The Monokarpos stealth system has a simple issue where the AI in this game wasn't really made to work against any sort of stealth system, and it really only functions against players, making for good enemies but not a very good player machine. There's a solution I could use involving making it trigger the Camera Disruption effect constantly, but this would be too overpowered by a lot for Encore in my view.
It's a model I like having around, but consider it a 'this is for me making enemies, for you if you really like the model, and for PvP if I ever have enough of a scene for that to happen.'
Cursed Encore is an optional file for this mod that exclusively replaces ACs with variants whose only restraint is that it has to work with the same AI, since I don't make separate regulations for it. Cursed Encore's version will always correspond to the latest released main version it supports, and will not work without updates if an Encore update adds a new enemy AC. I saw that 'unsupported' was too vague, but describing it further would have gone over the character limit in the description, so that disclaimer is here now.
Also I can make anything I want invisible in it now.
Did a fresh playthrough with this mod, honestly can't say it enhanced the experience that much. Parts variety is okay, but the added "challenge" is more like "how many tetrapods/AC's can i drop into this random level before people start complaining". Would honestly really enjoy a version without the added level changes.
can there be a hotfix that removes the enemies from the ice worm fight? It is literally the most unbearable pain in the ass that doesn't even change the difficulty in an enjoyable way. Just makes it a bullet hell against the three worst enemies in the entire game.
On one hand, the part variety feels great. It's different enough from vanilla without feeling incredibly bloated, which was my main complaint with Armoury.
On the other hand, I'm REALLY not fan of this mods approach to higher difficulty, which seems to mostly boil down to "throw in a random AC or very powerful enemy and call it good," as well as some other moments like that part in the Wall mission where the room is filled with so many MT's that I can't see the floor and can hardly tell what's happening on screen.
The Cataphract and Ice Worm bosses were particularly bad. The random Ekdromoi and Helianthus bots respectively turn two normally enjoyable fights into an unfun pain in the ass.
Not trying to sound harsh. Those are just my thoughts.
Any chance parts from previous entries (or enemy-only, like SOL-644) might be added, like with the Armoury Mod? Edit: Nvm saw an older thread about this. Ignore me. Apologies.
seems to be installed fine but, is it normal for the weapons not having any visual icon in the menu, but still showing up normally otherwise? (also the lack of melees is odd, but neverless it is a peak mod)
Yeah I dunno how you get the previews lookin' right so I haven't gone through the effort.
Lack of melees is 'cause 1. I don't fancy myself an animator and 2. the tools for that are simply less available. I'll get 'em if I ever have ko-fi income but I don't really wanna put money into modding until I have some success on that front. Less because it's a big expense, 'cause it's not by any means (nowhere near the goal I set in there, that's just backup for updates), but just kind of on principle in my head.
ooh, yeah that makes sense i was wondering if theres any planned AC parts in the development pipeline? also i discovered after installing that a lot of boosters lack icons and ingame models?
AC parts are things I do if I have concepts I wanna do something with or things feel incomplete without them. I have tested weapon arms but there's a problem with the 'proper' implementation where the fists are active and that can't be turned off easily without disabling them for everyone and that's not something I'm interested in doing, though it would work just fine if someone was making more of an oldgen mod.
The boosters being like that is on purpose; a lot of the model ports available cause massive clipping with modeled boosters or have their boosters visible on their models already, so they're just invisible duplicates for modded models.
Certainly Inferno and I'll tell you that straight-up as Encore's developer. By design, Encore is for people who want a vanilla-adjacent experience to come back to on replays but might be too used to the standard flavor to get as much out of it anymore. Inferno goes out of its way to be as brutal as it can get away with being, while I mostly want to just add a bit of spice and variety while keeping the standard ACVI experience clearly visible.
Kind of why I picked the name, that way. Also because I was going to do something else along those lines and Re: AC6 released immediately before my earliest iterations, lmao.
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The Monokarpos stealth system has a simple issue where the AI in this game wasn't really made to work against any sort of stealth system, and it really only functions against players, making for good enemies but not a very good player machine. There's a solution I could use involving making it trigger the Camera Disruption effect constantly, but this would be too overpowered by a lot for Encore in my view.
It's a model I like having around, but consider it a 'this is for me making enemies, for you if you really like the model, and for PvP if I ever have enough of a scene for that to happen.'
Cursed Encore is an optional file for this mod that exclusively replaces ACs with variants whose only restraint is that it has to work with the same AI, since I don't make separate regulations for it. Cursed Encore's version will always correspond to the latest released main version it supports, and will not work without updates if an Encore update adds a new enemy AC. I saw that 'unsupported' was too vague, but describing it further would have gone over the character limit in the description, so that disclaimer is here now.
Also I can make anything I want invisible in it now.
On one hand, the part variety feels great. It's different enough from vanilla without feeling incredibly bloated, which was my main complaint with Armoury.
On the other hand, I'm REALLY not fan of this mods approach to higher difficulty, which seems to mostly boil down to "throw in a random AC or very powerful enemy and call it good," as well as some other moments like that part in the Wall mission where the room is filled with so many MT's that I can't see the floor and can hardly tell what's happening on screen.
The Cataphract and Ice Worm bosses were particularly bad. The random Ekdromoi and Helianthus bots respectively turn two normally enjoyable fights into an unfun pain in the ass.
Not trying to sound harsh. Those are just my thoughts.
Edit: Nvm saw an older thread about this. Ignore me. Apologies.
(also the lack of melees is odd, but neverless it is a peak mod)
Lack of melees is 'cause 1. I don't fancy myself an animator and 2. the tools for that are simply less available. I'll get 'em if I ever have ko-fi income but I don't really wanna put money into modding until I have some success on that front. Less because it's a big expense, 'cause it's not by any means (nowhere near the goal I set in there, that's just backup for updates), but just kind of on principle in my head.
i was wondering if theres any planned AC parts in the development pipeline?
also i discovered after installing that a lot of boosters lack icons and ingame models?
The boosters being like that is on purpose; a lot of the model ports available cause massive clipping with modeled boosters or have their boosters visible on their models already, so they're just invisible duplicates for modded models.
Kind of why I picked the name, that way. Also because I was going to do something else along those lines and Re: AC6 released immediately before my earliest iterations, lmao.