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.
- 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 0.956b See changelog
Patch notes v0.956b
- Special characters you recruit in act4 should now come with proper skill setups
- The amount of glass pumpkins you can find in act3 on law path is now the same as neutral and chaos
- Claws beyond damasc tier will inflict Envenom instead of Poison
- 1H Hammers will now sidegrade into Crusader Hammers, they have a MND bonus and increased base damage against undead, just like baldur weapons. That type of bonus will still apply to undead even when the normal racial percentage bonus on that weapon affects some other race, as is the case with higher tier hammers
- The Draw Out item ability was available as a free finisher for all 2H Katana users by mistake. Now that the ability also scales with Katana skill, the katana sidegrades needed a bit of a love tap so they will do less damage and won’t be quite as light
- Now that assault token isn’t in the game, Dragonborn can’t parry anymore so she has no access to those skills, she’s pretty tough so they were a bit of an overkill anyway
- Ocionne’s race is unknown now, which means that racial bonuses will have no effect on her
Patch notes v0.956a
- Starting generic units in your squad will be in proper stat templates for the class they come in
- Rudlum should now be a bit less suicidal
- As the weapon rank bonuses from earrings pretty much boil down to some damage and some accuracy, there was little point in having one earring for every weapon type so most of them have been scrapped and the rest have been condensed into two, one for heavy warriors and one for light. They have a well rounded mix of offense and defense which is greater in total than what upgraded stat rings offer, but if you want only one specific stat you still have a reason to use those
- That, of course, means you will have to check all the units that had earrings equipped and use something else, as those slots will be used for other items you should also check if accessory slots on those units have something that shouldn’t be there
- Added a monkey grip 2H sword, it is used in one hand at a high accuracy penalty but hits harder than most 1H weapons, your resident meatloaf Berserker will be able to dual wield it for a true fantasy experience. It will drop in Temple of Xoshonell – Sanctum above level 33, one of the Orc Terror Knights will be using the blade and will be guaranteed to drop it
- Unique rings have higher stats
- Most curative items have a lower starting value of HP/MP restoration, but will restore a percentage of the max in addition to it
- Jolly Roger had to be shifted around, so you will have to relearn it
- Some of the wards are available a bit earlier, stronger ones will cost more TP to use in battle
Spells and Abilites
- Meditate got a fixed amount of MP in addition to percentage, it’s lower than magic leaf but the percentage is higher
- Warlock’s Instills use the same effects as curative items, so they will also scale
- Instill Remedy TP cost is down to 40
- Absorb MP will steal up to 10% of target’s max MP instead of 15%
- Fixed the skill descriptions that got borked in the last patch
- The weapon type descriptions will now say ‘LIGHT’ and ‘HEAVY’ instead of ‘DEX’ and ‘STR’, that’s consistent with the stat descriptions that mention increasing weapon damage
Report this file