About this mod
A lore-respectful mod offering increased replay value for Armored Core VI by improving player build variety and ramping up difficulty without radically changing the core of the game, accomplished by tweaking enemies, adding new parts, rebalancing parts, and modifying missions.
- Permissions and credits
- Changelogs
When Encore breaks with the rules governing enemy loadouts, there will always be in-universe justifications in mind. When new parts are added, they will be made to better round out the game's lineup to enhance build variety or improve accessibility.
If parts don't appear in the shop, either you haven't unlocked them or they're Loghunt rewards. If you have this maxed already, clearing a mission should do it; Destroy the Transport Helicopters is a good bet since it's a fast mission with a Loghunt enemy that may refresh it if another mission wouldn't do it.
If you like the mod and want to support further works, feel free to leave a tip here.
If you see a changelog for a version that doesn't exist, that's 'cause it's an in-dev thing.
Made With:
DSMapStudio / Smithbox
UXM Selective Unpacker
WitchyBND
ModEngine 2.1
DesignDump 1.0.0
Model Credits:
- KRDCD - PCA Sniper Rifle (VP-66LR Ver) - ELSTER/66E
- KRDCD - HC Plasma Rifle - VE-66PRA
- KRDCD - 050ANSR - SR-001 FERNALD
- KRDCD - 047ANSR - HSR-G1/P03
- KRDCD - ER-O705 - EL-PW-02 MALDICIÓN
- KRDCD - PCA Rifle 2 - VE-66EGA & VP-66KRD
- KRDCD - SOLUH NEXT (inc. SAUBEES) - IA-C02: PERENNIA & ASTERACEAE
- KRDCD - HLR-01 CANOPUS - IA-C02W1: PROTOSTAR
- KRDCD - WH04HL-KRSW - WC-0000 PUNCHLINE
- KRDCD - PYTHON - WB-1000 ORPHAN
- KRDCD - HC Pulse Cannon - VE-60PCA
- KRDCD - ARGYROS NEXT - IA-C05 SEMPERVIRENS
- KRDCD - MP-O901 - PL-001 AINSLIE
- KRDCD - LETHALDOSE - IA-C05W3: ARRHYTHMIA
- KRDCD - N-WGIX Long Rifle (Harris Ver) - Vvc-763RG
- KRDCD - N-WGIX Short Rifle (Curtis Ver) - Vvc-760LR
- KRDCD - SALINE - BL-004 ALDRICH
- KRDCD - XMG-A030 - WB-0020 GAG GIFT
- KRDCD - 03-AALIYAH/M - BST-G3/P01
- KRDCD - ER-R500 - IA-C02W2: APHELION
- KRDCD - Pulverizer - IA-C0X: MONOKARPOS
- KRDCD - Crest Assault Type - 009 CLEMENS
Installation
Due to frustrations with false positives, Encore no longer offers a pre-set ModEngine 2 installation. However, it's not hard to set up. Download and extract the mod then place the folder within a ModEngine 2 folder, and follow instructions in the config_armoredcore6.toml file to direct ME2's AC6 mod launcher to the Encore folder. Alternatively you can rename 'Encore' to 'mod.' I'm not picky, do what works for you - it's done the way I do it since if you keep it all in that folder it'd probably be annoying if you used it for the various different supported games and everything got stuck in the same 'mod' folder. Once this is done, you can just replace the folder with the updated one whenever you want to update it.
Why did I stop offering the pre-configured option? Because dealing with updates while doing it was obnoxious; communication was required with Nexus staff virtually every time and it restricted updates to either go days in quarantine or act strictly on Nexus staff hours - and I am not in a British timezone, so that kinda sucked. It was very annoying and made smaller 'maintenance' updates exceptionally frustrating thanks to having to go through said annoying process to accomplish very little but busywork.
Compatibility
If it's not something I modified it shouldn't be affected. Will conflict with anything that modifies the same things. See readme for more detailed change lists. chainfailure's Alt Saves requires some finesse, since this mod may not justify whole new playthroughs on fresh saves, so to make a desirable save for ENCORE when using alt saves, locate your save directory, copy your save, and rename the copy to AC60000.MOD (replacing the .sl2 extension) so that Alt Saves will use this copy instead of making you play through the whole game again on a full fresh save, including many essentially unchanged parts (for now) for the modified content. Don't ask me about regulation merging if you try, though.
On the coop mod: Place the AC6 Coop folder inside your ModEngine folder (not the mod folder), then add AC6Coop\\ac6_coop.dll to the external dlls the same way you do for alt saves above. To duplicate a save file for the mod, rename the file to AC60000.MOD.co2.
Known issues:
Monokarpos stealth is currently an anti-player feature as the AI isn't designed to react to it. That means it works on you when I make an enemy out of one and it works on people you fight if you're invading people in the coop mod.
If a model's janky don't take it up with me, I'm not the model guy.
All custom item descriptions are only in English.
The Defend the Dam Complex cutscene is a little off if you look for it. No, that can't be fixed without just keeping the original parts.
Other cutscenes (such as Depth 2's not displaying the Enforcer's modified paint) may be off due to enemy indexing; this is unavoidable with any new enemy placements at this time, and for this reason I have often leaned harder on replacing weak enemies than adding new ones. It's unavoidable with missions like Depth 2 where they're more exploration-focused and there's very little one can do without adding new enemy placements.
Trainer AC's AI doesn't turn off due to the AI switch needed to make it function, use the Tetrapod for an unmoving dummy test.
Don't ask about icons, I'll do it when I do it (in optional files to stop bloating filesizes, probably).