title: "Game Log for Tactics Ogre LUCT One Vision Mod" categories: Games updated: 2021-01-02 comments: true
I have moved some contents (including cheatcode generators) to wiki to reduce clutter. (2020/11/1)
Here is the new post. (2021/1/2)
<!-- more -->I came across this mod one year ago when I wanted to figure out how the damage is calculated on earth, since it is really mysterious and confused me for many years. I searched in Japanese at first but failed to find any useful information. Then I tried in English and reached the calculation breakdown sheet. I noticed that the author had a mod called OV. I played with it and liked it very much. It fullfils my imagination when I first played this game years ago. So I began to propagate it in Chinese community. Now there are several people having played with this mod in China. While most are just scared away for being unable to read English.
The information for OV mod can be found here.
The following clauses aim at making the game more difficult. This is called「縛りプレイ」in Japanese.
様々な要素からゲームを今クリアするだけなら難易度が低いゲームに対し、自主的な制限をつけることで敢えて難易度を引き上げ、やりごたえのあるゲームを自ら作り上げる、と言うのが縛りプレイの主な趣旨である。Source: ニコニコ大百科
Check here for the latest rules. (2020/9/27)
If you are interested, you may download some saves here to do some challenges. (2020/9/23)
Given that I refuse to use special classes as often, I would argue that Cleric and Knight are the most prominent classes: Cleric is the only general class that has access to Heal and Knight is central for defensive purpose (highest HP and DEF + status restoration magic + Rampart Aura + Phanlanx); and they are gods when battling with the undead. Terror Knight and Warlock are also of great importance: Terror Knight is good at countering Knight (Frighten + Shadow Break) and is also capable of shutting down magicians (Drain Mind, especially useful for bosses); Warlock can shut down others consistently, making the battle much easier according to Lanchester's laws.
To make the game further harder, I would only use classes available at the very beginning of the game, with Terror Knight not being included. And I will give the Tamer + Dragon combo a shot.
For classes without magic, it is essential to have high attack range so that the unit can have more opportunities to make an impact on the battlefield. To give some insight, suppose the move range + attack range = n, then the attainable area is 2n^2 + 2n + 1, ignoring terrain. In this case, move range 5 + attack range 3 = 8, attainable area = 145; while if n=5+1=6, then attainable area = 85, which is way smaller.
In order to employ class skills, melee weapons are favored. So a spear with range 2-3 is chosen.
Their main attacking targets are casters and archers. Bows are favored given that Crossbows will often be blocked.
Using Bridle to mute magicians is crucial.
2-H Bows are chosen for higher attack range and atk. Archers will typically be killed by archers and magicians, so better stay in a safe place.
Dark magic provides an arsenal for controlling in early game.
TP controlling is important. Players should avoid being hit by finishing moves. Ice magic Frostbite is handy for that.
Fists are light and 1-H, and provide some AVD bonus, so are favored.
Cleric wears light armor to lower RT and to attract some attack.
Absorb MP: You can drain alley magician's MP when needed.
This build is for controlling and supporting purposes.
Dagger is used together with Fated Circle to bind enemies. Rank 2 finishing move is also useful to shutdown magicians and to gain MP in the same time.
Air for Grace and flight, Water for healing.
Grace (melee avd up) will be used in Turn 1, and Fated Circle will be used from Turn 2.
Spellblade wears heavy armor. With HP Infusion (and Spike Skin), they can be really tough so more DEF is favored.
There is no adequate reason for swords. Other options also work.
One advantage is that sword has 2-H variant which is counted as 1-H, so Knight may use 2-H variant to maximize damage (with rank 2 finishing move or Instill Light).
Unnessary battles should be avoided for TP controlling purpose so that the enemy can't use finishing moves or critical skills frequently. Typically, Knights should prioritize restoring status for others rather than attacking. Attacking leads to TP accumulation for the target and a counterhit from him which results in HP reduction for the attacker. With sword, Knight can deal damage accurately when it is needed (the finishing stroke).
There is no good reason for axes. I just want to give Axes a shot. Breach + damage boosted finishing move is useful. Axe's rank 6 finishing move (double hit) is attractive.
Equipment with AGI bonus is favored since Berserker already has fewest attacking opportunities, every hit matters.
The reason is the same as Warrior's. And Throwing Weapon deals more damage than other 1-H ranged weapons.
Beast Tamers are much tougher than archers, so they can stand at more dangerous places.
