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Everything posted by raics
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There isn't, everyone has the exact template that is set for them in that battle. Ghost rogues are kinda rare, but if you run into a ghost warlock that has counterhit equipped, that ghost is in a hybrid setup and they have either a dex template or balanced template. You can't really know which is the case so it's easier to look for a ghost rogue, one can spawn in boulder sands, that's probably the easiest place to search.
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Level/Exp Stucked after CwCheat. How to unlock?
raics replied to Sagax24's topic in Tactics Ogre: One Vision
When you set the level to 20, you should also set the XP to the correct value for level 20.- 4 replies
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Level/Exp Stucked after CwCheat. How to unlock?
raics replied to Sagax24's topic in Tactics Ogre: One Vision
Yeah, you're setting the exp to zero, that's why they can't level up, this is the right code: _C0 All Professions Level 30 _L 0x402E7E90 0x00500002 _L 0x0000001E 0x00000000 _L 0x402E7E94 0x00500002 _L 0x000043F8 0x00000000 Once you run the code, the level and exp is set to that amount, you can turn the code off and it makes no difference, it already did its job. If you saved after running it, you can't revert back except by running the code again for some other amount. You actually should turn this one off after running it because it will otherwise keep your level and exp at set amount. Sorry, I expected you will show up at discord and haven't been checking the forum.- 4 replies
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Only classes unavailable to humans can equip anatomy. Same goes for other races, dragon classes can't use draconology, beasts can't use teratology and so on. Racial skills don't work the way they should, so they were limited in this fashion.
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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. Consolidated changelist up to version 0.92a can be found here, along with an up-to-date class sheet detailing the skills and abilities of all classes in the mod. On the same address you can also find a damage calculator table explaining some of the mechanical nuances is available in the same location, it is made for vanilla game but all of the formulas are still the same, consult the manual sheet for more info.
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Yeah, it isn't right. It's about his soulstrike minor finisher, it converts mp to extra damage.
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Of course not, the discord is more lively than ever, you can find it it if you hit 'chat' in the menu above or use this link https://discord.gg/M55rjVUbuA
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Having trouble with the installation
raics replied to GrandpaBoroyzee's topic in Tactics Ogre: One Vision
Well that was strange, but as long as it works. In any case, feel free to drop in the discord if you want to talk about the game. -
Having trouble with the installation
raics replied to GrandpaBoroyzee's topic in Tactics Ogre: One Vision
Just to check, your psp is patched to be able to run bootleg games? If so, try opening the new cso file with umdgen again and check the modified dates of the files you replaced, it should be recent instead of 10 years ago, then make sure you're running the right cso file. You can also try saving the file as iso, some games have problems in cso format. If you're using discord, you can join and see if anyone else had that problem https://discord.gg/MsQBWPTz -
Version 1.09
8590 downloads
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.- 6 comments
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Thanks for the feedback, good to hear you had fun. I had certain reasons for picking those specific status effects, like daggers doing hamstrings or poison being suitable for the defensive nature of fists. Some of those could be shifted around and it would make more sense to some and less to others, but overall it wouldn't really bring anything new to the table, and people are used to these by now so I probably won't be making major shifts to them. It's probably good that I'm hearing about so many different favorite classes, some swear that knights are the best unit, some say it's warlocks or beasts, for some it's clerics or familiars, or maybe still ninja. A lot of those depend heavily on your personal approach and it's nice that the game accommodates different playstyles. Archers could be made a bit less dodgy, though, sometimes they can be a bit annoying to chase down.
