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 0.982   See changelog

Released

Patch notes v0.982

 

 

General

-  The CODA battles have been updated. This includes only the special story battles in Pirate’s Graveyard, Palace of the Dead and Golyat, the random battles in PotD have not been updated

-  Rodrick now has the full ogre set (and I mean full), as befits the ultimate optional boss. His stats have been lowered appropriately, so the battle doesn’t become an exercise at throwing gummybears at a battlecruiser

-  The tarot card bonus system on game start has been changed, big thanks to Gibbed again for finding this. The main drawback of the old system is that it wasn’t really intuitive, so if you wanted the certain stats, you needed a guide and a bit of luck, as there was no clue as to in which way they affected your stats

-  The way it works now is much simpler, left answer gives you HP, STR and VIT, middle is for DEX, AGI and AVD, right is MP, INT, MND and RES. That part is up to you, but also having a little bit of chance would probably be more interesting, so the cards you draw also raise the same stats as when you pick them up in the field, so the Chariot will give you +1 STR and Hermit would give you +1 INT, for instance. Cards that grant loyalty would have no effect here so they provide HP and RES, and that’s also the case with luck cards which give you AGI and AVD. I will add the full table to the class chart in the drive from faq section soon

-  You probably noticed this is a pretty small patch. I’m trying to focus more on updating the battles, which means we’ll hopefully hit v1.0 before FOX turns into a porn channel

Equipment

-  By popular demand, Pavana is now a default spear instead of sidegrade, as Freya can serve as a decent tank so using a sidegrade means she’s potentially missing out on a lot of counterattack damage. We will see if some other weapon can be a sidegrade instead, if needed

-  Innate punches and thrown objects are now considered fists and sidearms, respectively. That does mean their damage scales with fist and sidearm skill, but they don’t get the accuracy bonus or enable the use of finishers, so don’t expect them to do much damage. This is mostly there because it makes some sense and it can be useful in some edge cases, as those attacks can now carry element and status bringer buffs

Spells and Abilites

-  Let’s hope that fixing Emblaze effect for the third time is the charm

Racial Templates

-  Denam’s base stats have been raised slightly because the tarot bonuses are overall lower

 

 

 


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