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That would come down to names like Enceler, Necifer, maybe drake178.
Also I doubt that these modifications actually would improve the game substantially.
The major flaws in this game still remain, which are IMO:
- The crap boss battles without control of a full party early in the game (Fiery Idol & Namul Niram)
- Overpowered AoE arts with overpowered randomness.
- The game only rewards building up stats, everything else is 'nice to have' and will not help much against bosses. There's no point in let's say building 3-4 units proficient in paralyzing/silencing since that effect is cleared by bosses at the end of turn. Other effects, like the damage modifiers are practically useless as well (underpowered), as are all the other nice ideas the devs had
(prime example: Formations, most of them practically useless, except for slowing down unions).
The only art which is actually useful beyond belief is Cachexia, that one probably escaped them.
In an improved game, you actually needed for example 3-4 silencing units swapped in, in order to beat a mystic heavy boss. Swap in 3-4 morale units to be successful against bosses like the idols, swap in 5-6 shield users to be able to sustain a boss tilted towards physical damage. You needed to build an array of different units, which actually did different things.
That's how an improved TLR would look to me. The current game unfortunately only comes down to stats, morale and Cachexia.
As far as substantial improvement go, I'd say static BR levels for enemies is one of the biggest improvements this game could have. Review after review I see the enemy scaling being touted as a negative, which I heavily agree with.
But, I also acknowledge the issues you have brought forward, and the ability to modify arts and monsters should be enough to more or less neutralize two of them.
Still hoping here that some progress will still occur~
Definately. I often read the game's heavily improved over the 360 version, but some things are just way more of a pain on PC, like rare scaling.
More importantly then that tho, BR makes it a lot harder for later characters to gain stats. One of the worst things about the game is how screwed your party will be if you grind/do too much early on. Which is already a problem since characters don't gain stats equally. It depends on what they are doing. And as a relic from the 360 version only 1-2~ characters in a union will cast skill reliably, meaning they will progress fast, while the rest will be way behind in stats, other then health. With the way arts priorities seem to work, these will be position 1 and position 2 most of the time, tho it seems class or some other stuff takes priority over union position. (for example, mystic class won't get combat arts much, so if you use a combat command as one youll often get attack instead of an arts)
Monsters scaling wouldnt be nearly so bad a thing if BR itself wasn't so messed up.
https://github.com/pollyzoid/tlr-resources
EDIT*
And if anyone needs the IDE database(~500MB in size), I can ask them to provide it.
https://i.imgur.com/SqrlR2B.png
I played a bit with 25 characters/5 units total, but after long fights the game usually crashes. The more characters I use at the same time, the higher chance the game will crash.
I'm using an old trainer I found. Does anyone know another way to do this? Don't know what you modders are currently working on exactly.
For now, my main focus is making my ultimate mod, which is almost 4% done right now~
It has been actually implement for my ultimate mod already. The current is 50% faster than the normal battle speed.
Also, it will be really appreciated if there is a way to forget or hide most formations from the endless list.
yeah heres one more ability to not have random ability use