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Revikatis

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Revikatis

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About this mod

As the name implies this mod features major changes to game balance with changes to equipment, finishers, magic, skills, classes, damage, accuracy, healing and much more. This is an early version of this mod so it is in a very incomplete state, but should fine to play up to around level 35 content.

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Changelogs
Intro
For the past few months I have been tinkering with TOR modding tools and this mod is the fruit of that work. My Micro Overhaul tackled some simpler grievances I had with vanilla Reborn and this is the big brother mod where I make much more drastic changes. The end goal is to create something similar to One Vision mod for PSP, that means a total rebalance in line with the spirit of the game.
Right now the mod is VERY unfinished and very rough. Tactics Ogre is a massive game and there are so many aspects to consider and change, so it will take very long before I could call this a complete work. It is even pretty hard to simply test everything. Nonetheless, I achieved a state where I can release something and gather some feedback and help with testing. Just be prepared for a very unfinished product. The current modding tools are also quite limited and we don't yet understand how to change many aspects of the game. Working with them is also tedious, so to make work easier for myself and preserve my sanity, I tried to limit the scope of the mod as much as possible and focus only on a few game systems at a time. That of course is somewhat futile as things are very interconnected...
A big issue is also that I didn't change any name and description files yet, so you will need to play without them for now :/ , although I at least tried to assign matching ones. Also, any new added stuff will have minor visual glitches with icons.

Installation Instructions
Just unzip in your TOR installation folder and overwrite files. I would advise making backups of originals first. Due to the nature of TOR mods this is probably not compatible with other mods especially if they modify the same files. I think you can safely install and remove this mod mid play through. You will get slightly messed gear this way, but a simple visit to the shop should allow you to easily fix everything. Extra skills should update after leveling up or changing classes. I made zero changes to stat growths in this version, so this is not a concern.

Change list
I can't really write a single detailed change list as I didn't keep one, so I will list what I remember. This mod is a bigger version of my Micro Overhaul mod son most changes are carried over from there. A lot of info I put in this Google doc, so also check that.
Google Doc link
Many changes might be temporary, as a lot of them were me testing what can be done with the mod tools. Things can change in the future when we discover how to mod certain stuff. Right now the mod main focus is on reworking non-late game stuff and not even all of it yet. I adopted a "mod as you play" approach and managed to finish the game on a neutral route without side quests and dungeons. That means I generally didn't make changes to stuff you can get above around level 35. You can safely play those later parts of the game, but stuff will be more unbalanced.

TLDR:
-Total equipment rework
-"New" weapon type: Thrown weapons
-Spell books as ranged weapons
-Finishers rework
-Auto status spells
-Damage, Healing and Accuracy formulas rework
-New classes
-More auto skills
-Minor changes to magic
-The "offhand bug" fix
-Counterattack on armors
-Less Mobility
-QoL stuff

The walls of text version:

Equipment
Right now, the biggest part of the mod is the total rebalance of most pre late game weapons and armors. I initially didn't want to include this part, but after working with damage calculator and damage formulas, it became apparent this is the most problematic point in TOR balance. Even ignoring the fact that there are many bugs or very unintuitive interactions, frankly the equipment system is all over the place, with many pieces giving bonuses seemingly at random or for thematic reasons and many weapon types having wonky progression. So I basically deleted all that and started from scratch. This is a first iteration of this equipment rework, so I focused on making things as simple as possible, that means I made the system somewhat boring and limited but once I know the baseline is in a good place I will expand it more. I haven't made changes to crafted upgrades. In the future they will offer some alternative options, but right now you are generally not expected to use crafting much.
I changed armors to 3 types: heavy, medium and light or STR, DEX and INT. For now, each class can equip only one type. This ensures that Knights are physically durable, Ninjas have high evasion, Wizards deal more spell damage and so on. All armor types are supposed to be of roughly equal power and be good for the classes that use them. There is one armor piece of each type for each slot for each chapter, and all can be bought from shops at certain levels. To achieve that, I had to add a lot of new armors, so I converted them from upgrade slots and some late game armors and deleted some extra ones. Enemies will generally correctly auto equip them, although some specific enemies have manually assigned load outs that will break this. Body slot armors now provide counterattack for all characters. Armors no longer give extra mobility skills, as I believe that made maps much more boring and made the game less tactical. Items prices are a bit chaotic as I haven't touched them, but I edited most drop chances for normal gear to 20%.
The changes to weapons are less severe, but now every weapon type will have a sensible progression of one or two versions per chapter. I had to convert some weapons to achieve that, for example Damasc Mace is a 1h hammer now. I shuffled many bonuses around and changed how many weapons scale. The goal is for each weapon to have a more unique niche or effect, although that is not yet 100% true. You can read more about that in the Google doc. Most exciting stuff is that I recreated the Thrown weapon category from PSP version and similarly to OV mod they use the blowgun skill. Spell books are also now a ranged weapon type and their damage scale with magical stats as well. There are some quirks with this however, for example Tremendous Shot skill won't work on them but Mighty Impact will. Instruments will work similarly in the future. Fusils can now be used for double attacks, this requires them to be considered as melee by some skill conditions and there is now an AoE fusil. You can now counter with shields, but double attack won't work with them sadly :/

