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Naicxis

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About this mod

A comprehensive 6th Gen Overhaul Expansion. More Parts, Extra Build layer of complexity, New Arena Opponents with its own A.I, New enemy placements, New enemy variants, and more.

Requirements
Permissions and credits
Changelogs
Donations
An overhaul expansion mod for AC6 (6th Gen)

▶ Improvements and rebalance to the main game
* Ex. effectiveness of impact have been reduced (ACS heat status anomaly increases it back) 

▶ Above Five thousand new part/weapon variants

* A mod for people who like to make min/max builds without losing fashion as the new effects or tuned parts are made available to all parts of its respected category
* New Parts are unlocked by finishing Missions, Tutorials, Merc Ranks, Collecting Image/Text logs, Arena, All S Rank Missions, etc.
* Sorting for body (Core, Arms, Legs, Head) part variants


▶ Improved depth with new mechanics
* Counter guidance based weaponry such as Chatty's WR-0999 DELIVERY BOY with Flares if no-one has bother to even give a thought about it
* AC build diversity, an unknown amount of possible builds, such as going coral-focused, incendiary-stagger, uranium infinite energy flight, healing tanks, etc.
* Most new mechanics are tied to the unique effects on parts

▶ Extra displayable stats
* Maximum Projectile Velocity, Lock-On Precision, Dual Damage Type etc.

▶ New added equipment
* Such as the new Assault Rifle that can Melee Attack and the Hitscan-like Beam Rifle
* Icons, Paintable, Coloring adjusted, fixed Damaged State tex, and models made to be compatible with vanilla ACs for mixing & matching
* Fully independent and does not replace anything

▶ New added Expansions
* Abilities ranging from granting no recoil upon activation to reducing overall weight
* Unlocks at Mercenary Rank 19-25

▶ Weight Class Gap: Lighter (faster) <-----> Heavier (tankier)
* Lightweights having much more benefits compared to Vanilla (especially in Quick Boosts)

▶ Face new dangerous Opponents in the Eternal Arena
* Not made easy due to it having Custom AI and AC build (With the exception of Asmongold)
* Can be used as a template to provide build ideas
* Unlocks at New Game+ after Mission 11: Attack the Watchpoint

▶ Garage Overhaul
* renamed to Base HQ with an entirely new look

▶ Mission Edits
* Extra Battle Logs to hunt down to reach the new Mercenary Rank of 25 (some are hidden)
* Experience the missions differently with new enemy placements
* Several new additional enemy variations

▶ New status effects
                         



▶ New added Generator Thruster Colors
* Purple, White, Cyan, Yellow, & Green








more videos at -> videos page


Notes:
- English Only
- Game Version 1.08 Only
- Backup your original save file

To install:
- Backup your original save file
- Download Mod Engine 2 + Lazy Loader bundle
- After downloading, extract the contents of the Bundle zip file to your AC6 Game Directory.
- Download 'AC6 Armoury' Mod
- Move the contents of the 'AC6 Armoury' mod into the "mod" folder that comes with the Bundle.
- Run the "modengine2_launcher.exe" file.

To update:
- Delete previous contents of this mod
(this is to prevent bugs created from out of date files that will no longer be in use)
- Replace with the latest version downloaded


Added Equipment
* paintable, coloring adjusted, and made compatible with vanilla AC parts

- Sniper Rifle weapon category


SR-22X DEADEYE
* Optimal damage dealt when projectile exceeds 500m range
* dont be like others who intentionally chose FCS with lock-on below 390

- Plasma Gatling Gun weapon category


Vvc-280PGG QUASAR
* Small proximity AoE

- Plasma Pistol weapon category


Vvc-PP1.5 EXCALIBUR
* Charged shot penetrates through obstacles

- Beam Rifle weapon category


LBRF-90 ECLIPSION
* Continuous Beam
* Weapon Model by KRDCD

- Laser Machine Gun weapon category


LMG-M72A1 AVIATOR
* Weapon Model by KRDCD

- Multi Energy Rifle weapon category


Au-L-K41Z45W4
* Dual Projectile Multi Energy Rifle
* Weapon Model by KRDCD

- Sniper Cannon weapon category


SCN-45X PREDATOR
* Optimal damage post 500m, Delayed shockwave aftershock
* Weapon Model by KRDCD



