LTTP: Tactics Ogre: Let Us Cling Together. I CAN'T LET GO!

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I wish.

WHAT IS THIS? I sooo wish it would be possible to mod that into the game.
 
It's still not a challenge. The game is horribly unbalanced even with just generics, especially with the game's braindead AI (actually worse than the SNES game there). Items alone break the game. You need a huge list of house rules to make this game difficult.

Yeah you're right. You'd have to limit yourself class and item-wise. I generally really dislike limiting myself to certain things. I'd rather the game be a lot more difficult and be able to throw everything I have against it.
 
Being as though FFT is a top 10 favorite game of mine I cannot BELIEVE I have never played this. Bought on SE sale...will play soon.

It's absolutely worth it.

While I'll never recommend the SNES or PSX version of the game, the PSP port/update is so fucking good in so many ways, and turned TO from the game that I always thought of as a weak precursor to one of my favorite games ever (FFT), to a game I put right alongside it in every way but story (as the story still didn't click with me like FFT's did).
 
I always got frustrated when I was supposed to save someone and they kept walking toward the enemies and away from me so they'd be dead before I could even physically reach them. It seemed to come down to complete RNG whether you'd get a suicidal person.
 
"Not compatible with PlayStation®TV."

At least for us PAL suckers who get the shittiest VitaTV support of games.

That's messed up. I thought the whole point of the PS/VitaTV was that it just worked?


I'm not going to lie, the main character's sprite bothers me. He looks weird with the big, googly eyes.

The chibi sprites work though, to confine units to an easy-to-digest one-tile radius. Just like in FFT.

I always got frustrated when I was supposed to save someone and they kept walking toward the enemies and away from me so they'd be dead before I could even physically reach them. It seemed to come down to complete RNG whether you'd get a suicidal person.

Yeah, it can be tough. From what I've seen, it comes down to beelining for said unit to take pressure off of it, using some items I generally don't consider, and, of course, massaging the RNG with the chariot system. Some of the saves definitely seem impossible at the outset.
 
That's messed up. I thought the whole point of the PS/VitaTV was that it just worked?



I'm not going to lie, the main character's sprite bothers me. He looks weird with the big, googly eyes.

The chibi sprites work though, to confine units to an easy-to-digest one-tile radius. Just like in FFT.



Yeah, it can be tough. From what I've seen, it comes down to beelining for said unit to take pressure off of it, using some items I generally don't consider, and, of course, massaging the RNG with the chariot system. Some of the saves definitely seem impossible at the outset.

Best way to save people is generally letting the winged guy (Canopus, right?) fly in and rescue them by murdering everyone nearby.
 
Best way to save people is generally letting the winged guy (Canopus, right?) fly in and rescue them by murdering everyone nearby.

I always sent Canopus in naked but able to use potions. With no armor the AI targets him over the person you're trying to save, and that usually buys enough time for the main force to get there.
 
the motherfuckin king

idgaf that its a unbalanced as hell difficulty wise--no other rpg has such a fine combo of tight gameplay, sharp aesthetic qualities, a fantastic soundtrack and wonderful narrative. shit, i've never even gotten past act iii and its in my top 5.

i almost want to buy a vita tv just so i can play this shit on the couch.
 
I played this game so much I completely burned myself out on it and the SRPG genre for a while.

Freaking Palace of the Dead...
 
I always sent Canopus in naked but able to use potions. With no armor the AI targets him over the person you're trying to save, and that usually buys enough time for the main force to get there.

This is my strategy as well. Canopus naked with a 1h crossbow and a lobber in the other hand. Make someone give him a smack to give him some TP before he flies off like a champion.

Although
Hobyrim
was able to hold his own quite amiably.
Cistina
and poor hobbled
Cerya
was definitely an uphill battle for me.
Occionne
as well since you needed to wait for her dialogues. I also didn't bring Canopus the first time I tried to recruit
Cressida
... It was one of the more frustrating ones until I spammed tarots on my strongest units and had them fly to the rescue.

If the AI's dragons used rock throw I'm pretty sure my army would be doomed.

I played this game so much I completely burned myself out on it and the SRPG genre for a while.

Freaking Palace of the Dead...

I don't mind the place except for the fact it is incredibly dreary and the music almost never changes. At least you can skip floors later. Meanwhile, item worlds in Disgaea.....
 
