Valkyria Chronicles™ Guide

"Gallian Crossfire" rebalance mod for Valkyria Chronicles™

“Gallian Crossfire” rebalance mod

Overview

Rebalance mod for Valkyria Chronicles making the game more challenging.

Introduction

This mod for Valkyria Chronicles is a rebalance mod for the main game and the DLCs, making the game overall more challenging (aside from Selvaria DLC). This mod is made for a fresh new game (start New Game in the opening screen).

Download link:
[link]

In this archive, you will find the following files:
– “My VC Mod” directory: this is the mod itself, copy/paste all the files into your “Valkyria Chronicles” directory (it should be in Steam/SteamApps/common)
– “Reset Extra DLCs” directory: containing a file named “sysdata.dat” which you can copy into your savedata folder to reset the Extra DLCs (as if you never played “Behind her Blue Flame” and “Enter the Edy Detachment” DLCs).
– “Files Backup” directory: those are the original files, if you want to revert back to the vanilla version of the game.
– “README” file: which contains informations about the mod.

VERY IMPORTANT:

  • ALWAYS KEEP ALICIA, ROSIE & LARGO IN THE SQUAD
  • DO NOT LET ANY OF THEM DIE PERMANENTLY
  • OR AT THE VERY LEAST DO NOT LET ALICIA DIE BEFORE CHAPTER 8A


The reason is, they are not leader anymore in this mod (they don’t give a CP, thus you are not feeling forced to deploy them and can choose who you deploy more freely) and as a result they can be kicked out of squad 7 and can die permanently. It is not gamebreaking in itself except for Chapter 8a battle where Alicia is required to complete one of the victory conditions.

List of changes (overview)

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.
– Shamrock’s gatling can now intercept during enemy turn.
– 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 through leveling have been changed completely.
-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!

About Leaders

Alicia, Rosie and Largo don’t give a CP anymore but you still get as many CPs as if they were deployed which means you aren’t “forced” to deploy them anymore. As a side effect, they can be removed from Squad 7 and die permanently. If they are not in Squad 7, the game won’t deploy them in maps where they are deployed by default (see list below) and you won’t be able to use their deployment spot. This also means that you can’t beat chapter 8a if Alicia is not in Squad 7 for
that battle (as she is required to complete the victory conditions).

I would highly recommend not to remove them from Squad 7 and to make sure they do not die permanently (at the very least that Alicia survives up to chapter 8a).

Battles where Alicia, Rosie or Largo are deployed by default:
– Prologue: Alicia is deployed
– Chapter 1: Alicia is deployed
– Chapter 2: Alicia is deployed
– Chapter 3: Alicia, Rosie and Largo are deployed
– Chapter 8a: Alicia is deployed
– Chapter 8b: Alicia is deployed
– Chapter 14: Rosie and Largo are deployed
– Largo’s Report: Largo is deployed
– Alicia’s Report: Alicia is deployed
– Rosie’s Report: Rosie is deployed
– Welkin’s Report: Rosie and Largo are deployed
– Marberry Shore Hard Skirmish: Alicia, Rosie and Largo are deployed
– Marberry Shore Expert Skirmish: Alicia, Rosie and Largo are deployed
– Upper Fouzen Expert Skirmish: Alicia, Rosie and Largo are deployed
– Edy’s Trooper Challenge: Rosie is deployed

Known Glitches

Tank parts (or upgrades) don’t always show all stat changes. Red and yellow parts upgrade HP and Defense respectively for both Body and Tread (despite the game displaying only increasing one or the other depending if you’re buying the part or equiping it). Purple parts increase; it’s properly displayed when buying it but not when equiping it (show Ammo 0 -> 0).

The scenes after each Edy’s challenges depend on the vanilla version ranks. For example, I set Susie’s Challenge A rank requirement to 2 turns but she will still congratulate you on an A rank up to 7 turns because the A rank was 7 turns originally.

If you use a vanilla game save, you may encounter those glitches:
– Scouts and troopers with engineer hand grenades. I set the 3rd & 5th grenade upgrades to be engineer-only but if you had already upgraded to such grenade in your save, your scouts and troopers may have that engineer-only upgrade.
– Some scouts/engineers improperly equipped (because I set some scout rifles to be scout-only or engineer-only) and you may need to re-equip them.
– Impossibility to unlock some orders as I changed the way orders are unlocked by leveling classes (if you already had all class at level 20 in your save, this shouldn’t be a problem).

