Tactics Ogre: One Vision 0.960

   (0 reviews)

4 Screenshots

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 0.90a   See changelog


Patch notes v0.90a



-  Daggers are very slightly stronger

-  1H and 2H Katana are very slightly weaker

-  Hammers have a slightly lower ATK and damage bonus

-  Staves have higher ATK but lower damage bonus, as they’re essentially blunt weapons

-  Books have a lower damage bonus for the same reason

-  Shields too

-  Throw Item innate ability won’t attempt to counter anymore, as amusing as that was. However, Throw Stone will

-  All armor types have a lower HP bonus

-  Boulder Toss costs a bit more RT and has a slightly higher ATK bonus



-  HP was reduced for most human classes, less for squishy classes and more for tanky ones. In conjuction with the equipment change it reduces the HP gap between classes, making tanks a bit easier to kill

-  All golems got more Dexterity (at least as much as Cyclops has, more for some) on the account of having opposable thumbs unlike other monsters, this should make them more versatile as a makeshift artillery unit

-  Vartan can use minor buff spells

-  Songstress can use major buff spells


Spells and Active Skills

-  Apocrypha spells do less damage by default to make room for light spell damage bonus

-  Poison spells reverted to normal accuracy, the CPU liked using them a bit too much now

-  Light damage spells do slightly less damage to living but substantially more damage to undead

-  Dark spells do very slightly more damage to living and still can’t damage undead, Hellhound summon is also ineffective now

-  The exception to the two changes above are burst spells, they still do normal damage to everything due to mechanical limitations

-  Ascend costs more but affects an area now to compensate, CPU was spamming it too much

-  Teleport costs less RT

-  Bugs to traps introduced in last patch were fixed

-  First Aid was given a bit of range, positioning is important for a melee character and it isn’t a very strong ability

-  Heaven’s Tear visual changed to boulder rain to fit the new role of golems better

 Report this file

User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

There are no reviews to display.