Another import reason for using throwing weapons is that, ideally tamers should use one skill every turn, and using a ranged weapon allows them to find a better position for both attacking and utilizing skills in one turn. (2020/9/14)
I caught it so I use it.
Vartan is actually squashy. To allow him to attack from a safe place, ranged weapons are preferred and Throwing Weapon has the highest ATK. He can fly and he is not so fragile as archer, so shorter attack range can be tolerated.
Galvanize (melee acc up) will be used in Turn 1, and Trajectory will be used in Turn 2.
Absorb MP: drain up enemy Cleric's MP.
Since this stage is hard, I did some random battles to level up my team from 10 to 11 so that the archer has access to Silence.
The strategy is simple:
Heal counts: 17
Consumable counts: 7
2020/8/8
There is more to this battle than meets the eye.
Wade is a must, and Jump also helps a lot (jumping up 3 tiles is enough).
In hindsight, Squash should also be useful when we reach the other side of the moat.
This battle might be the perfect showcase for Winter Siege.
Winter Siege has been buffed several times (and renamed since the first modification). For the first time Waterwalk is added which is proposed by me. Imagine that we use some ice spell to freeze the water and then walk on it. For this time version 0.963a, it affects multiple targets, which might result from my complain that Winter Siege is inferior to Hover Flight in most cases.
Heal counts: 11
Consumable counts: 4
2020/8/21
This time we have fresh blood in our crew.
First time to use blade knight. I will talk more about it in the future.
Carries Water, Fire and Dark this time.
Warlock is one of the best classes in the game. Shutdown status is all OP imo. This build is dedicated to inflicting shutdown status. What's more, warlock in this build doesn't need any ranked skills.
Spellstrike is used in Turn 1. And with the help of Instill Mind, she can shut down enemies with nearly 100% acc every turn consistently.
The regular 10 will remain the same and these 2 will only be used when a party of 12 members is called for.
Has rank 4 bow finisher (sleep) now, which is OP (and this is one of the reasons I prefer bows than crossbows).
Has access to stun-bringer.
Now uses a shield that inflicts stun.
In hindsight, my spellblade should bring Fire magic to counter Weaken...
Though there are 23 enemies in total, it's quite easy to vanquish them all, since (1) we have more useful tools and (2) we have one of the best classes in our team now.
Heal counts: 20
Consumable counts: 6
2020/8/29
0.963c
Enemies have higher tier gears, level and projective spell 3. Additonally, all skill ranks of enemies are raised to rank 4 by myself.
Watch the video here. Many misplays due to the fact that I forgot to check out the action orders multiple times.
Watch the video here. It's a slightly different team, and I play better this time. You may see how carefully the dragoons are being treated and I pass my turns doing nothing sometimes just because I can't do anything that is able to bring advantages that turn.
2020/9/1
Thank severusia for sharing the save.
I build a team with her characters and vanquish the knight general (lv. 33) in the forest with a team of lv. 24-27 at the first attempt.
Watch the video here on AcFun or here on YouTube. The video partly shows the reason why I have to impose so many restrictions as written previously to make game worth playing.
Tbh, this battle is way too easy partly because it hasn't been reworked yet.
Team
- defensive core: cleric, knight, white knight (can be replaced with knight), lord (can be replaced)
- offensive core: berserker, terror knight, blade knight (can be replaced with swordmaster), vartan
- controling core: warlock (rt reset), spellblade (sleeping fan + guaranteed hit), rogue (sleeping blowgun + guaranteed hit)
- burden: dragoon (sadly useless in this battle)
classes can be replaced arbitrarily except cleric, knight and warlock, which are the best classes.
Some strategies I came up with beforehand. Sadly the enemy is so weak that I even didn't have a chance to apply them. The strategy is very general and can be applied using generic classes and generic characters without grinding skill ranks and gears.
In fact, the point is, to lure two dragons throwing, which costs very high RT penalty, then reset their RT forever. So in fact, the match is over when my warlock takes his second turn at around 5:00 of the video.
due to [lanchester laws](https://en.wikipedia.org/wiki/Lanchester%27s_laws) which can be applied in this game, shutting down a unit for 2 or 3 turns is invaluable
even if the status is restored immediately later, you can choose the target deliberately to pass at least one of his turn
then you make one move to pass two moves of enemies
that's invaluable in turn-based games
To be continued...
See Tactics Ogre One Vision Mod Challenges for further updates. (2020/10/16)