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 v1.08a

One Vision v1.08a

Full Version 256 comments

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

Post comment Comments  (0 - 10 of 2,272)
Guest
Guest - - 692,810 comments

So I've been playing the mod for a while, and found some oddities. Since they were not mentioned in the newest changelog, I'll just throw them here. They very well might be deliberate choices I just don't get:
As far as I can tell, the Herbal Extract can be crafted, but is not used in any recipe.
The recipe for the Lifegiver cudgel requires a Heal III arcana.
Some crossbows and bows grant a bonus to Overpower... which helps to overcome a melee defense skill.
Unlike all other elemental spells, the most powerful Light arcanas cannot be bought and their crafting components can't be gotten until waaay late in the game, they're actually in post-game. On the other hand, on high enough levels, enemy mages frequently have them in their spell list, long before the party has a chance to even hear about San Bronsa, let alone explore it.
This one is rather arbitrary, but I think the Necromancer should have access to the Anatomy skill.

Again, I want to clarify, these are things I found odd and don't really understand the logic behind them. Besides these, the mod is awesome and I hope you keep polishing it to perfection. Thank you for your work!

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raics Creator
raics - - 1,286 comments

Herbal extract is used to craft the kirin blowgun, I don't think it's used for anything else but I might add something at some point. I've been planning to go through crafting one more time and simplify it even further, so I might get rid of the ingredient, but that would take a lot of work because I'd have to remove everything that isn't used anymore from enemies.
Lifegiver crafting is an error, in this patch it's possible to craft it with balefire arcana, but that isn't intended and will be fixed.

Parry and deflect are generally referred to as 'parry skills', and overpower seems to work on deflect too.

It would be nice if it was possible to restrict access to some arcana so random enemies can't use them, at least until you obtain them yourself, but the current mechanics don't allow it.

Racial skills are specifically restricted to classes that aren't available to that race, because the way they work on the defensive side is bugged and can't be fixed. For anatomy it means it's available only to non-human classes, like juggernaut, familiar or monsters. It isn't a perfect way to circumvent the issue, but it's either that or scrape them, and players chose to keep them in like this.

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Guest
Guest - - 692,810 comments

Are there any plans to make a progressive level cap, like in Reborn, to reduce the amount of grinding?

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raics Creator
raics - - 1,286 comments

Not really, grinding new classes is fast enough with the exp redistribution code, and some players also find a bit of grinding between story missions relaxing. Those that don't want to level new classes are welcome to use the class level code generator from the website.
You don't really need to grind anything else, I suppose not even classes if you use the starting ones and maybe a few extra, but that's no fun.

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Guest
Guest - - 692,810 comments

Hello I have a question? Does this mod add many new things to the game such as new weapons or new spells? Sorry because I'm really not very good at English

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raics Creator
raics - - 1,286 comments

Sure, a lot of things have been added or reworked, equipment, spells, items, abilities, most special characters got a class of their own and so on.

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Guest
Guest - - 692,810 comments

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Warmaster00
Warmaster00 - - 30 comments

what exactly changed between 1.08 and 1.08a? the patch notes seem the same as far i can tell.

Also, what exactly does this means?: "As it was proven that only light and dark prevailing element actually works, only those spells will affect it now"

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raics Creator
raics - - 1,286 comments

Heal2 and Allheal2 arcana locations, changes to summons are different, level requirement change for heals2 and summons1, AoE size for galaxy stop and grim dawn, and cheaper arcana.

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baszermaszer
baszermaszer - - 446 comments

@raics: In RPG games the diligent player carefully checking dungeons might find secret treasure that is way more powerful than regular treasure found in regular chests that usually everybody playing the game finds. In Tactics Ogre, there are a lot of generic upgrade items we get from shops after getting through a series of fights following the generic story route. But can we find unique items that are rare and high level, way before they become available through the generic story route? Do we need to grind for a rare drop? How does it work in Tactics Ogre?

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raics Creator
raics - - 1,286 comments

Depends at which part of the game. Early on you gain levels too fast so rare items would get outgrown too soon, and gear matters a lot so if they had the kind of power that would last you a long time, they would be far too strong. However, you can get some optional characters with unique classes, you can unlock some classes sooner and so on.
At final chapter, however, you unlock a lot of optional content, and that's where most of the unique gear is. The general rule in the mod is that you don't need grind for special drops, if there's anything notable, that enemy will always be present and always drop the item.

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