Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Incline Valkyria Chronicles "Gallian Crossfire" PC rebalance mod

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
https://drive.google.com/file/d/0B8UcX57M5WX6NU5qSG5HNGJ1Qk0/view

modder said:
PATCH NOTES.
Edited for English readers. This is not fully comprehensive to add to some element of newness for when you fire it up for the first time. :)

General:
- A-Rank turn requirements have been changed accordingly due to the rebalance.
- Rewarded cash and experience bonuses have also been changed. Overall if you A rank and kill all enemies, 50% of the reward is from the base cash/exp bonus, 25% is from the mission rank, and 25% is from killing key targets.
- Edy Squad Skirmishes don't give any EXP/DCT reward anymore to prevent early-game grinding exploits and the weapons earned have been heavily altered.
- Enemy stats have been increased so that their stats would be close to Squad 7 units at the same level. Before, enemies had pretty poor stats overall compared to Squad 7.
- Critical (headshot) damage multiplier has been reduced to x2 damage. It was originally x3.5 in VC1. As another example, it was x2.5 in VC2 & VC3.
- Damage reduction from evading has been reduced.
- Defense bonus from camps has been increased.
- Defense bonus from crawling is changed to be the same as crouching.

Infantry, Structures
- All infantry got an AP increase except for Scouts and Engineers.
- Alicia, Rosie and Largo are no longer leaders with an auto-assigned CP bonus. Also, you are no longer forced to deploy them on certain missions. The number of CPs you get per mission has been changed accordingly to make up for this.
- Musaad, Lynn, Audrey, Knute and Emile are no longer hidden characters and can be added to the squad like anyone else.
- Snipers and Anti-Tank Cannons can now fire interception rounds. Snipers have a small interception radius and turn more slowly than other units to face you when preparing to fire.
- Shocktroopers have a wider interception radius.
- Blast Armor (Lancer Armor) damage reduction to explosions has been reduced. Lancers can walk on a few mines, but can no longer clear a whole minefield by themselves.
- Certain enemy units had their vsArmor statistic increased to damage your tanks with their interception fire (For example the Marberry turrets).
- Enemy aces and bosses also have modified stats.
- Most enemies now use black armor, while aces retain their red armor; purely aesthetic to make it easy to know that the mod is active.

Weaponry:
- Most weapon stats have been changed overall. As an example accuracy has been increased for most weapons to create less early-game frustration such as Lancers missing from point blank range.
- Enemy weapon stats have been changed dramatically across the board.
- Both Anti-Infantry and Anti-Tank mines do more damage.
-The R&D has been revamped for several weapons to get rid of useless skill trees. For example, Sniper Rifles now have the skill trees "Anti-Infantry", "Anti-Tank", "Interception". Another example is with the Flamethrower skill trees being changed to "Anti-Infantry" and "Anti-Tank".
- The "Aim" stat is now truer to the aiming reticle.
- Engineers get their own anti-tank grenades upgrades.
- Some rifles are Scout-only or Engineer-only now.

Tanks
- Enemy tanks' radiator resistance has been increased. Changed to be similar to VC2 and VC3 where killing a tank with a Scout is harder.
- Edelweiss last weapon upgrade also increases its power and not just its range.
- Tank parts have been changed to HP (body and tread), DEF (body and tread), Radiator, Accuracy and AP.
- Tank parts are smaller and give a higher bonus.

Orders & Potentials:
- Certain Potentials and Orders have been removed or changed. Example Orders: Caution, Penetration. Example Potentials: Resist Crossfire, Invincible, Phoenix, Double Movement. Some Potentials were changed into a trade-off (for example, "Double Movement" became the "Second Wind" Potential which restores your AP on top of your HP when you use your Ragnaid).
- Potential Effects and Activation Requirements were also changed overall. Example Potential: "Stealth" which increases Defense is completely useless when no one shoots at you so it was changed to give an Attack boost instead.
- Potentials have a higher activation rate, many closer to 100%. Before, there were many Potentials that no one ever saw get activated because of their low activation probabilities.
- Orders were altered overall in regards to effects and CP costs. For example, Defense Boost has been nerfed, and Aim Boost has been buffed.
- Orders unlock requirements have been changed completely. Leveling each class over time unlocks 3 Orders relevant to the class's main stat (such as Evasions - Scouts, Accuracy - Snipers, Utility - Engineers, etc.)
-The old man at the graveyard can now give you any one of his 9 teachable Orders starting from chapter 4 unlike before where he would have a smaller pool of random orders that increased per chapter. Recon Request is still NG+ only.

Selvaria DLC:
- All imperials are now aces.
- All imperials are now leaders.
- All imperials have powerful weapons.
- All imperials have high stats.
- All Gallians shall die!

interesting mod
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
so did anyone tried it or just everyone brofist staring blankly at their monitor ?
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Sound like sensible improvements across the board.

Though it doesn't seem to address what I thought Valkyria Chronicles' biggest weakness, the fact that healing/'resurrection'/ammo was basically unlimited, making the game way too easy. It could really use some kind of permadeath mod.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
16,8 GB fucking potato internet. It will be ~ day of downloading
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
He's downloading the game ofc.

From a properly licensed online store
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
yeah i downloaded whole game, patch is just 350kb...

ok tried it.

Fucking A+ plus people. I think we have at hands one of the best tactical games with this mod.

- damage is real deal. Forget about zerg rush with scouts. With scouts you have chance but when you face shocktroopers no way in hell you will be able to survive.
- Snipers also now fire as you move from long range. In essense one sniper can cover huge area and pin down everyone if not taken out before.
- Tanks also shoot at you when you move with your Tank so forget about zerging with tank if there are more than one tank on your way.
- There is huge differnce to damage enemy deals compared to vanilla.
- Each mission seems to take longer now (due to safe aproach instead of zerg like in vanilla)
- I think (because i didn't test it yet) 20 turn limit will bite some people in ass in later missions.

I wonder how that tank mission will now go. No way in hell you will be able to survive it without casualties.

someone made some vids:

marina using new penetration gun:



shocktrooper getting anihilated in split second by intecepcion fire:



tank intercepcion fire:

 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom