[edit]

Beginning in one of Eorzea's three main states, the player character awakes to the Echo, a power granting them the ability to see the past.[4] The Adventurers are initially involved in both conflicts within the nations provoked by the Garlean presence, led by the Garlean Legatus Gaius Van Baelsar, and the Beastmen's attempts to hoard crystals and summon their Primals. Eventually, a greater threat is brought to the attention of the nations by the Sharlayan scholar Louisoix Leveilleur: another Garlean Legatus named Nael Van Darnus is using arcane magic and technology to summon Dalamud, the planet's second moon, down on Eorzea to purge the Beastmen and Primals whom the Garleans hate as violent pagans. With the aid of Garlean defector Cid nan Garlond, the Adventurers discover that Nael has set up a beacon for summoning Dalamud in the new fortress of Castrum Novum. While each nation makes individual attempts to storm the fortress, they are repelled. Faced with this, their leaders form a pact and unite the nations under the banner of the Eorzean Alliance.[11]

Now united, the nations, aided by Adventurers, successfully storm Castrum Novum and destroy the beacon. Nael, insanely committed to his plan, makes himself into a second beacon. Though he is defeated by the Adventurers, Dalamud has descended too far for it to return into orbit, so Louisoix proposes a final desperate plan: to summon the Twelve, Eorzea's guardian deities, and return Dalamud into orbit. The Adventurers pray to altars dedicated to the Twelve across the land, then rally with the armies of the Eorzean Alliance to fight Nael's legion on the Carteneau Flats, the predicted impact site of Dalamud. In the midst of the battle, Dalamud disintegrates and reveals itself to have been a prison for the Elder Primal Bahamut. Enraged after its imprisonment, Bahamut begins laying waste to Eorzea. After the attempt to summon the Twelve fails, Louisoix uses the last of his power to send the Adventurers into a time rift, separating them from the flow of time so they can return when Eorzea has recovered.[11]

Development[edit]

Hiromichi Tanaka, the original producer of Final Fantasy XIV, in 2007.

Planning for Final Fantasy XIV began in 2005, four years prior to its official announcement. At the time, it was codenamed 'Rapture' (ラプチャーRapuchā). While it had been decided within the company that MMORPGs would be mainline entries rather than spin-offs, the team was worried that the final product would be too radical for the main numbered series.[8] The main staff included multiple developers who had worked on previous entries in the Final Fantasy series: producer Hiromichi Tanaka had acted as the original producer for Final Fantasy XI and been involved in multiple early Final Fantasy games, director Nobuaki Komoto was a director for XI and had been among the staff of Final Fantasy IX, writer Yeako Sato had been the main scenario writer for XI, and Akihiko Yoshida had previously also been art director for Vagrant Story and Final Fantasy XII. The game's logo and some other artwork was designed by Yoshitaka Amano.[6][8]

The game's story, primarily written by Sato, was based around a central narrative complemented by side-stories. The setting and gameplay were decided upon before Sato was brought on board, with the result that she needed to consult the rest of the team when she wished to use one of Eorzea's main locations in a certain way. The story's main conflict was to be among the five main races of Eorzea and the Beastmen, with the Garlean Empire acting as a third force. The placement of the Garlean Empire to the northeast of Eorzea was not meant to simulate a real-world location, but naturally ended up there as the map of Hydaelyn was being created.[15] The game's logo, designed by Amano, was designed around the importance of weapons and the concept of a wheel: the 'wheel' in question was a wheel of adventurers, arranged so their backs were exposed and they needed to rely on their comrades and friends for support.[6]

For his work as art director, Yoshida needed to adjust from working on a single static project to creating artwork assets for a game which would be updated and expanded. While the game world was created around a high fantasy aesthetic, it was meant to be realistic and encourage exploration.[16] At the beginning of development, the team created a detailed profile of Hydaelyn, including its relation with other planets, ecosystems, climate, and geography. This was done to promote a sense of realism. Alongside creating a seamless travel experience for players, careful work was put into the topography and varied lighting of environments so they would not seem repetitive. After the environment was created, the architectural, cultural and religious elements of the world were incorporated into the environment. City and machine designs mixed metallic and natural materials to create a combined sense of wonder and familiarity for players.[17] The game's five playable races were directly based on the five initial races from Final Fantasy XI, with design adjustments to reflect the new setting. The developers also created two different tribes, as opposed to the single tribe set-up present in XI. Characters' movements were primarily developed using motion capture, though the recorded movements were then adjusted so they would be sharp and distinctive. Much work was invested in creating emotes, character movements chosen by the player to represent a specific mood or emotion previously used in XI. To create realistic expressions, a character artist manually adjusted the faces for each expression.[12] For the monsters, advances in hardware enabled the team to create more realistic and detailed character models, including detailed skin textures and carefully placed hair follicles.[18]

The game's cutscenes were first drafted using a storyboard, then when the sequence of events had been finalized, motion capture was used to create the scene in a digitized format. Lighting and environmental effects were then put in place.[19] One of the most challenging sequences to create was the opening real-time cutscene for the Limsa Lominsa story route: the giant sea serpent's fins were each individually animated.[18] The game's opening cinematic was produced by Visual Works, Square Enix's in-house CGI development company.[20] All the in-game models were first created in high-resolution form using a 3D sculpturing program, then readjusted so they could appear in the game with a lower polygon count but equivalent graphical quality.[18] Another large part of creating the characters was their accessories: to help with this, the team developed a multi-layered development system. A technique dubbed 'polygon shaving' was used so two sets of equipment could be designed to look different while using the same model data. Another function dubbed 'reshaping' was used to adjust the shapes of equipment and accessories. The third element, dubbed 'SSD-file', enabled the adjustment of the 'materials' equipment was made off, so its color and texture could be changed. Rather than relying on a single design image, which would have been impractical for the hardware, the team took basic art and used Photoshop to add subtle changes to each. It was then passed down to the modeling team, who used the same sculpting process as was used for the game's monsters to create high-detail models while keeping the polygon count low.[21]

