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 0.93 See changelog
Patch notes v0.93
- Act1 battles (both low level and 23+ level version) have been updated to the mod, which includes the following changes:
- Replaced unusuable skills for all special characters and NPCs with those they can use
- NPCs are usually in the right racial template for their class, or at least not in the wrong one, and their level is more uniform
- More enemies use the 1h melee + 1h ranged setup
- More NPCs are equipped to match their class if it was changed, you will see crossbow necromancers and katana-totting Warriors
- Drops and stealable items are better, some female casters will notably drop glass pumpkins
- Vyce and Catiua can be controlled in battle as soon as you form your unit (but are still guests and will stick to their default classes)
- Canopus can be controlled in the Tynemouth hill battle, he’s coming to fight under your command anyway
- Same for Donnalto, he knows you’re the reinforcements he’s waiting for, so he will fully cooperate
- Leonar or Ravness aren’t controllable in any of their battles, however, they outrank you and prefer their own counsel
- Cistina isn’t controllable in her rescue mission either, she has no idea who you are and doesn’t trust you, an enemy of your enemy isn’t necessarily your friend
- Her AI, however, should be considerably less suicidal now, her level is higher and she’s better equipped
- Sara joins as an early access rogue, preorder in 2016 to get her
- Some special characters use different gear and have more skills, Canopus comes with a spear for nostalgic reasons
- The duration of status effects on hit has been mostly standardized to match the duration on spells that inflict the same status, that’s a buff in majority of cases
- The percentage bonus to damage overhead for heavy melee weapons is slightly lower for swords and higher for axes or maces
- Changed the animation of Rapier and Fragarach to match their damage type, the latter now also deals piercing damage
- Balmung can now also be used to complete the dragonslayer set, as shields can’t be used with it
- Volcaetus now does the proper amount of damage for a 2h spear
- Heavy shields do 2 damage to obstacles
- Grapnel Bracer is considered light-ish armor now so it can be used by most fighter classes, One-armed Wolf approves
- Elemental resistance on light and heavy elemental armor is higher
- Field Alchemy is a bit more restricted, as status removal items got more widely available and the skill unlocks more specialized items, like holy water, there’s less need for universal access to it and some classes can’t use the first rank anymore, mostly ones that are meant to be supported by other units, like berserker
- Trajectory skill now also has an active effect, you can use it in battle to grant yourself a Trueflight buff for 20TP, it should give players more incentive to use it as more experienced ones were often finding it pointless
- Monsters can learn only augments of their ruling element, learning others wasn’t very useful
- Resonance skills for all monsters were changed to Instills to benefit from the passive resistance bonus their respective elemental augment grants, as classes cannot have natural resistances this was the only way to have a fire dragon that’s actually resistant to fire
- Most land-lubbing monsters can learn Jump1
- Warrior, Spellblade and Terror Knight lost access to Golemy
- Archer can learn Reflect Damage
- Dragoon can learn Fusils skill at level 25, like Buccaneer
- Rogue can’t use kisses and pumpkin skills anymore, each of the relevant racial types has its own special class now so there’s no need for it
- Necromancer lost use of projectile spells but gained area spells 123 and summon 1
- Familiar can use 2H bows, he can’t use dark-aligned gear anymore and is limited to divine caster staves. Can learn Daemonology and Luminous Resonance, lost access to Instill Light. Agonal Scream, status kisses and pumpkin skills can’t be learned anymore but can still be used for compatibility reasons, which will eventually get removed when there’s no need for it anymore
- Added the Trickster class, he can use Daggers, 1H Katana, Cudgels, Whips, Blowguns, 1H Crossbows and cloth/light armor, cannot use light-aligned gear. Has access to Parry/Deflect, Instill Dark, Jump II, Double Attack, Trajectory, all racial skills except Daemonology, Agonal Scream, status kisses and the usual battlemage passive skillset. Can use Dark magic including: Projectile123, Burst12 and minor debuffs plus Charm
- Added the Warden class, he can use Fists, 1H Swords, Axes, 2H Katana, Cudgels, Thrown and light/heavy armor except heavy shields, can use only natural element caster staves. Has access to Parry/Deflect/Overpower, RampartAura12, Jump1, Steadfast, Trajectory, Siege, FieldAlchemy1, all Resonances except light/dark, all racial skills except Golemy, Pumpkin skills and the usual battlemage passive skillset. Can use Air/Earth/Lightning/Water/Fire/Ice magic including: Projectile123, Burst12 and debuffs
- Monsters have higher evasion, most still aren’t very dodgy but are a bit less likely to get hit by every stray meteor and go extinct
- Dragons differ in stats now, Earth and Fire dragon have improved stats but their lavawalk is the least useful movement type, Water and Ice dragon have wade and default stats, Air and Lightning dragon have slightly lowered stats and +1 jump. Light and Dark dragon have hit the books a bit so their physical stats also suffered somewhat.
- Bahamut can learn Divine Magic and some caster passives, it can use all status removal spells, Dispel and Mute
- Tiamat can learn Dark Magic and some caster passives, it can use most minor debuffs, Deadly Poison and Deadscream
- Compressed all golem types into one using the average of their stats, their abilities were too similar so levelling another one was pointless and the player’s approach to each variant didn’t really differ
- Octopus and Cyclops can also learn Reflect Damage, all monsters can learn Reflect Magic
- Wicce can use Empower Golem
Spells and Active Skills
- Lower tier area spells are available later but hit harder, that should make Quadriga fort battle in act 1 a bit easier and have them usable for a longer time
- Burst spells were renamed, this means their order could be swapped so tier II won’t sort before the first by default anymore, the side effect of this is you will have to learn the first tier again if that’s the only one you had because you will now have tier II
- Slightly reduced the duration of common buffs, except for the ones coming from consumables
- Increased the duration of consumbale debuffs to match the buffs
- Adjusted the duration of some debuffs and standardized the ones on finishers to match spells with similar effects
- Life force drains 20% of current HP, like drain spells, instead of scaling with spell power
- Windshot is more accurate
- Octopus skills do more damage, fear the cthulhu
- Gremlins can class change into Trickster, they lost access to Familiar
- Pumpkinheads can class change into Warrior and Warden, they lost access to Warlock, Familiar and Bard
- Removed innate melee and ranged overrides for some characters, as it caused something like Throw Item to get overriden with a much less useful ranged attack
- Shuffled around or reverted some special character sprites, we’ll roll a bit like this and then I could do a poll to decide which ones to keep
- Orbs are cheaper, getting Deneb has never been easier
- Level 4 gear is available right at the start of campaign like in vanilla, that way those that have a character of that level and would like to attempt Quadriga fortress right away can just buy it in Krysaro instead of having to go back to Almorica first to trigger the cutscene which updates the shop to next level
- All gear from normal shops is also available in PotD shops, in case you forgot to buy a common spell or need to reequip a character in a different class
- Deadscream can also be bought at Deneb’s
- Warcraft can be bought at Deneb’s and PotD and Thaumaturgy only at PotD shop
- Monster auction rewards are slightly different
- Fixed some outdated skill/spell descriptions
- Added the FAQ section to patch notes
- Iso icon fixed, it wasn’t showing properly on PSP
- Changed the act1 dialogue after the Krysaro battle to indicate that the player should go back to Almorica to continue the story and that the Quadriga battle with Nybeth is optional and best left for later
- With version 0.93:
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