Item World in Disgaea didn't bother me after I started using stack throwing to just throw my way to the exit panels :D
 
Fantastic game that was diminished, somewhat, by its nonsensical leveling system and overly grindy end-game. Not to mention the horribly tedious processes you have to engage in to craft the best gear.

Those things really brought down the level of the remake to me, but all in all, it's still a fantastic play even if only for the story. I keep holding out hope that a final chapter will be made in the Ogre Battle saga. As this game and OB64 both had endings (The stories are happening concurrently, as I recall) that could lead into so much more.
 
Fantastic game that was diminished, somewhat, by its nonsensical leveling system and overly grindy end-game. Not to mention the horribly tedious processes you have to engage in to craft the best gear.

Those things really brought down the level of the remake to me, but all in all, it's still a fantastic play even if only for the story. I keep holding out hope that a final chapter will be made in the Ogre Battle saga. As this game and OB64 both had endings (The stories are happening concurrently, as I recall) that could lead into so much more.

Yeah those two were my major gripes with the game, and the balance of certain classes I guess. Just really annoying that you have to start out at level 1 when you get a new class and be useless for at least 10 battles until you've caught up with everybody.
 
FFT is one of my all time fav's. It might even be my favorite.

I have tried the PS1 version of TO many times over the years and I always get stuck, or confused. Last year I bought the psp version and have been enjoying it.

I always seem to get to a point where my characters become weak even though I am grinding levels. "Oh I just unlocked Terror Knight and Ninja! Lets see how much damage they do....what 4 points? WTH?"

I think I have FFT too ingrained in my mind so when TO deviates then I am not sure how to play. I even played the GBA game and I think I have how it played in my head rather than how the psp version plays. My Ninjas in the GBA game were overpowered killing machines, why is my psp version ninja getting destroyed and does a tiny amount of damage? Is the terror knight worth leveling or am I wasting my time?
 
I just took a trip and deliberately packed my psp just to play this on the trip.

Tactics ogre wasn't in it though, Jeanne darc was.

Anyway, got home and back to leveling up my coda recruits from that pirate cave
 
I always seem to get to a point where my characters become weak even though I am grinding levels. "Oh I just unlocked Terror Knight and Ninja! Lets see how much damage they do....what 4 points? WTH?"

Yeah, that was one of the things that bothered me in Tactics Ogre as well. Leveling new classes became a bit of a chore.
 
So I never played FFT or LUCT before, but I've played a ton of Ogre Battle 64. Is there good faqs/tips or strategy guides I should follow?
 
So I never played FFT or LUCT before, but I've played a ton of Ogre Battle 64. Is there good faqs/tips or strategy guides I should follow?

Nah. You'll definitely miss some stuff, but there's extensive help options in-game to get you through everything. FFT would be a great place to jump in as it's more straightforward, board game-like, and easier to process in general due to the smaller battles. LUCT, by comparison, has much more going on (some of it not obvious right away) and will probably be overwhelming if jumping in blind; that said, the first act doubles as a tutorial and, like FFT, there are extensive help options to give you a hand.

Just keep in mind that OB64 plays in a completely different manner, a unique real-time strategy/RPG hybrid completely unlike the turn-based battles featured in FFT/LUCT.

So, yeah. It's really up to you. Pick whichever one you like more, keep a couple back-up saves from time to time, and look up a strategy guide if you get hopelessly stuck. Then enjoy the ride.


Edit: If you don't mind spoilers and want to know exactly how to unlock classes (which can be really.. counterintuitive) and secret characters in FFT: War of the Lions, this guide from Gamefaqs is very handy. I haven't checked for anything similar for TOLUCT, but it's probably out there.
 
I sunk a lot of time in this on my original PSP, but then it died.

Just got a new one recently and I'm thinking about restarting a save file because the systems were pretty deep and I feel lost now.
 
To make it easier:

https://store.playstation.com/#!/en...ther/cid=UP0082-ULUS10565_00-TACTICSOGREPSSDL

You can buy this game for $10 digitally, and play it on your PSP, your Vita, your PSTV, or your PPSSPP emulator.

If you play it on your modded PSP or PPSSPP, here's a link with a few handy codes to fix crafting (100% success rate/mix with any materials/materials not consumed when used/max materials - choose your preferred tweaks).

http://www.gamefaqs.com/boards/999440-tactics-ogre-let-us-cling-together/68465558

Here's a TO forum thread filled with interesting cwcheat codes. There's all kinds of stuff there, everything from speeding up skill/spell leveling to messing with enemy NPCs to adjust the difficulty. Most of this stuff you won't care about until after you've already beaten the game, but it's a good resource if you plan to sink a ton of hours into it.

http://w11.zetaboards.com/Tactics_Ogre_Forums/topic/928249/1/

It's cheap, it's on four platforms, it's really fucking good.