The game's engine was Crystal Tools, a specially-created middleware engine that was also used in Final Fantasy XIII. So that it would be compatible with the game's specifications, the team customized the engine to suit their needs.[8] In the end, the game's chosen engine proved unsuitable to the needs of the game, rendering its internal structure 'broken'.[22] The game's development ended up being beset with multiple problems. According to a later postmortem, the team developing the game had an unhealthy obsession of graphical quality over gameplay content that led to other parts of the game being neglected, reinforced by the company's then-outdated development methods. A cited example of the focus on graphics was a flowerpot, which had as many polygons and lines of shader code as a player character. This high graphical quality meant that compromises needed to be made; for example, the number of players present on-screen at any one time needed to be limited to twenty, undermining the large-scale communal appeal of MMORPGs.[23] This issue also impacted the game's environments; to save on memory space while preserving seamless travel, the team needed to reuse environmental features and textures on a regular basis.[24] Another problem was that the team lacked experience in developing MMORPGs, a problem that had also beset Final Fantasy XI, but had been successfully overcome. With this in mind, the team were still using the development mindset used during the sixth console generation, which could not hold up under the increased staff and resource needs for seventh generation development. A third major reason was the company's belief that the game's problems could be patched after the initial launch, compounded by the lack of an overall plan for how to deal with them.[23]

Music[edit]

The music for Final Fantasy XIV was composed by Nobuo Uematsu, a regular contributor to the music of the Final Fantasy series.[6] Originally contracted to create the ending theme for XIII, Uematsu accepted the request by the XIV team to work on the game, leaving XIII's theme song to be composed by Masashi Hamauzu.[25] Having only contributed a few tunes to Final Fantasy XI, XIV was Uematsu's first full-time work on an MMORPG. Despite this, he treated as any other project, and had considerable creative freedom as the team's vision for the game had not been finalized. For the battle themes, he used a mix of orchestral and rock pieces. He worked on XIV at the same time as working on The Last Story, a video game from original Final Fantasy creator Hironobu Sakaguchi.[26][27] During the time XIV was active after the initial release, other composers including Masayoshi Soken, Naoshi Mizuta, Tsuyoshi Sekito and Ryo Yamazaki contributed to the score.[28] Soken acted as the game's sound director, and would take over as the main composer for its relaunch.[29] The game's theme song, 'Answers', was composed by Uematsu and sung by Susan Calloway, who was specially chosen by Uematsu after hearing her rendition of previous Final Fantasy theme songs.[30]

Multiple albums featuring music from XIV have been released. Two mini-albums, Final Fantasy XIV: Battle Tracks and Final Fantasy XIV: Field Tracks, were released on September 29, 2010.[31][32] A full album, Final Fantasy XIV - Eorzean Frontiers, was released on September 1, 2012 as both a single album and three mini-albums.[28] A Blu-ray album featuring all music from the original version of XIV, Before Meteor: Final Fantasy XIV Original Soundtrack, was released on August 14, 2013, two weeks prior to its relaunch.[33]

Release[edit]

XIV was first hinted at the 2005 Electronic Entertainment Expo (E3) when Square Enix announced that they were developing a new MMORPG, showing it off using a tech demo. The demo included aesthetic elements similar to XI, such as races from Vana'diel.[34] In 2006, rumors emerged that Square Enix was developing a direct sequel to Final Fantasy XI, but further details remained unknown.[35] During the next few years, contradictory reports were issued as to what platforms the game was being developed for: the platforms listed varied from the game being an Xbox 360 exclusive, to being for PlayStation platforms, to being for Xbox 360, PlayStation 3 (PS3) and Windows platforms.[34][36][37]XIV was officially announced at E3 2009 for PS3, then for Windows. After its official announcement for those platforms, it was stated that a port to Microsoft hardware was under consideration.[38] Despite negotiation with Microsoft concerning an Xbox 360 version of the game, the two companies were unable to agree upon the use of Xbox Live, as Square Enix wanted a shared server across all platforms and Microsoft would not give them the full access necessary to implement this. Because of this disagreement and the consequent extra manpower needed to develop a version separate from the other two platforms, development on the Xbox 360 version was stopped.[39]

According to Yoichi Wada, then-CEO of Square Enix, XIV was being planned as a serious rival to successful western MMORPG World of Warcraft.[40] The game was developed primarily for Windows, and was then ported across to PS3.[41]XIV was originally scheduled for simultaneous release on Windows and PS3 in 2010, but the PS3 version was delayed into 2011. This was explained as due to it taking longer than expected to make the adjustments needed so the game could fit within the console's limited memory.[42] The game did not use the PlayOnline service used for XI. This was explained as being due to the marked decrease of content on the service. Instead, they would migrate to a new service that still allowed cross-platform gameplay, including the use of a universal Square Enix ID that would allow players to play from wherever they left off.[6] In October 2009, the game's Beta release was announced as being only for Windows.[41] First print runs of the PS3 version of Final Fantasy XIII contained a bonus code for the PS3 version of XIV for a special in-game item.[43]

Due to earlier recurring issues with mistranslations related to news updates, the team decided not to implement forums in the original release, instead hearing player feedback through fan sites and unofficial forums. Also because of mistranslation fears, dedicated teams in each of the game's release regions would gather feedback and transmit it to the development team.[44] The game's first closed Alpha test began on March 11, 2010. It was available only to veteran players from XI.[45] During alpha testing, the team used player feedback to find out key problems with the game, such as limitations on graphical adjustments making the game run at a slow frame rate.[46] The open Beta test was originally scheduled to begin on August 31, but was indefinitely postponed due to the discovery of critical bugs in the game.[47] The Beta test eventually went live on September 2, running until the game's release later that month.[48] It was later stated that more time should have been given to fixing bugs during the Beta period.[24] The game released on September 30, 2010, six months prior to the PS3 version's projected release date of March 2011. A Collector's Edition was released on September 22, allowing owners to log into the game from that date. The Collector's Edition, which was decorated by artwork from Amano and Yoshida, came with bonus items including a DVD featuring a behind-the-scenes documentary, a security token, a case for the game's box, and a decorated tumbler.[49] The game was released with text in Japanese, English, French and German, while the spoken dialogue in cutscenes was English in all versions.[6][50]

