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 0.92d See changelog
Patch notes v0.92d
- Caldia and Kotetsu fans were moved to dagger category, the best way of doing that meant that daggers had to lose an upgrade in the 10-20 level range, so they follow the 10-14-18-22 pattern like bows and staves instead of 10-13-16-19-22
- The axe sidegrade has a chance of Slow instead of RT delay, they’re also a bit slower to use
- Hammers got a 2h option at low levels so they follow the same upgrade pattern as most weapons
- The hammer sidegrade does RT delay instead of Knockback at the cost of some attack power
- Books follow the same upgrade pattern as most weapons
- Savage Assault token upgrade was removed, needed the spot and there was little need for it as monster ATK naturally grows
- Added two blade cannons to the game by fan request, these exotically ridiculous weapons count as 2h swords that only Buccaneer can use and he can equip no others, it was the only way to give them a minor finisher that shoots the weapon. They are craftable using fusil recipe books
- Some of the items mentioned above had to be relocated in the weapon table, that means you should check your beasts, dagger and hammer users to see if their weapon setup is in order
- Most classes can learn a recruitment skill now because some demihumans weren’t able to recruit other members of their race
- Warlock lost access to Meditate, now that he has Instill Mind there’s little need to carry this over from Wizard
- Monsters are a bit more accurate
- Both final boss forms have lower offensive stats, they ended up a bit too strong after the last global defense adjustment
Spells and Active Skills
- The Paramedic buff wasn’t really doing much so it got replaced with Regenerate, it restores some HP and grants Renewal to a single target, costs 20MP / 10RT and is available at level 6
- Dispel cost reduced to 10MP / 10RT
- Drain Heart/Mind/Power have a slightly higher chance to hit
- The amount actually transferred by Drain Mind is calculated properly and scales with caster stats again, but has a very high flat bonus so even less powerful classes can drain large amounts of MP with it
- Putrify I and II are stronger
- Angel Knight’s skills have a higher chance to hit
- Some early game leaders had higher stats than intended
- Biblion Thanatos is available in shops
Patch notes v0.92c
- Defender’s ring bonus was lowered to 5 and 10 for upgrade, so it provides less straight physical defense than ring of vigor and more in line with defense values on the rest of your gear. It received a 20/40 HP bonus as a partial compensation, however, it’s a more general defensive option with ring of vigor being stronger but focused on one stat
- All movement rings are unique now and some have been renamed, however they also got a wide range of bonuses to different stats, comparable to Reaver’s Ring. Angel and Sidhe ring intentionally have fewer bonuses
- As most his skill choices are situational, Warlock got access to a range of four new instill skills that should reinforce his alchemist role, they’re pretty much the same as the effects of similar items except they’re fused on the spot from the dew of a single Ginko leaf and the energy of the universe, therefore, they do not deplete your item stock and are free action skills, meaning you can double up on certain items. Something similar was suggested on a reddit class wish list, it was easy to do and we can always scrap them if it falls short
Spells and Active Skills
- Minor debuffs are more accurate, so weaker casters should have an easier time hitting with them early on
- As Silence is on the stronger side of minor debuff roster, the Mute spell got reverted to single target
- Skills that tend to get spammed a lot by heavy classes cost less RT now, so those classes will be slowed down less in heavy combat. The list includes Challenge, Check, Lament of the Dead, Lockdown, Evade, Intercession, Fated Circle, Palladium, Fearful Impact, Berserk, Aegis, Phalanx
- Apostate and Ivory Tower TP cost lowered to 60
- Steelstance TP cost lowered to 50
- Added more info to primary stats. Because of space constraints those are heavily abbreviated, ‘++’ means a high bonus and ‘+’ is low
Patch notes v0.92b
- The cost of all equipment in available in shops follows the same progression curve now so it is standardized based on type and level, it mostly fixes some discrepancies but it also means the price of early gear will match its level of power better
- The chance of crafting all gear and consumables should now be 100% right away, instead of hitting that number in second half of the game, let me know if I missed something
- The hidden double damage bonus on spellbooks didn’t work well on all races so it got replaced with the heftiest percentage bonus you can find on any weapon. Again, this kind of bonus kicks in once you break the damage threshold, so it will be much more effective on squishies.
