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145 downloadsTO: 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.
Hello! Tactics Ogre is one of those games I grew up with, KoL in particular, so naturally when I saw this PSP remake, with no legitimate means of obtaining the original Snes or PS1 TO at the time, I was extremely excited. Well, despite an amazing story, score, and battles....well, it became clear on my second run that balance was never completed, or just sorely lacking. So, I spent years trying to come up with restrictive challenges and some such, and actually have playthroughs of those posted as well. That's not why I'm here, however. A few months ago, a used by the name of Raics made what began as a fantastic killmove rebalance, one of the aspects that really made the game feel strange at times. Well, over time this grew into a full mod, and for the last 2 months, I have been making a series chronicling the changes, improvements, new features, and other such goodies! So, before we go on, here is a link to the mod. I could not possibly recommend it any higher, it's nothing short of miraculous how good this is. http://www.moddb.com/mods/one-vision1/images/image-4#imagebox Also, for those looking to watch a bit more of it, here is a link to my ongoing series. This began in version 0.83, and we are now at 0.87A