Reception[edit]

Reception
Aggregate scores
AggregatorScore
GameRankings50% (22 reviews)[51]
Metacritic49/100 (26 reviews)[52]
Review scores
PublicationScore
1UP.comD+[4]
CVG6.2/10[53]
Eurogamer5/10[54]
GameSpot4/10[55]
GameSpy[56]
GameTrailers4.2/10[3]
IGN5.5/10[57]
PC Gamer (US)30%[58]

During its debut week in Japan, the Collector's Edition reached #2 in the PC games charts behind Civilization 5 and ahead of StarCraft II: Wings of Liberty.[59] In the UK charts, the game debuted at #10 behind multiple other games including F1 2010 (#1), Halo: Reach (#2), Civilization 5 (#4) and Prince of Persia: The Forgotten Sands (#7).[60] By November 2010, the game had sold 603,000 copies worldwide.[61]

The game received generally negative reviews at release, garnering scores of 50% and 49/100 by aggregate sites GameRankings and Metacritic respectively.[51][52]Computer and Video Games said 'Eorzea is a beautiful world with huge potential for vast adventures, but it's just a shame that this first voyage into it is such a mis-step'.[53]1UP.com said that 'playing [Final Fantasy XIV] is like playing with a toy stuck in a plastic bag: it can be fun for a while and you can get the general idea, but you can't appreciate the full experience', stating that future updates would likely rectify this issue.[4]IGN said that 'Much of the promise of the combat system and depth of the crafting mechanics are drowned, unfortunately, under a sea of interface and performance issues that hinder the experience at nearly every step', further stating that while patches might improve the experience, its state at the time of the review made it 'not a world worth visiting'.[57]GameSpot, in addition to warning players away from the game, said that 'Final Fantasy XIV is a notable entry to the genre but only for what it lacks'.[55]

GameTrailers was particularly critical, saying that it had been 'released before it was finished', calling it '[a] broken, incomplete mess'.[3]PC Gamer called the game 'a shallow, slow, grind-heavy MMO crippled by a horrible interface and nonsensical player limitations'.[58]GameSpy was again highly critical, saying that 'barring a complete overhaul of the user interface, the combat, the player interaction mechanics, the progress system, and of the layout of the world itself, [Final Fantasy XIV] is unlikely to ever be fun.'[56]Eurogamer said that while the game would appeal to some players, they advised them to 'wait another six months before even thinking about Final Fantasy XIV, because Square Enix hasn't yet got its head around its own players'.[54]

Critics agreed that the game's graphics were good, enjoyed Uematsu's score, and several praised the concepts behind the Job and leveling systems. Alongside this, unanimous criticism was laid against the gameplay pace, its convoluted interface, bugs and glitches, and the slow pace of the story. It was generally seen as a great disappointment both as an MMORPG and a mainline entry in the Final Fantasy series.[3][4][53][54][55][56][57][58] Later, as part of an interview concerning the game's later development, 1UP.com commented that subsequent patches and overhauls had turned the game into something more playable.[62]

Post-release[edit]

The release of the game sparked immediate player backlash in addition to its negative critical reception. Some of the controversy was produced by the use of gameplay features unusual for the genre. The main complaint by players was the user interface, followed by problems with the performance and aspects of gameplay.[24][63] The initial 30-day free trial was extended twice in order to allow players to experience the new development team's updates before committing to the game.[64] In December 2010, it was announced that Tanaka and Komoto had been removed from their posts as producer and director, with Tanaka taking full responsibility for the game's problems. The PS3 version was indefinitely delayed from its original March 2011 release date, with Square Enix saying that it would not release the game for that platform until it fully met the quality standards suitable for the Final Fantasy series. Subscriptions for the Windows version were also suspended indefinitely.[65][66]

The position of producer and director was taken over by Naoki Yoshida, a staff member at Square Enix who had previously worked on the Dragon Quest series.[66][67] Among these were other staff changes: Komoto was reassigned to become lead game designer, Akihiko Yoshida became lead scenario concept artist, Hiroshi Takai was appointed as lead artist, and Akihiko Matsui became lead combat system designer.[66] Yoshida's main priority was to make the game a playable experience after the poor launch and subsequent reaction.[68] Through subsequent patches to the game, multiple graphical and gameplay improvements were made: among the most notable were the addition of a job system, personal chocobos, a revamped battle system, greater customization options for gear, and multiple new dungeons and bosses.[62] Yoshida also introduced the official Final Fantasy XIV forums in order to obtain player feedback and suggestions, and stated that interacting with and growing closer to the community would be a high priority.[69] During this period, XIV and XI were taken offline to help with energy conservation in the aftermath of the 2011 Tōhoku earthquake and tsunami. They went back online one week later as other means were found to reduce their energy usage that did not involve their online services.[70] Due to the earthquake, a planned and partially-developed boss battle with the Primal Titan was cut and replaced by another Primal: the team felt that players might be offended by the Primal and associate beastribe's links with the power of earth in this context.[71]

The team could not fully mend the game in its existing form as its engine and server structure were already critically flawed. This meant that, in order to save XIV, the entire game needed to be rebuilt from the ground up. The decision to launch a new version as a reboot instead of a whole new title was driven by the need to regain player trust, which was felt would not be done by just scrapping XIV.[22][62] The original story planned for XIV was changed to build up towards the end of the original game's life, with new boss battles being introduced leading up to the final storyline.[71] The 'Seventh Umbral Era' storyline was used as a story-based reason for the radical changes coming to the game and its landscape.[62] In the run-up to this, reduced subscription fees were reintroduced with special bonuses included for the eventual reboot of the game, and major server merges were carried out to ease the transition between versions of the game, a move which initially provoked a negative reaction for players.[72][73][74] The final revision of the game was put out on November 1, 2012. After a final in-game battle where all XIV players were invited, the servers were closed down on November 11.[75]