Infantry Stats changes

Squad 7 base AP and elite bonuses

Class
Base AP
HP Elite
Acc Elite
Eva Elite
AP Elite
Scout
750
+20 HP
+5 acc
+20 eva
900
Trooper
450
+30 HP
+10 acc
+10 eva
600
Lancer
400
+50 HP
+15 acc
+5 eva
600
Engineer
600
+10 HP
+10 acc
+10 eva
750
Sniper
300
+10 HP
+20 acc
+5 eva
450

Enemy Stats at different levels:

Class
Level
Health
Accuracy
Evasion
AP
Scout
1
180
25
5
800
Scout
11
250
45
25
900
Scout
20
295
54
34
900
Trooper
1
216
20
5
400
Trooper
11
314
40
15
550
Trooper
20
375
49
20
550
Lancer
1
250
25
0
400
Lancer
11
376
50
7.5
500
Lancer
20
450
59
10
500
Engineer
1
160
25
5
600
Engineer
11
198
45
15
750
Engineer
20
225
54
20
750
Sniper
1
125
30
0
300
Sniper
11
164
66
7.5
400
Sniper
20
190
80
10
400

Aces and Bosses also had their stats changed.

Tank Stats changes

Edelweiss and Shamrock stats:

Tank
Body HP
Tread HP
Body Def
Tread Def
Critical
Accuracy
AP
Edelweiss (base)
1500
500
300
100
x3.0
25
400
Edelweiss (max)
5000
3000
700
500
x1.0
75
600
Shamrock (base)
1500
500
300
100
x3.0
25
600
Shamrock (max)
3000
2000
500
300
x1.5
75
750

Imperial Tanks:

Tank
Body HP
Tread HP
Body Def
Tread Def
Critical
Accuracy
AP
Light Tank
1500~2200
1000
450
100
x2.0
30~77
300
Medium Tank
2500~3200
1500
500
150
x2.0
50~80
300
Heavy Tank
4500~5000
2000
600
200
x2.0
50~70
200
Heavy Tank Gun
1500~2000
600
x1.0
50
Tank Destroyer
3500~4000
1000
550
100
x2.0
50~80
400

Bunkers, Gatlings and AT-Cannons:

Tank
Body HP
Body Def
Critical
Accuracy
Gatling Turret
1200
100
x4.0
70
Heavy Gatling
1500
100
x3.0
70
AT-Cannon
1600
100
x4.0
70
Heavy AT-Cannon
2000
100
x3.0
70
Bunker
4000
500
x1.2
70

Bosses and uncommon tank units also had their stats changed.

Player Infantry Weapons changes

Notes:
– Accuracy is the aiming circle size, the lower it is, the smaller the aiming circle and the more accurate the weapon
– Gallian-A’s 0 range means it can’t intercept, team-attack or counter-attack and its damage decreases over distance (up to 1000 range).

Scout/Engineer Rifles:

Name
Range
Accuracy
vsPers
vsArmor
Shots
Def. Down
Gallian-1
300
40
20
50
5
no
Gallian-S1
350
29
35
50
5
no
Gallian-S20
450
8
50
50
5
no
Gallian-A1
0
34
75
75
5
no
Gallian-A20
0
20
99
99
7
no
Gallian-X1
330
36
31
50
5
yes
Gallian-X20
360
30
40
50
6
yes
Gallian-1R
350
30
25
150
5
no
ZM Kar 1 (g)
150
40
40
40
5
no
Scout-only Rifles:

Name
Range
Accuracy
vsPers
vsArmor
Shots
Def. Down
Gallian-SR
450
25
30
150
5
no
Gallian-S30R
550
20
35
150
5
no
ZM Kar 3 (s)
175
35
50
50
5
yes
ZM Kar 5 (s)
200
30
60
60
5
yes
ZM Kar 7 (s)
200
25
70
70
5
yes
Vigilance
1500
1
0
0
6
yes
Engineer-only Rifles:

Name
Range
Accuracy
vsPers
vsArmor
Shots
Def. Down
Gallian-ER
375
27
27
150
6
yes
Gallian-E30R
400
25
30
150
7
yes
ZM Kar 3 (e)
250
28
45
70
5
no
ZM Kar 5 (e)
350
16
50
100
5
no
ZM Kar 7 (e)
400
8
55
100
5
no
Trickster
750
1
25
250
1
no
Trooper Machine-Guns:

