Tactics Ogre Psp Save Game Editor

Posted by1 year ago

For Tactics Ogre: Let Us Cling Together on the PSP, a GameFAQs message board topic titled 'Is there a Save Editor for this game?' Tactics Ogre: Let Us Cling Together for the PSP is an entirely different game, compared to the PSX version submitted 4 years ago * by dauphic I figured this was worth sharing; I loved playing Tactics Ogre on the PSX when I was younger, and recently felt like re-playing it.

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One Vision Mod - What's New?

Currently this mod is on version 92A and can be found here: http://www.moddb.com/mods/one-vision1

For the official Changelist, all 43 glorious pages of it are here: https://drive.google.com/file/d/1oU6WasNMWJsUxIpmOExCNwM1j1w0YEwn/view?usp=sharing

A question I've gotten a lot over months of showing off this mod has come up over and over again: What's New? So, I decided to try and answer this in as few words as possible, so without further ado, here we go!

  • Units - The first, and most frequently encountered change that You will see is for unit balance. We will get to the class re-balances in a moment, but just know that everyone has been brought up or down to a similar level. For example, originally, if a random soldier fought Canopus, he would quickly find himself completely annihilated in a turn or two. In OV, that same fight would be far more even. All units have a similar stat point number, and can fall into 3 broad categories as to how they are distributed, with some randomness in between. Warriors have extra STR, DEX, and VIT, hitting noticeably harder, and being a bit tougher. Rouges have increased DEX, AGIL, and AVD, helping them with lighter weapons, accuracy, and evasion. Mages have increased INT, MND, an RES, making them better at using and resisting magic in general. The last ones are Normal, which is kind of like the default stat allocation with a little more thought behind it. Because the old boring buff skills (Strengthen, fortify, dodge, etc) have been moved into classes or equipment, You will usually be able to look at a unit and immediately know what You're dealing with. There's no scanning over skills to see what buffs they came with, plus You will see their actual abilities come into play a LOT more often.

  • Skills- The skill system has changed a lot since Your last visit to Valeria. First and foremost, do You remember all of those dull buff skills that made up about half of every unit's skill slots? They're gone! All of those have been reworked into equipment, freeing You up for using all of the new and fun skills every class has. Important note: Ranked skills level 7-10x faster now. Remember how You got rank 2 of steal 400 hours into the game? Yeah, no, You can actually get that up reasonably now. Every class has multiple skills that let them do all manner of new, cool things. Some personal favorities: -Warlocks can push units from range and still take their turn. (Oh hello, archer on a wall...) -Dragons can temporarily fly. -Knights can give defense and regen buffs to keep the front line alive, while having cheap walling options available. -Warriors are weapon masters now, getting access to nearly all weapons. -Shamans being able to change the weather and debuff at the same time (Like calling down the rain and giving all enemy units a debuff to ranged accuracy) -Rouge traps have been remade to be utterly amazing. They do a TON of damage now, and do a strong debuff/buf on top of that. You can make an evasive rouge, drop a trap next to them, watch as that terror knight comes in, gets blocked, gets hit for half his health and becomes charmed. They can even heal and charge up TP/MP...So dang good! -If I go on any more this will turn into an 800 page essay. Everybody has something cool, and I do mean everybody.

