Maintain the identity of 6. and express specific characteristics of older gens 1 - 5. Evening out lower tier options into more modest options to fit more playstyles. Also increasing skill expression through a variety of mechanics already present and supported in base game.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
In the future when things are more determined; I'll update this with more specific sharing guidelines. I'd prefer to create a solid gameplay patch foundation that everyone will be able to implement into their mods without conflicts meaning it's our own community made patch 1.07+ with post support.
File credits
:: CREDITS :: ♦ Archivist2 for his guides and consultation ♦ Real Takafumi Arisawa for originally helping me get everything set up for Param Editing ♦ Vumsy for brainstorming new ideas and ways to implement them along with his R&D work
♦ LukeYui for creatiing Seamless Mod and in the future NEST mod. Also creating a EAC free test bed ♦ Meowmarticus' DSAS tool helped credit all the Melee adjustments in the patch ♦ TNordgaren' UXM Selective UNpacker for making this even possible ♦ Philiquaz for Dark Souls Map Studio for creating this massive tool and where majority of the time was spent for me ♦ ?ServerName? for all the community efforts and great sharing of knowledge ♦ The Pounders Domain + Pounders
Whole list is in the Patch Notes
Donation Points system
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Changelogs
Version v0.37
Added more context menus to many pieces of gear to be more clear in how they operate in game
Added the full Battlerifle series
Pulse Protection now works as intended and only heals while inside the radius of the bubble. (1750 HP)
Terminal recovers 150 hp during the first 3 seconds.
Expansions now list their extra effects in menus
Removed Bloat Values of boosters
Adjusted ORBT and Huxley's idle (non lock) time to be less heat intensive
Fixed Supersawa bugs and adjusted stats
Ammo Count adjustments for Machine Guns, Plasma Rifles
Fixed up Flankerman from causes too much lag. Operates more consistently now
Charge ammo increase for Nebula and 760PR
Removed 760 PR's randomness from charge shot
VP-66LS starts cooling faster allowing easier swapping between modes
Bad Cook overheat increased
LRB, MA-J-307, recoil increased
Etsu EN Load increased
PSI Adjustment for Grenades and LCA Charged
Weapon swap window for melee increased
Plasma Thrower Charge projectiles now move when thrown
Laser Slicer protection qualities increased 30/50 -> 40/60 + more EN defense specifically
Dagger N2 causes mini stun
Stun Baton N1-1 and N3-2 cause mini stun
Pulse Blade now operates as intended stagger wise. Feedback necessary on N1-2 punish while online.
Tetra Boost Penalty reduced 50%
Tank AB Initial cost increased 20%
Inblue/XS/Batus adjustments
Fixed a dozen bugs or so
SnailBalteus now killable
Adjusted some PvE encounters from v0.36 that were too easy or too hard.
Version v0.36
0.35 to 0.36 overall changes:
- AI changes
- AI Difficulty Increase
Juggernaunt, Ekdromoi, Cataphract, Balteus, HC's, LC High Mobility, Enforce, and Ibis have been adjusted
- Mission Scaling and Rewards scaled
- General
Multilock Engages 50% Faster from Vanilla (The animation to cause you to start locking)
Quickturn 30% faster from Vanilla
Softlock 90% of Hard lock Biped kicks tracking
Time to turn when not firing decreased by 90%+
Decreased Stance Regen 8 → 4
Increase Aerial Regen 8 → 10
Increase Fall Boost Regen 10 → 20
- Stability
Starts recovering first phase in 4/s from 5/s. (10 stability/s)
- Shielding
Revised Pulse Shield Interference to be more in line with AAA quality. Roughly Shielding is 2/3 effective. Initial Guarding is 2/3 effective from that.
Heat/Overheat changes aggressive
- Melee
Pulse Shield Interference adjusted for all melee weapons
Melee animation changes for BIPED ONLY (currently) refer to .ods document.
Tank kicks costing 25% to Initiate
Overheats relaxed
- Weapons
NFM weapons made reasonable and more inline with the concepts I originally intended
Acceleration added to the last bit of weapons that were not originally planned to include it
Zimmerman/Haldeman -10 DHT + Endstagger added
- Menus
Made information more correct to what they're doing for Booster Efficiency and Energy Efficiency
- Bugs
Wheelchair being cracked on ground friction
Way more notes in the patch notes
Installation is downloading ModEngine 2 (Releases · soulsmods/ModEngine2) and dropping all these files into the /mod folder. When you want to open armoredcore6.bat to play the game without any worries of getting banned. Much cleaner installation
For installing the files put the individual folders + regulation.bin in /mod in the ModEngine2 directory to install. Run the launchmod_armoredcore6.bat to play the game. Make sure you have steam running and it's up-to-date if you're playing on Open Server (Custom NEST PvP). You can grab an invite in the Discord.
For finding your save location it's in: C:\Users\<you>\AppData\Roaming\ArmoredCore6. Copy paste AC60000.sl2 to AC60000.mprev if you want to preserve your vanilla save and separate it from other mods.
Hello, thanks for checking out the patch! My goal with the creation of MP Revolution was to even out low tier options into more modest options that can fit more playstyles. Also increasing skill expression through a variety of mechanics already present and supported in base game. Their consistency ratio is unrealistically high with how players ACTUALLY play the game. Leading to a large issue in Armored Core 6 is how it naturally gravitates towards specific pieces of gear based on their consistency application rate. Because how the game is played, it ends up in a 1-dimensional engagement. Strategy is not very high in the priority other than variations of rush tactics or running away (exclusively one or the other,) which creates what I call bad “Push Pull” engagement where one side has close to no options, or the options they can express are at a skill ceiling so high that not even the best players in the game can't express them.
Extreme examples of push pull are 140k weight AC vs 75k weight AC. Max weight AC has little to no options even if it has missiles or skill shots, simply due to having no present factor in the engagement leading to chip AP wins against them outright. It’s important to focus on. It’s not to make them completely present or realigning the weapon hierarchy, but to make it where the controlling factor of matches which is usually a speed differential is still present while the opponent now can utilize superior positioning to gain a possible comeback position.
My objectives and intentions are as follows:
Create a more healthy environment for many if not all builds having a place
Have more mindfulness in terms of distancing and maintaining more complex engagements
Open new avenues for more types of builds to be present
Increase the ability for skillful expression through multiple means
Manual Aim Long Range Shots
More choices in equipment decisions
Increased react ability for more consistent engagements
Easier levels of Charge Weapon Handlings, "STEP UP" Charging.
Making the ability to master a weapon's dynamics to an insanely intricate level
I'll add more as it comes to mind! I've put off releasing this for too long!
If you run into issues with installation join the Discord or ping me here. I'll reply quicker in the Discord.
Installation is downloading ModEngine 2 (Releases · soulsmods/ModEngine2) and dropping all these files into the /mod folder. When you want to open armoredcore6.bat to play the game without any worries of getting banned. Much cleaner installation
You can check the changes here or in the download: Patch Notes
If you'd like to get hands on with the community you can join our Discord !