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  1. Today
  2. I don't think beast master is really a situational class because he isn't encounter-dependent, you decide if you want to bring beasts or dragons into battle or not. It was a problem for Dragoons so they got good stats and that nifty jump skill, they aren't a dead weight when the enemy has no monsters around like in vanilla. Sure, dragoons could recruit dragons in first Ogre Battle but that's where their love affair with wildlife ended, in other games they have been either a dragon slayer or just a strong attacker with a bit of magic. I haven't been taking too many liberties with the class if it has an established image in the franchise, if I made warlocks into a semi-frontliner that's because they work that way in KoL and OB64.
  3. Oh by the way I am longueiro12 from the gamefaqs conversation. I still stand to giving ranged weapons even harsher RT penalties, so making sidearms the short RT ones would work, since you have to be way closer to use them. That would make sidearms very good weapons for scout-like units like Vartan and Rogue. And 2H weapons are very good now so it's no simple choice for the frontline melee like Dragoon or Berserker. I've a bit of a crazy suggestion off our discussion of Beast Tamer. I was thinking that maybe the problem with Beast Tamer's and Dragoon's situationality is that they're defined by the presence of beasts of dragons on only one side of the battle. So I considered that maybe both would be improved if merging them so the Dragoon was both the Dragon slayer and empowerer, and Tamer both the beast slayer and empowerer. That way they achieve usefulness both through your team and the enemy team.
  4. Yesterday
  5. Yeah, they have to be heavy, now that they aren't consumable we're supposed to imagine the unit carrying a stack and retrieving them when possible, kind of, somehow. They're the strongest 1h ranged option after pistols and fire in an arc which is always useful, but I agree there's a bit more room there if we account for the weight, I could make them a bit stronger. Probably faster too, it kinda makes sense they should be the fastest ranged weapon because you don't have to reload, that would compensate for the weight somewhat.
  6. Yeah, let me recover, and I should be good to go afterward. I'll definitely do one of the games on here just so you'll have an idea when I swing back around to no longer feeling the burn. Though I will say that the fights are fantastic, and it's really fun. I just don't want to have bland, boring commentary because I'm forcing myself to play.
  7. I don't see what purpose Sidearms are suppose to fill now? They're way heavier than the other one-handed ranged options, don't deal more damage, and have less range.
  8. I'm in the ice cave now. I got to the end in 1.4 but I got to a point in a cave where the fight against the scorpion kept freezing. Does that still happen in this version? Have I missed the added effect materia? Thank you all for your time and help.
  9. This is a great re-imagining of the original game. Sometimes it reminds me a bit of Dark Souls. I'm at the point where I'm just stacking TP gain and and Tech damage. The early-game chest pieces got me all the way to the HP boost/Thorn tier armors. I was surprised at how effective the thorn armor was. I use save states to try all of the things and then settle on 1 certain piece per character per slot (until Luc becomes more disposable) . I haven't intentionally utilized the L1 counter tech strat much because I peg my tech bar so fast. I've read up on the aggro system and I'm wondering if it will be something I will need to implement later, or if blowing up bosses with debuffs, traps and L2/3 techs will continue to be a relevant strat. Resetting boss aggro with counters seems like a great mechanic. I'm sure I'll need to be more creative once I attempt the harder difficulties. Currently at Mintos.
  10. Last week
  11. I have an alternate suggestion, though I'm not sure it's possible to code easily. Make it a blend of the ff1 + ff8 system. Let there be a certain cap on how many stores of each spell a person can have, and let those spells be replenished after battle. They would either be restored outside of battle or with resting, either would be fine. If the cap is low enough this still allows for there to be a purpose to using the draw ability in battle. (I'm imagining either the ff1 9 max cap or perhaps even 5 if spells are restored outside of battle). The caps could increase either linked to level (ie lvl at <10 only able to store 1-2 lvl 1 spells, lvl <20 2-3 lvl 1, 1-2 lvl 2, etc.) or linked to drawing certain spells (ie drawing thundara grants a cast of thundara and an extra cast of thunder). The spell bonuses would obviously be adjusted to be proportional. This may require disabling the trading magic function to make any sense. I'm somewhat unfamiliar with how ff8 handles spell consumption, but it would add a bit of strategy if using one of your only spells reduced the associated stat drastically.
