Tactics Ogre: One Vision 0.960a

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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 0.956a   See changelog

Released

Patch notes v0.956a

 

General

-  Starting generic units in your squad will be in proper stat templates for the class they come in

-  Rudlum should now be a bit less suicidal

Weapons

-  As the weapon rank bonuses from earrings pretty much boil down to some damage and some accuracy, there was little point in having one earring for every weapon type so most of them have been scrapped and the rest have been condensed into two, one for heavy warriors and one for light. They have a well rounded mix of offense and defense which is greater in total than what upgraded stat rings offer, but if you want only one specific stat you still have a reason to use those

-  That, of course, means you will have to check all the units that had earrings equipped and use something else, as those slots will be used for other items you should also check if accessory slots on those units have something that shouldn’t be there

-  Added a monkey grip 2H sword, it is used in one hand at a high accuracy penalty but hits harder than most 1H weapons, your resident meatloaf Berserker will be able to dual wield it for a true fantasy experience. It will drop in Temple of Xoshonell – Sanctum above level 33, one of the Orc Terror Knights will be using the blade and will be guaranteed to drop it

-  Unique rings have higher stats

Consumables

-  Most curative items have a lower starting value of HP/MP restoration, but will restore a percentage of the max in addition to it

Skills

-  Jolly Roger had to be shifted around, so you will have to relearn it

-  Some of the wards are available a bit earlier, stronger ones will cost more TP to use in battle

Spells and Abilites

-  Meditate got a fixed amount of MP in addition to percentage, it’s lower than magic leaf but the percentage is higher

-  Warlock’s Instills use the same effects as curative items, so they will also scale

-  Instill Remedy TP cost is down to 40

-  Absorb MP will steal up to 10% of target’s max MP instead of 15%

Misc

-  Fixed the skill descriptions that got borked in the last patch

-  The weapon type descriptions will now say ‘LIGHT’ and ‘HEAVY’ instead of ‘DEX’ and ‘STR’, that’s consistent with the stat descriptions that mention increasing weapon damage

 

 

Patch notes v0.956

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 3 on Law path

-  Ravness will join as Paragon, but you won’t be able to steal from her anymore in Reisan Way battle

-  The battles prior to getting some of the early special characters will always drop the marks for their classes

-  Phaesta is switched to ice element, Bayin is now lightning so they overlapped and ice probably fits her better

-  You can now also steal Exile’s Marks from Balxephon in ch3 Law

-  Templar knights are slightly stronger than the regular class they are a copy of

-  The optional battle versus Nybeth in ch1 is one level lower, that means he won’t be able to use projectile spells II, and his troops won’t have access to level 7 gear. The current situation resulted in less experienced players spending too much time on grinding until they are able to brute force the battle, which put them at an unnecessary level advantage for the rest of the content

-  Warren is now directly controllable in his CODA battle

Weapons

-  The level of some endgame weapons was slightly adjusted, for instance, the four wind god weapons are all level 34

-  One more tier was added to Daggers, so they’re back to the 10 – 13 – 16 – 19 – 22 level progression

-  Dragon Slayer is now crafted with Secrets of the Master, it’s probably something those crazy dragonlords would craft

-  Bentisca spear and Gae Bolg had to swap places in the table again, so double check them if you had one of those in your save file

-  Draw Out katana ability now counts as a finisher, so it will benefit from 2H Katana skill

-  Chain Whip and Cat o’ Nine Tails are now bought in the shop instead of crafted

-  Tambourine and Seperewa are now bought in the shop instead of crafted

-  RT cost of instrument attacks is now in line with Spellbooks

-  Silver Arch and Silver Bowgun are also bought in the shop instead of crafted

-  Crucible Arch and Crucible Bowgun are crafted with The Bow and The Crossbow recipes, as is more appropriate for their level

-  Crossbows lost one upgrade tier so they now follow the 10 – 14 – 18 – 22 level progression, same as bows

-  The natural weapons of gryphon, cockatrice and octopus now scale better with dexterity than strength

-  Shields are now crafted with weapon crafting books, as there’s little point in having a separate set just for them

-  As the community poll decided, basic armor upgrades aren’t craftable anymore and are sold in the shop instead. It was expected that this option will win, but it seems that crafting has an unexpectedly large number of fans now

-  The HP value on armor is lower and some of that value is now added to the classes so the HP gap between classes that use cloth and those in full heavy armor isn’t as high, there’s already enough of a difference in defense

-  Cloud, Inferno and Kraken ring got some status immunities

Consumables

-  Salvation Gem can now be used without Field Alchemy

-  The arcana for area damage spells III is now crafted with Ars Magna instead of bought in shop

-  Some of the classmarks for new spells are now crafted with Ars Magna instead of Transcription, it’s a temporary measure until they’re added somewhere as drops, you’d be able to obtain them by that point anyway

-  Melee Weapons and Ranged Weapons crafting books were renamed to Melee Combat and Ranged Combat, makes a bit more sense as your shield most of the time isn’t a weapon