SC-44B ACCURUS
* Optimal damage post 400m
* Weapon Model by KRDCD

- Grenade Cannon weapon category


CR-WB78GC HUSH
* Weapon Model by KRDCD

- Kinetic Energy Cannon weapon category


K/EC-O402-ANGEL
* Kinetic/Energy Damage type
* Weapon Model by KRDCD

- Pulse Scatter Cannon weapon category


PSC-108 TITANBLAST
* Weapon Model by KRDCD

- Gatling Cannon weapon category


FOUNDING-FURY F5
* Weapon Model by KRDCD

- Energy Chain Gun weapon category


ECG-XG1 VORTEX
* Weapon Model by KRDCD

- Linear Cannon weapon category


LNC-MT94-BROADSIDE
* Multi-Lock Linear Cannon
* Weapon Model by KRDCD

- Linear Rifle weapon category


CR-WR93RL RINIA
* Weapon Model by KRDCD

- Railgun weapon category


LR-RF1 MAYR
* Weapon Model by KRDCD

- Assault Rifle weapon category


AR-BZK-55 VANGUARD
* Equipped with a cannon attachment



061-ANNR/HE
* HE rounds, no Ricochet
* Weapon Model by KRDCD



ARSG-34T DUALSTRIKE
* Equipped with a shotgun attachment
* Weapon Model by KRDCD

- Burst Assault Rifle weapon category


AR-O700
* Melee Spec, Charged Melee Thrust
* Weapon Model by KRDCD

- Shotgun weapon category


Au-E-B08-REUTER
* Weapon Model by KRDCD

- Machine Gun weapon category


MGX-03 MOTORCOBRA
* Weapon Model by KRDCD

- Burst Machine Gun weapon category


BMG-48R NIX
* Weapon Model by KRDCD

- Gatling Gun weapon category


CONTINENTAL-CONQUEROR CC1776
* Weapon Model by KRDCD

- Acid Gun weapon category


AW-AG08 OROCHI
* Weapon Model by KRDCD

- Arc Gun weapon category


OAW-A55 RIOT LIGHT
* Weapon Model by KRDCD

- Scatter Missile Launcher weapon category


BML-X/SM32-16 SIERRA
* Weapon Model by KRDCD

- Active Homing Missile Launcher weapon category


APM-60 DEARBORN
* Weapon Model by KRDCD

- Spread Missile Launcher weapon category


BML/SPR-08 NAGARAJA
* Weapon Model by KRDCD

- Energy Missile Launcher weapon category


EML-BM05 STINGRAY

- AC Parts
* Models by KRDCD
- Head

- Core

- Arms

- Legs


WHITE-GLINT
03-AALIYAH
04-ALICIA
BALTEUS
N-WGIX
HOGIRE
IB-07 SOL
SOLUH
ARGYROS
GREMLIN-AM MKII
IB-01 CEL 420
SAUBEES
PATRIOT-50S
HD-WATCHMAN
JUDITH
CB-307
KOCHO mdl.1
HB-141
NOWAKI mdl.2
CR-C98E2 - the core fires while firing main guns
A05-LANGUR
YH12-MAYFLY
CR-LH80S2
CB-209
AGEMAKI mdl.3
D/UHD-15
LTB-105
CR-C90U3 - Burst Fires while firing main guns
CR-A92XS
CR-H06SR2
FUJIBAKAMA mdl.3
Hd-H-E34
AA-207L
CC-208
TELLUS
C01-GAEA
A11-MACAQUE
H11-QUEEN
LH09-COUGAR2
X-SOBRERO
YC07-CRONUS
YA10-LORIS
YH08-MANTIS
YLH11-VIXEN
CR-H98XS-EYE2

- Boosters
* Models by KRDCD


RA-AGL/VX BOLT
* Quick Boost maneuverability


HBL-TRX/CARRIER
* Heavy Load Assault Boost traversal

- Expansions

ASSAULT SHIFT
* Perfect Recoil Control, Increased Damage dealt/received
AETHER FRAME
* Reduces overall weight
ELECTRO CATALYST
* Restores 800 AP when a nearby enemy is Shocked
PULSE AEGIS
* Take 50% reduced damage and impact damage while performing a melee attack
OPTIMA CIRCUIT
* Reduces overall EN Load
CORAL EMISSION
* Releases a 300-meter coral field that remains active for a limited time
IMPACT DRIVE
* Boosts kinetic damage and guaranteeing a stagger that lasts for 1 successful hit or when expires