Again, play this game :D

Like many people, my two biggest gripes with the game were the crafting system and having to level up new classes. (The latter would be much, much more tolerable if equipment wasn't level-restricted.) I'm going to have to check out these cwcheat codes the next time the urge to replay this hits me so that I can check out some more non-archer classes.
 
Huh. So I just learned how the post-game story structure works. (I couldn't help but spoil myself.) Anyways, that mechanic is very inventive for a game of this type, and it's yet another feature that should be a genre standard. It also goes a long way to explaining the unit cap (which is 50, IIRC).

And, damn. Some of the optional battles are downright crazy. My Canopus is not enough.
Are there games like this for PC/consoles?

A little late to this, but currently there's nothing like Tactics Ogre out there. Very few games focus on individualised units, let alone preserving them, and nothing at all frames the story in a succession of battles a la TO. There's only really two extremes: action-y, party-based JRPGs or CRPGs (e.g. Final Fantasy or Baldur's Gate), or the opposite end of turn-based 4Xes where you control entire empires in a colder, more strategic manner; of the latter category, Fantasy 4Xes would be your best bet. Tactics Ogre's unique blend of RPG, strategy, and roguelike is very rare, indeed.

The way I see it, the closest you could get is probably a fantasy 4X like Age of Wonders 3 or Elemental: Fallen Enchantress: Legendary Heroes on PC, though be warned that they're much more focused on procedural overworld strategy than the turn-based battles themselves, with no JRPG-style story structure of any kind. AoW3 is superb, and Legendary Heroes is decent. Another potential is Blackguards, which is kinda-sorta similar in structure to Tactics Ogre, but decidedly lower budget (note: I haven't played it yet).

There's probably some other stuff out there that I'm just not aware of, but really there's not much overall.

...We need a new Tactics Ogre game already.
 
Started playing this again thanks to this thread, but there's some icons I don't know what are.

What is the cards next to classes in the party roster?

What are the red circles on the spots on the ground next to enemies during battle?
 
Started playing this again thanks to this thread, but there's some icons I don't know what are.

What is the cards next to classes in the party roster?

What are the red circles on the spots on the ground next to enemies during battle?

By cards, I assume you mean the faction cards? It's just a way to tell which army they're a part of without pressing the square button.

And the red or white borders on a tile means that it's protected by rampart or sanctuary auras respectively. Rampart will prevent ground-based enemies from moving past that tile, though flying units can fly over them and there's a high-level ability to ignore it entirely. Sanctuary prevents undead-type units from entering that tile, from what I understand (never seen it in action).
 
Thanks, LurkerPrime! I appreciate the info.

Does anyone have any link or suggestions to which classes I should focus on? I only have 10 slots in each battle and so far I've just focused on which are mostly just lvl 14.

  1. Warrior (Denam)
  2. Wizard/Enchantress
  3. Archer
  4. Vartan (Canopus)
  5. Cleric
  6. Knight
  7. Berserker (Xapan)
  8. Valkyrie (Ravness)

I now have Ranger (lvl 1), Witch (lvl 6), Ninja (lvl 6), Beast Tamer (lvl 13), Dragoon (lvl 10) and White Knight (lvl 3). So I have 2 spots left. I don't want to grind too much, but at the same time I want to be prepared for the future battles. I'm in Chapter 3 at the Mount Ivory with the neutral Dragons.
 
WHAT IS THIS? I sooo wish it would be possible to mod that into the game.

I do too though I quite like the chibi look as well. It has its own charm. The pic was just one I found one someone's DeviantArt.

Thanks, LurkerPrime! I appreciate the info.

Does anyone have any link or suggestions to which classes I should focus on? I only have 10 slots in each battle and so far I've just focused on which are mostly just lvl 14.

  1. Warrior (Denam)
  2. Wizard/Enchantress
  3. Archer
  4. Vartan (Canopus)
  5. Cleric
  6. Knight
  7. Berserker (Xapan)
  8. Valkyrie (Ravness)

I now have Ranger (lvl 1), Witch (lvl 6), Ninja (lvl 6), Beast Tamer (lvl 13), Dragoon (lvl 10) and White Knight (lvl 3). So I have 2 spots left. I don't want to grind too much, but at the same time I want to be prepared for the future battles. I'm in Chapter 3 at the Mount Ivory with the neutral Dragons.

