Tactics Ogre: One Vision 1.07

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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 1.07   See changelog


Patch notes v1.07




-  Heal IV and Allheal III arcana will not drop in endgame anymore

-  Fixed the skills on some of the endgame bosses, and some other minor issues



-  Claw sidegrade have a higher res bonus

-  1H Sword sidegrade has the same amount of AGI bonus as the default version instead of half, it also has a higher AVD bonus

-  2H Sword sidegrade inflicts Slow instead of Stagger, it also has one more rank of Overpower and a slightly higher damage bonus

-  Wukong blade has a lower AGI penalty and one more rank of Overpower

-  1H Spear sidegrades are now pronged spears / tridents so sprites were shifted around a bit and some weapons were renamed. They now have a chance to inflict hobble in addition to their MND bonus

-  Longinus has been switched to default 1h spear, as the sprite doesn’t match and there are less default versions in endgame than sidegrades

-  1H Katana that do piercing damage will be a bit lighter and cost less RT to use to compensate for their damage type not matching the finishers

-  Goddess Bound has +1 Parry instead of +1 Katana skill rank, a small AGI bonus and can hit targets one tile further, like rapiers do

-  Goddess Scorned has a penalty to INT instead of MND, so it can still hinder spell usage without penalizing spell resistance and avoidance, its RES bonus has been lowered as it’s now a straight bonus instead of penalty reduction

-  Now that healing scales better with MND, caster staves got a MND bonus at the same amount as sidegrade staves, so they would be more useful to healers. Their INT bonus is lower but the total spell power you get from both stats is a bit higher than before

-  Default crossbows have a bit less ATK

-  Boltcasters can hit at point blank again, as AI doesn’t understand the gap on that type of targeting range



-  Fusilier lost access to Fumerolle, it wasn’t very useful on a long range class. The class is now a little tougher and it got First Aid instead, so they can provide some back line support, having a skill like that would probably be handy for traveling mercenaries that hate magic

-  Juggernaut has a bit more magic resistance and their movement cost is lowered to match other generic melee classes

-  Buccaneer lost access to Fumerolle

-  Commando can now learn Fumerolle instead of Torinoko, he got tired of seeing ‘Jump in the ocean and swim back to Japan’ in his inbox

-  Cyclops is a bit tougher and has more accuracy


Spells and Abilities

-  The scaling of divine healing spells has been reworked. Previously they barely scaled, you would get something like an extra 5 HP per 100 MND or 2HP per 100 of the target’s VIT, but it was also lowered by the target’s RES at 3 points per 100 MND. It was also boosted by healcraft (on both caster and target) and jewerly light resistance, while being resisted by spoilheal and all sources of light resistance, but none of this made much difference because the base amount was in single digits for most of the game. Big thanks to gibbed for finding this too

-  Divine healing spells will now heal 1 point of HP per 1 MND, 8 points per rank of Augment Light and 10 points per rank of racial skill. This base amount will get a 20% increase from Healcraft, 30% reduction from Spoilheal, it’s affected by prevailing element and increased by jewelry elemental resistance and won’t be resisted by anything. We’ll see if it scales well enough, but it can be adjusted as needed

-  There are a few more things, likely effects and conditions that affect it but I couldn’t find what they were so let me know if you notice anything else affecting it, like a status effect or readied state

-  Since the heals scale better there’s no need to have as many tiers, so there will be just the basic Heal for classes that would previously get Heal I-III and dedicated healers will get the more powerful Heal II. In the same vein, only dedicated healers will get Allheal II with larger area

-  Her Blessing will now have 100% chance for Fear

-  Black Mucus now costs 30 TP and 10 RT

-  Fell Seal has 1 extra range and will also deal some damage, making it more useful against other targets, but the cost will now be the same as the touch abilities of Princess and Heretic. The Petrify part will still work only on undead and umbra

-  Princess’s Whim is now cheaper and the effect lasts for a longer time

-  El Colas Winds will now heal some HP and grant Reflection to self. Its cost was also lowered to 40 TP and 15 RT

-  Added First Aid, a cheap skill that heals some HP and removes one debuff

-  Recall was renamed to Entomb, the skill will now also be able to Still living allies, so they can rise again in several turns like undead do. Living allies will not be able to be exorcised during their power nap, as they aren’t undead

-  Abilities used by some endgame bosses (like Radius, Umbra, or Sunny-side-up Cataclysm™) will now inflict the same status effects as dragon breaths of matching element



-  Removed Heal III, Heal IV and Allheal III arcana

-  Heal II and Allheal II arcana will be available at Deneb’s and PotD shop for now

-  Blackwing Leg and The Lovers tarot card will inflict Spoilheal on use again, instead of Hobble



-  The descriptions of Instill Light/Dark as well as Augment Light/Dark have been updated to show that those skills protect against the opposite element, unlike other instills and augments



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