Weapon Variants
- Ricochet
- Laser
- Pulse
- Coral
- Melee
- Disturbance
- Incendiary
- Shock
- Spread
- Velocity
- Uranium
- Vulnerability
- Corrosion
- Fan
- Rocket
- Splash
- Rapid
- Hazard
- Homing
- Complex Root
- Kinetic
- Damage
- Burst
- Flare
- Wave
- Fat
- Defense
- Leach
- Balteus (unique)
- AllMind (unique)
- IBIS (unique)
- Smart Cleaner (unique)
- Bahamut (unique)
- Ramuh (unique)
- Aphelion (unique)
- Striga (unique)
- Deceit (unique)
- Ifrit (unique)
- Torrent (unique)
- Ice Worm (unique)
- Black Moon (unique)
- Ayre (unique)
- C-Spooder (unique)
- ThunderFire (unique)


Parts Variants
- tweaked/tuned stats
- increased specs at the cost of decreasing another
ex.
arms with
+ Recoil Control
+ Arms Load Limit
- EN Load
- Melee Specialization

- special effects (available to all 4 parts categories (Core, Leg, Head, Arm)) (has 1 reduced specs)
- Reduced Impact Damage Taken by 8%
- Increased Impact Damage Dealt by 10%
- Energy Regeneration of 1.85% per second
- Energy Regeneration of 60 per second
- Increases Kinetic Damage by 5%
- Increases Energy Damage by 5%
- Increases Explosive Damage by 5%
- Increases Coral Damage by 4%
- AP Repair of 10 per second
- Reduced Coral Damage taken by 10%
- Reduced Non-Coral Damage types taken by 4%
- Improves Stability Recovery Speed by 8%

- unique effects (exclusive to 1 parts category) (has at least 2 reduced specs)
- Head
- Inflict extra 8 AP Damage on hit
- Inflict extra 20 Electric Discharge Anomaly on hit
- Inflict extra 30 ACS Anomaly on hit
- Restores 5% + 1500 AP when Terminal Armor is Triggered
- Enemies take 12% Kinetic Damage while under the effects of corrosion
- Hits with Back Weapons also counts as "Hits with Main Guns"
- Builds-up Coral Release on hit: boosts Coral Damage by 15% for 10 seconds
- Scanning reduces Damage Taken by 10% for 12 seconds
- Pulse Protection becomes a dome that restores AP by 1% per second
- Core
- Builds-up Uranium on hit: removes EN Usage Cost for 10 seconds
- Hits with Main Guns will eventually repair 400 AP
- Reduces cooldown or PA shield decay of Core Expansions
- Once every 35 seconds using Melee Weapons makes the user semi-invisible
- Hits with Back Weapons gradually Builds-up Coral Damage
- Scanning boost Explosive Damage by 10% for 12 seconds
- Hits with Main Guns will eventually launches a Bullet Drone
- Reduced Damage taken by 15% but reduces Damage dealt by 10%
- Scanning unleashes flares to disrupt homing guidance
- Arms
- Hits with Main Guns gradually Builds-up Explosion Damage
- Using Assault or Protection Expansions grants Coral Release: boosts Coral Damage by 15% for 20 seconds
- Using Melee Weapons restores 500 Energy
- PA Shield Takes 35% less Damage
- Deal no Impact Damage, boosts Non-Coral Damage by 25%, and Coral Damage by 18%
- Using Melee Weapons causes extra multiple slashes
- Using Melee Weapons emits flames during attacks
- Weapon Swapping boosts Kinetic Damage by 10% & another 2% (stacks) for 8 seconds
- Keeping Back Shields activated gradually boosts non-Coral Damage by 4% per second (up to 20%)
- Boosts Energy Damage by 10% while in Uranium State
- Legs
- Assault Boost EN cost usage is reduced by 35%
- Hits with Main Guns recover 50 Energy
- Boosts Impact Damage of Main Guns by 35% while in Assault Boost
- Hits with Main Guns reduces Recoil by 8
- Take 35% reduced Damage during a Quick Boost, Costs extra EN Usage
- Once every 10 seconds Quick Boosting leaves behind Floating Mines
- Quick Boosting after a successful Melee Hit unleashes spinning discs that return to the user
- Take no Impact Damage for 15 seconds after using Assault Armor
- Boosts Damage by 16% while Invisible
- Increased AP recovered from AP recovery effects up to 35%, based on how low your current AP

