"Quality of Life Fixes" gameplay mod

Overview

Coming many many moons late, a mod for those who are looking to play VC1 in close to original state, but don't want to suffer the common grievances that come with it.

This mod does not aim to rebalance the game completely and fix possiblity of Scout Rush/Demopen etc. This is intended mostly for people coming from VC4, or anyone who doesn't want Gallian Crossfire or Imperial Onslaught's level of changes.

Overall, this should be easier that vanilla VC1 in terms of difficulty, as virtually all changes benefit the player and there is virtually no "compensation" for AI side. And yes, it's wrong to call it QoL. I know.

The changes are kept to a minimum, mostly addressing several common biggest annoyances:

A-rank requirements

Sniper and Lancer inaccuracy until very late in the game

low class AP for everyone who isn't a Scout

low Edelweiss AP

Ghirlandaio Ladder Fix is included

Changes that deviate from vanilla include:

Introduction of intercepting sniper rifle branch for players.

interception angle change for Shocktroopers

Shamrock is not quite as worthless

Limited Tank ammo (similar to Imperial Onslaught or VC4)

slightly higher potential activation rates and QoL on when certain potentials activate

There are virtually no changes to any damage or defense values, orders, map unit placements and such. The detailed changes are provided below.

Installation Instructions

Download links:

https://drive.google.com/file/d/1h1Mh9I4Vim1YYF2NeEOtqbHgZLbEJs_S/view?usp=sharing

Compatibility:This is compatible with visual mods (no canvas, hi-res textures and such).

This is incompatible with any other rebalance mod unless said mod only changes DLC content.

This is incompatible with any fan translation patch.

To install, copy "data" directory from the archive over Steam installation (..\SteamApps\common\Valkyria Chronicles\).

To uninstall, delete data\mx directory from your game and verify game on Steam to redownload.

Detailed Changelist

Unit Base Stats

Gallian Class AP

Class Old (Base+Elite) New (Base+Elite) Scout 900 (800+100) 900 (750+150) Sniper 300 (250+50) 450 (350+100) Engineer 650 (600+50) 750 (600+150) Shocktrooper 450 (350+100) 600 (500+100) Lancer 400 (350+50) 600 (450+150)

Imperial Class AP

Class Old (Base+Elite) New (Base+Elite) Scout 860 (780+80) 900 (800+100) Sniper 300 (250+50) unchanged Engineer 600 (550+50) unchanged Shocktrooper 420 (320+100) 500 (400+100) Lancer 370 (320+50) 400 (350+50)

Shocktrooper interception angle:

90->120 degrees

Gallian Snipers interception angle:

0->45 (only works with Brondel M101X sniper line)

Imperial snipers do not intercept.

AI units get smooth uniform/Def rating progression, increasing tier by 1 every 2 maps, instead of jumping tiers 1,2,4,7,10.

Why this?

Probably the most desired change for VC4->VC1 players, ability to actually go places with all of your classes.

Shocktrooper interception is easier to set up for players and slightly more noticeable from AI.

Nobody who plays VC1 uses Brondel X ever, so I changed that into intercepting sniper. No enemy murdersnipers from Gallian Crossfire/Imperial Onslaught.

Imperial APs slightly cleaned up from weird numbers.

Unused uniform tiers is just a thing that bothers me a lot. It is weird jumpy thing in VC4 as well. Players get a lot of buffs, so I have to give AI at least a little something.

Hidden Characters

Emile, Lynn, Musaad, Audrey and Knute are no longer "hidden" and can show up randomly in HQ as any other character. You don't need to go look up a guide on how to unlock them. Just keep playing and visit HQ every now and then.

Why this?

Don't you just love killing off arbitrary characters, or not spending your money on R&D to save for that one character? Ugh.

Weapons

Sniper rifles:

Accuracy improved across all player-available models

Brondel M1__X - able to intercept-fire, range 700->1200 -> 700-800

Lances:

Lancaar/Theimer (R&D lance): accuracy improved 110-80 -> 60-35

Ace/Royal lances: accuracy improved 80-55 -> 60-40

Mortar lances: firing arc changed, range up 200 -> 250-275

Why this?

Basic QoL changes for atrocious Lancer/Sniper aiming.

Some Brondel X and Mortar Lance love on the side. I allowed these two changes to deviate from vanilla since nobody uses them ever and it's just sad.

Tanks

Edelweiss:

AP 350-450 -> 450-650, based on body upgrades.

Shamrock:

1 CP movement cost, stats unchanged.

Tank main cannon (both Edelweiss and Shamrock):

Accuracy improved 100-70 -> 80-50

Now has limited ammo - 2 (improvable by R&D ammo parts)

Why this?

There won't be a 1CP MBT in my mods. Ever. It's not alright, and I won't change my mind on that matter. Edelweiss gets only sane AP and accuracy buffs.

Tank ammo now works similar to VC4, giving slightly more value to those ammo parts.

Potentials

Base activation rate:

0.1 -> 0.25

Humanitarian, Klutz, Moody, Jam Jinxed, Maintenance Lazy:

Activation rate 0.1 -> 0.05

Activation triger changes:

Undodgeable Atk: activation On attack -> at the start of move

Critical Shot: activation On attack -> at the start of move

Ambush Spotter: activation On entering grass -> at the start of move

Concentration: activation On attack -> at the start of move

Neutralize: activation On attack -> at the start of move

Penetrator: activation On attack -> at the start of move

Why this?

There is no equivalent to VC2/3 or VC4 morale mechanics in VC1, thus base rate goes up so you can see potentials more often. Some crippling negatives kept low.

QoL for a set of potentials that you'd rather know that you have before attacking.

I opted to not change potentials beyond that, including dysfunctional ones (e.g. Stealth, Perfect Dodge), to not step too far into "rebalance" territory and keep it as much as originally designed.

Maps, Ranks And Rewards

Ghirlandaio Ladder Fix is included in this mod, you don't need to install it separetely.

Most main game A-ranks have been increased by 2 across the board. This includes story missions and Easy/Normal/Hard Skirmishes.

Tutorial is increased by 1.

Flower Of The Battlefield (Welkin's report) is unchanged due to 8 turn limit.

DCT/XP Rewards for main game content have been taken from current Imperial Onslaught (roughly 50% base, 25% rank, 25% kills).

Expert and DLC content is unchanged.

Why this?

The second highest complaint about VC1 after garbage AP is rank restrictions forcing Scout Rush. Ex and DLC ranks are kept as slightly more difficult content for those who want it.

Fixes/Updates Log

31-07-2020Fixed ranks for map 02 (Defense Of Bruhl) and map 03 (Retreat from Bruhl) to correctly be 1 above vanilla.

Fixed Undodgeable Shot activation condition to correctly work for all classes, not just Scouts.

07-08-2020Fixed missing CP badges on Alicia/Rosie/Largo after 31-07 update.

18-02-2021Fixed incorrect Imperial Scout and Lancer AP.

Closing Words

I hope you enjoy playing it.

I don't enjoy vanilla or near-vanilla 1 anymore (or rather, can't), so I have only tested that it works on a bare minimum level. If you find that some of my changes seem to not match the patch notes, please inform me, but please make sure to include a save file. I don't have saves of this mod for each chapter on hand to quickly test stuff.

As usual, don't redistribute without crediting me, yadda, yadda.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2177313579					

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