Tactics Ogre: One Vision 1.07

   (0 reviews)

4 Screenshots


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 0.970b   See changelog

Released

Patch notes v0.970b

 


 

General

-  Poison was merged with envenom so we have only poison now with the strength of envenom, as having two poison effects was a bit redundant and if it gets changed to percentage at some point, one effect will be enough again. That means some effects and items that affected one or the other were removed

-  Azelstan will now use his recruitment skillset in the battle you get him in, so he will join with it

 

Equipment

-  DEX (light) weapons are a bit weaker

-  STR (heavy) weapons have a bit higher percentage bonus, their damage wasn’t good enough to justify the extra weight in cases where that bonus should kick in

-  Claws now inflict new poison, with the duration being longer on higher level ones

-  Blowguns don’t provide status immunities anymore and do less damage, as their status effects are strong enough to sell them

-  Wyvern blowgun now inflicts new poison

-  Damasc Blowgun now inflicts sleep, and Hypnos inflicts fear, the latter was renamed to Mora Blowgun

-  Kirin Blowgun can now be used at level 12

-  Shuriken inflicts new poison

-  Shield bash can’t miss now, we’ll see if the AI goes too crazy with it

-  Rune shields now have 60% chance to inflict silence

 

Consumables

-  Maca Antivenin was removed

-  Vermin Ichor was removed

-  Disenchant Arcana was removed

-  Viper Scroll was removed

 

Skills

-  Poison Ward was removed, Venom Ward now protects against and removes new poison

 

Classes

-  Knight can’t cast Exorcism anymore, the class didn’t really need that addition

-  White Knight can’t cast Exorcism anymore, they still have Fervor

-  Terror Knight can now use 2H spears

-  Paragon can cast Exorcism

-  Monster damage scaling was changed a bit, that should make them more consistent at levels 10+

 

Spells and Abilites

-  Turned out that the minor debuff formula was ignoring AVD when determining spell accuracy, which sometimes caused the AI to pick the minor buff even though they could use the major. Both use the same formula now

-  Burst I spells are available later but are stronger, so they should be useful for a bit longer until you can get Burst II

-  Corrosion now inflicts new poison, and the amount of TP it removes was doubled

-  Dispel will not remove buffs and readied skills from allies now, only from enemies, and it will instead remove a single debuff from an ally. It was something that can save your bacon now and then, but the spell was still very situational, this should make it more broadly useful

-  Because one of the poison effects was removed, we can further condense the status removal spells as follows:

Awaken will also remove bewitch

Cleanse will remove poison, wither and curse

Bravery will remove fear, spendthrift and paranoia

-  Draconic damage spells will not have a crush/slash/pierce component, that means they will not be affected by those resistances anymore but they also won’t be affected by the percentage bonus on weapons

-  Envenom was removed, as the poison-bringer effect can’t be reworked to inflict the new poison on hit and it wasn’t very popular anyway, it will be replaced by some other spell in future

-  Distill Life and Mana TP cost was raised to 30

-  Bullseye TP cost was raised to 30

-  Sneak Attack TP cost was lowered to 30

-  Meditate has a visual effect again by popular demand, the skill isn’t as spammy as before so it shouldn’t be too annoying

-  Devour TP/RT cost was lowered to 20/10

-  Fated circle TP cost was raised to 30

-  Covenant RT cost was lowered to 10

-  Non-finisher attack abilities for weapon-using classes like Windshot or Pumpkin strikes will now do void (property-less) damage instead of crushing/slashing/piercing as it skewed the weapon choice towards strength weapons when optimizing damage. As void damage ignores those resistances, the damage should be similar or better

 

 


 Report this file



User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

There are no reviews to display.