File information

Last updated

Original upload

Created by

geologyrox

Uploaded by

geologyrox

Virus scan

Safe to use

Tags for this mod

About this mod

What started as a simple mod to add Spears back to Canopus has now become a full fledged overhaul of the game.

Features: Canopus's spear, a new class, new effects, custom items, new crafts, weapon subtypes, magic weapons, throwing weapons, major damage/accuracy changes, stat overhaul, recruitable uniques, QoL, and more!

Permissions and credits
Changelogs
INTRO
Introducing TOR: Parable of Ruin (aka torpor), a Tactics Ogre Reborn overhaul designed to enhance the game's challenge and engagement. It features modifications to units, damage, accuracy, weapons, and items, along with new added elements. The mod draws inspiration from the OG version and One Vision mod to make combat faster-paced and impactful.

For a FULL LIST of all the features, changes, and details collated into one document, please visit the README.
I've included a link to the Spreadsheet for an exhaustive list of numerical value changes.

Updates will be provided as needed or when new features are developed. Please note that some discrepancies, imbalances, and broken combos may exist. Thank you, and enjoy the experience!

Fun fact: I created the initial release of this mod in 9 days after I figured out how to update Canopus's weapons. It was mainly a way for me to kill time before the launch of Path of Exile 2.


Known Bugs/Issues for Current Version 1.31
  • Visual inconsistencies associated with the Folcurt sprite change. Such inconsistencies include upgrading from the crafting screen (shows Denam’s sprite instead of the new sprite), and cutscenes (show Folcurt’s original sprite).
  • Enemy Ninjas will have the same sprite color as the player's ninjas. This change will be reverted so that all Ninjas follow their specific background.
  • The Zweihander +0 shows that it has the Battle Effect Constitution II. This is purely visual, as it does not affect the stats of the unit. This was leftover from testing and forgotten to be removed.
  • Paralytic Wave and some status spells can sometimes trigger and complete mismatched bonus adjectives, such as "Use a recruit skill".
  • This update changes many classes’ stat growths. New units will have these changes reflected, while old units will still have their old values, but level up with the new growth values.
  • Trueno's Scales (Relic) is listed as a 2H weapon when it should be a 1H weapon.
  • There have been reports that Weapon Skill Levels are unable to level up. This is a MAJOR game breaking bug that will be investigated. One root cause has been determined to be related to non-Steam or outdated versions of the game. You may need to use a different weapon and weapon skill first, then switch back to the skill and weapon that wasn't working to "fix" this issue.
  • As of now, this mod only supports the English version of the game as only the English localization file was modified.


LATEST UPDATE V1.31 EQUIPMENT RECALIBRATED PATCH 1
Spoiler:  
Show

FIXES
Spoiler:  
Show
  • Fixed throwing weapons being able to inflict status effects even when it missed the target.
  • Updated Wand of Air RT to match the other modded Wands (15 RT).
  • Fixed Priest class Wand/Staff usage. They are now able to wield the Mage Staff, but can no longer use the Elemental Wands.
  • Fixed Clearcrack Whip as it was still using the default 2H RT, WT, and Attack.


NEW FEATURES
Spoiler:  
Show
1H CLAWS
Claw type Fist weapons are now 1H weapons. They are lightweight versions of FIST weapons, and have innate Double Attack skill for +1, Unique, and Relic variants. Their damage output is low on its own but deadly as a pair. Updated their descriptions to state CLAW instead of FIST where applicable.


CHANGES
Spoiler:  
Show
CLASSES
  • Lizardmen now have access to the NINJA class (TMNT?).

The following classes have had changes to their stat growth:
  • Archer: DEX 22 > 23, MND 21 > 20.
  • Wizard: MND 20 > 21.
  • Cleric: MND 23 > 24.
  • Rune Fencer: DEX 22 > 21, MND 20 > 22.
  • Knight: STR 21 > 22, AGI 19 > 21. DEX 22 > 21, MND 22 > 21.
  • Terror Knight: STR 23 > 24.
  • Berserker: STR 24 > 25.
  • Swordmaster: STR 20 > 21, DEX 24 > 23.
  • Ninja: STR 20 > 19, DEX  23 > 24, INT  21 > 20, MND 19 > 20.
  • Rogue: STR 21 > 20, DEX 22 > 23, MND 20 > 19.
  • Divine Knight: STR  21 > 22, INT 21 > 22.
  • Hoplite: STR 22 > 23, VIT 23 > 24, DEX 21 > 20, AVD 20 > 19, RES 22 > 21.
  • Juggernaut: DEX 18 > 20.
  • Death Knight: Dropped all stat growths by 1.

DAMAGE
Increased the Magic Weapon defense formula slightly.
30 DEF + 50 VIT + 150 RES > 20 DEF + 20 VIT + 40 INT + 40 MND + 110 RES

WEAPONS
  • Updated 2H Battlestaffs damage, RT, and WT to be more competitive with other Melee weapons. This turns out to be a buff across all stats. Though their damage is still lower compared to other melee weapons, their RT is comparably lower, allowing battlestaff wielders to move faster overall. Please visit the spreadsheet for specific values.
  • 2H Fist type weapons now follow the STR damage formula.
  • Renamed Hellhound Claws and Kerberos Claws to Hellhound Nails and Kerberos Nails, respectively, to avoid confusion with claw-type weapons; changed their animations to punching and adjusted their damage to follow the STR formula.
  • Reduced RT and ATK of 1H Spears and Whips to further differentiate them from their 2H counterparts.
  • Wands and Magic Staffs with elemental bonuses have been increased to 20 (25 for Sage's and Wiseman).
  • 2H Whips now follow the BALANCED damage formula.