  • Classes - Every class now does it's job better. Every class also now has a purpose. A good two examples, let's take Warriors/Knights, and Wizards/Warlocks (and their lady variants). Warriors are now the weapon masters, getting almost all weapons, allowing them to train early. Their area buff is now a dodge/truestrike, making a front line truly hard to assault, due to the increased strength of buffs (Since those old passive skills that trivialized them are gone now.), and they still have their really solid 100% hit/crit and double hit moves. Due to lower accuracy across the board, this makes them a solid damage dealer. Knights, on the other hand, only get access to one-handed swords and spears, but get a lot of buff abilities. They are there to drop Phalanx clones to wall off areas, and use Aegis to give Fortify/Regen bonuses to the front line. They are the lock holding the line in place, the Warrior is the one doing the damage. For wizards, they are the longer range, offensive variant to the warlock's hybrid setup. Wizards can use Extend and missile abilities to function as artillery, while Warlocks can toss around buffs/debuffs, and still fight pretty well up front with a sword and shield. I'll stop there, but classes can synergize very well now, and all of them feel like they have something solid to contribute. Even Beast Masters actually feel like they are the masters of their beasts, not just a class to go into to buy Tame/Subdue. Also of note, try mixing Terror Knights and Knights. Additionally, all races have been redone to both give them unique flavor, as well as work better with their skillsets. This means stuff like Fairy wizards, Pumpkin Terror Knights (Adorably chucky flavored), Lizardmen with guns, trickster fairies, and more!

  • Unique Classes - You might be wondering why this has it's own section, but there's a lot of unique aspects to the uniques as well! Please note tht I am including semi-uniques as well, since technically Gremlin and Fairy units can also be Songstresses now, as soon as You get the class. So, You can expect most to have new tricks here as I've said. Ozma can now petrify folks just by looking at them (Raics jod that Hobyrim is the perfect man for her now), and has had her skill set to be less of a super warrior, and more of her own commanding self. The Shamans can control the weather instead of their vanilla variant of...kinda looking at it? This means they can mass debuff the entire enemy party while changing the weather, which is really, really cool. Vyce became more of an archetypal tricky ranger, instead of a super ninja, and is really good at roles from sword and board to assassination. The Buccaneer is now the highest Dex class in the game, and due to rebalances, can actually pull off his sword/pistol combo very well. White Knights are kind of like sidegraded knights now, with more buffs and combat tricks, but less healing abilities. Denam is fairly similar to her old self, but her buff is noticeably better, the Vartan now has a lot more practical self-buffs, including regen/movement, and air damage/sitestep, making them really good at hit and run flanking. There's plenty to cover here, like everywhere else, but the classes feel a lot more unique now. Also, if You like cheating in unique classes, turning generics unique no longer crashes the game, instead they now have unique sprites for those classes. On top of that, most unique classes are available to Denam now, as well as a few other logical additions, like Ravness as a Paladin.

  • Equipment - He actually went and redid every single item in the game. Fighting equipment is broken up into several categories now, and due to the general amount of strength that comes from gear as opposed to passive buffs, this means that all items actually still can be viable all game. I have tested this, and even the Level 1 gear can still do damage well into post-game, though that's hardly recommended. Everything has categories, for example: Armor - evasive vests (moderate defense, evasion), heavy armor (health/vit), reinforced vests (good defense, lower evasion), powered armor (speed reduction, strength) Shields - Light (evasion/parry bonus), Heavy (HP/Vit/deflect), Bashing (HP/Vit, Stun bash), Reflective (moderate bonuses, reflect mage/physical) Weapons - Every weapon has something special to it's category now, as well as a side-grade version for specialized use. Things like Spears having a parry bonus, Pikes having extra range, 2H swords being good against armor and inflicting Misstep, Hammers stunning, Axes lowering defense or slowing units down, Thrown weapons (Which are now just 1 weapon with a high movement cost) doing Leaden or Slow on hit, etc. Every single weapon type has something, and those super unique end game items have their own special situations as well. You can expect to see cool end game gear like Helmets that give free Trajectory, grappling hook gloves, Power fists, parrying daggers, and one I was personally requesting: Prohibitively heavy armor.

  • Standardization - So this is kind of an extension on the section above, but equipment as a whole has been a lot more normalized. Each category will weigh the same as the next and last of that same category. So if You put a brigandine on someone, it will weigh the same as an elemental vest down the line. If You put some full chain on someone, it will weigh the same as Leviathan Mail. The same applies to craftables, the the Bastard will weigh the same as the Notos. The only exceptions are some of the super unique items that didn't fall into a category. These would be things like the Dragonslayer, which had to be heavy for it's namesake. Oh, did I mention the references? Those old boring names have become some pretty cool stuff now. Forget the Cursed Katana, now it's the Adramallech.

