Tactics Ogre: Reborn | Micro Overhaul Mod | Part 1 | No Commentary

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★ Tactics Ogre: Reborn - Part 1 ★
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►►►INFO ON VIDEO◄◄◄
Part 1 of Tactics Ogre: Reborn (No Commentary) is here!

►►►INFO ON MOD IN VIDEO◄◄◄
Reworked accuracy formulas for most attacks - in base game accuracy is a mechanic in the first two chapters. Later, almost every attack has 100% hit chance. That makes AGI and AVD completely pointless stats and takes away from positioning gameplay. There are two reasons for that. First weapon rank skills will boost accuracy if you use a corresponding weapon but boost avoidance only against that weapon. The bigger problem though is that stats like DEX or AGI will add around 1% chance to hit while AVD will give 0.6% to avoid. So naturally higher levels of characters and stats will end up over 100% to hit. So I reworked most formulas used for accuracy. Now, the sum of stat bonuses for attackers and defenders is the same if they have the same stats. I also removed weapon rank bonuses for accuracy. The game also used some values in not very intuitive ways. The bonus from stats from different types of equipment could be different for example AGI from shields was worth more in calculations than AGI from helmets. I simplified all of that so stats are all used the same way now. This will make accuracy more relevant, but the game should not change to a total miss fest unless there is a big stat difference between combatants. I am very open to feedback on this very subjective matter, so let me know how the game feels with these changes.

Added scaling to healing spells - the healing spells have almost no scaling. The base values are high enough for most of the time, but late game Heal spells are barely worth the RT cost not to mention MP cost. So I lowered the base values and added scaling to Heal spells. Using items is still the better way to stay healthy, but now those spells won't feel so bad.
Healing scaling: 0.05 MND to 0.10 VIT, 0.10 RES 0.60 MND
Heal IV will heal twice, % hp instead of base value and then extra value from stats

Made Rogue class playable - not much more to say there. The decision to remove them was very weird since the class is pretty decent with low RT, Speedstar and Sparagmos. I just added them similarly to the Rogue mod. The class marks can be crafted in chapter two from common materials or you can recruit any you find. Both Faeries and Gremlins can also use the class and be recruited, and I think even use some skills from Familiar class as Rogue.

Unified the base RT of all characters - base RT is the one thing you cannot change in any way. That makes special characters always better (or worse) than generic units. So I just unified the base RT of every character to 50 except for some bosses. This will make special characters less OP but honestly not that much since the difference is small with some exceptions like Ozma, but she is OP anyway. This also affects enemies, making some fights marginally less difficult.

Cudgels will use normal damage formulas - for some reason cudgels have a special weaker way to calculate damage. Now they use the same 1h/2h formulas like other weapons. So go and have fun bashing some skulls, just remember that most cudgels still have 1 attack value.

Added recipe for magic leaf - this is a small cheat/QoL change. If you don't like it than you don't have to use them, but if it makes you angry that all enemies have plenty of them while you barely get some than go ahead and craft them when crafting is unlocked.

Added some recruit skills to early classes - If you want an early undead unit or gremlin than now you can. Clerics can learn Master Undead and Wizards got Demon's Pact. Valkyries got Fey Pact for some redundancy. These skills will update when a character updates their skills, and that is after class change or level up. If you remove the mod it will not break your game, but you may still have access to those skills.

All Spears changed to have standard 1-2 range - This late game range change always felt wrong to me. Great idea to put counterattack on a weapon and than change range so it can never make those counters. I know that some people like them though so I may be convinced to change that again later but for now those people can just use older version.

Lowered the impact of stats on accuracy by around half so extreme values would be less common.

Did you know in vanilla reborn having a light element will triple the scaling healing spells? I didn't and it was way overtuned when I gave them real scalings. It is now just a 20% boost

Included a fix for the "offhand bug"

LINK: https://www.nexusmods.com/tacticsogrereborn/mods/6

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