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About raics

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  1. I don't think beast master is really a situational class because he isn't encounter-dependent, you decide if you want to bring beasts or dragons into battle or not. It was a problem for Dragoons so they got good stats and that nifty jump skill, they aren't a dead weight when the enemy has no monsters around like in vanilla. Sure, dragoons could recruit dragons in first Ogre Battle but that's where their love affair with wildlife ended, in other games they have been either a dragon slayer or just a strong attacker with a bit of magic. I haven't been taking too many liberties with the class if it has an established image in the franchise, if I made warlocks into a semi-frontliner that's because they work that way in KoL and OB64.
  2. Yeah, they have to be heavy, now that they aren't consumable we're supposed to imagine the unit carrying a stack and retrieving them when possible, kind of, somehow. They're the strongest 1h ranged option after pistols and fire in an arc which is always useful, but I agree there's a bit more room there if we account for the weight, I could make them a bit stronger. Probably faster too, it kinda makes sense they should be the fastest ranged weapon because you don't have to reload, that would compensate for the weight somewhat.
  3. Thanks, Hart, I'll be sure to do that. Yeah, those visual changes to some of the more notable characters had a somewhat mixed reception, they kinda grow on you and being able to tell named characters from generics is nifty but I'm not adamant about keeping them. Scrolls were a bit cheesy, I think, this way the class spell selection is more meaningful, I can also make some spells more readily available and cheaper so you don't have to blow your bank if you got a ton of casters around.
  4. If you tried the mod and have something to share about your experience, be it small nitpicks, ideas, random thoughts, ramblings, musings or, why not, praise, you can do so here. In case you want an extended discussion regarding some specific aspect of the game or mod you can open a new thread instead. These are some of the more obvious known issues, some are low priority and some are either extremely tedious or tricky to fix. Missing character sprite in the opening scenes of Donnalto's or Rudlum's battles. Funny item, skill or spell sorting in some categories (spells can be manually sorted for use so this is a low priority one). Disabled skills in enemy skill lists which should be replaced with something more useful. Identical descriptions on some lategame weapons.
  5. Tactics Ogre: One Vision

    Version 0.87a


    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.