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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 1.11c See changelog
Released
Patch notes v1.11c
General
- Bayin could become invisible in his rescue mission in chapter 2. He would get recruited after the battle, as usual, so this wasn't a gamebreaking issue. However, this still had to be fixed as soon as possible because his dialogue lines would seem as if coming from above, and the man is still a spring chicken, it isn't his time yet
Equipment
- Agnea now has a chance to stun on hit, because why wouldn't a taser whip have a chance to stun on hit
Class
- Some classes were missing access to tier 2 burst spells
Patch notes v1.11b
General
- Ocionne could be hard to rescue at high levels, so her equipment setup will now be more defensive
- Haymaker innate attack that some monster classes used was renamed to Smash
- As Last Resort skill now does several things along with activating its readied state, the state was renamed to Adrenaline, for cases where it's activated by other means
Spells and Abilities
- Electrify lightning spell was renamed to Overcharge, it will now also activate Adrenaline
- Infesta will now properly convert damage to TP
- Golem's Granite Fist was renamed to Haymaker and merged with Shockwave, gaining a chance to inflict Sleep and losing 1 range
- Shockwave was removed
- Broaden Force TP cost was reduced to 20
Class
- Golem lost access to Shockwave, the class has a lot of skills so equipping both of its single target specials to choose between them in battle was unlikely
Consumables
- The draconic scrolls for angel songs will now be available in shops earlier, after Heim in chapter 4
Patch notes v1.11a
General
- The game version on newly created saves was wrong, which might confuse peple into thinking that the patch didn't work, so this needed a fix
- As the focus attack damage formula now includes some dexterity, it will also be affected by strengthen/weaken in addition to spellcraft/feeblemind. These are all mutually exclusive so they won't stack, and the change just adds some flexibility
Class
- Blade Knight has been renamed to Sword Saint. We already had a lot of 'something-knight' classes even before death knight, this class name is fitting enough for him and there have been some requests here and there to change it
Patch notes v1.11
General
- As the tier II of forbidden spells doesn't exist anymore, there's no real need for Primal orbs anymore, so they have been removed. Forbidden spells won't be craftable anymore, and all enemies that previously dropped the orbs will now directly drop the spell. If you have any primal orbs in your inventory, you should convert them to arcana before applying the new patch. Of course, it would be possible to load into the previous version, craft the spells and load the new version again, but nobody needs that kind of a hassle
- Leonar will be a white knight in all his battle appearances
- Xaebos will now be a death knight when you fight him, he's close to Nybeth's faction and has a necromancer on his team in one of the battles so it's unlikely he'd scoff at the upgrade in that kind of situation. He will also be accompanied by two zombie terror knights, but he still uses a 1h sword so he won't have access to the life drain axe art, his necromancy spell selection will also be limited at that level and he won't have either of the death knight unique spells. This will likely still make the battle harder but we can tone it down in other ways if it's too much and I expect it should be more interesting
- Dievold will also be a death knight in his act 4 chaos battle during Cresida's quest line
- The level of some story battles in endgame was adjusted to more closely match the battles before them
Equipment
- Weapons that were supposed to do 1 damage, like Kirin Blowgun, could under some conditions deal more damage. It would happen because it was using the defensive side of a regular attack formula, but they got their own now, so it shouldn't happen anymore
- All bows are a bit lighter. Attacking with the 2h ones also costs a little less RT
- Heavy shields have 1 less weight
Spells and Abilities
- The descriptions for basic elemental damage spells are now shared, more description slots are needed for new ones and there isn't much difference between them anyway. Arcana will still have the old description that specifies the element
- Shaman skills Call Storm and Clear Skies have been converted to spells and updated. There are 6 temples now but only four sisters so the class has been added to a few other characters that could cover the lightning and ice element, and a unique spell has been added to each one. The spells have a very large area, centered on the user and typically have some sort of a global benefit and a side effect that usually isn't available in standard spells of that element
- Call Storm is now a lightning spell that still worsens weather, it has a fixed chance to slow enemies and make everyone grumpy
- Clear Skies is now a fire spell that improves weather and hits 1-4 units at random, granting quicken to allies or blinding enemies. Rain is over, time to run and touch grass again, just don't look directly into the sun without protection
- Air Raid has been added as the wind shaman spell, it deals minimum damage, knocks back all enemies in the area, and has a fixed chance to stun. The knockback direction can be selected by targeting a different part of the effect area with the cursor, so if you target a tile behind the caster, it will pull enemies one square closer
- Phase shift has been added as the earth spell, it deals a large amount of damage too obstacles and has a fixed chance to delay RT
- Star Ocean has been added as the water spell, it hits units in the area 1-10 times at random, clearing allies of debuffs or reducing enemy TP
- Frozen Throne has been added as the ice spell, it prevents undead from rising and has a fixed chance to inflict sleep on enemies