If you manage to cover all your bases with a "core" team you can mix the rest around to experiment with what you like.

First time my team was something like this:
Denam
Trump Card: Canopus
Physical Damage: Ninja, Archer
Magic Damage + Status Effects: Wizard/Enchantress
Healing/Support: Valkyrie, occasionally Cleric

Knights & Clerics - I replaced both with Valkyries and Rune Fencers. Early on Knights are great at tanking but later when it is more efficient to kill quickly Knights become a bit of a nuisance. They aren't reliable as they are too slow to get their turns, can't move far enough, offer little damage and are not often targeted due to their high defence (unless you have them without armor). A RF with a shield can tank fairly well. They have more spells such as Accelerate and later get Conserve MP which lets them cast without mana. Valkyries can go from support to late game offense magic powerhouse. Shield/Lobber with Field Alchemy and Rampart Aura covers a very wide area of need in terms of support. Clerics are still useful sometimes. They have access to Meditate and can Exorcise without using a scroll. They can heal more and in an area but in general Valkyries can keep up with your front liners better without risk of getting killed in 1-2 hits. Exorcism Scrolls should handle undead. Almost all Mages should swing by Cleric to pick up the Meditate Skill.

White Knights. Slightly more damage than Knights and a bit less tanky. Velocity Shift is great but hard to make use off if you generally spread out your units. They aren't fast so if you have fast units then they won't keep up too well. If for some reason you wanted to have a wall of Knights a WK amongst them can be quite useful.

Warrior is solid in terms of physical damage. They also have access to 1h swords which is versatile for class changing early on and can be useful later. They don't have the speed compared to ninja and double attack costs TP where as dual wielding doesn't cost TP. A Rogue's Backstab can also out damage the Warrior. A Berserker is better at hurting enemies with high physical defense but aren't as sturdy. A very solid choice for Denam until he gets access to better classes.

Ranger is a unique class and can be quite powerful. You can have him as a dual wielder or an archer, both are very strong.

Dragoons I found to be exceptionally useful until I could brute force my way through dragon encounters. Dragons have high HP and are quite tough to kill. The Dragoon's Dragonslayer skill, particularly with a crossbow is a safe and easy way to deal with them. The issue is that outside of this they aren't fantastic and you can generally wittle tough monsters down. Particularly if you have a couple of mages to debuff. Archers can also sleep with one of their Finishers. Ninja can bind a target to a tile. This lets you slowly eliminate the threats one at a time without having the "slayer". This also works for Beast Tamers. I really like both the classes but they were simply too situational. Dragons can be real assholes. If you struggle with them having a Dragoon handy isn't bad. If you have Ravness you already have a good unit in the class. Jeunun can also change classes but keep the awesome sprite <3

Ninja and Archers are two classes that are pretty broken. Archers should not need explaining. Ninja are quick and can attack with each equipped weapon. Ninjutsu can be both useful and powerful though aren't really spammable since it needs to spend some items to use.

If you want to quickly grind a class up to the rest of the team it is best to bring that class into battle in bulk.
Good places are (starting with easier places).
Lake Bordu
Tynemouth Hill
Golboza Plain
Psonji Weald
Random battles scale to your highest deployed unit. If you bring in 1 high level unit that can clear the map you can fill the remaining slots with classes you wish to train for maximum efficiency.

You will also unlock more Unique Classes later. They are generally better but can only be used on specific units.

The best part about these games is that there isn't much you can do too wrong. There are things you can do to make it easier but otherwise mixing and trying different strategy is half the fun. I'd link you to class guides but most have spoilers in terms of characters/classes. Feel free to ask more questions.
 
Sorry for the bump, y'all, but I'm LTTP as well. Just started, and love all the tips in this thread.

I don't know if this is a silly question or not, but is there a way to shop FOR specific characters (see stat adjustments, try on, etc)? Or do I just need to go back and forth between shop and party screens?
 
I bought it on the sale and I'm loving it so far, I'm at chapter 4 almost finishing the main campaign.

My main criticism is in regards the awful and grindy craft system and the job system. These class marks were a by the end of the day, there are like 4-5 really useful classes and a lot of below average ones. Archers are way too OP and I love it, they are sooooooooo bad in FFT.
 
