Summoners by name, Avatar's Favor, and digging skill-ups doubled
Your squad summoner's keep and release rules take an avatar's name, Avatar's Favor works from a rule and its aura reaches the party, chocobo digging skills up twice as often, a thief's Trick Attack lands on a hugging squad member again, and the Avalanche Tzar's fuse is counted down out loud from the moment you land.
Eight player reports and one request, one patch.
Name the avatar on the pairing
Two DWGambits rules for summoners grew a second dropdown.
- Summon and keep the pet out can now name the avatar. The rule note always said it could; the control was missing. Leave the dropdown on "Their best avatar" and the member picks as before.
- Release the pet can name the avatar too. A named release sends only that avatar home and leaves any other pet alone. A bare release still releases whatever is out.
The two together make the pattern people were asking for converge instead of looping:
`` Self > missing effect > Haste > Summon and keep the pet out > Garuda Self > missing effect > Haste > Use a blood pact > Hastega II Self > has effect > Haste > Release the pet > Garuda Self > always > Summon and keep the pet out ``
Missing Haste brings Garuda, Hastega II lands, the named release sends Garuda home, and the bare keep-out rule fields a combat avatar, which the named release ignores. An avatar a release rule would send home is never the next one summoned, so the set cannot release forever. Typed, the new forms are petout:garuda and petrelease:garuda. Update dwgambits to 1.12.0 through the launcher to see the dropdown.
Avatar's Favor
A squad summoner's Self > always > Avatar's Favor rule never fired, and the forced press did nothing visible. Two causes, both fixed. The rule was thrown out when the set was installed, because the member had no avatar out yet at that moment. It now installs and waits for the pet. And the aura itself only ever looked one step up from the pet for the party to bless, which found the member and stopped. It now walks up to the player, so the favor reaches everyone in range of a squad member's avatar, exactly as it does for yours.
Chocobo digging
The skill-up chance per dig is doubled (30 in 100, twice retail's 15). A rise is still a tenth of a point, and the number of digs in a day is unchanged, so a day's digging simply yields twice the skill.
Hug the mob, and Trick Attack
The hug stance stood the member three tenths of a yalm from the monster, which is inside Trick Attack's own half-yalm floor: a partner that close is dropped before the game even measures whether you are behind them, so the hate landed on you. The stance now stands at 0.55 yalms, just outside that floor, and keeps the member's own bearing so you can line up behind it. Sneak Attack is unchanged: it still wants you behind the monster, so park the hugging member on the monster's rear arc to get both.
The Avalanche Tzar's fuse
The Ice trial's boss detonates on a clock that starts the moment the arena opens, by design. What was wrong is that the countdown was only spoken once the boss was engaged, so time spent zoning in, walking up and buffing passed in silence, and a party that engaged after the deadline was thrown out with no warning at all. The opener now names the seconds you have, the 60, 30 and 10 second marks are called whether or not anyone has swung yet, the blast is announced, and the loss says why. The clock itself is unchanged. A second fault went with it: the blast killed the Tzar in a way the arena counted as a win and paid for. It no longer does.
Sky opens when the Zilart missions open it
DWPort refused every Ru'Aun Gardens warp to characters who had finished Rise of the Zilart. The gate asked for a mission flag the game only sets at the end of a Chains of Promathia quest, so a real finisher never had it. The port window now asks the same question the Hall of the Gods' Shimmering Circle asks, so the two can never disagree: past The Gate of the Gods, Sky is yours to warp to.
Story fights beside a raid
Apocalypse Nigh, and two Waughroon Shrine fights, had arena-three spawn points authored hundreds of yalms under the floor. Nobody noticed because arena three was never reached until the raid started filling arenas one and two, and then a party walked into an empty battlefield. The three sets of coordinates are corrected, and a suite now checks every story fight in every raid zone against its own arena offsets.
Send a whole bag to the warehouse
The Bags tab in DWBags has a dropdown of that character's bags and a Send All to WH button. It counts first, tells you how many items would move and how many warehouse slots are free, asks, and then moves everything or nothing. Worn, priced, placed, currency and linkshell items stay behind and are counted for you. Typed, it is !squad stashall <character> <bag#>, with count on the end to only look. dwbags 1.28.0.