Legacy[edit]

The flawed release and poor reception of the game had a heavy impact on Square Enix: citing XIV among other reasons, the company reduced its projected income for the year by 90%.[76] At the 2011 Tokyo Game Show, Wada issued an official apology for the quality of the game, saying that 'the Final Fantasy brand [had] been greatly damaged'.[77] The company and development team eventually decided to scrap the current version of XIV, rebuilding it from the ground up.[22] This rebooted version, initially titled Final Fantasy XIV 2.0, began development in April 2011.[78] The rebooted version was released in 2013 with the subtitle A Realm Reborn, and has been positively received by critics and players. Yoshida, commenting in a later interview, stated that A Realm Reborn was just the first part of regaining player trust after the release of XIV, predicting that the process would take a long time.[22]

See also[edit]

Notes[edit]

  1. ^ abcdefg(2010–12)
  2. ^Fainaru Fantajī Fōtīn (ファイナルファンタジーXIV), also known as Final Fantasy XIV Online

References[edit]

  1. ^スクウェア・エニックス、「ファイナルファンタジー」シリーズ最新作「ファイナルファンタジーXIV」を発表完全オンライン対応のMMORPGとして、「プレイステーション 3」とWindowsで全世界同時発売. Square Enix. 2009-06-03. Archived from the original on 2015-03-15. Retrieved 2009-06-03.
  2. ^ abcdSeid, Kurtis (2010-10-12). 'Final Fantasy XIV Primer'. GameSpot. Archived from the original on 2014-03-15. Retrieved 2015-08-09.
  3. ^ abcde'Final Fantasy XIV Review'. GameTrailers. 2010-10-08. Archived from the original on 2014-08-25. Retrieved 2015-08-10.
  4. ^ abcdefVreeland, Michael (2010-10-18). 'Final Fantasy XIV Review'. 1UP.com. Archived from the original on 2015-08-10. Retrieved 2010-10-20.
  5. ^ abMorell, Chris (2009-08-26). 'Final Fantasy XIV: Gamescom Interview'. PlayStation Blog. Archived from the original on 2015-04-26. Retrieved 2015-08-09.
  6. ^ abcdefgDunham, Jeremy (2009-06-04). 'E3 2009: Final Fantasy XIV - What We Know'. IGN. Archived from the original on 2013-07-31. Retrieved 2015-08-09.
  7. ^Lefebvre, Eliot (2012-12-29). 'The Mog Log: Parties and roles in Final Fantasy XIV'. Joystiq. Archived from the original on 2015-01-29. Retrieved 2013-01-06.
  8. ^ abcdGantayat, Anoop (2009-06-05). 'Team Final Fantasy XIV Interviewed'. Andriasang. Archived from the original on 2012-12-24. Retrieved 2015-08-08.
  9. ^Tidwell, Mikel (2010-08-17). 'Final Fantasy XIV's Cities Revealed'. RPGamer. Archived from the original on 2014-08-24. Retrieved 2015-08-11.
  10. ^Cunngingham, Becky (2010-05-25). 'Final Fantasy XIV Goes to Sea'. RPGamer. Archived from the original on 2015-04-01. Retrieved 2015-08-11.
  11. ^ abcd'Waning of the Sixth Sun' Final Fantasy XIV: A Realm Reborn Collector's Edition (DVD). Square Enix. 2013-08-27.
  12. ^ abSquare Enix (2010). Final Fantasy XIV: Eorzea - The Making of a Realm: Part 1 (Video) (in Japanese and English). YouTube.
  13. ^Cunningham, Michael (2009-05-08). 'Additional Details for FFXIV Arrive'. RPGamer. Archived from the original on 2014-08-23. Retrieved 2015-08-11.
  14. ^Cunningham, Michael A. (2012). 'Final Fantasy XIV: A Realm Reborn Interview with Naoki Yoshida'. RPGamer. Archived from the original on 2015-04-02. Retrieved 2013-01-06.
  15. ^Gantayat, Anoop (2009-12-23). 'Planner Yaeko Sato Details Final Fantasy XIV's Story'. Andriasang. Archived from the original on 2012-12-24. Retrieved 2015-08-08.
  16. ^Square Enix (2010). Final Fantasy XIV: Eorzea - The Making of a Realm: Part 7 (Video) (in Japanese and English). YouTube.
  17. ^Square Enix (2010). Final Fantasy XIV: Eorzea - The Making of a Realm: Part 4 (Video) (in Japanese and English). YouTube.
  18. ^ abcSquare Enix (2010). Final Fantasy XIV: Eorzea - The Making of a Realm: Part 2 (Video) (in Japanese and English). YouTube.
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External links[edit]

  • Official information site (The Lodestone) (archived December 2010)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Final_Fantasy_XIV_(2010_video_game)&oldid=888519636'
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Final Fantasy XIV Online: A Realm Reborn

Also known as: Final Fantasy XIV Online: Shinsei Eorzea (JP)
Developer: Square Enix
Publisher: Square Enix
Platform: Windows
Released in JP: August 27, 2013
Released in US: August 27, 2013
Released in EU: August 27, 2013
Released in CN: August 29, 2014

This game has hidden development-related text.
This game has unused graphics.
This game has unused items.
This game has unused sounds.
This game has unused text.
This game has regional differences.

This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!

Final Fantasy XIV Online: A Realm Reborn is the second third Final Fantasy MMO, the first being Final Fantasy XI.

Due to the heavy criticism of Final Fantasy XIV Online, the game was remade as a completely new game by a team headed by Dragon Quest X director Naoki Yoshida and subtitled A Realm Reborn. The game's first expansion, Heavensward, was released in June 2015.