- Racial bonus on books increased to +3
- Shields will make you slightly less tanky than before, it will be notable the most on sturdiest classes in full heavy gear
- Agility (accuracy) bonus on helms is higher
- Experimentally changed Ring of the Dead and Ensanguined Rood to function as classmarks, so the only thing you need to do now to get a lich or angel knight is obtain the item and you can transmogrify a soldier into those classes from the class change screen. It is assumed they did the whole process off camera, for the sake of convienience. If this change is well received it might mean those items will get less farmable, you’d get a few of them as a guaranteed drop from some boss battles and getting more would mean worlding back
- Classmarks are cheaper
- Grenades are slightly weaker, which is still significantly stronger than before
- Less sturdy classes will be a bit more durable, lighter frontliners should be a lot easier to use
- Classes that can use a major divine buff (spellblade, warlock, etc) got Boon of Swiftness, all of them but angel knight lost Ease. Let’s see if that works better, Dispel is situational enough as a minor spell in the set, even now that it can be used to remove readied abilities like fearful impact or empower beast
Spells and Active Skills
- The Fortify buff from Aegis will affect undead
- Fixed some outdated skill/spell descriptions
Patch notes v0.92a
- Some 1H/2H spears were equippable by wrong classes
- Bow sidegrades have a higher accuracy penalty
- Mail and leather leggings switched places in the upgrade path to provide a heavy accessory earlier
- Overguards glove template doesn’t have a vit bonus or dex penalty anymore, their advantage over normal heavy gloves is the HP bonus and stronger defenses
- Elemental armor can also be crafted with enchiridion, like robes, they aren’t special enough to be gated by finishing the Palace of the Dead
- Some defensive items were renamed for historical accuracy reasons, no reason to trigger that OCD more than absolutely necessary
- Swordmaster lost access to Challenge, meant to remove it for a long time because it would overwrite Preempt, which beats the purpose of the whole thing, Paladin gets to keep it as a unique skill
- Ninja has lower movement cost, it’s 3 RT per tile moved (same as Rogue)
- Angel Knight can use Evacuate I
Spells and Active Skills
- Ease got 2 extra range
- Evacuate got 2 extra range
- Lancet removes 30% of current HP instead of max, that means you can’t kill yourself as easily but it won’t always be as effective
- The RT cost of major Dark debuff spells raised to 30
- Fixate mana cost down to 20, RT cost down to 20
- Rebuild mana cost raised to 40, RT cost raised to 25, it also heals the target undead to full HP
- Brainrot also inflicts Addle
- Styx Shift mana cost down to 10
- Macabre Dance hit point cost raised to 40
- Momentum heals a bit of HP up front, like most skills and effects that grant Renewal
- Challenge reverted to an active skill, no need to have it as a special skill anymore
- Fixed the recruitment skills that got broken in the last patch
- Wild Hunt RT cost raised to 40 to compensate for lowering Ninja’s movement cost
- Heretic’s male portrait reverted to Catiua’s, her normal portrait has to be overriden by it when she uses the class
Patch notes v0.92
- Lazarus staff changed to slashing damage to match its sprite more closely.
- Khatvanga charges 50MP instead of percentage, I needed that ability slot and the amount is close enough.
- Boulders are not consumed on use anymore, that means they had to be moved from lobber category to sidearms.
- Caster hats don’t have a bonus to Meditate skill anymore.
- The MP bonus on most caster gear was substantially increased.
- Because of inconsistencies in damage formulas when applying the percentage damage bonus through damage resistances, earrings were reverted to racial bonuses. The bonus isn’t shown on character sheet but it’s there in combat and applies to all damage done and received.
- Changed the names of all spell grimoires to match the spell’s name. It’s an accessibility change that admittedly sacrifices some flavor, which was fortunately a bit suspect in the first place as French isn’t really used anywhere else in the game and we have no clue as to why scrolls do.
- Some spell scrolls changed color to match the elements more closely, we’ll see if it feels better.
- Changed the name of some ninjutsu scrolls to be more indicative of their purpose.
- Added Ginseng, a consumable that restores 50TP.
- Monster food items permanently boost stats again instead of restoring TP, however they’re less effective and much more expensive, the whole thing is mostly intended to be an endgame cash sink.
- Grenades are stronger, their visual effects were reverted as the new ones weren’t behaving in all cases.
- The ‘reagent’ category was renamed to ‘treasure’ as there aren’t many reagents left, pretty much all of the stuff in it is for sale now.
- Ninja tools were relocated to consumables tab to prevent selling them by mistake.
- Consumables that cure multiple statuses will now properly display 100% success rate for the secondary ones instead of 0%. It was just a display issue as they were curing all listed statuses just fine.
