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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 0.970 See changelog
Released
Patch notes v0.970
General
- Random battles on the map are now reworked, so expect a somewhat stiffer opposition and slightly different class composition in some battles
- That also means that the enemy racial template is more consistent with their class, so if you recruit a spellblade you can expect it to be in generic template, and if you recruit a melee fighter, he will be in either strength or dexterity template, depending on his weapon choice
- Gapp’s beasts in ch3 aren’t fully warded against status effects anymore, that battle could be a bit too nasty for that part of the game
Equipment
- One-handed melee weapons are now slightly stronger relative to two-handed
- Jarnglofar fist weapon now scales with STR instead of DEX
- Weapons that favor a different stat than the rest of their class will now have [HEAVY] or [LIGHT] in their description
- The Chinese fans protested about the removal of one of their national treasures, the Moon Blade, so it’s back now as a unique spear, the way it should be. It will drop from an Iron Fist that uses spears on the floor 96 of the Palace of the Dead
- Halt Hammer was replaced with Flanged Mace, it’s purely cosmetic
- Pistols got +1 range, like 1h bows and crossbows
- Gorgon Shield is now unique, so you can’t craft more than one, there will be other crafting options added for gorgon heads
- The Legion armor set now counts as light armor, stat bonuses on individual pieces are a bit more spread out now
Consumables
- Gorgon heads aren’t unique anymore, so you can have more than one in your inventory
Skills
- Steadfast doesn’t grant Fortify as an active ability anymore, the AI was spamming it too much
Classes
- Dragonborn got a bit more offense, she can also use the Holy Shield and Martyrdom draconics, as befits a priestess of the Drowned God
Spells and Abilites
- Bane skills now have the same TP/RT cost as Slayer skills
- With version 0.970:
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