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 0.980d   See changelog

Released

Patch notes v0.980d

 

 

General

-  Recruiting Cressida now requires 30 Galgastan chaos frame instead of 50, big thanks to gibbed for finding this

-  Cressida joins as a Necromancer again, as she still has ties to the Addams family at that point, you have to get the marks for her special class in Phorampa to kickstart her on a new career path

-  Obda the Younger and Berda the Younger will now join as chimera gryphons with different skills uniquely available to them, likely due to Ganpp feeding them elemental orbs as cubs, or just different cartoon series. Obda gets Augment/Instill Dark, Berserk, Toxic Breath and Delirium Mist, and Berda gets Augment/Instill Light, Steelstance, Sacred Breath and Holy War

Equipment

-  A new shield, Flame and Void, has been added to the game, it is craftable with shield Enchiridion and available to most classes that can use spells. It offers no defense and instead boosts INT, so it was intended as another option for characters that want to maximize magic power but don’t want to use a staff

-  Accuracy penalty on Wukong Blade was lowered

-  The Snapdragon sword now uses a different damage formula that scales better with base stats

Consumables

-  Classmarks that can be easily obtained in other ways can’t be crafted with Forgery anymore

-  Summoner’s mark has been removed

Classes

-  Accuracy of some humanoid innate ranged attacks (thrown stone, shuriken…)  has been slightly improved

-  The new damage formula for Malediction would do more damage than intended in some cases so it was reverted to dex scaling

-  The innate Mark ranged attack has been renamed to Hex

-  Some heavy classes are slightly faster

-  Dragoon properly has Heron instead of Wade

-  In the tables, Gryphon will be marked as able to transfer certain light and dark skills, those are intended exclusively for Ganpp’s gryphons and there are no legit means for a normal one to get them

-  Heretic now has more presence in close combat and intended to be a counterpart to princess rather than priest, its debuff-oriented skill made the class pretty similar to Wicce so these changes will hopefully make a new niche for it. It gained access to 2H Katana, Covenant and GrimDawn. The class lost access to BloodMagic and BloodyGag

-  Priest, Heretic and Wicce got 1 extra movement

-  Princess can’t use Fists anymore

-  Paladin/Freya lost access to Shellbust, as Storm Brand and Guiding light now function in a very similar way, they might get something different at some point to compensate

-  Astromancer/Oracle has been merged with Summoner similar to the way Paladin was merged with Paragon. As a result, Astromancer gained access to light armor and accessories, Instruments, Art of War, Parry, Deflect, Counterhit1, Wade, Sanctuary12, MaxTP2, Resonances, IvoryTower, can learn all Recruitment skills and can transfer 1H Katana and Necromancy. They lost access to Meditate and Eyes of Heaven but their spell list was expanded with more draconic buffs, necromancy spells, and art of war that summner used to have. Evanescence is available earlier and is less expensive to use, so it’s supposed to be their trademark skill as a mage that gains MP by moving around, meaning that the class will start slower when played as a classical mage which is supposed to offset their unrestricted spell access a bit

-  As noted above some skills have been removed to streamline some classes and, more importantly, free some ability slots for new ones that might appear later

-  Summoner was renamed to Voidmancer, as the class is currently voided, so you should change Cressida to Oracle as soon as possible, classmarks are available in the final stage of Phorampa

Spells and Abilites

-  Burst spells do a bit more damage and their first tier can extend their area of effect by 1 square so they match the second tier in range at least

-  Some discrepancies in the amount of damage light spells do to different targets has been fixed

-  Evanescence now costs 40TP and 20RT, but doesn’t heal HP anymore

-  Grim Dawn now costs 120 MP

-  Iron Maiden now heals the user for the damage it dealt instead of inflicting Stop and removing MP, it should make Heretic more durable

-  Storm Brand and Guiding Light now inflict Breach in adition to Averse, there’s no way to restrict the buffs to user only when they affect an area and they were meant primarily as debuff skills so they’re single target now. Storm Brand has 1 extra range to match spear skills

Racial Templates

-  Obda the Younger and Berda the Younger now have a greater stat difference

-  Cressida’s stats make her somewhat physically tougher

 

 


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