- color of choice generators
- Default Orange
- Energy Blue
- Coral Red
- GN Drive Cyan (new)
- Uranium Purple (new)
- Divine White (new)
- Electric Yellow (new)
- Acid Green (new)


CHANGES
- General or QoL
- Armoury mod themed UI
- Max Mercenary Rank increased from 15 to 25
- Device Light Intensity increased by default
* no longer anyone has to use the preset exploit
* you can lower the intensity by choosing a darker shade
- Cleaned up some assets in Eliminate “Honest” Brute to reduce lag during his fight
- Photo Mode camera range limit to 400m
- Flame visuals when a target is under ACS Anomaly (burning)
- New icons for Shock Anomaly, Heat Anomaly, and Jammer
- Colored icons for Kinetic, Energy, Explosive, Coral Damage types
- Dark intro splash screen
- Removed the ICE WORM blinding effect when it is hit

- Light Weight Advantages
- Adjustments to QB reload time to total weight ratio
* better QB reload time the lower your weight vs QB reload ideal weight and vice versa
- Adjustments to QB Jet Duration to total weight ratio
* better QB Jet Duration the lower your weight vs QB reload ideal weight and vice versa
- Adjustments to EN Recharge Delay to QB reload ideal weight ratio
* better EN Recharge Delay the lower your weight vs QB reload ideal weight and vice versa
- Adjusted Attitude Recovery to Weight ratio
* better Attitude Recovery the lower your weight
- Arm Load Limit - Recoil Control
- Arm Load Limit - Target Tracking
* lighter weapons vs Arm Load Limit have better Recoil Control & Target Tracking and vice versa
- Increased Quick Boost Initial Speed for lighter builds
- Bipeds leg types now have boost efficiency based on their weight by default, the lighter the better

- Heavy Weight Advantages
- Readjusted Kick Weight Damage
- Slightly increased defenses of certain heavy parts
- Slightly increased AP of certain few heavy parts

- Player Mechanics
- The player take less impact damage
- Slightly better EN regen while in the air
- The player becomes immune to stagger for a while after getting staggered
- Shock rework
* The target becomes immune to shock for a while after getting shocked
* The target takes reduced Electric Discharge build-up for each shock triggered
* changed effect to 400 + 4% AP Damage
- ASC heat status anomaly rework
* doubles the effectiveness ASC stagger build-up
* also reduces the effectiveness of AP restoration of the burning target
- Slight adjustments to Target Tracking
- Improved Scan Angle to 360 degrees
- Slight adjustments to Speed to Weight ratio
* players are slightly faster
- Readjusted Ricochet vs Defense ratio
- Heavily increased Assault Boost speed at the cost of heavily increased EN usage
- Readjusted Melee and Energy specialization scaling
* reduced stat penalty on lower values, and adjusted the bonuses at higher values
- Slight adjustment to EN Supply Efficiency of EN Output vs EN Capacity
- Reduced penalty of Booster Efficiency, Generator Output, & Generator Supply when below 100 value
- ACs now take 20% reduced damage while performing a melee attack

- Expansions
- Increased the number of OS tuning upgrade to 5 times
- Slight increase in Kinetic and Explosive bonus damage
- Repair Kit Effectiveness ranging from +400 & +2% to +1800 & +10%, based on the level of upgrades
- Assault Armor, Pulse Armor, Pulse Protection, and Terminal Armor costs 0 tuning points for its first upgrade
- Terminal Armor restores 1000 AP by default
- Pulse Armor now no longer fully protects the AC from damage, some chip damage will go through
* this is due to the player could now invest up to 5 charges
* absorbs up to 4,200 damage for 15 seconds instead of 3,300 for 10 seconds
- Assault Armor deals heavy damage to Pulse Armor, Pulse Protection, and Terminal Armor

- Parts
- Reduced melee cooldown
- Multi-hit melee weapons can now stun-lock opponents again
- Improved Shield Heat and Cooling
- FCS have three new main stats
* Lock-on Precision
* Lock-on Distance (ranging from 330 to 700)
* Bonus EN Capacity
- Base Maximum Lock-on Range changed to 700
- Boosters have Six new main stats
* Upward Thrust Momentum
* AB Reload Time
* AB Dodge Trust
* AB Dodge Duration
* AB Dodge En Consumption
* Melee Jet Duration
- Slight increase of Load Limit of all Legs Parts
- Certain stats in the UI are more clarified
* ex. Rapid Fire, Reload Time, Charge Time, Supply Recovery and EN Recharge
- Shields now have reduced cooling when overheat state
* A new stat UI for shields 'Overheat Cooling'

