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About This File
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.
Consolidated changelist available in feedback thread.
What's New in Version 1.08b See changelog
Released
Patch notes v1.08b
Equipment
- Brynhildr got Auraheal on use instead of Righteous Fire, as it doesn't match its element anymore
- Famfrit had the wrong use ability instead of Allheal II, as the healing spells moved around
- Octopus melee attack got 1 extra range and can attack diagonally, like whips do
- Fixed some errors with equipment crafting ingredients
Spells and Abilities
- Fixed an error with cost and description of Celestial Aria
- Fixed the dark summons inflicting wrong averse
Patch notes v1.08a
General
- Phaesta and her team are now outfitted more defensively so they should be easier to rescue
- Phaesta now joins as White Knight with Augment Light
- Lanselot will now join with Augment Fire instead of light
- Heal II arcana drops from the same location Heal IV used to, Female Nephalem in San Bronsa - Floating Ruins #5
- Allheal II drops from the same location Allheal III used to, Hawkman Cleric in San Bronsa - Floating Ruins #12
- Patch 1.08 was live for a very short time so the notes were merged with 1.08a for easier reading
Equipment
- Throwing weapons have now been split into four types, heavier variants are throwing axes and spears which are best used as main weapon, and the lighter variants are slashers and bolas, which are better suited to use as sidearms. Some are available in shops and others as an upgrade to the lower level version, and all versions have a high level representative
- Throwing Axes have the shortest range but do the most damage and can inflict Breach
- Throwing Spears do a bit less damage but have the longest range and can inflict Hobble
- Slashers have lower range and moderate damage, but can inflict Slow
- Bolas have a bit more range, similar damage to rippers and can inflict Bind
- Lombardia is now fire element, it swapped some of its AGI bonus for MND and has fear immunity
- Added a slightly weird 1H Whip that can be crafted with Secrets of the Master
Classes
- Terror Knight can equip all 1H Swords. They can still use only the Power Fist and focus shields but they don’t have to wait for Wukong Blade to start using them
- Ninja can now transfer Whips from other classes
- White Knight can now also use some offensive magic, their set is now a combination of Knight and Dragoon (plus Dispel)
- Paladin/Freya can now use Fire Magic, access to fire spells is the same as for lightning spells with the addition of the unique spell Balefire. The class has lost access to Consecrate as it now serves a dual purpose
- Knight Commander lost access to Intercession skill
- Sacred Fist has lost access to Cross Chop and Lariat, the class isn't a strong damage dealer and can't be empowered like monsters, so the abilities were a poor fit. He got the Holy War special skill instead, as the status effect on it would likely be more useful, and can now learn the Healing Strike special skill
- Added Harbinger/Furia, a special class for Arycelle, it requires Tempest's Marks which are available only on Chaos and Neutral routes
- The class can equip Daggers, Bows, archer gear and mage gear
- Passive skill access is similar to Archer, with the addition of standard passives for hybrid mages, Instill Lightning, Counterhit 2, Bash 2/3, Intercession, Eagle Eye, Dragonfly and Storm Front
- They can use two Bow arts, Conduit at rank 1 and Levin Array at rank 5
- The spell selection includes Thunderflare 1/2/3, Stunbomb, Rattle and the unique spell Storm's End
Spells and Abilities
- As it was proven that only light and dark prevailing element actually works, only those spells will affect it now
- To make the mechanic less susceptible to spamming low cost abilities, it will now only be affected by powerful ones, including summons, forbidden, Spirit Bomb, Grim Dawn, Day of Reckoning, Celestial Aria and Requiem. The amount has been increased to around 1/10 of the MP/TP cost so each use should be more noticeable
- Prevailing element now affects divine heal spells at 50% strength, it was scaling too well after the healing rework
- To reduce their reliance on RNG, summons will now strike 1-2 times but the damage per hit was increased to compensate. Their MP/RT cost has been increased, and the level requirement of summon 1 has been increased to 24
- Spell healing has been nerfed somewhat as it could scale too high, especially later on but it has received a fixed bonus amount to compensate at low levels. It now gets 0.8 per point of MND, 6 per augment rank and 8 per racial rank
- Torana costs more MP
- Added Storm's End, an expensive spell that deals heavy lightning damage to targets in a large area and has a 50% chance to halve their TP
- Purify now scales like divine healing spells, but it doesn't get the fixed bonus amount
- Added Balefire, a short range fire spell that strikes targets in a line 1-3 times. Each strike does a fire damage hit with a 50% chance for an additional one. Undead targets always receive an additional light damage hit
- Winter Siege will now also nudge the unit's RT counter a bit, roughly by 10 points as the effect can't scale on this type of ability
- Heal and Allheal now cost more RT, now that basic heals stay useful they were probably a bit too spammable
- Heal II and Allheal II now require level 26 and can't be bought in shops, we tested them enough so they don't have to be as easily accessible anymore
- Dark damage spells have a small damage bonus versus living targets again
- Lancet will now heal the target for 40% of caster's current HP, and also give half of the sacrificed amount back after healing the target
- Ogumo II and III also do 1-2 strikes like the basic Ogumo, but the damage per hit is higher
- Circle of Life also scales like a healing spell
- Large AoE abilities centered on self, like Galaxy Stop or Grim Dawn have 2 more area
- Hamstring dagger art was removed, it was initially added for flavor and I needed more room for other abilities
- Smite and Purgatory sword arts now do Fire damage
- Added Conduit, a bow art that does lightning damage to a single target and steals its MP
- Added Levin Array, a bow art that strikes enemies in a line and charges 50% of current TP to allies
- Mother's Blessing doesn't have Healcraft anymore. It was fine to have it before as a little extra because the buff was barely doing anything, but now that it's a much more valuable buff and considering that the entire healing amount is multiplied by the skill, it's a bit too good
- Consecrate Dead was renamed to Consecrate and will now also buff allies in the target area with Healcraft, which should make the skill less situational. Its area of effect has been reduced by 1
- Reflection is now a targeted 5-tile skill, which should make it easier to buff only the targets you want, it is also cheaper now
- Shadowbreak now behaves like a regular target-restricted skill that can be cast only on shadows, so we don't need the ground hit animation. It will now do spell damage to units and 10 damage to any obstacle, shadows can have up to 10 HP so that's enough to destroy them
- Guiding Light was renamed to Righteous Fire, it now inflicts fire averse and buffs the user with Fire-Bringer
- Added Healing Strike, a special skill that does a high amount of Light damage but will heal it all back if it doesn't kill the opponent. Unless they're undead, in which case it will do additional Light spell damage instead
- Virtuous Dance, Selfless Kiss and Celestial Aria now scale like healing spells
Consumables
- Arcana cost has been reduced by roughly 30%, equipment can be reused on other characters but arcana is consumable, so maintaining a large army could get too expensive
- Added Storm's End Arcana, it drops from Cherub in Temple of Nestharot #4 - 2nd Descent
- Added Balefire Arcana, it drops from Balor in Temple of Xoshonell #4 - 2nd Descent
- Added Tempest’s Mark, they only drop from Modiliani in Chapter 3 Chaos battle #9 - Bahanna Highlands, and also from Botis in Chapter 3 Neutral optional battle - Quadriga Fort during Phaesta/Tamuz/Chamos rescue mission or Orgeau in Chapter 3 Neutral optional battle - Golyat, so you will get them whichever of the two battles you choose in neutral route
- Monster crafting materials are more expensive
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