  • 2Unused Classes
  • 5Items
  • 7Textures
  • 8Unused Quests
  • 10Unused Music
  • 11Regional Differences

Sub-Pages

Heavensward
Unused content found in the game's first expansion pack.


Unused Text
Featuring tests, placeholders, and all sorts of other unused text.

Unused Classes

1.0 Musketeer and Arcanist

While it is well-known that much of the original game went through drastic changes for its re-release, it is not common knowledge that many features, including additional Disciplines and monsters, were found in the 1.0 client via data mining. Skills that were meant to be learned all the way up to a level cap of 99 were present in the data files, and in particular, a Reraise spell meant to be learned by Conjurers at level 36, though this went unused. In terms of Disciplines, both Arcanists and 'Musketeers' were present in the game files since the beta of 1.0. Arcanists were originally intended to use a sort of mechanical staff and fight in part via placing 'magical traps'; Musketeers appeared intended as a second ranged-physical class.

It's worth noting that signs, symbols, models for guns, and even animations for the Musketeer class can be found all over Limsa Lominsa in A Realm Reborn. The Marauder's Guild not only has a sign with two crossed flintlocks (that also appears in the free company crest editor), but two Miqo'te women being trained in the basement on how to use a musket.

Adventurer

A class referred to as 'Adventurer' in English and 'すっぴん士' in Japanese is referenced in classjob.exh at the top of the list with an ID of 0. Interestingly, it has a unique acronym for each language besides Japanese, which is left blank.

This is the class that the player is assigned during the opening cutscene(s), before they start the game.

Unused Free Company Options

Text tables for Free Companies seem to hint towards a 'Guest' and 'Recruit' rank, and a Free Company chest that is more ordered, with labels such as Items, Gear, Medicines & Miscellany.

In the current game, the Guest and Recruit ranks do not exist, only showing Member, Officer and Master by default, and the company chest merely consists of three tabs, with no labels assigned or that can be assigned.

Best Effort Test: -provides background information. Upstream Test: -provides background information. Broadband upload speed faster than download speed. Upload Speed 10.53 Mbps 0 Mbps 20 Mbps Max Achievable Speed Upload speed achieved during the test was - 10.53Mbps Additional Information: Upstream Rate IP profile on your line is - 20 Mbps The test result has indicated that you should contact your ISP for further assistance. IP Profile for your line is - 52.8 Mbps 2. Download Speed 10.23 Mbps 0 Mbps 0 Mbps Max Achievable Speed Download speed achieved during the test was - 10.23 Mbps For your connection, the acceptable range of speeds is 12 Mbps-0 Mbps.

Unused Battle Voice Lines

There's a few lines in the game that go unused - presumably for certain class quests.

These seem to fit best in the Rogue's Guild; this is however merely a guess:

Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can download the clip or download a player to play the clip in your browser.
Cor! I haven't got this worked up since I had a go on yer mam!
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can download the clip or download a player to play the clip in your browser.
Ahoy! It's all kickin 'off now!

Where as these are most likely spoke by a Lalafell:

Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can download the clip or download a player to play the clip in your browser.
Ooh! How did we get into this mess?
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can download the clip or download a player to play the clip in your browser.
Master! I cannot do this alone!

Items

Unused Gun And Throwing Weapon Models

The throwing weapons are a leftover from the ill-fated 1.0 version of the game, and thus go completely unused even by NPCs. However, the gun models here are not used by the Machinist class, the hand gun wielding class added in the game's first expansion, Heavensward. While they are used in animations by several NPCs, including Cid nan Garlond & Milala, they are completely unobtainable by normal means.

None of these items have item IDs, making them unobtainable without client side editing - to which the game also has no animations in place for them.

Picture Description
Cid's gunblade
Double barrelled musket
A pebble
A chakram
A tomahawk
A harpoon
An arrow (used as ammunition by Archers)
A throwing knife
Possibly a grenade or a morning star
A shuriken

Quest Items

All quest items are classified internally as Pugilist Arms; obviously, they can't be equipped by a Pugilist. Quest items include items needed for battlecraft leves and the object of desire for some fetch quests. They are found in eventitem.exh.

Name Description xivdb Link Information
[en]N/A[1]This item's name is blank in the Japanese, German, and French files.
×'救急キット(仮)
x' Emergency Kit (Temporary)
N/A[2]This item is translated in the German files, complete with an entire description.
白百合の鍵
White Lily Key
白百合の扉を解除する為の鍵
A key for unlocking the White Lily Gate.
[3]This item is translated in the German and French files.
紅薔薇の鍵
Red Rose Key
紅薔薇の扉を解除する為の鍵
A key for unlocking the Red Rose Gate.
[4]This item is translated in the German and French files.
子ラプトルの丸焼き
Roasted Mini-Raptor
ミコッテ風ラプトル幼獣の丸焼き
A roasted young Mikotte raptor.
[5]This item is translated in the German files.
Earthenware PotA coarsely made pot that contains only a few drops of oil.[6]This item is not translated in the French files.
●対ゴーレムピッケル
Golem Ice Axe
N/A[7]

Interestingly, plural forms for items you can't obtain more than one of exist in the game data; this may just be for consistency.


Dyes

There are a set of dyes which are rare or only available on the Mog Station cash store - however, two of them go unused and/or have yet to be released legitimately. These were found in stains0.ehx, and do not appear to have items tied to them - though they work perfectly fine when applied to items. These dyes were added into the Mog Station and received as possible loot from the retainers as of the Stormblood 4.1 patch.

Dye indexDye name
115Metallic Orange
116Metallic Yellow

Judge's Armour

The Judge's set of items are equippable armour only available to a Game Master (or 'GM').