Name
Range
Accuracy
vsPers
vsArmor
Shots
Att. Down
Mags M1
200
50
20
50
20
no
Mags M10
200
39
30
50
20
no
Mags M30
200
15
45
50
20
no
MAJ-X M1
215
42
29
50
15
yes
MAJ-X M20
250
30
35
50
25
yes
T-MAG 1
150
45
30
50
25
no
T-MAG 20
200
40
30
50
40
no
Mags M1R
300
50
20
50
15
no
Mags M30R
400
30
30
50
25
no
ZM MP 1 (g)
100
100
30
60
15
no
ZM MP 5 (g)
150
200
70
100
15
no
ZM MP 7 (g)
200
250
80
150
15
no
Infection
500
500
0
0
50
yes
Trooper Flame-Throwers:

Name
Range
vsPers
vsArmor
HP. Down
FF-1
90
260
50
no
FF-8
90
400
50
no
FoG 01
90
260
50
yes
FoG 07
120
300
2000
yes
VB FW 1 (g)
90
450
0
yes
VB FW 2 (g)
90
500
0
yes
VB FW XX (g)
90
240
2400
yes
Grenades:

Name
Range
vsPers
vsArmor
Blast
Restriction
B-Type Grenade M1
90
220
250
25
none
B-Type Grenade M3
90
300
300
25
none
B-Type Grenade M5
90
400
400
25
none
S-Type Grenade M3
120
400
1200
25
engineers
S-Type Grenade M5
150
500
1500
25
engineers
Lancer Lances:

Name
Range
Accuracy
vsPers
vsArmor
Ammos
Lancaar M1
600
60
120
1000
3
Theimer M20
700
35
200
2000
3
Lancaar M1R
400
30
200
1200
3
Thimer M30R
500
10
300
1400
3
VB PL XX (g)
2000
5
400
400
3
Earthquake
700
1
0
0
1
Lancer Mortars:

Name
Range
vsPers
vsArmor
Blast
Ammos
Lancaar-SH M1
300
300
300
30
3
Lancaar-SH M20
400
500
500
30
3
Sniper Rifles:

Name
Range
Accuracy
Zoom
vsPers
vsArmor
Ammos
GSR-1
1000
30
x6
120
50
3
GSR-10
1200
25
x15
150
65
2
GSR-30
2500
10
x60
300
100
2
Brondel M1
1200
26
x6
137
1000
3
Brondel M30
1500
20
x15
150
1800
3
Intercept X1
1050
26
x7
70
70
Inf.
Intercept X20
1200
20
x8
100
100
Inf.
GSR-1R
1000
30
x12
150
1000
3
GSR-30R
1400
16
x20
250
1400
3
ZM SG 1 (g)
500
60
x12
100
100
Inf.
ZM SG 5 (g)
600
100
x20
140
140
Inf.
ZM SG 7 (g)
700
120
x20
150
150
Inf.
ATR-XX (Anti-Tank)
777
77
x20
77
777
Inf.
Penetrator
2000
1
x60
100
1000
Inf.
Armaggedon Rifle
666
1
x60
666
666
1

Player Tank Weapons changes

Note: Accuracy is the aiming circle size, the lower it is, the smaller the aiming circle and the more accurate the weapon

Edelweiss Weapons (base version and last upgrade for each):

Name
Range
Accuracy
vsPers
vsArmor
82mm Anti-Armor
600
50
120
1200
Ragnite Rounds
1200
30
300
3000

Name
Range
vsPers
vsArmor
82mm Mortar
350
300
600
Improved Shrapnel
500
600
1200

Name
Range
Accuracy
vsPers
vsArmor
Shots
Theimer MAG T1
200
60
40
50
7
Theimer MAG T3
200
40
60
50
7

Shamrock Weapons (base version and last upgrade for each):

Name
Range
Accuracy
vsPers
vsArmor
72mm Anti-Armor
900
50
120
1200
Ragnite Rounds
900
30
200
2000

Name
Range
vsPers
vsArmor
72mm Mortar
250
300
600
Improved Shrapnel
250
400
800

Name
Range
Accuracy
vsPers
vsArmor
Shots
Erma T1
200
50
40
50
7
Erma T1
200
40
50
50
7

Name
Range
vsPers
vsArmor
Flamethrower
200
400
100
High-Temp Fuel
200
600
200

Name
Range
Accuracy
vsPers
vsArmor
Shots
Gatling Gun
450
40
40
60
30
Auto-Reload Device
450
20
50
100
30

Potentials changes

Most potentials activation rates have been increased to 25%, 50%, 75% or 100%. Only the very bad potentials (Humanitarian, Moody, Maintenance Lazy, Jam-Jinxed, etc…) have their activation rate reduced to 5%.

