Tactics Ogre is surely one of the classics of turn based tactical games, it can boast a 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.

The mod is also hosted on New Game Plus, you can visit its forum section or discord channel for extended feedback and discussion.

For installation instructions refer to the readme file.

Detailed info on items, classes and abilities is available here.

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One Vision v1.08b

One Vision v1.08b

Full Version 258 comments

Read the description below for more information on the current version.

Post comment Comments  (0 - 10 of 2,292)
Warmaster00
Warmaster00 - - 38 comments

suggestion: some 1h weapons have negative luck, so that units that are dual wielding dont crit on the first attack and mess the second attack

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raics Creator
raics - - 1,298 comments

That has been suggested, but putting negative luck on a weapon type would be a bit restrictive, because if you wanted to dual wield without knockback you'd have to use that weapon subtype. It was agreed that negative luck jewelry with some kind of attack bonus to compensate would be a better option, it's probably still somewhere in my to-do list and I just never got around to it.

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Warmaster00
Warmaster00 - - 38 comments

maybe some of the sidegrades can have negative luck, like 1h katana, hammer and axe (also the sidegrade 1h hammer kinda meh, 1h spear sidegrade have both bonus mind and on hit effect), maybe also sidegrade books or instruments and whips

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raics Creator
raics - - 1,298 comments

Dual wielding is pretty much the only reason to want lower luck. There's no point in penalizing all those weapons because of several classes that can dual wield them.

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Warmaster00
Warmaster00 - - 38 comments

well you can just compensate the negative luck with something else then, maybe some on hit effect or some stat bonus.
Or just go with the negative jewelry, that works too as long if there was options for early, mid and end game.
The problem is that luck is the one stat the player has the least amount of control over,when it comes to decreasing it, besides picking up cards, and they aren't even permanent from what i understand luck resets between battles.

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raics Creator
raics - - 1,298 comments

If I did compensate the penalty in some way, then those weapons would be too good when dual wielding them and the penalty isn't a penalty.

Luck gear doesn't grow all that much so no need to have multiple options, a piece of jewelry craftable with ways of the wild and -100 luck should do the trick. You don't really dual wield much before that point in the game so it's early enough and it should cover you forever.

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Warmaster00
Warmaster00 - - 38 comments

fair enough i guess, but i was thinking about the attack bonus you mentioned, maybe a ring with way of the wild, then another ring with a bit more damage with jewelry II.
Also, why doesn't instruments, whips and books have sidegrades? any specific reason or just never got around to?

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raics Creator
raics - - 1,298 comments

Yeah, the equipment table is limited, most of the stuff was added because I removed something else, like weapon skill earrings or basic elemental armors. There isn't much room left so sidegrades for all weapons won't happen.

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Warmaster00
Warmaster00 - - 38 comments

Question,are the generics that start with your army after rescuing Ronway decided by Denam's birthday, that you put on character creation ? cause i always seem to get one specific generic with 42 base agi,dex and evade, when i put my bday, but when i created my last character i didnt get that generic, and had a different bday for denam, got just average generics this time, so maybe some bdays are better or worse it seems.
Also, i thought about the Tarot cards being buffed in stats with added drawbacks, like the answers that increase MP, Int, MnD and RES also decrease strg,vit and HP, at least something on those lines, so that Denam doesn't feel like an jack of all trades but master of none, i mean, compared to some unique units, Denam doesn't even have that high of stats, you gotta be very lucky to have one of non HP and MP stat to reach 40, at best he has the entire game to pick up Cards to buff his stats but those are random and not guaranteed, or wait until farming monsters for stat boosters...

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raics Creator
raics - - 1,298 comments

I'm not entirely sure about the randomization of starting recruits, but there's a random amount of stats that the unit gets when created, roughly 0-3 points to all stats. So, it was probably just luck.

The problem with increasing the stats from answers is that +1 is too little and +2 is too much if you can pick it 5 times. So, it would be very easy to specialize denam beyond the point that most other characters get.

Thing is, i'm not sure it's even a good idea, considering that his special class is the ultimate hybrid, in a way it's good that denam can't get too specialized.

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Warmaster00
Warmaster00 - - 38 comments

I just did a new game to test if the bday thing is like that, and it is. the bday will determine the class, gender, and stats of the generics you get after the tutorial, they even have the same names i believe.
Maybe you can even make a simulator like the tarot cards one.

Also the thing about Denam is that he has access to 6 unique classes, ones that are not even magic capable, and he cant even transfer the unique skills of those other unique classes to his Lord class. And Denam is required to 1v1 some duels in the main game, so having a strong specialized Denam is very desirable, a "all around" Denam probably will softlock some builds, or at least make those fights way more hard than it should be, or require tons of grinding.
This is a game that you can deploy up to 12 units, you dont need jack of all trade type of units, they just become mediocre.

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raics Creator
raics - - 1,298 comments

It's good to know, but making a simulator would be tricky and I don't think it would get much use. People that want to use generics instead of specials usually hire new ones to give them the names of their friends, or make super generics with bodyswap.

The thing about Denam and cards is that there's no real problem to fix, after all he's the most used unit for pretty much everyone so he'll likely eat the most cards too. We have more than enough control over his stats already, it might even be a problem if there was more. Hell, if you play Denam as an archer or mage, those duels you mentioned would only be harder if you could tank your other stats.

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