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This page was last updated on 20 December 2024, 8:25PM
- Changelogs
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Version 1.04.1
- Reworked Encore's bomb-launcher type weapons (Ainslie and Aldrich) to not have reloads in order to make them more permissive to use and thus more tempting as low-cost weapons.
- Increased health of all LC shields.
- Slight alterations to specific additional enemies in Eliminate V.III and Take the Uninhabited Floating City. This mostly makes them more suitably Arquebus-modified instead of using their original designs. Production values!
- New mission update for Heavy Missile Launch Support.
- You know the drill, there's some Arenas here.
- Halved damage type weaknesses of BAWS Bipedal MTs and PCA Subject Guard MTs. This does not modify their existing strengths (they do not resist any damage type they were already strong against more than they did previously). This means that the additional vulnerability these enemies had to the corresponding damage type (Energy for BAWS, Kinetic for PCA) is halved. They are still weak to these types, but less.
- Created Arquebus Shield LC variant.
- Reworked an encounter in MIA to be less annoying because it was kind of obnoxious in repeated testing of other things.
- Further modifications to Take the Uninhabited Floating City.
- New update to Grid 135 Cleanup. As far as it goes with these early missions, there's really not much you can do about all of them unless they're in environments that can force you to engage with them - for example, most things you could do in Destroy the Transport Helicopters or Destroy Artillery Installations would be pretty pointless, since you can just ignore most anything that would be reasonable to hand to the RLF and blitz objectives. This one works though.
- Found how to make AI vision cuts work for the Monokarpos AC, I think. Not every enemy will have the same effectiveness since their base vision varies but testing is positive toward *an* effect. Stealth is more on the menu with this coming update.
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Version 1.04
- New feature wholesale, so new number. Now introducing the AA18B Arquebus Light Cavalry HM, the corporation's new loadout for the assimilated PCA design. This replacement has no effect on existing PCA versions and possesses a whole new loadout of modified attacks. I'm told previous attempts at this left people thinking it was impossible.
- Tweaked some things for various longer-range hand weapons, including LRA, Harris, Curtis, all Encore sniper rifles and the VE-66PRA, and both Encore railguns. This may make their longer range brackets more meaningful, if it improves their long-range tracking like I was told it does; credit to BIGMP on this one.
- Fixed VE-21C. Whoops. The fact that Snail wasn't a disproportionate menace is kind of concerning here.
- Modified Sniper LCs to be less helpless in their close-range state.
- Further reliability tweaks for the Aphelion light wave rifle.
- Whoops, wrong missile launcher. Previous 1.03.4 patchnote is now accurate (accidentally put that on the 4-round hand missiles instead of the back ones).
- Introduced the Balam frame 009 CLEMENS, a Jupiter War-era frame featuring a functioning core-mounted machine gun. Uses the Crest Assault Type model ported by KRDCD. Statistically, it sports strong fundamental performance in-between the strengths of the Melander and its C3 variant, but its support functions are poor across the board and the core has dramatically poorer stats in exchange for its gun.
- New Encore Arena entry.
- New AC: IA-C0X MONOKARPOS, an archaic model speculated to be a pre-Institute machine and so tentatively assigned to that model line. This unit's performance strongly correlates to the Ephemera, with the exception of an anti-AC MDD stealth system incorporated into its core. The stress placed upon the core is great, diminishing its performance in up-front combat, but it remains a menacing assassin when paired with modern technology. Uses the Pulverizer model from KRDCD.
- Another new Encore Arena entry.
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Version 1.03.4
- 1.07 support with various alterations and adjustments made to remove irrelevant or redundant changes I'd previously done, EXCEPT for the Nachtreiher nerf, which was not kept, keeping Encore's nerf instead.
- Made AC CONVICTION less oppressive but more consistent. This should be a more balanced experience for Destroy the Drive Block.
- Further adjustments after a frustrated break for tool updates with all these mini-patches, accounting for 1.07.2.
- Adjusted Balteus (standard)'s munitions.
- Increased Projectile Velocity of Balteus's gatling gun to match the player's, and messed with the swarm missiles' guidance a bit. Balteus is a boss that was originally, in no small part, difficult due to inexperience, limited loadouts, and poor launch balance. No mod that doesn't dramatically rework the game can address the former, but tuning decisions made for a boss in earlier patches needn't apply in the modern game. Nothing I can do for the worst offenders, though - nothing I do will save Smart Cleaner or Juggernaut from floating above them and laughing.
- Increased firing delays for the basic 4 and 6-pack missile launchers, with slightly more of an interval between each missile. This is to make them better 'pressure' weapons as missiles are meant to be by separating individual missiles in the volley and making dodges trickier. As-is, they're kind of clowned on by the heavy one thanks to its odd 'chain-fire' behavior. They still lack greater missile counts to go with it, of course.
- Adjusted the Aphelion light wave rifle to shoot the floor less. This is a consequence of the weapon's arm-mounted model causing it to shoot the ground.