Yeah, I dunno. The class and crafting system need a bit of work. I think they left them both as they are due to not just time constraints, but how they compliment going through optional areas, making them a bit less grindy (due to the useful stuff you gain). After all, if you have an army of 12 it's pretty easy to bring along a completely useless ally or two for the sake of levels. And going out of your way to tame/auction stuff adds to this.

At the same time, I really wish they ramped up the XP curve for lower-level units. It seems to cap out at like ~3 levels above a unit's level, which means after Act 1 you'll be doing progressively more grinding to get new classes up to par.

And of course the crafting UI. It must have been immensely rushed or something.


Sorry for the bump, y'all, but I'm LTTP as well. Just started, and love all the tips in this thread.

I don't know if this is a silly question or not, but is there a way to shop FOR specific characters (see stat adjustments, try on, etc)? Or do I just need to go back and forth between shop and party screens?

Most reliable way I've come across is just keeping in mind what they have equipped. Unless I'm mistaken, you can always see the inventory total for items, so use that as a guide as to how many of X to buy.

The shopping UI is one of the only things I miss from FFT. Autoequipping was a real timesaver for new recruits or classes.
 
Most reliable way I've come across is just keeping in mind what they have equipped. Unless I'm mistaken, you can always see the inventory total for items, so use that as a guide as to how many of X to buy.

The shopping UI is one of the only things I miss from FFT. Autoequipping was a real timesaver for new recruits or classes.

Got it, thanks. I was hoping I just was missing something in the interface. Appreciate the quick reply!
 
I gave up after trying to grind a low level beast master and having it die over and over again. The class leveling system is really annoying.
 
I gave up after trying to grind a low level beast master and having it die over and over again. The class leveling system is really annoying.

So long as you finish the battle before they bleed out they will still get skill points, XP and lose no hearts, FYI.

It's not like a Beastmaster can go toe-to-toe with anyone, anyways. Just keep 'em in the back dispensing some items to your casters.

This game is so freaking good. One of my favorite RPGs of all time. One thing that makes me wonder is that they put all this work into this amazing trailer and don't make it the opening cinematic or something.

https://www.youtube.com/watch?v=RqyD0GS28ak

Gets me in the mood to play it every time.
That is a sweet trailer. Sorta taken off-guard at the text intro, though.
 
I gave up after trying to grind a low level beast master and having it die over and over again. The class leveling system is really annoying.

The best way to level lower classes is to bring a few of them into a fight and have your stronger units carry them. The xp is split between characters so if you have 1 Ninja and 11 Beast Tamers then you will get 11/12 of all the experience from the battle towards that class. Generic battles are scaled to your strongest deployed units. If you send in 12 Lv1 Beast Tamers you won't be fighting level 10s but this will give less experience as well.
 
It also matters a lot what items and map you use. Levels scale per map based on your party, as do items, but Skills and monster types do not. If you try to take Lv1 Beastmasters into, say Reisen Way, you'll be slightly outnumbered by demons, ghosts, zombies, and probably a couple dragons, and also some thieves or archers on a hill above you that all have Lv1-2 Weapon Skill (Special Attacks). Your levels will be 'equally' scaled but the 'utility' of the enemy party will destroy you. You may not have any Weapon Skill levels for that class; perhaps you're just mis-using the wrong gear by only choosing the highest level items rather than which give you the most +bonuses vs relevant monster/weapon types. And so forth. Having well chosen and skilled utility is important here because the enemies will also have more utility.

In contrast, if you go to Tynemouth Hill, it will probably be an equal number of lizardmen and humans that don't have any Weapon Skills (Special Attacks) on much more equal geography. Again, equal levels but also much more equal utility.

The difference between the earliest maps and latest maps in terms of enemy utility is very large.

Also, the different between a fresh Lv1 and a twinked Lv1 are even bigger. Weapon Skills, +damage versus monster type, general movement/reaction skills, the proper +1 crafted equipment (so, if you're fighting lizardmen, you have +lizardman armour, +defense versus crushing, for example, if the lizardmen are using hammers), and then, I think, everyone uses hammers (+damage versus lizardmen). Or, even better, everyone with short bows.

I think the biggest mistake I made and I've read about other people making is only looking at Levels when consider enemies, gear, etc. Levels are really only half of where a character's power come from. Utility in terms of strengths/weaknesses against different monster types, damage types, etc play a significant role.
 
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