  • Crafting - You might be wondering how on earth this got it's own section. Well, do You remember spending hours upon hours looking for rare drops, trying to spawn specific enemies to get a particular item to have a 42% chance to craft an item, only to see it delete Your multiple rare drops? Well forget all that noise! Crafting has been reworked in a number of ways. For one, all items have a 100% crafting rate, I have never heard one person liking that bizarre 'I'm sorry, Your spear exploded when we added poison to it' system. Secondly, all item requirements have less tedious requirements. So for example let's say the the Bastard sword. Originally, You needed to go buy piles of wood and inferior ore, then craft the wood into better wood, craft the ore 15 times into 5 iron bars and 2 graphite, craft those into 2 steel and 1 iron bars, with a final step of having a strength card handy to finish it. All of this took a sub-mediocre weapon and made it decent. Now in one vision, You can go to the store, and just have a Bastard sword with good damage out of the box, however, You can also craft it into a heavy variant. This heavy version will reduce accuracy, weigh more, but give a large power increase, making it ideal for Terror Knights and Warriors with their 100% hit abilities, but probably wouldn't suit a juggernaut, who would miss everything with it.

Tactics Ogre Psp Save Game Editor

This brings me to my next point: Sidegrades. Crafting is by and large a system for making custom things, as it should be. You want to sacrifice the defense bonus of a spear for the range of a pike? Perfect! You want to exchange the potential long height range of a long bow for a fixed, but longer standard range of a war bow? Can do! Want a crossbow with a range of 14 tiles, with extra damage that can only fire in one direction? No problem! Hell, You can even do tricky things like making a magic hat that lowers the resistance of a particular unit, give them shield that reflects magic damage, and just have them going around being a lightning rod for enemy casters, it's beautiful! This applies to all but to categories, shortbows and guns just get extra damage, since there are fewer of them, and this allows them to remain relevant without level gaps. Which brings me to my next point...

  • Levelling - Do You remember finding a new class, being excited, only to have them be killed off by a stiff breeze the moment they stepped into a fight, despite being a lifelong veteran? I think we all do. Well, it should be noted that while a level 1 won't necessarily be fighting a 50 any time soon, it's far closer. By and large, a character will be decided by their skills and loadout choices. So, this means that every time You get a new class, You don't need to bring them all the way up to the same level as the others. More often than not, once they hit 11, they're fully ready to hold their own with units 20 levels higher than them. They will be disadvantaged, but not crippled is what I'm getting at here. A unit with a massive level disadvantage, but higher weapon skills can actually beat the less skilled unit with relative ease now. They don't even need to be special, this mod will make You love Your generics again. A side note, I mentioned this above, but remember that skills level much faster now. You don't need to make use of an auto-level trick to level some skills, and while 7-10x may seem extreme at first glance, after multiple runs through the game and post-game reviewing this mod, I can safely say that these numbers feel perfect for the length of the game. You can definitely expect to see a lot more ranked skills come into play, and can do so without bizarre silver coin abduction rituals (Base game Denam was actually a pretty messed up guy, poaching dragons and randos for items and skills all day..)