- Melta and Corrosion swapped one of the effects, Melta got TP damage and Corrosion got Breach
- Winter Siege will now activate DASH (extra movement) on the target along with Battering Ram and Waterwalk
- Abyss spell will now also inflict Daze
- Galaxy Stop now costs 100 MP
- Life Force will now deal raw damage instead of a percentage
- Miasma was feeling a bit generic, so it now got the old effect from poignant melody that removes TP and deals the removed amount as damage, in addition to inflicting poison. It's more dangerous now so its MP cost was raised to 30
- Infesta has been added as a unique necromancy spell, it deals raw damage, absorbs it as TP for the user and inflicts Fear by implanting a parasite. This spell always hits but works only from the back, I'll leave the messy details to your imagination
- Songstress songs won't force the audience to face her anymore
- Meta Morph geomancy will now do lightning damage instead of piercing
- Snow Blind geomancy will now do ice damage instead of crushing
- Requiem skill was converted into a draconic spell, it's cost is lower than when it was a skill
- Celestial Aria was converted into a draconic spell
- Heartbreaker dagger finisher now uses the focus weapon formula. As this finisher is more specialized, it was moved to rank 4 and Mesmerize was moved to rank 2, as more generally useful
- Gate of Truth staff finisher now uses the focus weapon formula
- Heaven & Hell sidearm finisher lost the extra range, but it will now heal the user for the amount of TP spent
- Death knight's Relic axe art was renamed to Dracul, the name also matches one of the SNES abilities and fits the theme better
- Double Strike and Double Shot now cost 80 TP, and will not add any extra RT on top of what attacking twice with that wepon would cost
- Limelight will now force all units in the area to face the user, so abilities that use the gaze formula, like dances, will have higher accuracy
- Added Armata Strigoi, an active skill that advances the RT counter of undead by TP spent, similar to Time of Need, except it damages units instead of healing them
- Pumpkin Bomb isn't cast on the user anymore, it now has to blow up a Jack-o-Lantern. Its RT cost is now 30 and area was lowered by 1
- Day of Reckoning TP cost was lowered to 50
Classes
- Base RT for most heavy armor classes is a little lower
- Some classes were missing the third tier of area spells, as they peviously lacked the fourth one. However, now that projectiles and area have just three tiers losing a tier is a bigger drawback, and hybrids can't match the power of a full mage anyway so damage spell users can now access all three tiers of projectile/area, and both tiers of burst
- This would mean that Patriarch/Matriarch would now have full spell access, which is a bit much for a generic class, so their area spells were replaced with bursts, which could work considering that their skills are defensive and they can afford to take some risks
- Lich got access to Anatomy
- Angel Knight lost access to Silent Song and Poignant Melody, Requiem and Celestial Aria are still available as draconic spells. The class had too many skills to fit into the list and some of the above were fairly redundant as they overlapped with Day of Reckoning. For now the class got boiled down to the basics, we'll see if it needs some sauce
- Shaman got access to all Resonances except light and dark, and the Liftoff skill. The class can now cast six new unique elemental spells
- Songstress lost access to Silent Song and Poignant Melody, she got Coquettish Kiss instead
- Geomancer got access to Instill Lightning and Ice
- Sacred Fist lost access to Fell Seal, the class is fairly strong and doesn't really need it
- Death Knight got access to Armata Strigoi, he lost Entomb and Jump as the class can now teleport, he can also cast the unique spell Infesta
Skills
- Racial skills don't have their bugged defensive bonus anymore, so the restriction for most of them has been lifted. The exception is anatomy because of how common humans are during campaign, so it will remain a special perk for certain classes. Let's just say that the church banned it, so it's mostly avaliable to barbarian classes
- Trajectory has been renamed to Perception. The skill does more than just showing trajectory and its active portion affects all attacks, not just ranged, so indicating the change is probably a good thing
- Silent Song, Poignant Melody, Requiem and Celestial Aria have been removed from the skill list
Consumables
- Monkey Scroll icon has been fixed
- Some tarot card effects on use had to be shuffled as a part of the above fix, so The Magician will now grant Spellstrike, Hierophant inflicts spoilheal, The Lovers inflicts Rupture (not a typo), and The Star grants Warp
- Druid's Mark can now be crafted with the Equilibrium crafting book
- Primal orbs have been removed
- Added arcana for Air Raid, Phase Shift, Storm Call, Star Ocean, Clear Skies and Frozen Throne. They drop from temple guardians of their element in both story and random battles
- Added arcana for Requiem and Celestial Aria, they can be bought from Deneb's and PotD shops
- Added Infesta arcana, it drops from an Incubus in Pirate's Graveyard #6 - Memories of Turquoise
- Oghma Infinium was renamed to Equilibrium
Racial Templates
- Now that racial skills don't have the problematic part anymore it's also possible to spread some racial-specific classes around a bit
- Voltare got access to Hoplite
- Sara got access to Trickster
- Folcurt got access to Death Knight
- Bayin got access to Patriarch, it's the beard
- Felicia got access to Commando. After Donnalto got priest, his stand-in was lacking a bit
- Phaesta and Arycelle got access to Shaman and Geomancer, you can't use them to trigger the quest but they can serve as the honorary ice and lightning sister if you really want one
- Phaesta will now be neutral aligned when she joins and Tamuz will be chaos
With version 1.11c:- Download
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