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Switching to a tanky class like knight is a good idea, with heavy armor, shield, leggings and defense/azure ring you won't take much damage from him, and he will run out of consumables so it will just turn into a battle of attrition. Even one rank of weapon skill will help because you get 10% accuracy, and using your buff items or tarot to get truestrike or dodge, while debuffing him with falsestrike/stagger will help, his and your stats will be high so strengthen or breach won't be worth the bother and the best weapon you can equip will probably be a sword for the accuracy bonus. Another option is spellblade if you have the skill points to learn fated circle and hp infusion, if you don't a knight will be better because he needs no skills to work. You can also do the attrition battle with cleric if you don't have many mend leaves, as he will run out of them too but you won't run out of magic and you will have at least for basic heal most of the time, just equip him to be as tanky and evasive as you can, can't remember if vyce is immune to poison or stun but one of them will probably work so claw or hammer will be a good choice. The battle can be done as wizard but it isn't really worth the bother when you can switch classes freely. You can come to discord too, maybe other players have some ideas https://discord.gg/5vff9HyV
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- You can see where all arcana can be obtained in the equipment table in the linked gdrive folder, added that some time ago and it will be updated as I move things around. - The entire forbidden magic drop system will be updated when I rework the temples, it will most likely be some kind of a crafting book with the battles giving you elemental tokens you can use to craft and upgrade forbidden spells. The current system where you have to world back if you want multiple copies of forbidden II is a bit dumb. - The drops in potd will also be much easier to obtain, especially crafting materials, spells and special gear will be a guaranteed drop and the enemies that drop them will always spawn, as is the case with the items I added there recently. - I probably will nerf races with advanced movement a bit. - Some of the things you can do with the game are pretty limited, classes can't have innate resistances to damage types or other passive bonuses, it's pretty much just movement. - Regarding some other things you mentioned, paragon has decent int growth because she can use the first tier of divine forbidden magic. Shaman's nature's touch is an extremely volatile skill you have to be careful with because it adds base damage so it scales with things like fear, spellcraft, rupture or averses which is also the reason she lost summons, damage goes from normal to absolutely broken in a flash. You get one lich during azelstan's quest, which isn't too late, they have the best stats of any generic caster and innate teleport so it's kinda hard to buff them more and giving lich easier mp management would remove the main reason to stick with wizard, as his main selling point is a good skill kit that reinforces his main role, other basic classes are still decent once you get the advanced/unique classes, so wizard should be too. Thanks for trying out the mod, nice to hear you had a good time overall and I'll continue working on it
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The running stereotype about gaming enthusiasts is they aren't really putting much thought to eating healthy, surviving mostly on undisclosed amounts of cheetos, takeout pizza and cola, which firmly sorts them into either bone thin or morbidly obese category. That, of course, isn't true any more than it is, and with the rising price as well as declining food quality most gaming communities are sure to have their share of food enthusiasts or urban survival experts, capable of twisting a garden hose and a pair of moldy socks into an edible, if not tasty meal. With accessibility to broad public in mind, it's preferable if the recipes in this thread are simple or cheap and having some pics or, even better, a video, would be more likely to get someone interested into trying your recipe but none of that is a must, post whatever you want to share but it's best if you restrict it to something you made personally or at least saw done. I'll post some recipes I had in another forum and link whatever anyone submits in the first post just in case it catches on and browsing hundreds upon hundreds of submissions becomes cumbersome. Seafood Moussaka Borderlands Yogurt Tarator Soup Uzbek Pilaf
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Thanks for the feedback, it was a good read, glad you liked the experience. You can get some necromancer marks and spell during the campaign, but the number of undead battles in different routes varies a lot so the plan was to add some necromancer related goodies to phorampa, so if you're using undead you have the option to go in there and stock up on some essentials from act 2 onwards, necromancer was indeed meant to predominantly be a 'cleric for the dead' so you need to be using some to get good mileage off them. To rank up and use parry or deflect you need a melee weapon equipped in one of your hand slots, that's one of the fringe benefits of 1h weapon + melee, so a necro could use a book in the main hand for the int bonus, MP boost, and the ability to deflect, and use a crossbow in off hand for some ranged capability. Dragonborn does have empower dragon, yes. No plans for giving patriarch evil eye, the only reason they can technically use the skill is because gorgons share the same skill set. It's hard to hit a good middle ground with gauntlets, as most players love big numbers and everyone would run them on every unit if they weren't such a liability. The current state of using them only on units that can afford to seems ok, honestly. Got a few gear slots left so I could add a few more helms and leggings if I think of something useful. The loot tables are mostly the same for now, you can find the drop list for recipes and arcana here in the equipment table below https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing and another player is maintaining an equipment drop list for the mod here https://drive.google.com/drive/folders/1yZj8sUBp5BVYXK0XQSPR7BIZYGZCKBFb?usp=sharing
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I have played this mod several times and now I would like make my own
raics replied to zoiwillxx's topic in Tactics Ogre: One Vision
I'd like to say there's something to share these days but it seems that the community isn't at that point yet, I'm still using a hex editor and you can already find most of the addresses I have on cheat boards. Thing is, I'm not terribly optimistic that it will change soon and we'll have a ton of mods and scope is probably the biggest reason, I'd estimate that FFT has around a hundred battles altogether, but with branching paths, massive endgame and the way they chose to scale battles with different level ranges being multiple versions of the same battle, this has literally several thousands of them. -
Sure, I left assassin with anatomy on purpose, it makes sense. You can't obtain full ward legitimately, it's set to be a free use skill so bosses could equip it when needed, which means that if there was some way to get it on your character, they would be able to use it with any class.
