Loudninja

Member
Oct 27, 2017
42,386

SQUARE ENIX | The Official SQUARE ENIX Website - Update to FINAL FANTASY XVI

Welcome to the official SQUARE ENIX website. Find all the latest news and updates about your favourite games and upcoming releases.

18th April 2024

We announce the release of update 1.31, which makes a number of changes and improvements to the game. The update also allows for the purchase and installation of the DLC package The Rising Tide.

Version 1.31

The following content is available to all players:

Additional In-game Content

  • Orchestrion rolls added to regional shops.
    Rolls available depend on main scenario progress.
Battle Adjustments

  • Player ATK increased outside of select Eikon battles.
  • Quality of life UI additions made in certain Eikon battles.
Eikonic Ability & Feat Adjustments

  • Two instances of ball lightning will fire when exacting Ramuh's Eikonic Feat Blind Justice.
  • Ball lightning affixed to enemies is now detonated via the feat button rather than attacking.
  • Clive now moves faster while using Blind Justice.
  • Clive can now dodge while using Blind Justice.
  • Clive recovers poise more quickly after exacting Blind Justice.
  • When canceling Bahamut's Eikonic Feat Wings of Light, the Megaflare charge will only deplete to the next gauge level.
  • A dodge is conducted when initiating Wings of Light.
  • Successfully dodging an enemy attack when initiating Wings of Light will trigger a Megaflare Dodge.
  • Parry animation when using Odin's Eikonic Feat Arm of Darkness has been changed.
  • The minimum jump height for initiating Stomp has been lowered.
  • The direction Clive faces after using Swift Recovery has been adjusted.
  • Limit Break attacks now lift enemies instead of knocking them back.
  • Gouge damage is increased.
  • Gouge will damage is increased.
  • Gouge recast time is reduced.
  • Aerial Blast now dispels certain ranged magic attacks.
  • Aerial Blast will damage is increased.
  • Windup area of effect is increased.
  • Earthen Fury recast time is reduced.
  • Flare Breath now dispels certain ranged magic attacks.
  • Flare Breath now lifts enemies instead of knocking them back when canceling the ability.
  • Flare Breath damage is increased.
  • Satellite damage is increased.
  • Satellite recast time is reduced.
  • Satellite will damage is increased.
  • Ice Age damage is increased.
  • Ice Age will damage is increased.
  • Ice crystal generated when using Rime will now better draw in nearby enemies.
  • Rime will damage is increased.
  • Gungnir recast time is reduced.
  • Gungnir will damage is increased.
  • Heaven's Cloud chained follow-up attacks can now be focused on a single enemy by locking on to the enemy.
  • Heaven's Cloud will damage is increased.
  • Heaven's Cloud recast time is reduced.
Accessory Adjustments

  • Effectiveness of the following accessories has been improved:
    • Favor of Wind (Gouge)
    • Favor of Wind +1 (Gouge)
    • Breath of Earth (Earthen Fury)
    • Breath of Earth +1 (Earthen Fury)
    • Breath of Darkness (Gungnir)
    • Breath of Darkness +1 (Gungnir)
    • Breath of Darkness (Heaven's Cloud)
    • Breath of Darkness +1 (Heaven's Cloud)
    • Cavall's Fang
    • Cavall's Fang +1
    • Cavall's Bite
Other Changes to Actions

  • Alleviated rare issue of Clive jumping when accessing objects under certain conditions.
  • Made adjustments to when Torgal can be petted and lowered time before re-petting.
  • Made adjustments to calculations for amount of damage taken when near death.
Quests

  • A "Quick Complete" function has been added, giving players the option to warp directly to a quest-giver upon completing a quest's final objective.
  • A new quest icon has been assigned to quests which reward collectables.
  • Ability Point awards for certain sidequests have been increased.
  • Additional cutscenes have been added to certain sidequests.
  • Minor changes have been made to cutscene staging.
  • New NPCs have been added to certain settlements.
System

  • Added "Custom" controller type.
    Go to Controller Layout on the System tab in the Main Menu to freely assign functionality to the buttons on your controller.
  • Skill Sets have been added.
    Players can now save up to 5 skill sets. Swap between sets with L1/R1.
  • The following functionality has been added to Photo Mode:
    • Focal Distance adjustability in Depth of Field setting
    • Tone Correction
    • Screen Effects
    • Portrait Mode
    • 90-degree rotation in Roll functionality
  • Minor updates and additions to the Thousand Tomes.
  • Visual updates to the State of the Realm timeline slider.
  • Updates and additions to the UI and various menus.
Bug Fixes