ItemPictureStatsxivdb Link
Judge's Thighboots

+4 Defense (+6 HQ)

+9 Magic Defense (+11 HQ)

Judge's Ringbands

+4 Defense (+6 HQ)

+9 Magic Defense (+11 HQ)

Judge's Slops

+6 Defense (+8 HQ)

+13 Magic Defense (+16 HQ)

Judge's Haubergeon

+6 Defense (+8 HQ)

+13 Magic Defense (+16 HQ)

Judge's Goggles

+4 Defense (+6 HQ)

+9 Magic Defense (+11 HQ)

Judge's Bow

Physical Damage +5

Magic Damage +4 (+5 HQ)

Delay 2.8,Auto Attack 4.67,Damage-Per-Second 1.67

Judge's Sollerets

+4 Defense (+6 HQ)

+9 Magic Defense (+11 HQ)

Judge's Vambraces

+4 Defense (+6 HQ)

+9 Magic Defense (+11 HQ)

Judge's Skirt

+6 Defense (+8 HQ)

+13 Magic Defense (+16 HQ)

Judge's Shirt

+6 Defense (+8 HQ)

+13 Magic Defense (+16 HQ)

Judge's Chain Coif

+4 Defense (+6 HQ)

+9 Magic Defense (+11 HQ)

As the stats indicate, the armour is only for show and gives no benefits compared to armor past level 10. The bread and butter of the set is the Judge's Haubergeon, which gives the wielder a shadow aura. All Game Master's are likely given this set of armor to make their avatar unique and easily recognizable to regular players.

Notably, one of the Judge's sets is a version of the Bard artifact armor. This is worn by Naoki Yoshida, should he and his character appear in the game for any event. Yoshida's own character often appears in the game in a similar outfit, and is known as the Wandering Minstrel. It's also worth noting that trying on the gear on any female character or a Roegadyn male makes the gear show up invisible; despite the gear model existing for them, Yoshida's variant uses special textures intended only for Hyur men.

Mordion Gaol

Players are sent to Mordion Gaol by a Game Master if they have to urgently speak to a player. This typically happens if they violate the Terms of Service or Rules of Conduct. It consists of a single empty jail cell complete with torches on the wall which provide light. It is impossible to enter Mordion Gaol without Game Master assistance, and it is impossible to exit it without help from a Game Master as well, as every type of teleport is disabled while confined. For serious offenses, players may sometimes be left unattended in the cell, unable to play the game normally.

The name is from Square's previous MMORPG, Final Fantasy XI, which contained a room used for identical purposes also named Mordion Gaol.

Textures

Notes in Textures

The Kedtrap and Sabotender textures have notes scribbled in between the actual texture; naturally, these are not visible on the models.

Test Textures

There are also countless test and placeholder textures left in the files.

  • Rapture was the original game's codename.

  • A work-in-progress of the Ishgardian crest

  • Leftover from the game's beta testing.


Unused Quests

..But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: Translate the rest.
QuestStepsDialoguexivdb Link
ProgLive系テスト
ProgLive Test

~と話す
Speak to ___.

~と話す
Speak to ___.

~と話す
Speak to ___.

クエスト開始する?
Start this quest?

受注!
I accept!

解除
Cancel

イベント君2と話してね
Speak with Event #2.

<< 完 >>
<< Complete >>

[19]
丹治クエ
Tanji Quest

イベント君2と話す
Speak with Event #2.

イベント君1にあるエモートをする
Use an emote on Event #1.

イベント君2と話し、ポーションを貰う
Speak with Event #2 and receive a potion.

イベント君1と話して変身
Speak with Event #1 and transform.

~と話す
Speak with ___.

こんにちは~
Hello~

ふがふが~
[?]

ほげほげ~
[?]

トークTODOシーン1
Talk TODO Scene 1

トークTODOシーン2
Talk TODO Scene 2

トークTODOシーン3 イベント君3からヒントを聞こう
Talk TODO Scene 3 - Listen to Event #3's hint.

ヒントシーン イベント君3からヒントを聞こう
Hint Scene - Listen to Event #3's hint.

エモートしてみて
Try emoting.

感情がこもってたね
That had a lot of emotion to it.

そのエモートじゃないよ
Wrong emote!

イベント君1はおどかせてほしいみたいだよ
Looks like Event #1 wants to be threatened.

これあげる
Here, take this.

へーんしーん
Transfoooorm!

完了でっす
All done.

[20]
TestN/AN/A[21]


(Source: GlitterBerri - Translation)

