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 1.05   See changelog

Released

Patch notes v1.05

 

 

 

 

 

General

-  Selecting the middle answer in the starting tarot quiz will now give you +2 to AGI and AVD instead of +1, but some of the cards you draw that give you those stats will add 1 point less. You can see the full list on the website when it updates: https://ogre-db.github.io/one-vision/tarot.html

 

-  Black Plume arcana drops from Female Lich in Pirate's Graveyard #6 - Memories of Turquoise

-  Torana arcana drops from Blackguard in Chapter 3 Phorampa #11 – Frostfen

-  Spirit Bomb arcana drops from Nightwing in Chapter 4 Phorampa #13 - Land of the Supplicant

-  Fixed a number of minor bugs and description errors

 

 

Equipment

-  Damage bonus of meele dex weapons is higher

-  Knight Commander weapons have a higher INT bonus

-  Daggers have a higher chance to inflict status effects

-  Sidegrade daggers don’t have the Spellstrike usable ability anymore, they got a higher MND bonus instead

-  Piercing 1H Swords (Rapier and Fragarach) now have 1 extra range but can hit only the first target in the line, have a slightly lower damage bonus, lose Stagger on hit and +1 Overpower

-  Ambicion now has a bonus vs Humans

-  Glamrock is a 1H Axe, there’s Shaytan’s Bulova as a dark element 2H option. Your death knight Dievold might be less unhappy with his career choices now

-  All 1H Spears are now 1-2 range, they’re available to most tanks and those would lose a good chunk of damage by not being able to counter. The main variant has an AVD bonus and sidegrade has the MND bonus

-  Default 2H spears are now 2-3 range, and their sidegrade are halberds, which have 1-2 range, do a larger amount of slashing damage but have higher weight and RT cost, lose some AVD bonus and swap +1 Parry for +2 Overpower

-  Osric’s Spear is now 1H

-  Bentisca and Longinus have swapped places in item table, so Longinus is now a high level holy spear with 2 uses of Aura

-  Sidegrade hammers don’t have a damage penalty anymore

-  Khatvanga now has Soul Harvest on use instead of mana charge

-  Spellbooks now have a MND bonus instead of INT

-  Bows have a slightly higher damage bonus

-  2H Bows have lower weight but siege bows have a higher RT cost

-  Icarus Bow can inflict Weaken on hit

-  Ji’ygla’s Bow is now a 1H weapon, it was renamed to Legion Span and is now part of the Legion set

-  All Crossbows are 1H now

-  Default crossbows have lower range than before, but hit harder

-  Sidegrades are assassin crossbows with lower range and power, but they also have low RT cost and can inflict Poison on hit

-  Only some crafted crossbows are still boltcasters, so you won’t see enemies using them much, but they’re more powerful

-  All Fusils have a luck bonus now, they also have much higher ATK but no damage bonus

-  2H Fusils have 12 range and are a little lighter

-  Thrown weapons have a slightly higher damage bonus

-  Thrown weapon upgrades are available at same levels as other ranged wepaons past level 10

-  Ji’ygla equipment was changed or removed, you now get the bonus by equipping the full Sniper set

-  Ji’ygla’s Darkcoat was renamed to Sniper Ghillie, it’s lighter now but has low stats and Siege as passive effect. It’s still part of Jiy’gla set

-  Raven’s Corona has no passive effect anymore, it got Spellstrike as a usable ability instead

-  Sage’s Mitts are usable by several more caster classes

-  Ji’ygla’s Bracers have been removed

-  Snipe Bracers have been renamed to Sniper Gloves, they’re now part of the new Sniper set

-  Some of the higher level boots are stronger

-  Snipe Gators have been replaced with Sniper Mark, a unique accessory from the Sniper set with a high AGI bonus and AVD penalty

 

 

Classes

 

-  Wizard got access to Field Alchemy I

-  Spellblade/Valkyrie have more agility and evasion

-  Princess got +1 jump and Resonance skills instead of Instill skills

-  Cyclops has more HP

-  Some of the endgame boss classes were renamed to something else. They were often just their name, like ‘Sirene of the class... Sirene’

 

 

Skills

 

-  Most transfer skills are now be learnable with a delay, usually at the next skill threshold for the origin class. Notable exceptions are weapon skills and the entire Lord class, as transferring skills is the main point of the class

-  Siege has been removed as a usable skill, it still exists for use on some NPCs or equipment