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Hi, The problem with racial skills is I can't really fix them, if a human unit equips anatomy it will get a damage bonus vs humans and a damage reduction when attacked by any race, if it equips draconology it will get a damage bonus vs dragons and no damage reduction. The problem is currently circumvented by barring every class from using racial skills for races that can use the class, so you can't ever equip a racial skill that matches your race so the only thing you're getting is the damage bonus, I considered scrapping them altogether, but they aren't doing any harm this way and add a bit of flavor. Steal tables were updated for all reworked battles, which is the campaign and some sidequests, I'm currently working on random battles. A good rule of thumb is - if you see that no enemies are equipped with skills they can't use, I most likely reworked that battle and replaced the steal tables. I'll most likely replace the full ward on ganpp's pets with specific wards, now that beasts got more dangerous removing the option to shut them down is too much of a handicap.
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Uzbek Pilaf Ingredients: - 1/2 kg of long grain rice or any kind of rice that doesn't stick much, this is important - 1/2 kg of lamb, beef, pork or turkey - 1/2 kg of carrots, cut in thin strips - 2-3 onions, depending on size - a handful of dried chickpeas or canned ones - 3-4 garlic cloves - 2-3 pepper grains - 1/2 teaspoon cumin grains - 1/2 teaspoon of cumin powder - 2 teaspoons of sweet paprika powder - 1/2 teaspoon of sweet curry powder - (optional) half a handful of unsweetened raisins (may be hard to find) 1. Dip the chickpeas in warm water and leave overnight Or you will break your teeth on them. This step is skipped if you're using canned peas, in which case increase the amount from a handful to whatever you're comfortable with. 2. Wash the rice and set it aside to soak if the rice you're using takes a long time to cook, you may want to give it a bit of a headstart but it usually isn't necessary 3. Fry the meat chunks on hot oil 4. Cut the onions into quarters and add them in when the meat browns a bit 5. Add chickpeas, pepper grains and a bit of salt keep on frying, adding a little water if the juices from meat and onion aren't enough 6. Add water to cover everything when the onion turns glassy and meat is half-cooked, let it simmer for a bit more 7. Add whole garlic cloves, cumin grains and half the paprika powder let it simmer for a few more minutes. 8. Add the carrots so they form a layer above the meat, do not stir the stew anymore after this point, cover and leave it to cook for some ten minutes 9. Drain the rice and spread it over everything carefully so the carrot layer is not disturbed. 10. Add the rest of paprika, cumin powder, curry powder and raisins and stir it carefully into the rice layer, leaving the carrots alone 11. Add water so it covers the rice with half a finger width to spare, let the liquid slowly boil on low heat 12. Carefully add some more water when it is is gone from the surface and the rice starts expanding, you want it roughly level with the rice this time 13. Cover up and let it steam for half an hour more turning the stove down on lowest possible heat, don't lift the lid, don't touch anything 14. That's it serve with fresh or pickled veggies, depending on season
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No need for that, there's now an alternative patching method in the readme where you just extract the files and point the emulator to it, everything can be done on any phone.
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Haven't really gotten much feedback about names, I assume it's one of those things people don't care too much about as long as they have an idea of what the spell does. If the name of the spell isn't an issue, it was fitting the name of the spell together with 'arcana' for the scroll. Anyway, if we put something most people don't care about against a usability issue, the latter is more important after all. Rogues already have enough advantages over the ninja, they're tougher, have more versatility with full item access and traps, self haste is always good, and their ranged options are much better, as they have 2h crossbows and guaranteed status infliction with bullseye and blowguns, real solid class. Familiar is good enough at doing its own thing, they don't need to be full divine users to be useful.
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Sure, but knowing in which list you are is still something that should be clear without looking too hard, names are something you get used to and the pattern for most spell types is the same anyway. I'm getting good feedback about rogue and it was a strong class in my last test playthrough, I don't think it needs anything at this point. Familiar shouldn't match the scope of classes that focus just on utility, it isn't meant to be a full replacement for cleric.
