Tactics Ogre: One Vision 1.10a

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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 1.10a   See changelog

Released

Patch notes v1.10a

 

 

General

-  Spell damage will now ignore half of the target's DEF value

-  It will also ignore half of the target's crush/slash/pierce resistance if the spell is doing those damage types, however it will still be boosted by the full amount of those resistances on jewelry that the attacker is wearing

-  This means there's no need for high stat advantage in order to keep up with gear upgrades, so they will now scale at 1.2 spell power per point of INT and 0.6 per point of MND, versus 1 resilience per point of RES and 0.5 per point of MND

-  This should smooth out the damage progression and make spells more consistent, especially for physical spells like bursts or ninjutsu. It should also make the formula less volatile when stacking a lot of percentage bonuses, like spellcraft/rupture/aversion

-  Projectile spells are now getting 0.4 accuracy per point of AGI instead of 0.6, they were almost always hitting and that's no fun

-  Sign and Gaze formula has 0.1 more evasion per point on defensive side so the advantage is a little lower

-  Fixed some description inconsistencies and minor bugs

 

Equipment

-  Weapon ATK scaling has been changed so early game weapons (up to baldur) are stronger and late game weapons are somewhat weaker. Damage bonus will also start from a higher value, maximum is unchanged. Early game can be fairly slow, so this should speed things up a bit and help with damaging exceptionally tough units

 

Spells and Abilities

-  The damage bonus of all spells that use the regular damage formula has been readjusted

-  Decay now costs 20 MP

-  Abyss now affects an area and its RT cost is lowered to match the elemental minor debuffs, but it doesn't do damage anymore

-  Wormhole RT cost was also lowered to match the elemental major debuffs

-  Ninjutsu summons are now 10TP cheaper

-  Secret of mana is now doing raw damage to MP

 

 

 

Patch notes v1.10

 

 

 

General

-  The accuracy system has been rebalanced for more baseline consistency and consolidated to make room for more formula types

-  Minimum attack hit chance from the front is now 20% instead of 25% and from the back it's 60% instead of 55%, this will make character positioning and facing more important when using high dodge units or fighting them. Indirectly, it's also a buff to Feint (back attack)

-  As with damage formula, scaling for base stats and gear bonuses is now equal, so there are no hidden bonuses and penalties anymore

-  This also means that AVD values on shields aren't adding more evasion per point anymore, instead the AVD values they come with are higher

-  Attack accuracy now scales as following:

-  Weapon attacks (melee and ranged): 1.2 accuracy per point of AGI, 0.6 per point of DEX

-  Unarmed attacks (melee and ranged): 1.2 accuracy per point of AGI, 1 per point of DEX

-  Guaranteed hit: Ignores evasion so it should be 100% at all times

-  Attack evasion now scales at 1.2 per point of AVD, 0.6 per point of DEX

-  Weapon skills are now adding 8% accuracy per rank instead of 10%

-  Having an unarmed formula for melee and ranged means that innate attacks will naturally be more accurate so there's no need for monsters to have much higher AGI values anymore. This is a class change so there will be no difference in recruited monster base character stats

-  Truestrike and Trueflight effects have been merged into Precision which adds 30% accuracy to both melee and ranged

-  Falsestrike and Falseflight effects have been merged into Blind which reduces melee and ranged accuracy by 40%

-  Dodge and Sidestep effects have been merged into Dodge which adds 30% evasion to both melee and ranged

-  Stagger and Misstep effects have been merged into Stagger which reduces melee and ranged evasion by 40%

-  Spell accuracy now scales as following:

-  Projectile spells: 1.2 accuracy per point of MND, 0.6 per INT, 0.6 per AGI. Evaded with 1.2 per point of AVD, 0.6 per MND. They will now have the same minimum accuracy from front/side/back as attacks

-  Default status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.8 per point of MND, 0.8 per AVD. This is mostly used for elemntal debuffs

-  Illusion status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.8 per point of MND, 0.8 per INT. This formula tends to work better on fighters, especially evasive ones, it's used by illusion spells, mostly light and dark

-  Sign status: 0.8 accuracy per point of MND, 0.6 per INT, 0.6 per point of DEX. Evaded with 0.6 per point of MND, 0.4 per INT, 0.4 per AVD. This formula has a higher caster advantage, mostly used for ninjutsu and some special spells or skills