  • Tactics - So here's another big one. This may be a no-brainer, but there are a lot of new tactics to consider with this mod. I would like to start this off by saying that Clerics are now Your new best friend, and worst enemy. This class alone can make or break fights where they are allowed to function unopposed. So You may be wondering what happened here, they were squishy target practice before, what changed? They are one of the only classes that can heal now. They also somewhat scale their healing now, meaning that a good heal could actually potentially fully heal some tough units. So You may think 'Oh, but they also can just get shot in the face'. This is true, however, they also have a bunch of new tricks to keep themselves alive in the equipment department. They have access to medium armor, making them tougher and more evasive, they get shields for even more health, evasion, resistance, they get helmets for health and defense, as well as claws for poisoning their enemies with a counter, and hammers for stunning them. In short, You could have a healer run up to the front lines, heal everyone, and still counter enemies with poison or stun. Personally I love using 2-3 in a party, and in fights with multiple, like the ones with Xaebos, expect to be repositioning units with sole goal of killing his healers. This change essentially means that front, mid, and back lines are an essential consideration in fights, allowing for lighter flanking units to really shine with their ability to circumvent them.

So You might be thinking that with powerful healers and tough, tanky front liners, how would the little guys fare? Better than You might think. So first off, let's cover Ninjas. You may remember them as the preposterously good at everything class that was all good at shankin' in the base game. Well now they are a lot better at being spies and sneak attackers, while they will easily get squashed on the front line. They still have double attack, though they lost access to shields, and generally rely on their weapons' secondary effects and abilities more than raw damage. For example, let's say You give one just a single knife to keep them light. They need to shut down two healers that are standing near each other. They would use their low RT and high movement to go around, put silence on their weapon, and stay just out of range. They would sneak in, get a silence on one, hopefully also getting a proc to bind them in place (daggers' side ability to jam legs), while using their active ability to sleep bomb the other one. While not guaranteed, it's a simple way for a single unit to riskily change the entire fight.

But maybe You want a safer, faster method to flanking. Well, take a couple of rogues for the job, then. Their low movement cost and self-haste ability means they can overcome the weakness of 2h crossbows (high recovery time), and harass from relatively far away. With modded crossbows, they could attack from 14 tiles away, essentially making them a sniper team. But say the flanks are defended, You could also go with a shield and light bow, harass their squishies, while positioning them within range of a defender. They can use their action move to drop a trap, luring the guy into what he thinks is an easy hit, using the high dodge from medium armor, leggings, and a light shield to dodge the hit, and watch as that guy loses half his health to the trap, as well as taking anything from sleep to charm to petrification as an added bonus. But Oh no, You need to heal Your other rogue, and forgot to give him Field Alchemy. Well, there's a trap to heal too! I cannot overstate how amazing the Trap skill is now.

Next is what I like to call the Knights' Minefield. You take a mix of 2 Knights and 2 Terror Knights, all with Rampart Aura. They take alternating spots on the front line, and the Knights put down Phalanxes every other tile. When someone gets close,the TKs can go in and attack, using their action move to detonate them. Providing Your TK has a 2H sword or Hammer, this will often result in them killing or heavily damaging multiple units at once. If done right,this can be devastating. For those who love doing monster runs, Beast Masters can actually be very effective at supporting multiple units at once, giving them boosts ranging from Haste to healing to just their old flat damage boost. One beast master and a couple creatures can really make for some seriously fun times.

There's tons of tricks, I'll add more here when I have more time.

  • Killmoves - I suppose I should follow up that wall of text by explaining what happened to Killmoves. You may remember them from base games as that 'instant delete button' that suddenly made an ineffective unit able to one-shot someone. Well, You may be very glad to hear that these too got reworked. In fact, the rework of this system is what started the mod.

By and large, most killmoves are actually attacks with unique effects, rather than a raw damage dump. For example Rending Gale, now called Rushing Gale, doesn't just ignore armor and carve someone in half (what a handy first thing to learn). No, It just hits twice, two regular hits. The second gives Envenom, the third puts units in the immediate area to sleep, and the last one causes Stop. Each of these can be useful in their own way, and there's never a fully 'right' answer. If there's a crowd, You might want to go for the AoE sleep. If there's a unit causing problems, You might want to get a Stop. If there's a unit that's resistant to light weapons, You might want the venom, while if You can do effective damage, the double-slash would work best.

