By raicsTO: 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.
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.
By zomberoThis is a hack of the original game designed with several primary goals in mind:
Rebalance many aspects of the original game. Create a gameplay experience that is challenging to veterans of the SMT series. Add in some fresh new enemies and skills to revitalize the gameplay experience. This hack is intended for people who have already played (and generally mastered) the original game, and is designed to be played on Hard mode. For those who don’t fit this profile, or don’t want a more challenging experience than the original, then feel free to play on Normal mode.
This download includes a patch with instructions to apply changes to a ROM file of SMT Nocturne. It also includes a patch for the useful Heretic Mansion tool and instructions on where to get it.
Here is a list of features by category. This list is not fully comprehensive, but covers many of the more important changes:
Qualify of Life Enhancements:
Lower quality skills are no longer more likely to transfer in fusions (I’m looking at you, Pester) Unlearned skills on demons and magatama are no longer hidden Swapping demons now uses half a press turn Demons can now swap themselves out Demons in stock gain 75% of the XP gained in battle (100% with Watchful) Geis can now be bought in a shop in addition to being won from Puzzle Boy Shop prices are now only doubled on Hard mode, not tripled Son’s Oath now gives Dante the Pierce effect Retreat is now possible (albeit unlikely) in Hard mode MP pools are increased by 1/3 AoE healing now affects your entire roster, not just the active party
After the earliest areas of the game, new and powerful enemies will show up during full Kagutsuchi Enemy encounter sets have been enhanced Enemy scripts have been enhanced Boss scripts have been selectively altered, and their stats have been increased substantially The HP of random encounter enemies scales up more over the course of the game New maximum of 2 -Kaja stacks on the player and 2 -Kunda stacks on enemies Trafuri is removed Tetra/Makarakarn now only affect the caster Estoma’s effectiveness is reduced (until you get Masakados) Mitama stat bonus cap lowered from +100% to +25% of base stats
Physical skills have been improved in the early and mid-game Magic skills have been improved in the late-game (and magic damage no longer caps) Pierce now also penetrates Resist/Null for magic skills HP-based skills now use strength for damage, and their damage output ranges from 60%-100% of normal based on your current HP% (the power of these skills was raised a bit to compensate for this) Agility and Luck now have much higher impact on the things they effect Luck now affects the rate of ailments and instant death Luck now affects critical hit chance Luck is now the primary factor in magic accuracy (yes, Luck did almost nothing in the original game…) Dark/Bright Might crit rate reduced to 50% Might crit rate increased to 30% Might skills, Drain Attack, and Attack All can now all stack with each other Drain attack healing increased to 100% of damage dealt Shock and Freeze can now work on bosses and only last through one physical attack Tarukaja now affects both physical and magical attacks (Makakaja was repurposed) Tornado damage reduced from Heavy to Med MC’s unique Phys skills have been re-tooled and re-balanced (check ‘em out!) Many new skills have been placed on Magatama Stat bonuses on Magatama have been generally improved Magma Axis now treats a target’s Drain Fire or Repel Fire as Void Fire (works with Pierce) Resistances and skillsets of demons have been rebalanced Elem Boost skills reduced to +30%
New Skills (and re-works):
Scald: AoE Light-Mid Fire damage. Lowers enemy physical attack. Laevateinn: Acts as Fire Boost and enhances Surt’s regular Attack Chill: Single target Light-Mid Ice damage. Inflicts Sukunda. Cocytus: 3-7 hits of Mid Ice damage. High odds of Freeze. Niflheim: AoE Mega Ice damage. Lowers enemy evasion. Zap: Single target Light Elec damage. Extremely high chance of Shock. Mjolnir: Single target Mega Elec damage. High chance of Shock. Thunder Reign: AoE Mega Elec damage. Moderately high chance of shock. Odinson: Passive skill that acts as Elec boost and doubles Shock chance. (unique to Odin) Dervish: AoE Light-Mid Force damage. Lowers enemy evasion Panta Rhei: AoE Mega Force damage. Vayavya: 3-7 hits of Heavy Force damage. Low odds of Stun. Antichthon: Single target Heavy Almighty damage. Inflicts Debilitate. Last Word: Single target Severe Almighty damage. Uses all remaining press turns. God’s Curse: AoE Med-Heavy Almighty damage. Inflicts random Curse/Nerve ailments. Sol Niger: AoE Heavy Almighty damage. Dekaja effect. Babylon Goblet: Sukunda effect. Mid odds of Panic. Soul Drain: Drains HP&MP from the enemy. (More powerful than Life Drain / Meditate) Fang Breaker: Single target Light Phys damage. Tarunda effect. Akasha Arts: Single target Heavy Phys damage. Greater damage with lower HP%. Primal Force: Single target Severe Phys damage. Cannot crit without Shock/Freeze. Skull Cleave: Single target Heavy Phys damage. Rakunda effect. Chi Blast: AoE Light Phys damage. Low accuracy, high crit rate. Earthquake: AoE Mega Phys damage. High accuracy, low odds of Stun. Cannot crit without Shock/Freeze. Gate of Hell: AoE Heavy Phys damage. Low odds of Petrify. Poison Arrow: 3-5 hits of Light Phys damage. Low odds of Poison. Bloodbath: 3-5 hits of Mid Phys damage. Low accuracy, high crit rate. Sakura Rage: 3-5 hits of Mid Phys damage. Low odds of Charm. Amrita: Heals all ailments on the party. Cadenza: Increases accuracy and magic attack. Heat Riser: Grants all -kaja effects twice to one target. Luster Candy: Grants all -kaja effects to the party. (AVAILABLE AS CONSUMABLE ITEM ONLY) Anti-Magic: Grants Fire/Ice/Elec/Force resistance. Anti-Ailments: Grants Nerve/Curse/Mind resistance. Void Ailments: Grants immunity to Nerve/Curse/Mind. Unshaken Will: Grants 2x resistance to Nerve/Curse/Mind/Death/Expel. Magic Boost: Acts as Fire/Ice/Elec/Force Boost. Arms Master: Halves the HP cost of physical skills.
The XP gain on player demons not participating in battle and the half turn cost to swap them in makes using more than 4 demons much more powerful than in the original game. Use this to your advantage, and think beyond your 4 active party members. Be mindful of helpful consumables that can be purchased from Rag’s Jewelry. If a non-boss battle is going poorly: see if you have a Smoke Ball to use.
1st Person view no longer requires New Game+ Patra/Me Patra now cures Charm Spectre (round 1) toned down a bit Various minor to moderate bugs have been fixed
Fixed a bug with enemy HP-based Phys damage Fixed a bug where ailments would sometimes have lower landing rates than intended
Fixed a bug where Summon would fail after using Counter
Fixed a bug related to Counter/Retaliate/Avenge Fixed a bug with Last Resort Fixed a bug with Babylon Goblet’s Panic effect not working Fixed a bug where Full Kagutsuchi encounters wouldn’t show up in the certain rooms in a few areas Anti-Elem skills now remove “Weakness” Altered a special encounter in the Third Kalpa due to grapical limitations Reworked some early game Full Kagutsuchi encounters and gave all of them the special music Removed Akasha Arts from Scathach (she can’t inherit Phys) Gave Scathach resist Ice The following bosses made a bit less difficult: Sakahagi, Mother Harlot, Spectre (round 1)
Various lesser bug fixes
Gameplay and Development Videos
added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!