-  Opportunist skill now grants use of Flank active ability, it’s supposed to be a less restrictive alternative to Siege

-  Arbiter, Grim Dawn and Galaxy Stop special skills were removed

 

 

 

Spells and Abilities

 

-  Electrify lightning spell will now double the target’s TP instead of charging a fixed 50 points. It can now also be used on self

-  Arbiter, Grim Dawn and Galaxy Stop are now draconic spells

-  Grim Dawn and Galaxy Stop now affect a large area around the user instead of all enemies

-  Springboard and Teleport draconics are a bit cheaper to use

-  Warcraft and Thaumaturgy draconic are a bit more expensive to use

-  Secret of Mana and Blaze of Glory dances will charge less MP and TP

-  Added Flank, a cheap ability that grants Battering Ram to the user for 1 turn

-  Meditate will now charge 5 + 15% MP instead of 10 + 10%, making it more powerful in late game

-  HP Infusion will now restore 25% of max HP in addition to TP spent, HP values are higher in the mod so the ability wasn’t as good

-  Last Resort will sacrifice less HP

-  Distill Power and Distill Remedy cost less TP

-  Recall has 3 range and costs less TP/RT

-  Iron Maiden will deal a bit more damage

-  Conviction will dow deal raw damage, like grenades, making the damage more consistent, and drain the inflicted amount as MP

-  Storm Call costs more TP and affects a large area around the user instead of all enemies, it will now inflict Stun instead of Falseflight

-  Clear Skies costs more TP and affects a large area around the user instead of all enemies, it will now have separate rolls to inflict Weaken and Breach instead of Falsestrike

-  Evanescence will charge less MP, however, it will also restore some HP

-  Devour got a significant range boost

-  Piledriver has 1 extra range

-  Granite Fist will now hit indirectly, so you can hit through obstacles like Tail Lash does

-  Shockwave lost 1 range

-  Lariat costs less TP

-  Crystal Pumpkin now does more damage to undead, making it easier to finish them off

-  Selfless Kiss will now heal HP and remove debuffs, the healed amount is higher and the amount the user sacrifices is lower

-  Lingering Kiss will now accelerate RT and double TP. This way each of the kisses has a clear purpose, one is for support, the other is for recovery

-  Vortex Breath and Radiant Gale will now always inflict Silence and Rupture

-  Stormrider spear art is now a single target ability that delivers a lightning attack, if that hits it rolls projectile spell hit chance to add an additional hit of lightning spell damage, and if that also hits, it rolls status spell hit chance to Stun

-  As Silence is a fairly specialized effect, some of the finishers and abilities that infict it will also inflict Rupture

-  Some of the caster weapon finishers weren’t following the extra power convention properly and have been adjusted accordingly

-  Ice Prison axe finisher inflicts Stop instead of Bind

-  Ruination spear finisher also inflicts Rupture

-  Crystallize and Jihad cudgel finishers have 1 extra range

-  Gate of Truth cudgel finisher also inflicts Curse

-  Annihilate spellbook finisher now does 1 hit, drains HP for the amount of damage dealt and inflicts weaken

-  Obliterate spellbook finisher now inflicts Petrify

-  Devastate spellbook finisher now inflicts Stun

-  Final Fortissimo instrument finisher also inflicts Rupture

-  Fata Morgana fusil finisher also inflicts Rupture

 

 

Consumables

-  Buff consumables are more expensive

-  Added the Arbiter Arcana, it drops from Nephalem in Chapter 4 Phorampa #15 - Wonder at the Gods Above

-  Added the Grim Dawn Arcana, it drops from Female Lich in Pirate's Graveyard #5 - Ripples of Grief story battle and Male Lich in Pirate's Graveyard #5 - Ripples of Grief random battle

-  Added the Galaxy Stop Arcana, it drops from Dragonlord in Chapter 4 Phorampa #15 - Wonder at the Gods Above

-  Thrown Weapons II crafting book was removed from the game

-  Thrown Weapons I crafting book was renamed to Thrown Weapons and now has recipes from both books. Those recipes are just sidegrades so there was no point to delaying the availability of higher level recipes, as they’re gated by obtaining the base weapons anyway

 

 

Racial Templates

-  The formula I used to evenly distribute points to racial defaults has been adjusted somewhat to value AGI and AVD less highly, which resulted in some characters getting a few more points. These values won’t update for existing saved games, but the differences are fairly small so they probably aren’t enough to warrant a restart

-  Heavenly generals and a few other bosses are more durable

 

 


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