This same philosophy went for all of the weapons, and all of them do something that would actually be useful for a user of said weapon. So for example Ruination on a spear silences, while an Axe does heavy damage and slow. Orginally the axe silenced, and the spear did only damage, which didn't seem appropriate given the weapons. Crossbows have actually become a very effective weapon against healers, due to Brimstone Hail now being a single target guaranteed stun attack, instead of the inexplicable grenade launcher it was before. Guns later take on this role a bit better, with options of Silence, RT Reset, Bewitch, and Venom. They actually recently got a killmove that allows them to Exorcise as well.

Something else to note here, is that all effects on Killmoves are guaranteed. There's no proc'ing on these things. They cost a lot, and they make a difference, but it's not just because they deleted someone.

More to come, along with edits, I need to take a break. Holy dang there's a lot that this mod changes.

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ISOs » Sony Playstation » T » Tactics Ogre - Let Us Cling Together [U]

Sony Playstation / PSX PS1 ISOs

Genre: StrategyRole-PlayingSimulation
Rating: ESRB: T, PEGI: 12+
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Game Description & Reviews:

OverviewTactics Ogre: Let Us Cling Together is the second game in the Ogre Battle Series.
James rates this game: 5/5

After generations of war between the various ethnic groups, King Dogare brought peace to the land of Valeria. When the king dies Valeria is split into three different groups, each claiming the throne. You take the role of a young boy as he embarks on a quest to save the land from turmoil and assume the throne. You will have to journey throughout the land and recruit members for an army. Once recruited, the members will gain experience through the turn-based battles. Up to 10 party members can participate in any battle. Eventually, the characters can change classes and learn skills that are specific to each class. However, you will have to make sure your party is balanced or you will face certain doom. Will you be able to save the world from chaos in Tactics Ogre?

Tom rates this game: 5/5

If you like RPG-Tactical games, like Final Fantasy Tactics or Vandal Hearts, this is what you're looking for.

If you have played FFTactics, this game is basically, in facts, it's predecessor. You'll see a lot of similarity in gameplay and story, but nevertheless it's great overall.

Arindam rates this game: 5/5

TRPG - Tactical Role Playing Game: a game which combines the best elements of strategy and role-playing genres, to provide an electronic experience like none other. Classic Example: Tactics Ogre: Let us Cling Together - one of the best games that ever came out on the PlayStation.

Set in the midst of a continent rent asunder by social strife, magical mischief and political intrigue, the storyline of Tactics Ogre involves a cast of striking characters, who embody all sorts of human traits. Through this turbulent and tumultuous time, the player must not only lead an army through battle, but also take critical decisions that determine what sort of future he creates.

The gameplay revolves around a strategic world map upon which the player's force moves between cities and other locales, and tactical battlefields where combat takes place. Combat takes the form of turn-based battles between ten members of the player's army (always including the main character) and enemy forces (normally no more than ten). Slain enemies leave behind treasure or cards - the latter altering unit statistics if collected during combat. Terrain, elements and altitude all influence how units perform in battle - thereby adding another layer of strategy. Experience is earned through combat and training; human characters can change class after they rise through a number of levels, whilst some non-humans obtain extra powers.

Graphically, it should be noted that Tactics Ogre was originally made for the Super Nintendo; nonetheless, it contains a number of nice animations, particularly for spells. The various character classes and creatures are all skilfully depicted - and items also possess small, yet distinctive, icons. Musically, the game is excellent, and the sound effects are apt.

Multiple paths (and endings) as well as the various secrets in the game, not to mention the different types of armies one can create, all ensure that Tactics Ogre has enormous replay value. In addition, it contains an extensive tutorial to assist players who happen to be unfamiliar with TRPGs.

All in all, anyone with a high degree of intelligence will relish this brilliant Japanese game.

[Note: Those who use the Connectix Virtual Game Station, may find that sometimes the game will not save on the first try; however it will do so on the second or third attempt. Similarly, loading saved games may require more than one try.]

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