Most regular attack and defense changes are 25% increase or decrease (instead of 40%). Most regular accuracy and evasion changes are 50% to 100% increase or decrease (instead of 40%). Most all-stats changes are 10% increase or decrease. Hidden or higher tier potentials grants higher bonuses or maluses.

Some potentials activation are not Full-Screen anymore.

PERSONAL POTENTIALS:
– Camp Defender increases defense on top of evasion
– Born Leader increases all stats and activates with no ally nearby(instead of increasing defense with 3 allies nearby)
– Camaraderie increases all stats (instead of evasion)
– Outcast decreases all stats (instead of evasion)
– Into Macho Men increases accuracy (instead of evasion)
– My Way increases accuracy and attack power (instead of evasion)
– Chameleon increases accuracy (instead of defense)
– Impatient decreases accuracy (instead of defense)
– Energetic increases accuracy on top of evasion
– Cocky decreases accuracy on top of evasion
– Stage Fright greatly decreases both accuracy and evasion (instead of dropping AP to 0).
– Loyal Teammate increases all stats and activates with no ally nearby
– Big Sister increases all stats except defense.
– Song of Peace increases all stats except defense.
– Maternal increases all stats.
– Valkyria greatly increases all stats and grants invicibility when HPs reach a single digit.
– All Welkin potentials increase all stats.

BATTLE POTENTIALS:
– Stealth (scouts) increases attack power (instead of defense)
– Resist Crossfire (scouts) has been replaced by Stand Ready
– Double Movement (scouts) has been replaced by Second Wind (using a Ragnaid recovers AP)
– Kamikaze (troopers) activates under half HP (instead of a single digit HP)
– Phoenix (troopers) has been replaced by Strengthen (using a Ragnaid grants resistance to interception fire)
– Invincible (engineers) has been replaced by Strengthen (using a Ragnaid grants resistance to interception fire)

BATTLE POTENTIALS WITH 100% ACTIVATION RATE:

Scouts:
Troopers:
Lancers:
Engineers:
Snipers:
Evasion Boost
Damage Boost
Anti-Armor Boost
Defense Boost
Accuracy Boost
Stealth
Undercover Fire
Tank Killer
Repair Boost
Nest Master
Sighting
First Aid Boost
First Aid Boost
Demolition Man
Perfect Dodge
Nocturnal
Ambush Spotter
Stand Ready
Resist Counters
Backup Sniping
First Aid Boost
Super Damage
Tank Slayer
Poison Tolerance
Roof Hunter
Super Evasion
Mid-Range Skills
Super Anti-Armor
Super Defense
Super Accuracy
Stand Ready
Strengthen
Double Tank Damage
Super Repairs
Eagle Eye
Third Eye
Ultimate Damage
Poison Tolerance
Super First Aid
Ultimate Accuracy
Second Wind
Ultimate Anti-Armor
Strengthen
Ultimate Evade
Ultimate Defense

Orders Unlocking changes

Leveling each class unlocks 3 orders related to the class main stat; the first two orders are unlocked before elite, the last order at very high level.
– Scouts: Evade Boost, All units Evade, Perfect Evasion
– Troopers: Attack Boost, All Units Attack, Neutralize
– Lancers: Damage Boost, All Units Damage, Attack Weak Spot
– Engineers: Defense Boost, All Units Defend, First Aid
– Snipers:, Aim Boost, All Units Aim, Perfect Accuracy

Leveling engineers also unlocks the utility orders:
– Antidote, Medic Request, Resupply, Healing Boost, Explosive Boost

The old man can teach 9 orders randomly from the first time you meet him in chapter 4 (still one per chapter max):
– Healing Request
– Heal All
– Retreat
– Awaken Potential
– Awaken All
– True Awakening
– Sniper Request
– Mortar Request
– Artillery Support
And on NG+, he can teach his last order:
– Reckon Request

Closing Words

If you want to mod the game yourself, you can check this topic on gameFAQs:
[link]
Where Loviepoo posted a program he wrote to make editing the .mxe files a lot easier without going through hex editing:
[link]

Thanks to Porcupine who got me to hex-edit the game on PS3 and for his helpful work at decyphering the VC PS3 save files back then. Thanks to J_Stickman for rewriting the list of changes in proper english (english is not my first language).

Credits to J_Stickman for finding a name for the mod (Gallian Crossfire). I’m so bad at naming things it would have been a disaster had I attempted to find a name myself.

And of course, thanks to anyone who downloads this mod and gives it a try.
I hope you enjoy this mod and have fun playing through the game again.

SteamSolo.com