Finishers
I reworked all finishers. I wanted all the finishers to be roughly of the same power level and for the elements to be equally distributed. So they now all have the same costs and damage bonuses and each has an element bonus. I also added a few new ones. You can read the details in the Google doc. Generally this is the most complete part of the mod, although I didn't yet test if all of them work properly. Reminder that I made no changes to descriptions and names, so you will need to refer to the Google doc.

Magic
In the future, I will make a proper magic system rework. Now I made big changes only to the basic status spells. We all know that AI can equip them, but will never use any status spells. They can also be quite powerful when abused by the player. So I made them into auto spells, that will on each cast globally target randomly 1,2 or 3 random enemies. They still cost MP though, and if at the start of a turn you don't have MP they won't fire. Meditate procs after them. This system has a lot of pros and cons for the user, so I think it makes for a fun solution and leads to cooler game play. Spell books are now really great for spell casters equipped with status spells as they can rapidly eat your MP, so a ranged attack is a cool option to have. I haven't made many changes to other spells yet, except some cost changes and minor stuff. They will feel a bit different due to changes in damage formulas, though. For example each missile spell tier uses a different damage formula, so no longer you have a situation when you pay twice the MP for a flat 35 more damage which is ok when you unlock it but sucks after a few levels. Drain heart deals % max hp damage now.
Since this release focuses on non-late game stuff, no changes were made to summons, draconic, apocrypha and such.
Ninjutsu spells were changed to not be summons anymore, and there is a dark element ninjutsu spell now.
Healing spells are much better as they now properly scale with unit stats. There is also a new early light spell that can be used on incapacitated allies to make them flee from battle. Reminder that I made no changes to descriptions and names, so the new stuff uses basically random ones. The light spell to rescue allies is called Liberate and can be bought early in the shop.

Formulas
I reworked damage and accuracy formulas for everything in the game. You can check the Google doc for more specific info. The goal is to make each stat in the game roughly equal in power and tone down the most frustrating parts, like archers dealing 1 damage to knights. This is all surprisingly hard and complex, as many systems are either bugged or work in IMO weird way. Also, math is hard and weird, as a 10% lower scaling can end up as 50% less damage. I particularly struggle with adjustments to magic damage, and I redid them multiple times already.
Generally, damage should be more consistent, especially for ranged weapons. I moved more damage into skill rank bonus to achieve a per unit level scaling. The physical type of attacks and resists is bugged, so now they are all equal, so that doesn't matter. Magic damage defense will no longer use physical resists and half of DEF. Every spell now has a bonus when that attack's element is strong vs victim affinity, so elemental resistances will work in more cases.
Some changes to buffs and debuffs:
Generally, debuffs like breached are lowered from -50% to -45% and buffs like fortify are increased from +10% to +15%, I will probably change it to -40% and +20% later though.
Element averse debuff is much stronger from -10% to -20%.
Element attuned buff is also stronger from +15% to +20%, and it will now also buff the damage of the corresponding element by 20% in all cases.
Spoil heal and heal craft now also affect healing received
The changes to healing are similar to my Micro Overhaul mod but higher tiers have better scalings. Magic buff cards will now also buff healing by 30%
The accuracy has been reworked similarly to my Micro Overhaul mod, but there is one key difference in terrain bonuses. The bonus from terrain are now applied to defender and are doubled for the attackers. This makes no difference when they both stand on the same terrain, but it has a very substantial effect on hit rates with different types of tiles. So now there is much more depth to gaining and holding a better battle position. For example, many battles at forts are now much harder as your starting positions are full of weak gravel while enemies stand on a very good stone and wooden floors.

