Tactics Ogre: One Vision 1.07

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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 0.94b   See changelog

Released

Patch notes v0.94b

 

General

-  Special characters in act 2 chaos route should now join with proper skills

-  Enemies in high level (23+) version of act 1 and act 2 chaos battles will now have only one weapon skill. As the difference in power between weapon classes is now higher it messed with their gear selection algorithm and resulted in less weapon diversity as the game would equip the most damaging one without accounting for other stats

-  Enemies that use 1h melee + thrown weapon setups should now properly do so in high level version of same battles

-  Bayin was switched over to start with lightning magic, Sherri is recruitable in all routes and she would usually replace him as earth caster

-  In Arkhaiopolis of Rhime ambush battle at the end of act 2 chaos dragons should be starting further away from Denam so they shouldn’t be able to cut off his retreat as easily

Equipment

-  Poison inflicted by weapons lasts longer

-  Increased the chance to proc minor status effects, like Breach, Stagger or Stun. Check the chart in FAQ section for details (once updated)

-  Reduced the chance to proc more powerful status effects for Blowguns

-  Reduced the level requirement of Stundart Blowgun to 7 so it can be used by enemies earlier

-  Crossbow sidegrade no longer has increased ATK value, as enemies ended up using it almost exclusively, it got an accuracy bonus instead

-  Throw stone has a small chance for Knockback

Consumables

-  Death March moved further down the list to make accidental use harder, that means it had to swap places with another item so it will have to be crafted again if you had any in your item list

Classes

-  Fusilier lost access to Silverado but gained Disarm, a minor finisher that does less damage than a normal shot but has a 50% chance to Shackle

-  Priest got access to 1H Fusils and the Silverado minor finisher, as the class is currently something like the PSP version of exorcist, people got excited about the concept of wielding a bible and a gun with silver bullets. I blame anime. As a ranged weapon user it means he also got access to Trajectory skill and sniper gear, we’ll see if this is well received

-  Vartan lost access to Siege, it was a leftover from vanilla and a flying unit has no real need of it

-  Beasts are slightly less evasive in general

Spells and Active Skills

-  Poison spells, especially dark were a bit too oppressive in early game as they did damage upfront and applied a status effect for the low cost of a minor status spell. As dark has two of these spells we can have a low level and high level version and they can keep scaling based on your caster stats. Dark ones do slightly more damage than before, still less than the meteor shower of similar level would, but can miss and are more costly, hopefully it means that the AI will spam them less

-  Poison Mist was renamed to Corrosion, it does a small amount of damage that bypasses all armor and can now miss but the poison effect is still guaranteed when the spell hits. The damage formula should scale based on level, tested it as well as I could but please report if you find the numbers funny at any point, it should go from 15-20 damage in early game to 60-70. Poison duration was increased a bit more

-  Poison Cloud was renamed to Poison Mist, the cost was raised to 30MP / 50RT, also inflicts Weaken

-  Deadly Poison was renamed to Black Death, it is available later in the game so upfront damage is significantly higher but the cost was raised to 50MP / 70TP, also inflicts Weaken

-  The availability level of other high level dark spells was shuffled around to make room for this change

-  Paralytic Wave also inflicts Stagger, just stun on a single target wasn’t too great

-  Gravity Flux damage was raised to 20% of current HP, its cost was raised to 30MP / 50RT so it should also get spammed a bit less

-  The availability level of other high level dark spells was shuffled around to make room for this change

-  Galaxy Stop was still tagged as a ranked skill even though it received no benefit from it, its cost was reduced to 40RT and 100TP but the skill will now burn all TP on use, like finishers do

-  Dead Man’s Ivy is now single target, its animation was a bit wonky when used as an area spell. Its cost was also raised to 30MP / 30RT but the target’s RT is now delayed by 40 and it also reduces TP by the same amount

-  The TP cost of Lion Dance and Pixie Dance was a bit low for what they are now, so it’s back to 20TP

-  Circle of Life now heals 15% of max HP instead of 10 and does more damage

-  Salvation gem now heals the target to full HP, the sacrifice is high enough for that. It should make sacrficing a unit you can’t heal in time to fully bring back another one a viable choice

-  Princess’s Whim now costs 40TP, should be fine considering it has a secondary cost

Shop

-  Paradigm Shift and Petriburst were removed from normal stores as the latter’s level increased, so you can get them Deneb’s and PoTD shop, Fixate was added to normal stores

-  Crafting component amounts gained from auctioning a Hydra were doubled

 


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