-  Gaze status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.6 per point of AVD , 0.4 per MND, 0.4 per INT. This formula also has a higher caster advantage, however its accuracy is a lot lower from the sides and can't hit from the back

-  Spellstrike now adds 30% spell accuracy, Spellslip will reduce it by 40%

-  There are two new effects that affect spell evasion. Ward adds 30% spell evasion, Daze will reduce it by 40%. By default, those will use Sidestep/Misstep icons, but they will get their own in the HD pack

-  Stun will now reduce melee, ranged and projectile spell evasion by the same amount, 20%

-  Leaden will now reduce melee, ranged and projectile spell evasion by the same amount, 30%

-  Paranoia will now increase the target's melee, ranged and projectile spell evasion by 30% due to being more cautious, however it will reduce evasion versus all other spells by 30% due to reduced mental stability

-  Spell damage now scales at 1.2 spell power per point of INT and 0.8 per point of MND, versus 1 resilience per point of RES and 0.4 per point of MND. The baseline difference is same as before but scaling per stat is a bit lower which should somewhat reduce the difference between high and mid stat casters, and resilience between various targets

 

 

Equipment

-  The amount of some stat bonuses on gear has been adjusted because of accuracy formula changes

-  Chance for Slow has been increased to similar values as stun on most weapons

-  Legion Waster is now a rapier basetype

-  Godhand now uses the unarmed accuracy formula

-  Quarterstaff sidegrade now has 1-2 range up to first target, same as rapiers

-  Whips and Vritra sidearm now inflict Blind

-  Vritra now has a Fire element

-  Soul Reaver and Astral Cord now have negative weight to reduce the RT cost of resulting weapon (and give people a hint that it matters). They are now 2H and have large stat penalties to prevent them from being exploited as a weight reduction stat stick. Snapped weapons are still 1H

-  Astra crossbow now drops from Lamia Rogue in San Bronsa - Tower of Law Eternal #6

-  Chance for Hobble on Throwing Spears has been increased to the same values as on 1H Spears

-  Valkenheim has 1 less range and Reptile racial bonus instead of Human

-  Added Alexander, a 1H, light element fusil with focus scaling and undead slayer bonus that exorcises undead on kill. Dropped by Female Nephalem in San Bronsa - Floating Ruins #3

-  Innate attacks now use the unarmed accuracy formula

-  Bane and Malediction have 1 exta range

-  Shield bash also uses the unarmed accuracy formula

-  Power fist ATK was higher than it should be so it has been corrected

-  Spell shields now have two uses of Spellstrike

-  Shields have higher evasion values to compensate for equalized scaling across gear pieces

-  Added Mantis Earring, an earring with a large luck penalty intended to reduce crit chance when dual wielding. Lowering luck also greatly increases the chance for the user to get crit, so the earring provides some defensive bonuses to compensate. Crafted with Ways of the Wild

 

 

Classes

 

-  Wizard can now use Instruments

-  Rogue can now transfer the Instruments skill, giving you more opportunity to train the skill early on

-  Lich can now use minor buffs

-  Paladin got access to 2H swords, Axes, Hammers and Staves, so if you want to skip on their unique weapon arts, you can

-  Monster classes and Sacred Fist have normal agility because the new unarmed accuracy formula scales more favorably

-  Tiamat can use Shadowfax

-  Dark status spells had to be redistributed for all classes with access to them, it changed too much to list here so it will have to be checked in game or on website

 

 

Spells and Abilities

 

-  Most spells got a bit more extra damage, combined with the formula adjustment it should result in more consistent damage output across different casters and targets

-  Element aversion now reduces resistance by 30% instead of 40%, rotating aversions should still be a worthwhile bonus but with more reliable spell damage it should feel less required in order to deal damage to resistant targets

-  Projectiles II and III got 1 extra range

-  Forbidden magic always hits now, the accuracy formula it previously used was so favorable that it would require quite an extreme scenario to have a chance of missing, so this is just making it official

-  Elemental status spells are all using the Default status formula

-  Sky Pillar has been renamed to Sky Burial because that's a thing, winged folk probably do it because it just makes sense, but don't quote me on it. It's now an area spell that inflicts Bind and Rupture

-  Mute is now single target, it's rare to hit multiple casters anyway, and it uses the Gaze status formula. It should be easier to mute casters now, as this formula is favorable for the user and they usually face the front