Classes
I haven't done any major changes to the classes yet. In the future, I will properly rebalance them all. Notably, no changes to stat growths have been made. For now, many classes will play differently anyway due to other mod changes, but a few gained access to a new skill or weapon.
For the purpose of armor rework I split all classes into 3 categories: STR based, DEX based and INT based. That means they will naturally have a bit different stat profile from equipment. In the future, I will allow for some classes to hame more than one option, but this strict version lets me better control auto equipping on enemies.
The lists:
STR: Warrior, Knight, Terror Knight, Berserker, Beast Tamer, Dragoon, Hoplite, White Knight, Paladin
DEX: Archer, Valkyrie, Rogue, Swordmaster, Ninja, Fusilier, Vartan, Juggernaut, Familiar, Divine Knight, Ranger, Buccaneer, Songstress
INT: Wizard, Cleric, Priest, Sorcerer, Warlock, Necromancer, Matriarch, Lich, Dark Priest, Shaman, Wicce, Astromancer
Lord, Princess and Knight Commander have access to all.
There are now two extra playable classes. Rogue is a full working class and the special skill Sparagmos now deals % max hp damage. The other one is Sorcerer, but for now it is only a clone of Warlock with simply different visuals. The Priest class can now also be used by all, including generic characters.

Skills
I turned most action skills like Mighty Impact into auto skills with 25% trigger rate. I generally very disliked that those skills were somewhat redundant with finishers. You can spend MP to make a crit and deal more damage or spend MP to deal more damage with a finisher, so there is not much gameplay depth here, and it is very tedious to compare each time which would be better. This IMO majorly improves classes like Warrior or Archer. This also makes them much better with cards that boost the trigger rates. Back Attack is the only skill that went from auto to action skill. Since you no longer have 100% accuracy all the time, the skill is now somewhat useful, and I think on demand accuracy boost for some MP is better than getting it randomly.

Bug fixes
TOR is full of unusual interactions, and it is impossible to tell which are simply weird design choices and which are bugs. There are at least two things that I will call bugs, judging from enemies loadouts: physical resistances and lack of offhand lowering damage. Physical resistances are wrongly used in damage calculations instead of checking weapon type of the attacker the weapon type of defender is used. To resolve this issue I just removed the mechanic of physical types from the game as it was very minor anyway, now every armor has the same value for each physical resistance type. The offhand bug is much more severe in gameplay. Generally in vanilla, if you don't fill both hand slots, the game will completely ignore your weapon in damage calculations for spells and specials. This can majorly lower your spell damage, especially once you have weapons with elemental bonuses. Since most mage enemies have explicitly set the offhand to empty, they almost never benefit from their weapons. This bug doesn't affect finishers and basic attacks. So as a workaround, I set every spell and special to have a preferred weapon, which allows them to read your weapons properly in each case even if you don't have that preferred one equipped. I playtested this change somewhat, and I believe it works properly, although there are minor quirks. Getting hit by monster specials will give you fist skill exp and dances might have a wrong animation.

Other changes
I tried to nerf blessing stones, but that proved to be challenging. They are basically a cheat item and even more in Reborn where you can chain revive your entire army. I don't want to nerf them as harshly as OV did, though. They are useful when my incomplete balance changes make some battles very hard. Right now, using them will put the user in the stilled status as a small drawback.
As previously stated, all changes from my Micro Overhaul mod are also present here, for example all characters will have the same base RT now.
I changed the visuals and starting classes of a few characters, mostly the "semi-generics" for example Sara is now a Rogue using a special palette. Winged folk like Canopus and Hawkmen are no longer in the human tribe, now they are fairies, not a lore accurate change, but better for gameplay balance. Some finishers will use a different visual effects. Weapon projectiles are faster. There is probably some more minor stuff I forgot about.

Closing words
As I stated multiple times this mod is very WIP, there are many areas of the game I haven't touched yet, but this is a good moment to gather some feedback. There are probably many bugs in this version as I am prone to making typos in Nightmare modules, so if you notice some weirdness or inconsistencies please let me know. There are also many areas of the game that I want to rebalance, but I am not sure yet how to do it exactly, for example how to differentiate all the mage classes more, so I am open to suggestions. Some other stuff I don't know how to modify yet as our modding tools are still in development and any help on that front would be appreciated.
I hope you will  have fun with my mod.

If you want just the bugfix with no other game changes get it here.
If you want a more vanilla experience try my Micro Overhaul mod.

Credits
Big thanks Moogles & Mods discord community, especially to Gibbed, EldritchAbomination and Incarnax for creating tools and editors and to Rucession for providing a lot of game info. Check this damage calculator for vanilla TOR made by Rucession.