Spells and Abilites

-  Ice Breaker was renamed to Winter Siege, it also grants WATERWALK now

-  Status removal actives on ward skills now cost 5TP

-  Movement effects on footwear and rings have been improved a bit, you will get Sidestep with Levitate, Resilient with Waterwalk and Renewal with Lavawalk

-  Renamed Salvation to Covenant

-  RT cost of Fusrodah is down to 30

-  Princess’s Whim TP cost is down to 30 and RT cost is down to 15, the total cost when you add the target’s TP is usually high enough

-  Galaxy Stop now costs 120 MP instead of starting at 100 TP, the chance of applying status effects is slightly increased

-  Gryphon, Cockatrice and Octopus abilities now scale better with DEX

-  Blade Knight’s Discord ability was a bit too cheap for what it does, so it costs 80 RT now and its TP cost starts at 100

-  Added the Arbiter special skill, it’s pretty much a somewhat less powerful and somewhat more expensive forbidden spell

-  Added the Grim Dawn special skill, it’s a spell that hits all enemies on the field with void damage (normally scaled damage but without type or element) and has a chance to inflict Frighten

-  Added the Meat Shield active skill, it’s pretty much the old Risk Management effect

Classes

-  The vitality growth for most classes was adjusted to compensate for the default damage formula which favores defense, as the impact of your offensive stats was dropping off in later parts of the game, and most of your damage with classes that don’t have high attack stats came from your raw weapon ATK, which isn’t ideal. This will take more tweaking, as the formula is extremely volatile and I have to be careful with it, but you should notice more classes doing consistent damage with their attacks now

-  Most classes will have a bit more HP to compensate, as the goal is to get more consistent damage across the board without having everyone instantly dying to a fully charged finisher

-  The class HP growth is a bit more frontloaded now, as the starting amount is higher and the growth is lower, reaching roughly the same values at higher levels

-  The magic defense of some of the more resilient classes is slightly reduced and caster stats are slightly higher across the board, that should make spell damage a bit more consistent too

-  Terror Knight can now use Power Fist, as the only shield-like item

-  Dragoon can use projectile spells III

-  Necromancer got Shadow Resonance instead of Instill Dark

-  Lich got access to Meat Shield active skill, it was the only generic class with just two skills and this fits the theme

-  Octopus lost Preempt, it wasn’t working properly

-  Ranger lost 2H swords as a transfer skill, he will gain the ability to shoot gunblades if I have an extra ability slot somewhere down the line, he got whips instead for now. He can also use projectile spells III

-  Dark Priest got Blood Magic instead of Meditate, felt like a better fit

-  Princess lost First Aid, but gained the Arbiter special skill. She was one of the most powerful casters in the SNES version and if she uses melee attacks with Conviction a lot, it leaves her with more MP than she can possibly shake her royal sceptre at. I can assure you that the thing she summons is absoutely not named Asgard, her ass is guarded well enough already

-  Geomancer got the Inner Flame active skill, it passively raises spell resistance and enables the use of lavawalk effect from boots/ring as an active

-  Added the Summoner as a unique class for Cressida, able to equip light shields, cloth/light armor and cloth/light accessories, on the weapon side having Daggers, Cudgels, Spellbooks and Instruments with Whips as a transfer skill. The class has a similar access to skills as warlock, including Art of War instead of Draconic Magic and Sanctuary, they also love books so much that carrying two of them at once is worth the hassle of learning Double Attack. Summoner can learn all Recruitment Skills, Covenant, Seal Evil and Grim Dawn, also being able to transfer Lament of the Dead, Animate Dead and Extend from other classes. The class is able to use Summons, Bursts and Buff/Debuff spells from Elemental, Light and Dark schools and Ninja Summons, Shadow Bind, Decoy and Envenom from Art of War set.

Racial Templates

-  The starting VIT score for most racial templates is slightly lower and attack stats are slightly higher

-  Hobyrim can’t change his class to archer or fusilier anymore. After one too many arrow in the backside, Denam realized that his Force Sense™ ability doesn’t work terribly well at long range

-  Cressida can’t change her class into Astromancer anymore as she got her own unique Summoner class

-  Sara is back to her blue outfit, you can always use the code generator in the tools folder to customize her look if you liked it better before

Shop

-  Ars Magna can now be bought as soon as Barnicia in ch4 instead of post game

-  Some spells are available a bit earlier, mostly those in Deneb’s shop

Misc

-  Skills, Spells and Items were resorted, for something like spells, it means that your cleric will have heals on the top of the list as it’s something you will probably use the most often. To apply it when you load an existing save, access the Magic and Skill list through the browse command (item inventory is always in browse mode), move some entry from the list to its current spot to access the sort menu, apply autosort by some other criteria and then apply the default sorting again. If you start a new game you don’t have to do anything, it will use the new default sorting. Of course, if you don’t like where something is located now, you can always manually move it to some other place.

 

 

 

 

 

 


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