Read the description below for more information on the current version.
Patch notes v1.07
General
- Heal IV and Allheal III arcana will not drop in endgame anymore
- Fixed the skills on some of the endgame bosses, and some other minor issues
Equipment
- Claw sidegrade have a higher res bonus
- 1H Sword sidegrade has the same amount of AGI bonus as the default version instead of half, it also has a higher AVD bonus
- 2H Sword sidegrade inflicts Slow instead of Stagger, it also has one more rank of Overpower and a slightly higher damage bonus
- Wukong blade has a lower AGI penalty and one more rank of Overpower
- 1H Spear sidegrades are now pronged spears / tridents so sprites were shifted around a bit and some weapons were renamed. They now have a chance to inflict hobble in addition to their MND bonus
- Longinus has been switched to default 1h spear, as the sprite doesn’t match and there are less default versions in endgame than sidegrades
- 1H Katana that do piercing damage will be a bit lighter and cost less RT to use to compensate for their damage type not matching the finishers
- Goddess Bound has +1 Parry instead of +1 Katana skill rank, a small AGI bonus and can hit targets one tile further, like rapiers do
- Goddess Scorned has a penalty to INT instead of MND, so it can still hinder spell usage without penalizing spell resistance and avoidance, its RES bonus has been lowered as it’s now a straight bonus instead of penalty reduction
- Now that healing scales better with MND, caster staves got a MND bonus at the same amount as sidegrade staves, so they would be more useful to healers. Their INT bonus is lower but the total spell power you get from both stats is a bit higher than before
- Default crossbows have a bit less ATK
- Boltcasters can hit at point blank again, as AI doesn’t understand the gap on that type of targeting range
Classes
- Fusilier lost access to Fumerolle, it wasn’t very useful on a long range class. The class is now a little tougher and it got First Aid instead, so they can provide some back line support, having a skill like that would probably be handy for traveling mercenaries that hate magic
- Juggernaut has a bit more magic resistance and their movement cost is lowered to match other generic melee classes
- Buccaneer lost access to Fumerolle
- Commando can now learn Fumerolle instead of Torinoko, he got tired of seeing ‘Jump in the ocean and swim back to Japan’ in his inbox
- Cyclops is a bit tougher and has more accuracy
Spells and Abilities
- The scaling of divine healing spells has been reworked. Previously they barely scaled, you would get something like an extra 5 HP per 100 MND or 2HP per 100 of the target’s VIT, but it was also lowered by the target’s RES at 3 points per 100 MND. It was also boosted by healcraft (on both caster and target) and jewerly light resistance, while being resisted by spoilheal and all sources of light resistance, but none of this made much difference because the base amount was in single digits for most of the game. Big thanks to gibbed for finding this too
- Divine healing spells will now heal 1 point of HP per 1 MND, 8 points per rank of Augment Light and 10 points per rank of racial skill. This base amount will get a 20% increase from Healcraft, 30% reduction from Spoilheal, it’s affected by prevailing element and increased by jewelry elemental resistance and won’t be resisted by anything. We’ll see if it scales well enough, but it can be adjusted as needed
- There are a few more things, likely effects and conditions that affect it but I couldn’t find what they were so let me know if you notice anything else affecting it, like a status effect or readied state
- Since the heals scale better there’s no need to have as many tiers, so there will be just the basic Heal for classes that would previously get Heal I-III and dedicated healers will get the more powerful Heal II. In the same vein, only dedicated healers will get Allheal II with larger area
- Her Blessing will now have 100% chance for Fear
- Black Mucus now costs 30 TP and 10 RT
- Fell Seal has 1 extra range and will also deal some damage, making it more useful against other targets, but the cost will now be the same as the touch abilities of Princess and Heretic. The Petrify part will still work only on undead and umbra
- Princess’s Whim is now cheaper and the effect lasts for a longer time
- El Colas Winds will now heal some HP and grant Reflection to self. Its cost was also lowered to 40 TP and 15 RT
- Added First Aid, a cheap skill that heals some HP and removes one debuff
- Recall was renamed to Entomb, the skill will now also be able to Still living allies, so they can rise again in several turns like undead do. Living allies will not be able to be exorcised during their power nap, as they aren’t undead
- Abilities used by some endgame bosses (like Radius, Umbra, or Sunny-side-up Cataclysm™) will now inflict the same status effects as dragon breaths of matching element
Consumables
- Removed Heal III, Heal IV and Allheal III arcana
- Heal II and Allheal II arcana will be available at Deneb’s and PotD shop for now
- Blackwing Leg and The Lovers tarot card will inflict Spoilheal on use again, instead of Hobble
Misc
- The descriptions of Instill Light/Dark as well as Augment Light/Dark have been updated to show that those skills protect against the opposite element, unlike other instills and augments
Can I play this with a save from 0.87a? Would it affect my game at all? (I'm only on Ch. 2-4 or something)
Why did resurrection get removed? I see the notes at the bottom but like you say it's a pretty radical change.
