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 1.0 See changelog
Patch notes v1.0
- All of the battles have been updated at this point, so this patch is mostly dedicated to the few things I never got around to add
- Added the Adamantine tier of light helmet, circlets are fine but light armor classes were left without high level headgear with parry bonus
- Added a very light unique throwing weapon with some defensive bonuses, with the drawback of flying in a straight line. It drops from Rackham in Pirate's Graveyard #12 - On Holy Ground story battle, or Skeleton Hoplite in Pirate's Graveyard #12 - On Holy Ground random battle if you already completed the story battle
- Added a new unique Spirit Bomb spell for Sacred Fist class
- Made the Death Knight class playable, it’s a dark themed tank class with good access to necromancy spells, best used with undead units, there have been requests for such if you’ll believe it. The class can use 1h Swords, 2H Swords, 1H Spears, 2H Spears, 1H Axes with a unique axe finisher, 1H Hammers and 1H Crossbows. They have a similar general skill access to Terror Knight with full access to Rampart Aura and Resonance instead of Instill, also being able to learn Phalanx, Squash, Check, Howl, Double Strike and Recall. They can use all Necromancy spells except Living Dead, Tainted Love and Black Plume, but with the addition of a unique Miasma spell. You can only get classmarks for it in a specific mission on chaos route, and only Denam can use the class there, but if you have Dievold from the neutral route he will also be able to (and probably hate every minute of it). If you already completed Cressida’s sidequest I’ll probably provide a code for the classmark, with the condition to use it responsibly
- Renamed Double Attack to Dual Wield, it’s a very common name for the ability, and Double Attack was sometimes easy to confuse with the Double Strike active skill
Spells and Abilities
- Added a new divine magic spell, Spirit Bomb. It can only target stilled undead, destroying the remains like the Exorcism spells. However, the process is somewhat less gentle, triggering an explosion that destroys other undead remains in the area, as well as dealing Light damage to undead that haven’t been stilled yet
- Added a new necromancy spell, Miasma. It’s a short-range spell with large area that attempts to inflict Slow, Poison and Dark Averse, each one with separate proc chance. The spell is fairly cheap and fast, but only affects the living
- Added Relic, a dark elemental axe art for Death Knight that drains HP from a single target
- Added the Miasma Arcana, it drops from Overlord in Pirate's Graveyard #12 - On Holy Ground random battle
- Added the Spirit Bomb Arcana, it drops from Nephalem in Ch4 Phorampa #15 - Wonder at the Gods Above
- Added Fiend’s Mark, it drops from Hektor, Cassandra and Moldova during Cressida's rescue mission
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