  12. Thanks, Hart, I'll be sure to do that. Yeah, those visual changes to some of the more notable characters had a somewhat mixed reception, they kinda grow on you and being able to tell named characters from generics is nifty but I'm not adamant about keeping them. Scrolls were a bit cheesy, I think, this way the class spell selection is more meaningful, I can also make some spells more readily available and cheaper so you don't have to blow your bank if you got a ton of casters around.
  13. NG+ is proud to be hosting and dedicating a sub-forum to Tactics Ogre: One Vision, mod in development by @raics ! This gameplay WIP mod features a vast amount of changes aimed to rebalance the experience of one of the best games in its genre. Help support this project by playing it and sharing your feedback and thoughts! Also check out its new channel on our Discord chat! (Still haven't joined out chat? Click on the chat button above NOW!) Link (Click on read more first): TO: One Vision Sub-Forum Link (Click on read more first): Download Page
  14. So far, about to hit chapter 2. Couple things I'm not keen on are no scroll use but I understand it for balance issues. In loving the recruit tp cost reduction and exorcise I think was reduced too. Not super happy with the donnalto and other portrait changes but I'll live. I'll post more ramblings later and when I'm not in my phone trying to post all this. Otherwise I'm loving the balances and changes.
  15. Meta suggestion: Adding a list of changes in the forum (perhaps another main thread presenting the project) so that lurkers or people who don't know about the project get sold by the changes (since they are plenty)
  16. If you tried the mod and have something to share about your experience, be it small nitpicks, ideas, random thoughts, ramblings, musings or, why not, praise, you can do so here. In case you want an extended discussion regarding some specific aspect of the game or mod you can open a new thread instead. These are some of the more obvious known issues, some are low priority and some are either extremely tedious or tricky to fix. Missing character sprite in the opening scenes of Donnalto's or Rudlum's battles. Funny item, skill or spell sorting in some categories (spells can be manually sorted for use so this is a low priority one). Disabled skills in enemy skill lists which should be replaced with something more useful. Identical descriptions on some lategame weapons.
  17. Tactics Ogre: One Vision

    Version 0.87a

    11 downloads

    TO: LUCT is no doubt one of the classics of turn based tactical games, it can boast complex storyline with a memorable cast of characters and multiple endings, as well as a deep combat system with a vast arsenal of equipment, items and spells. Its PSP port can also serve as an example of how such things should be done, with the game getting not only a much needed facelift but also a thorough redesign of most combat elements. Sadly, the game isn’t without faults, as some of the new features make it extremely prone to exploits which an experienced player can use to fully remove any challenge from the game. The main goal of this mod is to render such exploits more difficult, bringing weapons, classes and skills closer to the level they should perform at, as well as to each other. Its secondary goal is to provide tweaks to immersion, visuals and some of the more cumbersome game systems like crafting and endless skill farming. This is still a work in progress so all feedback is welcome. For installation instructions and more info check the included Readme file. Major features: Weapon, armor and consumable item rework. Equipment is more likely to do what you expect of it, 2H weapons will do a lot of damage and a tank in heavy armor will be hard to kill. Additional items, spells and skills, as well as changes to the existing ones with a focus on improving the more unappealing choices. Skills that grant stat bonuses, like Strengthen or Spellcraft, as well as static choices like Switfoot or Spell Ward were removed and compensated with higher stat differences between classes than in vanilla game. A full Finishing move rebalance. Most ways of gaining permanent stats were removed to reduce power creep in late game and increase options during early game. The power of special characters was reduced across the board, they're about on par with each other now and not overwhelmingly stronger than generics. Generic characters have more diverse templates that split into fighter, rogue, mage and generalist archetypes, their stats can differ a lot depending on which one you hire. Significantly increased the levelling speed of slow skills, like Steal or Parry. Most classes were tweaked, with emphasis on nerfing the strong ones and buffing the weak, many gained new tricks. Monsters don't scale natural armor as high as before. With the changes to skills, their new role is high HP bullet sponges that take a lot of damage and use the TP gained to spam special moves. Many items are easier to acquire, reducing the endgame tedium. Visual changes to some items, special characters, skills and spells. Streamlined crafting.
