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 0.94a See changelog
Patch notes v0.94a
- Fixed the bug with Fusrodah’s resource consumption
Patch notes v0.94
- Continued with the incremental upgrades to story battles in the same fashion as the changes to act 1, this time completing Act 2 on chaos path. Most notably, you will see more enemies wearing jewelry and the battles with demi humans will have more diverse classes, so you will be able to see the likes of Patriarch or Trickster
- Special characters obtained along the way have a few more weapon choices
- Tweaked the Act 1 encounters slightly, fixed a few inconsistencies and added another necromancy book as a guaranteed drop from Quadriga battle (female ghost in the starting lineup)
- Removed Sara and Voltare from the Quadriga cutscene as there is currently no way to match their cutscene appearance to default, they don’t say anything and Leonar doesn’t refer to them individually anymore either so they weren’t contributing much to the scene
- Claws, Daggers, 1H Axe sidegrades, 2H Axes, Spears, Hammers, Instruments, Blowguns, Thrown Weapons, 1H Bows, 1H Crossbows and Boulders are lighter to more closely adhere to their real world weight in most cases
- Starting 2H Swords renamed to stick closer with common terminology
- Staff sidegrades are heavier but also offer a resistance bonus, 1H guns are heavier
- Non-elemental caster staves have 1-2 uses of Spellcraft instead of charging 25MP
- Spellbooks are lighter and have three uses of Meditate to reinforce their role as a mana booster
- Crossbow sidegrades hit harder and cost less RT to fire
- Added a new consumable, Death March, it’s a suicide pill that will remove all lives from the user, effectively killing him after the battle is over, use only if you have a literal death wish. Extremely handy if you aren’t a fan of being imprisoned and interrogated, but it has other uses too, can be crafted with Ways of the Wild or rarely found as an endgame random drop
- Level requirement for Wade was lowered, it should make some early missions with a lot of water less of a pain
- Meditate is now available to wizards and some special classes, other generic classes all have different options
- Added a new skill Bullseye, a Ranger skill that does pretty much the same thing as fated circle, but for ranged weapons
- Added a new skill Fusrodah, it’s a war shout that does a minor amount of crushing damage to enemies in the area around the user and knocks them back in the direction that the user is facing, which can be altered by targeting different tiles. Unusable while silenced
- Added a new skill Blood Magic, it converts 10% of the user’s current HP into MP, but its other costs are very low
- Wizard lost Conserve MP, it was a bit redundant on that class
- Cleric gained access to Spellbooks
- Spellblade gained access to Daggers
- Dragoon gained access to Cudgels
- Rogue gained access to 1H Swords and Field Alchemy II
- Beast Tamer gained access to Daggers
- Warlock gained access to Instruments. They’re worldly fellows, fairly proficient with exotic weapons in general and prefectly capable of strumming a few chords from ‘Temple of the King’ right before raiding it
- Necromancer lost access to Meditate and gained Conserve MP
- Hoplite gained access to Fists and Daggers
- Patriarch lost light armor and Meditate but gained access to heavy accessories, Fists, 1H Axes, 1H Hammers and Thrown, can learn Blood Magic. His stats are now skewed more heavily towards STR than DEX
- Warden can use Squash
- Added the Dragonborn class, it can equip light armor and light/heavy accessories, but no weapons or shields except beastmaster tokens and boulders. Being half dragon, this warrior counts as a human in form but is prohibited from learning neither racial skill, and is also able to learn Draconic Magic (limited to Agony and most utility/buff spells), Instill Element, Rampart Aura 123, a general skillset similar to that of Dragoon, Recruit, Tame, Empower Dragon, Dragonslayer, Dash, Dragon Breath 12, Fusrodah and is able to use Squash if learned. Dragonborn classmarks can currently only be crafted with Transcription but will eventually drop in more accessible places.
- Ranger gained access to Bullseye
- Priest gained access to Spellbooks
- Paladin gained access to Fists, Daggers, 1H/2H Katana
- White Knight gained access to Cudgels
- Shaman gained access to Instruments mainly as a homage to some of their artwork
Spells and Active Skills
- Projectile spells IV can be crafted with Ars Magna
- Burst spells now hit only enemies
- Curse now also removes 40TP on hit
- Pumpkin Strike is non-elemental
- Pumpkin Bomb was reverted to its original behavior, as AI couldn’t be cajoled into using it properly. It removes three quarters of user’s current HP and all TP to deal crushing damage in a large area
- As per community poll, Hawkmen can also change their class to Fusilier, Argoni… err, Lizardmen can become Rogues and Orcs can be Beast Tamers, this brings their class count up to intended total
- Ocionne can uniquely change her class into a Dragonborn
- Lizardmen have higher DEX, AGI and AVD, but lower STR, INT and MND.
- As fully changing cutscene sprites proved more troublesome than expected, Folcurt’s battle/formation sprite got reverted to match them, maybe changing it will become possible at a later date
- Deneb’s shop will now stock on some low level necromancy spells