Sure, upgrading from an older version is mentioned in installation instructions.
Resurrection got removed because I wanted to bring the game closer to the original one in that regard, getting a character knocked out there was a bigger deal. The other reason was that enemies instantly lose if you knock out their leader and getting your leader clobbered isn't much more punishing than risking a normal soldier. We're also getting the fringe benefit of easier rescue missions which can honestly get pretty dumb.
Besides, there's no harm in trying something new now and then, especially if it isn't exactly a staple of the genre. If it falls flat I can always turn it all back.
It's a pretty interesting decision. If this were its own tactics game, I think this is one of those knobs that could be attached to difficulty level. I'll be trying it out
Awesome Mod! I am enjoying this game a lot more than the vanilla version. Thank You!
I support this decision. It always felt cheesy to be able to sacrifice units to break an enemy formation and almost never get punished for it. Now risking my units in a gambit means i could lose them for the entire map. I love the higher stakes.
I just found out that it still exists, tought it got removed long ago since it would kinda defeat the purpose of not being able to revive units in battle but merely swap them
I never used it in vanilla anyway, if you are loosing units you can't spare the time it would take to build up that amount of MP
-Balmy breeze removed
-Sleep removed
Guess aoe sleep was too good but why remove the single target one too.
It isn't removed, it got moved to light magic
Sincere question, is there a point to use sleep over shackle, stop or charm? unless it has some sort of hidden bonus, it sounds like a downgrade
Everything has its drawbacks, a shackled unit can still move and use active skills, petrify makes it harder to kill, stop doesn't last as long, and a charmed unit can be unpredictable, they notably like to heal themselves. Sleep is pretty reliable and lasts a long time as long as you leave the unit alone.
I did not know that it lasted longer
afaik the durations are random so i wouldn't have realized anyway
How hard would it be to add that kind of info the the SELECT info menu when selecting the condition?
Impossible, the duration isn't standardized, it depends on the skill
Could you move it back to dark magic or make it available in both, please? It hurt wizards and warlocks not having any sleep option a lot, and they are the main offense casting classes at least at the early-mid game I'm at. Compared to balmy breeze it doesn't seem over the line and the ai tends to deal with it using items and spells reasonably fast.
Why don't you make a light warlock? You get dispel, silence, sleep and ease, which is a pretty good set now, it was previously a bit anemic.
It's still a big nerf for wizards to lose both sources of sleep, as if damage spell RT nerf wasn't enough.
The dark magic version of sleep was never overpowered, being single target. The replacing spell does not seem to have any meaningful utility either and weakens dark magic. It's a big blow to what is pretty much a "base" class that is used from the beginning to the end of the game.
Light magic is already strong and having the option between a light magic sleep spell and a dark magic one does not hurt while restricting sleep to light magic only significantly affects gameplay, because sleep is a powerful ailment, even in a single target spell, that can allow to get through a tough spot or two, certainly more meaningful than any damage spell. I didn't know warlocks can still have access to it and I haven't updated to 0.90 but if I do update, I doubt wizard would conserve the spot in my party.
I would still ask to revert this change in particular if possible, please.
I don't see it as a big blow to dark magic set as a whole because it has access to most other debuffs. Sleep seems a pacifistic spell and perfectly suitable for light set so I'm pretty happy with the change myself.
If you picked a magic set for your wizard because of a powerful debuff it probably means I messed up, because he's supposed to be just reliable dps with a few tricks on the side, bound isn't as good as sleep but it's still worth using.
This comment is currently awaiting admin approval, join now to view.
It isn't light elemental, maybe you meant to ask if it should inflict light averse? If so, that's intentional, spells do the opposite aversion so you don't feel tempted to make the whole team in a single element.
Thank you so much for this mod. I don't know how hard it would be, but if it isn't too much trouble could you make a version that works with the Japanese version of the game?
Right, that would probably be impossible, too many items are moved around or renamed and my Japanese doesn't go much further than ordering a bowl of ramen with extra firm noodles. Certainly not far enough to think of new names and descriptions, maybe one day when the mod is done and I happen to be able to recruit a native speaker.
No, you should get a bastard sword.
Hello, I am in Chaos side, I tried to recruit Catiua and it did success and Warren report said that she joined the Resistance. But I actually received no marks and she doesn't appear on my party list. She doesn't appear anywhere at all.
So, she lived through barnicia, then you returned to phidoch, she had her speech about fighting on the front lines and didn't join after that?