- Mission Edits
- AC Test
* Heavily increased AP of Tetrapod MT
* Tetrapod MT have 0 defenses for accurate DPS testing
C1.
- Illegal Entry
- Destroy Artillery Installations
- Grid 135 Cleanup
- Destroy the Transport Helicopters
- Destroy the Tester AC (and maybe MT)
- Attack the Dam Complex
- Prisoner Rescue
- Destroy the Weaponized Mining Ship
- Escort the Weaponized Mining Ship
- Operation Wallclimber
- Retrieve Combat Logs
- Investigate BAWS Arsenal No. 2
- Obstruct the Mandatory Inspection
- Attack the Watchpoint
C2.
- Infiltrate Grid 086
- Eliminate the Doser Faction
- Stop the Secret Data Breach
- Ocean Crossing
C3.
- Steal the Survey Data
- Attack the Refueling Base
- Eliminate V.VII
- Tunnel Sabotage
- Prevent Corporate Salvage of New Tech
- Survey the Uninhabited Floating City
- Heavy Missile Launch Support
- Eliminate the Enforcement Squads
- Attack the Old Spaceport
- Eliminate “Honest” Brute
- Defend the Old Spaceport
- Historic Data Recovery
- Coral Export Denial
- Defend the Dam Complex
- Destroy the Ice Worm
C4.
- Underground Exploration – Depth 1
- Underground Exploration – Depth 2
- Underground Exploration – Depth 3
- Intercept the Redguns
- Ambush the Vespers
- Unknown Territory Survey
- Reach the Coral Convergence
C5.
- Escape
- MIA
- Take the Uninhabited Floating City
- Intercept the Corporate Forces
- Breach the Karman Line
- Eliminate "Cinder" Carla
- Destroy the Drive Block
- Regain Control of the Xylem
- Coral Release


IMPROVED WEAPONS
MA-J-200 RANSETSU-RF
LR-036 CURTIS
LR-037 HARRIS
MA-J-201 RANSETSU-AR
RF-024 TURNER
RF-025 SCUDDER
MA-E-210 ETSUJIN
MG-014 LUDLOW
DF-MG-02 CHANG-CHEN
WR-0555 ATTACHE
LITTLE GEM
MAJESTIC
DF-BA-06 XUAN-GE
SG-026 HALDEMAN
DF-GR-07 GOU-CHEN
DIZZY
EL-PW-00 VIENTO
44-142 KRSV
HI-16: GU-Q1
HI-18: GU-A2
MA-E-211 SAMPU
HG-003 COQUILLETT
HG-004 DUCKETT
MA-T-222 KYORAI
WS-1200 THERAPIST
HML-G3/P08SPL-06
HML-G2/P19MLT-04
IRIDIUM
IB-C03W1: WLT 011
44-142 KRSV
Vvc-703PM
Vvc-70VPM
Vvc-706PM
BML-G1/P20MLT-04
BML-G2/P03MLT-06
BML-G2/P05MLT-10
45-091 JVLN BETA
WS-5001 SOUP
DF-ET-09 TAI-YANG-SHOU
IA-C01W1: NEBULA
Vvc-760PR
BML-G1/P07VTC-12
BML-G1/P03VTC-08
BML-G1/P01VTC-04
BML-G1/P32DUO-03
BML-G2/P08DUO-03
BML-G1/P31DUO-02
BML-G2/P19SPL-12
BML-G2/P16SPL-08
BML-G2/P17SPL-16
BML-G1/P29CNT
WR-0999 DELIVERY BOY
VP-60LT
FASAN/60E
BO-044 HUXLEY
45-091 ORBT
IA-C01W3: AURORA
SB-033M MORLEY


IMPROVED PARTS
AG-J-098 JOSO
FCS-G1/P01
DF-GN-02 LING-TAI
AL-J-121 BASHO
06-041 MIND ALPHA
IB-C03L: HAL 826
DF-LG-08 TIAN-QIANG
KASUAR/42Z
CC-2000 ORBITER
EL-TC-10 FIRMEZA
BD-011 MELANDER
BD-012 MELANDER C3
DF-BD-08 TIAN-QIANG
CC-3000 WRECKER
VE-40A
CS-5000 MAIN DISH
AC-2000 TOOL ARM
LG-033M VERRILL


OTHER
renamed something