  18. I can't sell the Demon Statues fast enough. 2000 luc is a lot of dough!
  19. I have 2 of these left but considering their rarety, the fact I play on Hard and on Hard sometimes the random ennemy pull some bullshit that may kill one of your character in a mere second (plus the fact that the AI isn't really good at survive especially Hawk if I don't directly control him he dies way to often) and the death penalty is really bad for boss fight so I'd rather keep these Demon Statue just in case.
  20. You could use one of the demon statues that some bosses add to your item storage to remove the penalty. Speaking of which, Nesouk, if you still have those, you can sell them for 2k each.
  21. I couldn't remove the spoiler fields on my phone. I was also referring to the lone enemy. I used him to gain experience and $ and made a beeline to the next statue. I didn't check the monster drop table to see if they drop ???. If it does, I'll revisit. With death penalty (which I absolutely love as a mechanic), I don't casually level up on my way to a boss in case I lose Hawk a couple times and have to run back to an inn.
  22. Celes is versatile, so I decided to make a jack-of-all-trades build taking advantage of her physical and magical damage output, and using also ??? for WoR, and it has showed pretty great results 3 Rahum / 3 Shiva / 7 Siren / 7 Phantom I'll just need to change Celes' equipment for the require needs of the battle. Life Bell, ??? and gear helps to improve Stamina makes of Celes a great enemy cleaner, it helps against boss battles with multiple targets such as Hidon, Wrexsoul or the Three Dream Stooges for example. Changing the gear with things like Force Armor, Magic Cube/Crystal Orb and similars makes of Celes a good mage. Genji Armor and more physical oriented gear makes Celes great against bosses with no weakness she can exploit at all. I give her the Illumina, because the bonus and power improves a lot her versatility. As for the 5 EL you can get... Uhh I guess you can use Alexander, Seraph or Crusader, or swap some of the levels of Siren/Phantom to Seraph/Alexander to improve her tankiness in early-game. Sadly I got this build via respecing, so I can't say at all how to focus Celes in WoB, but I'd say to focus in Siren / Shiva leveling
  23. I meant the first screen south of that town that has an enemy; that way you only have to fight one enemy per chest (actual rate depending on difficulty) instead of 3-6 enemies for one chest. Also, are those quotes supposed to be empty or does something not load on my side?
  24. I did this on "normal" just to get up to where I could deal with the rest of sub zero fields. Race to the Golden Goddess fighting only the forced encounters. Just make sure you don't get sniped running through the Sub-Zero boards.
  25. You should maybe farm the lone enemy south of the snow town to get enough ??? seeds for the class change.
  26. Well I tried and currently grinding money cause yeah Golden Road from Maïa to Byzel gives around 2000 Luc with 6 Beastman's Collar so that works and I sometimes fight Ogre Box they scales with your Level and so gives 2100-2200 EXP when I defeat one so why not currently LV34 with everyone gonne farm some more and then give another shot to sub-zero fields.
    Been following this mod back on Insane difficulty, and man what a beautiful work Praetarus did. Definitely a wonderful mod, adds a thrill to the otherwise bland battles and keeps you in the edge, and forces you to plan ahead and create new strategies while giving you the options to do so. One of my favorite mods, everyone that had played the original Seiken Densetsu should play this one.
  27. oh, is it that obvious it will be a total trainwreck?
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