Levequests

LevequestDescriptionLevequest Typexivdb Link
リーヴテスト01
Leve Test 01
グリダニア園芸テスト10-0
Gridania Garden Test 10-0
Botanist[22]
リーヴテスト02
Leve Test 02
グリダニア園芸テスト10-1
Gridania Garden Test 10-1
Botanist[23]
リーヴテスト03
Leve Test 03
グリダニア園芸テスト10-2
Gridania Garden Test 10-2
Botanist[24]
リーヴテスト04
Leve Test 04
グリダニア園芸テスト10-3
Gridania Garden Test 10-3
Botanist[25]
リーヴテスト05
Leve Test 05
園芸テスト用リーヴ
Garden Test Leve
Botanist[26]
リーヴテスト06
Leve Test 06
グリダニア傭兵(耐久1)
Gridanian Soldier (Endurance 1)
Battlecraft[27]
リーヴテスト07
Leve Test 07
グリダニア傭兵(耐久2)
Gridanian Soldier (Endurance 2)
Battlecraft[28]
リーヴテスト08
Leve Test 08
グリダニア傭兵(耐久3)
Gridanian Soldier (Endurance 3)
Battlecraft[29]
リーヴテスト09
Leve Test 09
グリダニア傭兵(懐柔1)
Gridanian Soldier (Persuasion 1)
Battlecraft[30]
リーヴテスト10
Leve Test 10
グリダニア傭兵(懐柔2)
Gridanian Soldier (Persuasion 2)
Battlecraft[31]
リーヴテスト11
Leve Test 11
グリダニア傭兵(サーチ1)
Gridanian Soldier (Search 1)
Battlecraft[32]
リーヴテスト12
Leve Test 12
グリダニア傭兵(サーチ2)
Gridanian Soldier (Search 2)
Battlecraft[33]
リーヴテスト13
Leve Test 13
グリダニア傭兵(サーチ3)
Gridanian Soldier (Search 3)
Battlecraft[34]
リーヴテスト14
Leve Test 14
グリダニア傭兵(見破り1)
Gridanian Soldier (Transparency 1)
Battlecraft[35]
リーヴテスト15
Leve Test 15
グリダニア傭兵(見破り2)
Gridanian Soldier (Transparency 2)
Battlecraft[36]
リーヴテスト16
Leve Test 16
傭兵テスト用リーヴ
Soldier Test Leve
Battlecraft[37]
リーヴテスト17
Leve Test 17
傭兵テスト用リーヴ
Soldier Test Leve
Battlecraft[38]
リーヴテスト18
Leve Test 18
傭兵テスト用リーヴ
Soldier Test Leve
Battlecraft[39]
リーヴテスト19
Leve Test 19
傭兵テスト用リーヴ
Soldier Test Leve
Battlecraft[40]
リーヴテスト20
Leve Test 20
傭兵テスト用リーヴ
Soldier Test Leve
Battlecraft[41]
獲得任務:オーレリアのバラスト袋強い海風で吹き上げられた浮クラゲ「オーレリア」が漂着してきている。このままでは彼らが排出する海水で、畑の土壌が汚染され塩害が発生してしまうだろう。奴らを狩り「オーレリアのバラスト袋」を回収してほしい。Battlecraft[42]
獲得任務:装飾用の羽ウルダハ社交界で、羽飾り付きの婦人帽に流行の兆しがあるそうだ。正直、良い趣味とは思えないが、売れるというなら何でも売るのが商人さ。そんな訳でバザードを狩って「色鮮やかな羽」を集めてくれよ。Battlecraft[43]
討伐任務:シープを狙う獣たち風の強い晩のことだ。外が騒がしいなと思うて様子を見に行ったら、俺のシープたちが野獣や猛禽どもに襲われていてな。生まれたばかりの子羊が犠牲に……二度とこんなことが起こらんように、獣どもを退治してくれ。Battlecraft[44]
討伐任務:ウルダハ近郊の害虫駆除第七霊災以後、ウルダハ近郊に多くの難民が押し寄せ、衛生状態が悪化している。このままでは伝染病が流行しかねないため、毒気を媒介する虫どもを駆除することになった。腕に覚えのある者は、力を貸してくれ。Battlecraft[45]
懐柔任務:入植地の番犬候補入植地がジャッカルの脅威にさらされています。でも、あの獰猛な獣を番犬にできれば、かなり心強いのではないでしょうか。まだ幼い「ジャッカル・パッブ」を探して、捕まえやすいように大人しくさせてください。Battlecraft[46]
捜索任務:ばらまかれた妖花の種荒れ果てた畑を復興させたいのですが、どうやら妖花が蔓延り始めているようです。これ以上、妖花が増えないように「妖花の種」を探して取り除いてください。ただし、魔物に襲われる危険性もあるのでお気を付けて。Battlecraft[47]
懐柔任務:発破代わりのボム固い岩盤を砕くのに高額な発破を使い続けていては採算が合わん。そこで、坑道に突入させたボムに着火して、岩盤を爆砕する新工法を考案したんだ。発破代わりのボムを捕獲するため、奴らを弱らせて落ち着かせてほしい。Battlecraft[48]
捜索任務:ペイストの罠この辺りに生息する獰猛なペイストが、治安上の問題になっていてな。奴らを確実に駆逐するため罠を仕掛けておいた。エサとして「ドードーの腐肉」を置いておいたので、近づいてきたペイストを仕留めるのだ。Battlecraft[49]
追撃任務:砂を呼ぶゴートゴートの生息数が目に見えて増えている。このままの勢いで繁殖すれば、やがて草は食い尽くされ、周辺の砂漠化が一挙に進むだろう。キャンプが砂に埋もれる事態を防ぐためにも、ゴートの数を減らしてほしいのだ。Battlecraft[50]
討伐任務:放牧されたドードー退治卵好きのキキルン族たちが、勝手にドードーを解き放ち放牧し始めました。有毒のブレスを吐くドードーが、このまま繁殖すれば、どんな事故が起こることか。ドードーとキキルン族の獣牧士を退治してください。Battlecraft[51]
援護指令:第426洞穴団せん滅作戦新たな採掘地を求めて、コボルド族の集団「第426洞穴団」がブラッドショアに進出してきた。このまま奴らに根付かれる訳にはいかん。我が隊の陸戦兵と協力し、敵をせん滅せよ。我らの団結力を見せつけてやるのだ。Grand Company (Maelstrom)[52]
援護指令:白狼隊の実戦訓練我々白狼隊は、グリダニア在住の若き志願兵によって構成された部隊です。士気は高いのですが、その反面、実践経験には乏しいのです。歴戦の冒険者の皆様、ぜひ魔物相手の実戦訓練に同行し、模範を示してください。Grand Company (Twin Adder)[53]
援護指令:アラミゴ志願兵の実戦訓練我が不滅隊には、祖国をガレマール帝国軍に滅ぼされたアラミゴの民が多数在籍している。だが、士気は旺盛なれども、経験が不足している者も少なくない。魔物を相手に行う実戦訓練に同行し、模範を示してくれ!Grand Company (Immortal Flames)[54]