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Right, it would probably be best if I started by saying that those inconsistent uses of 'and', 'or' and '/' are all a consequence of space limitations, which is the biggest problem with most of those suggestions. With some others the problem is that the text isn't in one chunk that I could change, but instead generated on the spot, like 'Weapon Type' + some 'weapon_type' variable whose name the game is fetching, so I wouldn't have any room to put anything there. That aside, the chance and amount for some weapons can vary even for generic weapons within the same class so it's better to put nothing than a number that may be wrong, the general rule is that a stronger status will have a lower proc chance and that a 2h weapon will have a higher chance than 1h, unless the whole class is specialized for status infliction, like blowguns. The proc chance is always the same regardless of the target, so there's no decision involved and you don't really need to know how high it is, you won't pick one target over the other based on that information, you might decide to hit someone else if the target is immune to the secondary effect, though, and the tooltip will hide the icon when that's the case, which is probably good enough. For spells, the chance differs based on the target so that wouldn't be possible, but there aren't many spells left that do a guaranteed hit and then have a chance for an effect that depends on your stats, maybe there aren't any at all currently. Monster skills have either a guaranteed secondary effect or a fixed 50%-ish chance so showing it isn't helping that much either. Strengthen and Fortify are intentionally not in caps, to indicate you're getting a usable skill that grants that effect, not the effect itself, didn't really have the room to do anything more than that. I tried it without the 'arcana' and it was a bit confusing because you'd sometimes forget if you're browsing the list of learned spells or the list of arcana and have to check, shortening some of the spell names was the lesser evil. Scrolls and treatises still have different names because there aren't many of them in comparison with other spells so they aren't hard to remember.
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1. Sure, enemies in random battles will match the highest level unit you deploy, so if you want to train new classes the best way is to change as many units as you can into it and then deploy them to an area with easy enemies that scales low. Tynemouth hill is a good option because it can downscale to level 3, which is fine for a level 1 team, so if you deploy only one or two classes they will get all the exp and it will go very fast. If you're training a special class you can't change more units into, you can try to combine it with other special classes you want. 2. Passive skills tend to be interchangeable, and active skills tend to be unique to a class, but some can transfer, you can see the full list in the class chart below. As the teams in TO are larger than FFT, there's no need to have every unit capable of multiple roles, you can have more specialists, so instead of combining skillsets you combine units. https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing 3. Most generic classmarks will be available in the store, the only exceptions are necromancer and fusilier which are craftable (and also can be stolen or dropped from units in that class), also angel knight an lich marks which are found only in specific places. Special classmarks are mostly craftable with some endgame books. 4. The battles will get larger later so you will often have need of a full team of 12 units. 5. Some other classes have some form of healing in water/dark magic, war dances, songs, or skill based like warlock's distills or warden's pumpkin pie, some classes can throw items and that's still a very good option. Princess and lord can still heal very well with light magic, also priest, angel knight, paragon, familiar and paladin. All those can work in a pinch, still, if you want the strongest healer around, get a cleric, love him and keep him happy. 5a. There isn't a straight resurrection ability, you can only swap another unit for the incapacitated one if you need it more, and there's a high level draconic spell that can potentially swap one unit for multiple dead ones if you can set it up with a bit of corpse management. Think of it as an incentive to play better, the game already gives the player enough advantages over the CPU and I'm making sure that it's possible to do every battle without incapacitation or casualties if you play well. 6. There are differences in starting stats, fliers are weaker than other races and can't change into heavy fighters, lizardmen make the best warriors, lamias are good casters and archers, and some have unique classes you might want. Humans are well rounded and have the largest class selection, though, so there's no best answer here. 7. Their stats are still higher, just not as high, they join with high ranked skills and every special character has a unique class now. If there's some item you can't find in guides it was probably introduced in the mod, you can just search the readme for it to see what it does. In this case, you can examine the phylactery to see it has the bodyswap ability like Ogre Blade, there are some guides out there that go into more detail about what can you do with that exactly. And if you got more questions, you can also join this discord https://discord.gg/N9mfUh, the mod has a section here so there are plenty of people you can talk with, another option is the tactics ogre reddit.
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- Yeah, elixirs still work so you can bring the heart count back up when it isn't zero. - Discord has to stay a finisher because it wouldn't scale with your katana skill, but it should still be possible to nerf it, gently of course. - Dunno if denam would be all that keen to enter water in his lordish finery, he's probably unused to it, and I honestly don't think it would make art of war much less attractive, it would just make one spell in there a bit pointless. - Yeah, can't make windshot a finisher, it can be improved in other ways if it's weak, though, not like I exhausted all the options.