- Active skills are now learned at similar levels for all classes, depending on how many active skills the class can learn, mostly according to this pattern (with a few exceptions): 2-10-18; 2-8-14-20; 2-7-12-17-22; 2-6-10-14-18-22.
- Racial skills level up 30% to 60% faster, depending on skill.
Spells and Active Skills
- Tier I area spells do slightly less damage now, it was equal to tier I projectiles due to a formula error and could be oppressive in early game.
- Minor elemental buffs also grant resistance to their element, not a selling point by any means but it can be nice to have.
- Drift, the minor water buff was changed to Haze, granting Sidestep in an area, it was too situational and inferior to Hover Draft.
- Range of Exorcism I and II increased by 2.
- Drain Heart now drains 20% of current HP.
- Gravity flux is an area spell.
- Dead Man’s Ivy is an area spell.
- Meditate isn’t a levelled skill anymore and now restores 10% of max MP instead, so raising your max is more valuable.
- Intimidate now also has a chance to Weaken so it’s less situational.
- Steal got 1 extra range.
- Beckon works properly.
- MP values for most classes increased.
- A few minor adjustments to class stats, Cockatrices aren’t as beefy as Griffons, Cleric is a bit less tough, Vartan slightly more and so on.
- Berserker gained access to 2H swords again.
- Dragoon gained +1 jump.
- Necromancer properly can’t use elemental caster staves other than dark, he also can’t learn any magic skill other than dark as he lost access to spells of other elements.
- Angel Knight properly can’t use elemental caster staves other than light.
- Paladin gained access to Vigorous Attack, Check and Challenge.
- Songstress got access to Silent Song and Poignant Melody
- Class availability for some races was changed, demihumans got 7 classes each and most others got 4.
- Hawkman: Archer, Wizard, Cleric, Swordmaster, Rogue, Beast Tamer, Warlock (no flying in heavy armor anymore)
- Lizardman: Warrior, Berserker, Dragoon, Fusilier, Beast Tamer, Hoplite, Juggernaut (very little magic and a bit of bangaa vibe)
- Lamia: Archer, Wizard, Spellblade, Rogue, Beast Tamer, Warlock, Necromancer, Patriarch (more dexterity classes and magic)
- Orc: Warrior, Wizard, Spellblade, Terror Knight, Berserker, Juggernaut, Patriarch (strength and magic)
- Skeleton: Warrior, Archer, Terror Knight, Berserker, Swordmaster, Hoplite (dex and strength, a bit of dark magic)
- Ghost: Wizard, Rogue, Warlock, Necromancer (mostly magic)
- Fairie: Wizard, Cleric, Rogue, Familiar
- Gremlin: Archer, Rogue, Fusilier, Familiar
- Pumpkinhead: Spellblade, Terror Knight, Warlock, Familiar, Songstress
- Until I have access to all the battle data, some npcs will be in classes that aren’t available to them. That will eventually be fixed but I’d like to solidify class availability before that if possible, because it’s a lot of work to go through it multiple times.
- Denam can change into most special classes of other characters because they’re too buddy-buddy to hide anything from him. The exception are classes he isn’t equipped for, namely Princess, Vartan, Shaman, Wicce, Songstress and Knight Commander.
- Oelias can change into a Priest.
- Cressida can change into an Astromancer.
- Vartan is now unique to Canopus.
- Ravness can change into a Paladin instead of White Knight.
- Iuria can’t be a Shaman anymore, unless someone convinces me she’s Mreuva’s long lost daughter from back in the day when he frolicked all over Xenobia as a young and virile deacon.
- Ozma can’t change into a White Knight, she’s chaotic neutral and her unique class is good enough anyway.
- Xapan is a bit weaker as an npc.
- All special classes now have default sprites set so you can cheat them onto your generics without crashing the game. With Lord, Princess and Heretic I had to leave the default sprites intact, because those are the locations Denam and Catiua draw their racial sprites from in second part of the game, Catiua uses the male version of Princess, funnily enough. As for Heretic, it’s a class hardcoded to override other sprites, that’s the only way Catiua can change costumes while locked on the Princess sprite (and the reason I couldn’t give Cressida access to Heretic).
- Lifeline Gem returned to the shops at a low-low price of 2000 goth, it won’t erase your mistakes anymore so no need to restrict it as much.
- Ginseng is available around mid game.
- The Water Strider scroll was missing from the shop by mistake, it’s back now.
- Drain Power spell is available in normal shops.
- Summons can also be bought in Deneb’s shop.