

At night towns light up, with people turning the lights on in their homes. The day and night cycles and cloud formations are done by physical calculations, the lighting and the shadows changing as the day goes on. The time mechanic is no longer in use in Chapters 13–14.ĭemonstration of light effects during different times of the day posted to the official Twitter. The Daurell Caverns always have sunny patches with light shining through the cracks in the ceiling, and when daemons step into these parts they take damage. The cycle is halted when inside the Perpetouss Keep during the Adventurer from Another World quest. Some locations are exempt from the day and night cycle. In Chapters 8 and 15, Aranea may spawn during overworld battles between 00:00 and 03:00 and join as a guest until the battle is over. If they manage to survive until the sun rises, they will begin taking gradual damage. Daemons spawn on the field after nightfall. In Chapter 15, the daytime length is more lenient. In Chapter 12 the party will get up at 10 AM, and in Chapters 13 and 14, the player won't see sun again. By Chapter 8 the party wakes up at 9 AM and the sun already starts to set after 2 PM. In the beginning of the game, the party wakes up from a rest at 6 AM. The advancement of Starscourge is shown in the game by its day and night cycle. The world is afflicted with the Starscourge, a plague that lengthens nights, and only the Oracle, Lunafreya Nox Fleuret, is preventing the world from plunging into complete darkness. An option to advance the time of day at camp was added in patch 1.21. When taking on a nighttime hunt, the player can skip to the evening. Steyliff Grove, Costlemark Tower, and the Pitioss Ruins (all Solheim constructs) are sealed during the daytime. Daemons emerge during the night, providing incentive for the player to camp out or seek refuge in a hotel. The cycle of day and night ties to which enemies will spawn on the field. Some FATEs, S-rank hunts, enemies in public duties such as Eureka, gathering nodes, and fish will only appear at certain times of day, and several vistas for the Sightseeing Log require specific times as well. Day and night cycle at 6:00 AM and 6:00 PM Eorzean time, while weather events cycle at 8:00 AM, 4:00 PM, and 12:00 AM. The day and night cycle generally doesn't affect gameplay, though most cutscenes will reflect the current time of day, and the musical themes for most areas will switch between day and night themes. There are four times of day and on each a different field and battle theme will play, although some areas are exempt from this rule: The day-night cycle is not in effect during the prologue in Yusnaan, on the final day, or during any visit to the Ark. Many main and side quests depend on the clock and Lightning has a limit of thirteen days to complete all main quests and collect enough Eradia to advance to the last day. The day and night cycle ties closely to the story. Vana'diel time moves 25 times faster than Earth time: 1 Vana'diel hour is 2 minutes and 24 seconds in Earth time, and 1 Earth hour is 25 Vana'diel hours. Due to this flow of time, the game also features moon phases and seasons, which have various effects on gameplay. Many quests and missions require the players to return the next in-game day to proceed.įinal Fantasy XI runs under a 60 minute per hour, 24 hour day cycle, with 8 days a week, 30 days a month and 360 days in a Vana'diel year. This affects a number of gameplay aspects, including the appearance of certain monsters (especially the undead) at certain times of day, shop opening times, as well as specific time windows for completing certain quests. and as far as the story goes time does not actually flow, the day and night cycle features prominently and can be checked using the /clock command. 1.6 Final Fantasy: The 4 Heroes of LightĪlthough the game is technically set in 884 C.E.1.4.1 Final Fantasy XV: Episode Prompto.1.2 Lightning Returns: Final Fantasy XIII.