-  Oblivion uses the Illusion status formula

-  Torana uses the Sign formula

-  Dark magic doesn't have weaker copies of elemental status effects anymore, it now has three separate groups of minor/major status spell. Main group is Abyss and Wormhole which use the Default formula and work on undead, the secondary group are Charm (gaze) and Deadscream (illusion) and the third group are single target damage spells with a fixed status percentage Decay and Nightmare, everything else was scrapped

-  Abyss deals 25% of current HP, inflicts Hobble and delays RT by 40-60

-  Wormhole has 1 extra range and costs 10 more RT

-  Charm has 1 extra range, uses the new Gaze formula and its cost has been lowered to 20MP/30RT

-  Deadscream cost has increased to 30MP/50RT, it got 1 extra range and affects an area now

-  Decay costs 30MP/40RT, it got 1 extra range, it deals similar damage to first tier of area spells and has a fixed 60% chance to inflict Poison and Weaken

-  Nightmare is a return of the snes fan favorite, it deals similar damage to tier II area spells and has a fixed 50% chance to inflict Sleep

-  Draconic damage spells now use the projectile spell formula

-  Acrobatics was renamed to Discipline, it now grants Precision and Dodge which affect accuracy and evasion for both melee and ranged

-  Ballistics was replaced by Blasphemy, it grants Spellstrike and Ward which affect spell accuracy and evasion

-  Miasma now uses the Sign formula

-  Necromancy status spells use the Illusion formula except Tainted love which uses the Gaze formula

-  Barren Soul now uses the projectile spell formula

-  Shadowbind and Deadlock ninjutsu now use the Sign formula

-  Offensive War Dances now use the Gaze formula

-  Songs now use the Illusion formula except Secret of Mana which uses the sign formula

-  Windshot now uses the ranged unarmed accuracy formula

-  Shellbust now uses the Sign formula

-  Stormrider stun effect now uses the Default formula

-  Sunblossom finisher now inflicts Blind

-  Huapango Winds now grants Dodge instead of Sidestep

-  Touch actives like Iron Maiden, Fell Seal and Conviction now use the Sign formula

-  Storm Brand and Righteous Fire now use the Sign formula

-  Eagle Eye now only grants Precision which affects both melee and ranged accuracy

-  Vigorous Attack has been renamed to Vanguard, it now grants only Dodge which affects both melee and ranged evasion

-  Mind's Eye now grants Dodge instead of Sidestep

-  Healing Strike now uses the melee unarmed accuracy formula

-  Beckon now uses the Illusion formula

-  Last Resort cost has been lowered to 20TP/15RT, but the HP cost is now 10% of current HP and it grants Pain Aura until next turn, so the move is lest costly and potentially more rewarding, but also more risky to use

-  Blood Price was renamed to Blood Brothers, the skill now needs to target an ally to leech 30% of their current HP and charge 1/3 of the amount back to them as TP. This should improve Berserker survivability, similar to the old Risk Management except it's more controllable and the ally also gets something in return, I assume they're proud of becoming brothers with a bloodthirsty maniac

-  Turn Undead TP cost has been lowered to 50, it uses the Gaze formula and if the enemy is Frightened there's now also a 10% chance to instantly get stilled

-  Entomb uses the Sign formula

-  Pumpkin Strike and Crystal Pumpkin now use the ranged unarmed accuracy formula

-  Angel Knight song specials now use either the Illusion or Sign formula

 

 

Skills

 

-  Anima Core now passively increases ranged accuracy too

 

 

Consumables

-  Mercurial Phial now grants Precision

-  Philtre of Ashes now grants Ward

-  Haunt's Tome now inflicts Blind

-  Skulldust Nostrum now inflicts Daze

-  Hair of the Unicorn was removed

-  Cursed Unicorn Blood was removed

-  The Star card grants Escalade on use

-  The Moon card grants Ward on use

-  The Sun card grants Emblaze on use

-  Added the Nightmare arcana, it's available in Deneb's or PotD shop after the start of chapter 4

-  Added the Blasphemy arcana, it's available in any shop after mid chapter 3

-  Palsy Skein arcana has been removed

-  Petriburst arcana has been removed

-  Slow arcana has been removed

-  Stasis arcana has been removed

-  Shackle arcana has been removed

-  Fixate arcana has been removed

-  Ballistics arcana has been removed

 

 

Racial Templates

-  Donnalto will be able to change to Priest when you find the classmarks

-  Folcurt got access to Death Knight

-  Vyce and Xapan got access to Headhunter

 

 

 

 


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