SPELLS
  • Reduced ALL Summon spells max hit by 1 in an effort to bring them in line with other spells.

SKILLS
Modified BERSERKER skills:
  • Sanguine Assault is now an AUTO skill.
  • Berserk is now an ACTION skill.
  • MP cost and activation chance was swapped between the 2 skills.

ITEMS
  • EXP Charms have been doubled once again (x4 the Vanilla).

VISUAL
  • Changed Ninja class palette to blue/silver. I was never a fan of the bright green male ninjas.
  • Changed Folcurt to use the Noble Knight sprite. Please note this is more for testing, as there are visual inconsistencies associated with the change. Such inconsistencies include upgrading from the crafting screen (shows Denam’s sprite instead of the new sprite), and cutscenes (show Folcurt’s original sprite).



____________________________________________________________________________________________________

PARABLE OF RUIN OVERVIEW
For a FULL LIST of all the features and changes collated into one document, please visit the README.


COMPLETE CLASS OVERHAUL
Every class received updates to stats, while most have had their abilities modified. The goal of this was to create something akin to the OG game to improve class diversity and promote clear roles. Heavy units are heavy, tanky, or can hit hard. Lighter units are squishy, but are harder to hit.

NEW CLASS AVAILABILITY
Some classes that were restricted to ENEMY ONLY units can now be used by the player. This includes the ROGUE and DEATH KNIGHT classes.

RECRUITMENT
Most Unique/Semi-Unique beasts can be recruited, while all human variant units can be recruited (Gladiator, Blood Hunter, etc.). They feature slightly higher health and stat growth than their original counterparts.

DAMAGE FORMULA OVERHAUL
All damage has been buffed to increase the lethality in the game, similar to the OG. This does mean that some enemies, especially bosses and those with Buff Cards can be especially deadly, potentially one-shotting any unit on your team. Buffs and debuffs are now more important than ever.

ACCURACY OVERHAUL
The vanilla formula favored attacks, resulting in high hit rates even when facing the target directly. These changes make dodging more frequent, emphasizing the importance of buffs like Truestrike, Stagger, Spellslip, and the like. Remember ninjas in the OG that were extremely hard to hit? They're back.

POTENT SPELLS AND HEALING
Magic damage and healing have both been improved. Magic severely lacks early on, and later on melee still hits very hard with finishers in mind. These changes make spells a very viable choice throughout the entire game. As for healing, they scaled poorly and items proved to be more capable healers than actual healers. With this mod, having one or 2 healers can keep the entire party topped off if used properly, freeing up those item slots for useful consumables.

WEAPON AND ITEM OVERHAUL
Nearly all weapons and some equipment have been updated with new passive abilities and effects. Weapons now follow the new damage formulas. Weapon subtypes have also been introduced, such as the one-handed spear, increasing variety and playstyles.

EQUIPMENT RECALIBRATION
Equipment such as armor and weapons have had their passive battle effects changed and rearranged. For example, medium and heavy helmets grant Counterattack III, daggers can grant Double Attack, Shields grant Parry I, and much more. These changes allow for more dynamic builds for classes while freeing up skill slots for others.

SPELL EFFECTS & SKILL REWORK
Expect changes to spells, acquisition, and numerous skills. New spell effects have also been added to increase variety. Indirect elemental spells have higher accuracy and can inflict debuffs. Enemies will now use their status spells. Missile spells have very high damage, but lower accuracy, resulting in a high-risk, high-reward option.

CRAFTING AND CONSUMABLE ITEMS
A plethora of new items are now available to craft, much of which offer some QoL changes. This includes stat bonus cards, rare crafting materials, consumables, and even classmarks. Throwing weapons are now available as consumables with the use of the LOBBER skill.

FIXES
Fixes have been made to some game bugs and some skills have been updated to feel less clunky.

____________________________________________________________________________________________________

FIRST TIME INSTALLATION
  • Navigate to your Tactics Ogre installation folder.
  • Make a backup of your FileTable.bin file found in Tactics Ogre Reborn/Data.
  • Make a backup of your battle_data_release.dat file found in Tactics Ogre Reborn/Data/battle.
  • Make a backup of your menu_data.dat file found in Tactics Ogre Reborn/Data/menu.
  • Make a backup of your LocalizeText_en-us.dat file found in Tactics Ogre Reborn/Data/localize.
  • Extract the zip directly into Tactics ogre/Data folder and overwrite the files (or optionally, copy the files in the zip to their respective locations and overwrite the original files).

USE
  • Safe to use mid-save, however you will miss out on the stat growths and some skills unless you change classes.
  • It is highly recommended to start a new save with this mod for a fresh or first time install.
  • For any updates, just apply the zip contents from the download and overwrite the .bin and .dat files.

COMPATIBILITY
  • Safe to use alongside Union Level Remover mod by ChaoticBrave.
  • Only works for English versions of the game as the modded localization text is specifically the English file!

THANKS
A huge thank you to everyone who decides to try out this mod. Please leave any comments or recommendations if you'd like.
Also a huge shoutout to the Moogles & Mods discord modding community and the fellows who helped me out (Revier, Rucession, Revikatis).
For balance suggestions and heavy testing, a thank you to Gregio and Godbert Manderville.
Special credits to Gibbed, EldritchAbomination and Incarnax for creating the tools and editors to make this possible.