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Alurine Everblue

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maninthearmor

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About this mod

Mild gameplay overhaul, based on Armored Core: for Answer's supersonic brain-scrambling speed levels, with modifications to weapons and parts to match, and take things a step further. Enemies have also been made significantly harder, much more AP, stability, damage, and projectile barrages.

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Created using Dark Souls Map Studio version 1.09. Small note, first mod made. Not a complete overhaul, just an adjustment in parameters to more resemble AC4A's speed levels, and take things further. I'm sure you know where I got the inspiration.

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AC changes:

1. 2 times the thrust power in all categories, with quickboost 5 times greater, and quickboost reload 10 times shorter. Even overweight ACs will enjoy some speed.

2. AP levels increased by 3 times. Stability increased by 2 times plus 1500. 

3. Arms have 2 times the recoil control, firearm proficiency, and melee damage bonus.

4. All weapons fire up to 5 times the ammo and additional rounds per mag. Missile barrages are also intensified, requiring frequent dodging, or good impact mitigation.

5. Energy and Coral weapons have no cost and infinite ammo, with some exceptions (any involving solid components or missiles). However, they now drain 10 times as much energy, especially when charging. Intended for keeping bills low.

6. Shields vastly improved, mostly to keep up with tough enemies in enclosed spaces, as well as defend against missile barrages. Can also be used on the move with little delay. Certain melee weapons also block damage and impact with greater proficiency.

7. Generator output increased by 10, recharge time reduced by 10, capacity increased by 10.

8. Core extensions now have energy drain, as well as 5 times the number of uses.
  • Assault Armor briefly makes you invincible. Impact and damage also improved.
  • Pulse Armor lasts longer, though is a tad fragile. Intended for close or mobile combat, and countering Pulse Protection. Definitely not Primal Armor.
  • Pulse Protection is far more durable. Intended to counter missile barrages and ranged attacks.
  • Terminal Armor can be used up to 5 times, though will continue to stay on unless a repair kit is taken. Beware, there's a brief moment of vulnerability at the end of its duration before reactivating.

9. Melee weapon cooldown vastly decreased. Attacks can also be cancelled to bluff or feint an attack.

10. Weapon range increased by 10, projectile velocity increased by 2. With some exceptions for missiles, which don't function well at higher speeds.

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 Enemy changes:

1. 10 times the AP, 2 times plus 1500 the stability, double the resistance to energy weapons. With exception of Ayre and ALLMIND, who have an extra 0.

2. 2 times the damage, 10 times the firing rate. Bullet number and burst fire amount increased by 1.4 x 4 (had to use 1.4 to prevent unneeded multiplication of single shot attacks). Not a problem for an AC with NEXT-level speed, but can prove lethal in enclosed spaces.

3. S ranking will prove difficult thanks to the changes. You may have to make adjustments to your previous AC setups.

4. All changes to AC parts also transfer to enemy ACs, so they may prove harder than usual, especially during missions.

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Glitches and shortcomings:

1. Missiles may have trouble locking on if their attack is interrupted. This can be fixed by firing the weapon again.

2. Couldn't get the repair kits to repair more AP. Enemy ACs however will regain 50% of their health.

3. Still much to figure out, such as getting non-missile weapons to fire during quickboost.

4. The increased bullet count may challenge your PC.

5. Much of the adjustments are mass edits, so there will be some balance issues.

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Installation:

Rename your existing regulation.bin as regulation.bin.bak. Then place the new regulation.bin in its place. Be sure to remove (Alurine's AC6 Mod) from the file name. 

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Final note: make adjustments as you see fit, or incorporate aspects of this mod into your own.