Oh! Sorry I forgot about that! haven't played it since a while. Thank you for reminding me. Everything is okay!..
Regarding the mod, how did you get into the files? I mean what program did you use? And how you were able to change the appearence of some characters? I really need to know. I am a big fan of Tactics Ogre since years. And if you wish not to reply in public, here is my email: toluct88 at gmail dot com
Just a hex editor, you can modify character sprites by changing their racial templates. However, if they also appear in any cutscenes you need to find and change each occurrence, if the sprite is drastically changed it might not work because of the funny way the game loads them.
Thank you Boss. Any chance you can add more stories, missions or cut-scenes?
Not really, even if I could, adding them would most likely destroy compatibility with original psp hardware. Not that the game is starved for content anyway.
I just want to know one thing, can archers still one shot enemies are as OP as they were in the original game ?
You might in some edge cases, but generally you won't, for heavily armored units not even close. The feedback on them leans more towards 'tactically useful' than strong outright.
How about giving Heretic access to some swords (at least the dark swords)? I have always wanted to play Catiua as depicted in the artwork: a dark sword and a parrying dagger. Also why not remove Cressida as a monk and give her access to sybil like you did with Oelias, seems more befitting to her the more offensive and effective she is against the undead now that she turned away from necromancy. Astromancer Cressida is beautiful.
Great work by the way.
Yeah, I gave heretic access to 1h katana because of that, it's a dex class so normal swords aren't working that well.
Dunno if cressida really turned from necromancy, nybeth was doing something a bit different and it's him she has an issue with. It makes sense for her to have an affinity for special classes similar to what she has been doing up until then, dunno why I didn't give her heretic instead of astromancer.
I think I read you didn't give Cressida Heretic because a problem with her sprite/portrait fixated to Catiua or something. I hadn't thought about the dex and strenght class so it's a bummer. Katanas always make me feel like a weeb in medieval settings (even when it's fantasy/not european). So i'll try using daggers only and try to manage with Iron Maiden (which has 6O% accuracy and can no longer increase by use anymore?)
Ah, right, it was the portrait thing. Yeah, Iron maiden isn't a leveled skill anymore, most skills that would be hard to level and broken when they hit max aren't.
where are the songstress songs located? They used to be in Deneb's shop but now I can't seem to find them. Are they all in San Bronsa now?
They're still in her shop, and you still need to recruit Iuria before they appear.
Thanks for replying so fast! I also wanted to say that I really love your mod! Thank you for spending all that time and effort on it. I am confused though because in my game I've recruited Iuria and I'm in the CODA but none of the songs have appeared in Deneb's shop. Maybe there's something I'm missing?
Hard to say, maybe you used world to rewind back to the point where she wasn't recruited yet, I think that would revert the shop.
I love this mod, you've really achieved a lot with this, and breathed new life in to a classic game.
Is there a way for me to remod the game to change Donnalto's unique sprite back? I have only every played the most recent iteration of the mod, so I would like to play the "special generics" with any kind of unique sprite changes that you may have ever done. Also, is there a way to mod the game to allow Donnalto to become a Sibyl? I know that with some unique classes it causes issues.
Either way, this is a fantastic mod, thank you for putting so much love into it!
Sure, I'll probably make codes to change the sprites for some characters and release them alongside the next version, it's hard to please everyone, some liked the changes and some haven't.
Giving Donnalto access to priest is very easy now, you just need a code that changes his class set to the one used by Oelias.
I can appreciate the mixed feed back of people saying they loved the changes and some saying they didn't.
Very cool, how would I find the code to change his class set?
Thanks again!
There are none to be found but making one is, fortunately, no problem.
_C0 Exorcist Donnalto
_L 0x004B174A 0x0000000D
Thanks for responding so quickly! How would I go about adding this code to the mod? Do I apply it to the cheats section of the emulator? I'm playing this on android matsuplayer.
Yeah, it's a normal cwcheat, there are better guides online on using those than I could write here so just look one up.
Thanks for this mod. Really enjoying it.
I'm having a problem with War Dances. When I cast one they have no AoE indicators to show what range they will affect and I can target any tile on the map. The animation plays as normal but it misses and then says nothing happened.
Haven't heard of that one, are you using any cwcheats maybe? Some of the more invasive ones can alter the way some spells behave.
This comment is currently awaiting admin approval, join now to view.
Please release Japanese version.
Sorry, it would be beyond my abilities.
OK. I will play English version.
Have you ever played "Tactics Ogre Evolution (TO_EV)" ?
It is a mods of SNES Tactics Ogre (Japan)
I recommend it.
Haven't heard of that one, but my knowledge of japanese doesn't stretch very far so I wouldn't be able to play it. I know of chronicle valeria, but that one isn't translated either, even vanilla snes game has a barely functional translation.