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 0.92f See changelog
Patch notes v0.92f
- This is a very small patch that fixes a few minor bugs and removes inconsistencies between the current mod version and the class sheet
- The sheet has a lot of useful info about currently available classes, if will be kept updated and available here:
- The parrying dagger also has a minor agility bonus, probably makes sense that doing the feints with it would make hitting with your main weapon a bit easier
- Pure casters like Wizard or Lich can’t use the parrying dagger anymore
- Ninja and Swordmaster can use the parrying dagger, it’s the only kind of shield they can equip
- Mage’s Mitts can be equipped by most stronger casters
- Arkhiatros Mitts can be equipped only by classes that can heal
- Fusilier can learn the Fusils skill at level 1, the first fusil is still available at 15 but now you don’t have to level the class if you don’t want to
- Ranger and Buccaneer can learn the Fusils skill at level 25
- Buccaneer can natively learn Barricade and Blood Price because Canopus is unable to change into classes that learn those
- Hydra gained access to Rampart Aura III and gets innate wade
Spells and Active Skills
- Bursts are slightly weaker
- Dead Man’s Ivy properly inflicts Dark Averse
- AI will now properly target Jack O Lanterns with Pumkin Bomb instead of wasting the skill
Patch notes v0.92e
- Armor now uses a similar scaling system as weapons, it was different previously, which created a higher gap between weapons and armor around level 15-30 than was intended. You should notice it being more effective around mid game with the highest level armor about the same as before. Some stat bonuses were also adjusted to more consistent values
- Damage resistance values on armor were increased, resulting in lower damage extremes when stat scaling fully kicks in
- Brynhildr is now a caster sword, like Oracion
- The Goddess Bound weight is 12 instead of 20
- Soul Reaver 2h katana, Legion Armor and Ogre Shield have sidegrade stats instead of default
- Endgame elemental armors have some elemental resistance, all have a level requirement of 30
- Fixed the wrong ingredients in dagger recipes
- Overguard type gauntlets can be used only by classes able to equip heavy body armor
- Armored Hakama can’t be used by classes limited to cloth armor only (so no wizard, lich and their scrawny ilk)
- Lich lost access to Meditate, he has his own mana charge skill, they’re powerful enough to handle a bit of extra resource management
- Hydra gained access to Berserk. Those extra heads aren’t just for show. They bite. Hard. When they manage to hit
- Wicce can use light helms/leggings
- Ranger can use cloth body armor, same as swordmaster and ninja
Spells and Active Skills
- Slightly raised the damage of summons, bursts and poison spells to compensate for new armor values
- Damage spells will always inflict elemental averse
- Dead Man’s Ivy will also inflict Dark Averse
- The TP cost of Double Strike and Double Shot increased to 100
- Various small fixes, like the incorrect duration of status effects for some moster skills (most notably, Black Mucus)
- Deneb’s shop entry in warren report is formatted differently, should be easier to read now