  • The following issues have addressed:
    • Graphics not appearing correctly in certain cutscenes
    • Incorrect character motion in certain cutscenes
    • Inability to progress in certain quests
    • Progression markers not displaying properly
    • NPC names not properly updating in conjunction with game progression
    • Problems with menu functionality when speaking with NPCs
    • Enemies not acting properly in certain battles under certain conditions
    • Issues with camera work in certain battles
    • Enemy effects not displaying properly in certain battles under certain conditions
    • Enemy names not appearing properly under certain conditions
    • Certain abilities not hitting targets properly
    • Precision sic not executing properly with certain abilities
    • Certain ability effects not displaying properly under certain conditions
    • Issues with camera work during certain abilities
    • Instances of limit break/ability effects not properly triggering
    • Auto Torgal not functioning properly in the Hall of Virtue (training mode)
    • Issues with party ally AI
    • Collision detection in certain stages and fields
    • Issues with character motion
    • State of the Realm menu icons not updating or displaying properly
    • Slight discrepancies in State of the Realm content
    • Rare instances of past State of the Realm content being unavailable for viewing
    • Graphics not displaying properly in Photo Mode when using certain photography methods
    • Text and Icons not displaying properly on the world map under certain conditions
    • Instances of current location not displaying properly on world map
    • Instances of region map icons not displaying properly
    • Instances of controller vibration and adaptive trigger functionality not working properly
    • Menu layout not displaying when switching between languages
    • Config settings not changing properly when restoring defaults
    • Incorrect screenshots and videos in certain tutorials
    • Tutorials not appearing at proper times
    • Inability to obtain certain redeemable items when starting New Game+
    • Notices not appearing at proper times
    • Instances of sound effects not playing at proper times
    • Various spelling and grammar mistakes
    • Various instances of game crashes
 
Feb 10, 2024
446
I feel vindicated waiting for a complete version of FF16 considering all these adjustments to a single player campaign.
 

Linus815

Member
Oct 29, 2017
20,127
damn i was hoping for perf mode improvements
guess gotta wait for the pc version for that
 

Sheev

Avenger
Oct 25, 2017
1,918
"A "Quick Complete" function has been added, giving players the option to warp directly to a quest-giver upon completing a quest's final objective."

Megaton tbh, thank god.
 

neptunez

Member
Apr 21, 2018
1,882
I can only imagine the reason they've worked on these patches is because the PC is about to drop soon.
 

antitrop

Member
Oct 25, 2017
12,806
The only thing I really wanted them to add was a playtime counter. PS5 and Steam have built in playtime trackers sure, but just weird for FF16 not to. Smallest complaint in the world.
 

Yerffej

Prophet of Regret
Member
Oct 25, 2017
24,174
  • Player ATK increased outside of select Eikon battles.
So does this mean battles don't drag as long?
 

Desma

"This guy are sick"
Member
Oct 27, 2017
5,401
Increased ATK is pretty good. Enemies are a bit too much of a damage sponge.
 

Deluxera

Member
Mar 13, 2020
2,674
Some of those additions are pretty game-changing.

Yoshida and his crew have a reputation of listening to player feedback and acting upon it, that's part of why XIV is still going on.
 

Viale

â–˛ Legend â–˛
Member
Oct 25, 2017
11,646
The buffs feel kind of... Strange? Are they buffs across the board? It's not like battles were that long anyway. If anything the game was too easy lol.
 

Slim Action

Member
Jul 4, 2018
5,637
"A "Quick Complete" function has been added, giving players the option to warp directly to a quest-giver upon completing a quest's final objective."

Megaton tbh, thank god.

This is huge for me, I enjoyed the majority of side quests but hated having to trundle all the way through the base to get back to the quest giver.
 

Rustyspider13

Shinra Employee
Member
Nov 16, 2023
906
*Additional cutscenes have been added to certain sidequests.*

Ugh. I hope there is a youtube vid for these. I liked the sidequests and would've enjoyed them. Anyway, it's nice to see the game is still being updated. Gonna make some time for both dlcs some point this year.
 

Pendas

Member
Oct 28, 2017
4,778
This is why I don't play games on release lol....
Between this and DLC releasing I have a pretty nice game to look forward to on the next sale.
 

Water

The Retro Archivist
Member
Oct 30, 2017
815
You should be able to bind Eikon types to buttons as modifiers so you can instantly access their skills, and remove the dumb system that you need to rotate thru them as pages that you need to scroll by.

I am sure the PC version will have this as a mod. So disappointed they still haven't added that.
 

Ashes of Dreams

Fallen Guardian of Unshakable Resolve
Member
May 22, 2020
15,032
I feel like I'm out of step with a lot of people on this game. I do NOT think it needed to be made easier. You get so overpowered just by playing. If this patch had been "we made all your moves weaker but added more gear to let you customize yourself more", I'd be really excited. Oh well.
 

adz2ka

Member
Nov 1, 2017
1,041
This will probably ruffle feathers, but no skybox toggle after certain story events???
 

