This is a full conversion mod that changes the game into a series of large-scale encounters in small rooms. It includes changes to nearly every facet of the game including character abilities, character progression, path actions, statistics (including what the statistics actually do) and enemy behavior.
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Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
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Changelogs
Version 1.03
Fixed an issue where disable effects and Enhance restrictions being lost on death could potentially prevent Armsmaster skills from being used.
Version 1.02
Fixed Beastly Claws crashing the game due to an animation error, and changed it from an Enhance ability to an ability that always deals true damage.
Fixed Bifelgan's Bounty being disabled with Sunlight.
Fixed the non-latent Tenretzusan being disabled during Moonlight.
Fixed Tranquilizer not applying on-hit effects during sunlight.
Fixed an issue where Lightning Catapult would hit the party if used unboosted with the dagger selected.
Fixed an issue where several characters would appear in their recruitment position even if they were the starting character.
Fixed an issue where a Temenos start could result in a softlock in Zone 1 due to a flag not being set.
Fixed Surprise Attack having Immaterial Gambit's description in sunlight.
Fixed Song of Hope's description being insanely wrong.
Fixed Windy Refrain becoming a Song of the Moon and Sun variant at max boost.
Fixed Thunderbird becoming Sweeping Cleave in Sunlight.
Fixed an issue where the stairwell on the final floor was accessible, which was not intended.
Fixed an error in Haruberd's description where it claimed it gave +6 Heal (it never did).
Fixed Resplendence being usable without an enhance effect or enhance restriction removal.
Fixed two Zone 1 NPCs being unguideable when they were intended to be guidable.
Changed a fair number of the base costs per foe for Negotiate Schedule.
Alan on the first NPC floor now has a Learned Skill for Hikari, Knick of Time.
Changed Lightning Catapult to deal 1 hit of lightning HP Ratio damage (this hit is the same damage as before) and a low amount of weapon-dependent damage based on the selected weapon.
Changed and added several voice lines.
Tranquilizer SP cost reduced from 50 to 40.
Stabilize no longer has an SP cost.
Increased Ochette's base MATK from 300 to 325 and base HP from 850 to 900.
Increased the leaves dropped by Goken from 5000 to 7000, effectively increasing the amount of money you start with.
Minor stat adjustments to early bosses.
Version 1.01
Added two new abilities for Partitio.
Rest heal multiplier increased from 100 to 150.
Arrow of Fortune now lets the user act again at the end of the turn, no longer has money gain. Can no longer be used unboosted.
Lowered the turn duration of the "Lullaby" sleep effect called by Bewildering Grace from 2 to 1.
Changed the basic effect of Whimsical Leaf concocts to the strength affect (accelerate action). New strength effect is accelerate action + incite for 2 turns.
Revised the SP cost of several max boost abilities.
Aelfric's Auspices, Aeber's Expose and Sealticge's Encore no longer have an SP cost and can now be used at LVL2 Boost.
SP consumption damage multiplier of all attacks that use it (Bifelgans, Sword of Purity etc.) slightly increased.
Changed the EXP requirement from LVL 1 to 2 to 1 EXP instead of 6.
Reworked the Pirro fight.
CH1 boss fights are no longer unwinnable if you do not have the appropriate character in your party.
Latent powers are now unlocked at the start of CH1 fights, rather than during. (The gauge starts empty and will refill after the battle.)
Added a save point on Floor 6 of Zone 1.
The main tutorial hint hound now appears in every Save Point area.
Fixed the Dual Flower not afflicting sleep at night.
Fixed Sealticge's Encore being unusable without an enhance effect.
Fixed NPCs that have the possibility to reappear after info is gleaned not reappearing.
Fixed Castti's EX skills unlocking even after taking her latent.
Changed the Tria Prima buff icon to be distinct from the Moonlight buff icon.
Added a music list to the ZIP file.
From the developer of the largest-scale mod from the original Octopath Traveler comes a clean pristine experience based solely around challenging encounters and resource management. It establishes it's own alternative take on the Five-Tiered Pagoda from Octopath II by expanding it into an 80+ floor dungeon. The objective is to reach the top of the tower and challenge a distant god of Hinoeuma.
FEATURES INCLUDE:
New abilities and vast changes to existing abilities.
An entirely new defensive system orienting around buffers, a stack-based buff that provides protection from attacks.
An "Enhance" system that revolves around buffs that represent day and night, and the ability to gain those buffs based on the time of day you engage in battle.
Substantially altered boss move-sets and behaviors for a much more challenging gameplay experience.
New and altered path actions to suit the pace of a megadungeon-like game.
The ability to drop characters in and out of your party whenever you want.
A vasty array of equipment with unique effects.
A huge amount of custom music from previous OSTs done by Yasunori Nishiki such as Princess Connect Re:Dive, Oreca Battle and Yu-Gi-Oh Master Duel.
Different pathways in the tower lead to different encounters and rewards.
Certain elements of the tower can change depending on random chance.
THIS MOD IS:
Currently only in English.
Currently only tested on the Steam version.
VERY far-reaching as far as files go, do not use this mod with ANY other Octopath II mod.