F.A.T.E.S

F.A.T.E.Descriptionxivdb Link
aaaaN/A[55]
エリア防衛
Area Defense
エリア防衛
Area Defense
[56]
山賊砦テスト
Bandit Fortress Test
山賊砦テスト
Bandit Fortress Test
[57]
収集系テスト
Collection Type Test
収集系テスト
Collection Type Test
[58]
山賊砦ボス
Bandit Fortress Boss
山賊砦ボス
Bandit Fortress Boss
[59]
山賊砦味方防衛
Bandit Fortress Ally Defense
山賊砦味方防衛
Bandit Fortress Ally Defense
[60]
りんご集め
Collecting Apples
りんご集め
Collecting Apples
[61]
※β1不要:船着場までチョコボの護衛(仮)
*β1 Unnecessary: Escort the Chocobo to the Wharf
※β1不要:船着場までチョコボを護衛せよ(仮)
*β1 Unnecessary: Escort the Chocobo to the wharf!
[62]
戦場までは何マルム?
暗黙の境界線をまたぎn 侵入してきた帝国兵を追い散らすのだn IIIコホルス・ベスティアリウスを倒せ
[63]
真理は死んだ
The Death of Reason
霊災前後から出没するようになったゴーレムたちを排除せよストーンゴーレムを倒せ
Get rid of the Golems that appeared around the time of the spirit catastrophe. Defeat the Stone Golems!
[64]
※没
*Cut
※没
*Cut
[65]
偽造品の回収(仮)
Recover the Counterfeit Goods (Temporary)
闇商人に偽造品を つかまされた人が続出している 被害者を増やさないために、偽造品を回収しろ(仮)
Black marketeers peddling counterfeit goods keep popping up. Recover the goods so no one else is tricked. (Temporary)
[66]
酒瓶の防衛(仮)
Protect the Booze Bottles (Temporary)
エールの匂いに引き寄せられてn スラッグが酒場に押し寄せてきたn 酒瓶を守るためスラッグを倒せ。(仮)
Drawn by the smell of ale, slugs have descended on the tavern. Defeat the slugs to protect the bottles. (Temporary)
[67]


(Source: GlitterBerri - Translations)

Unused Quest Markers

Quest markers for 'lore' quests are among the ui elements, but as of Patch 2.57, still go unused.

  • New quest icon

  • Locked new quest icon

  • Recurring quest icon

  • Locked recurring quest icon

  • Objective for quest icon

  • Locked objective for quest icon

  • Completable quest icon

  • Locked completable quest icon

Unused Music

Placeholder Music

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This weird 8-second song made up of beeps appears as a filler in the game files several times. As of Patch 4.2, it appears to be filling in spots for Moonfire Faire (Obon Festival), Little Ladies' Day (Hina Matsuri) and a fifth Alexander track.

Launcher Music

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This theme for Cid nan Garlond -- Dreams Aloft on the soundtrack -- is found as bgm_system_launcher.scd. However, the launcher on PlayStation 4 instead uses the XIV version of the classic Final Fantasy prelude.

Regional Differences

Final Fantasy XIV has separate clients in both China and Korea. The Chinese client is ran by Shanda Games, who operate MapleStory & Ragnarok II in China, where as the Korean one is ran by Nexon, who run the MMOs Mabinogi & Blade and Soul.

To do:
Get hold of the Chinese and Korean clients, and compare data.

The Chinese version of the game is a separate client. Players pay per time played, rather than a monthly fee; this is very similar to the method of paying for the popular MMORPG World of Warcraft. It is likely that the upcoming Korean release will also follow this model as well. Game patches in China are also delayed; currently sitting at Patch 3.15.

Unlike the regional servers, wherein a Japanese player can join an English server and vice-versa, only those with the Chinese client can access the Chinese server. That being said, there is a reference to a Simplified Chinese language option in the worldwide client; however, it's ultimately unselectable as there is no Chinese text translated at all.

Lunar New Year

During the 2015 Chinese New Year, Chinese servers hosted an exclusive Lunar New Year event. Among the festivites was a boss fight with a Xi creature, and a collectable baby panda minion. The baby panda was added to the international game in Patch 3.3 as a purchasable minion.

Final Fantasy 14 Cannot Download Patch Files 2017

The Final Fantasy series
NESFinal Fantasy • Final Fantasy II (US Prototype) • Final Fantasy III
Game BoyThe Final Fantasy Legend • Final Fantasy Legend II • Final Fantasy Legend III • Final Fantasy Adventure
SNESFinal Fantasy IV • Final Fantasy V • Final Fantasy VI (US Prototype) • Final Fantasy: Mystic Quest
PlayStationFinal Fantasy IV • Final Fantasy V • Final Fantasy VI • Final Fantasy VII • Final Fantasy VIII • Final Fantasy IX • Final Fantasy Tactics • Ehrgeiz • Chocobo no Fushigina Dungeon • Chocobo's Dungeon 2
PlayStation 2Final Fantasy X (Prototype) • Final Fantasy X-2 • Final Fantasy XII
Game Boy AdvanceFinal Fantasy I & II: Dawn of Souls • Final Fantasy IV Advance • Final Fantasy V Advance • Final Fantasy VI Advance
GameCubeFinal Fantasy Crystal Chronicles
Nintendo DSFinal Fantasy III • Final Fantasy IV • Final Fantasy Fables: Chocobo Tales • Final Fantasy Crystal Chronicles (Ring of Fates, Echoes of Time)
PlayStation PortableFinal Fantasy Tactics: The War of the Lions • Crisis Core: Final Fantasy VII • Dissidia Final Fantasy • Final Fantasy Type-0
Xbox 360Final Fantasy XIII
PlayStation 3Final Fantasy XIII • Final Fantasy XIII-2
WiiFinal Fantasy Crystal Chronicles: Echoes of Time • Final Fantasy IV: The After Years
Nintendo 3DSTheatrhythm Final Fantasy: Curtain Call
WindowsFinal Fantasy XI • Final Fantasy XIV • Final Fantasy XIV Online: A Realm Reborn (Heavensward)
Xbox OneFinal Fantasy XV
PlayStation 4Final Fantasy XV • Dissidia: Final Fantasy NT

Final Fantasy 14 Cannot Download Patch Files For Windows 10

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