Yuntu

Prophet of Regret Corrupted by Vengeance
Member
Nov 7, 2019
10,932
Germany
I feel like I'm out of step with a lot of people on this game. I do NOT think it needed to be made easier. You get so overpowered just by playing. If this patch had been "we made all your moves weaker but added more gear to let you customize yourself more", I'd be really excited. Oh well.

They said the new content is aimed at people wanting a challenge. I think some abilities where simply too weak and definitly needed this love.
 

Ashes of Dreams

Fallen Guardian of Unshakable Resolve
Member
May 22, 2020
15,032
They said the new content is aimed at people wanting a challenge. I think some abilities where simply too weak and definitly needed this love.
Yeah but that still means you need to play through an action game that is too easy to be interesting (outside of the handful of cool cinematic boss fights) in order to get to challenging content. I'd rather see the overpowered moves nerfed down to the same level as the weaker ones than the weaker ones buffed to also be overpowered. Also it sounds like base attack is buffed across the board too so
 

Lumination

Member
Oct 26, 2017
12,689
I feel like I'm out of step with a lot of people on this game. I do NOT think it needed to be made easier. You get so overpowered just by playing. If this patch had been "we made all your moves weaker but added more gear to let you customize yourself more", I'd be really excited. Oh well.
IMO games like this don't need you to do less damage ie make the fights longer. They need the fights to have higher stakes in the first place. In other words, make you take more damage. See: both souls-likes and character action and how they handle it.

Souls -> high stakes, lower speed to make it fair
C.Action -> high stakes, more robust offensive, defensive, and mobility tools to keep the enemy on the backfoot and/or avoid damage altogether.

FF16 has low stakes, so if your damage is low, the fights are slow and boring. If your damage is high, the fights are click click dead meaningless. From a mechanics perspective. Extrinsic rewards can paper this over, but FF16 is terrible at that, and there's no way rehauling how inventory and rewards work would happen at this point.
 

Yuntu

Prophet of Regret Corrupted by Vengeance
Member
Nov 7, 2019
10,932
Germany
Yeah but that still means you need to play through an action game that is too easy to be interesting (outside of the handful of cool cinematic boss fights) in order to get to challenging content.

Don't get me wrong, I get your point. But I don't see this as making the game easier personally (unless that ATK buff is bigger than I think?) and more like giving more abilities a purpose.

For some fundamental challenge outside new content I think they would need to rework a lot where it maybe makes more sense to keep that feedback in mind for any future game they might do.
 

bounchfx

Member
Oct 25, 2017
6,732
Muricas
I've been meaning to jump back in, enjoyed it well enough but kind of stopped after 8-10 hours or so. The quick teleport and higher atk alone got me interested in resuming
 

crimmy88

Member
Aug 7, 2023
282
Im curious about how they will address the staging issues. I swear, that camera angle they use for almost every conversation made the game feel longer than it was.
 

Ashes of Dreams

Fallen Guardian of Unshakable Resolve
Member
May 22, 2020
15,032
IMO games like this don't need you to do less damage ie make the fights longer. They need the fights to have higher stakes in the first place. In other words, make you take more damage. See: both souls-likes and character action and how they handle it.

Souls -> high stakes, lower speed to make it fair
C.Action -> high stakes, more robust offensive, defensive, and mobility tools to keep the enemy on the backfoot and/or avoid damage altogether.

FF16 has low stakes, so if your damage is low, the fights are slow and boring. If your damage is high, the fights are click click dead meaningless. From a mechanics perspective. Extrinsic rewards can paper this over, but FF16 is terrible at that, and there's no way rehauling how inventory and rewards work would happen at this point.
I'd agree to an extent but XVI has both problems. Enemies cannot handle Shiva, let alone Odin. The game basically ends once you get the final powers.
 

Lucreto

Member
Oct 25, 2017
6,707
I was hoping for Torgal to actually be able to heal you instead of a band-aid.

Should have added rings to make the game harder for the more experienced action game player.

I found the game difficult enough that I had to use the rings for most of the second half of the game.
 

Geg

Member
Oct 25, 2017
5,627
I'm in the middle of a replay right now so this is going to be weird lol. Basic attack damage getting buffed is not something I expected
 

Hayeya

Member
Oct 29, 2017
3,854
Canada
Is it really so hard to maintain 1080P during performance mode? The game looks super bad when it goes below it.
 

harry the spy

Member
Oct 25, 2017
3,128
The game didn't need to be made easier but it did need to be made snappier. It'd take more atk in exchange for no auto refill of potions + respawn halfway through the boss battle when you die. In general I felt I had too much health but dealt too little damage. Glass cannons games are always more fun to me!
 

Geg

Member
Oct 25, 2017
5,627
And yeah I'm not sure I like the idea of just ATK getting a general buff mainly because the boss fights are the most fun parts of the game for me and I've never wanted to get through them quicker