- Altered Cataphract's missiles.
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Version 1.03.3
- Minor adjustments for Operation Wallclimber.
- Fixes for reported issues in Obstruct the Mandatory Inspection.
- Alterations for AC CONVICTION.
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Version 1.03.2
- Fixed Orphan EN load typo. Oops. This ended up being included early thanks to the 1.03.1 bugfix.
- Additional modifications to Destroy the Drive Block.
- New mission update for Destroy the Special Forces Craft.
- New Encore Arena entry.
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Version 1.03.1
- Various updates to Arms centered on the Firearm Specialization stat. The effect the stat has should now be more pronounced thanks to a system tweak, with low values being more of a negative. Various numerical adjustments to arms have been made to ensure that no part with a neutral to positive value has been nerfed by this change.
- Added WC-0000 PUNCHLINE, a weapon obtained post-Escape,, using the matching WH04HL-KRSW model from KRDCD. This weapon offers similar performance to the VE-66LRB and IA-C02W1: PROTOSTAR, but lacks advanced charge functionality thanks to the circumstances of its creation, instead maximizing up-front explosive firepower. Hey, when someone with Jack-O as a brand gives you promotional material...
- New mission update for Regain Control of the Xylem.
- New mission update for Prisoner Rescue.
- Implemented the Encore Arena so that you can see what any and all 'real' (ie: non-junker) bonus ACs I add as enemies and get their AC Data.
- New mission update for Eliminate "Honest" Brute.
- New weapon: WB-1000 ORPHAN, a rail gun manufactured by RaD. Appropriated from the Junker Coyotes following the death of "Honest" Brute, it offers a stronger full charged attack with overall worse standard performance than the VCPL model. Uses the Python model from KRDCD.
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Version 1.03
- Easing back into it after my break so don't take this as too much of a sign. Increased Attitude Stability of Ekdromoi 'cause the Shield LC is frankly more menacing than them.
- Increased projectile velocity for Songbirds because the amount better Freud's Morley is than Raven's Songbirds sank in further.
- Slightly reduced attack heat buildup of VE-66LRA but left other nerfs in place.
- Reduced EN recharge delay of the VE-20A to not be literally worse than VE-20B. You know, the VE-20B that's supposed to be miserable in exchange for raw power? Yeah, that one.
- Increased starting Projectile Velocity of Sniper LCs' laser.
- Corrected an apparent oversight or error concerning RaD MTs in the Liberator of Rubicon path. RaD's BAWS MTs were using RLF visuals in Eliminate "Cinder" Carla and Destroy the Drive Block, and mapedit tools now let me investigate and correct this issue. Construction yellow for everyone!
- Added VP-66KRD, a lower-tech adaptation of the same platform as the VE-66EGA. This weapon uses conventional kinetic and explosive ammunition to make a 'deluxe' kinetic rifle.
- Slightly reduced Weight, EN Load, and Reload Time of the Little Gem bazooka as the VP-66KRD further drove it into the dirt.
- Reverted VE-42B's stats to vanilla after receiving input on the state of other tank parts after their various nerfs.
- Slight nerfs to Etsujin and Nachtreiher legs. Etsujin got +1 recoil and 1-3 points each off its damage, impact, and accumulative impact values to make it somewhat less silly but not hitting it too hard, since its stats do somewhat merit being a strong option in its category - just not that strong; Nachtreiher legs lose 2k Load Limit in order to give Kasuar a reason to exist as a higher Load Limit option. This change does not necessitate any alterations to Steel Haze.
- Increased Attache magazine size by 10 and increased its Rapid Fire to 5.2 from 5 to make it more worthwhile relative to its competition for its cost relative to the other machine guns and Scudder. I frankly think this is lowballing but I don't go here that much and I'm throwing them a softball bone, to be entirely honest.
- Reduced Recoil of Ludlow and Chang-Chen by 1 each. (4->3 and 6->5).
- Decided to implement an idea I had for an alternative balancing option for the Bornemissza tank legs based on prior thoughts and some PvPer input. The Bornemissza's movement-related nerfs from patch 1.06 have been entirely reversed, while the durability-related nerfs have been left in place. However, it now has an EN Load of 610 - an increase of 155 - to heavily reduce its over-efficiency with energy-hungry builds. You can move again, but I'm taking away the double Nebula+Aurora builds and similar shenanigans unless you suffer through Sempervirens' horrible booster inefficiency or Ephemera's non-durability. If people try this and like it, I will do another rework in the same style for the Fortaleza - I'm using the Borne as a bit of a testbed to see if people like it this way.
- Ransetsu-AR: Impact 64->83, Accumulative Impact 25->32, Damage 77->85. Values per-bullet. Additionally, Rapid Fire Interval 0.8->0.75 and Magazine Rounds 18->24. I don't think I need to explain this.
- All vertical missiles except Vvc-70VPM: Homing Stop Distance 45->30. Did you know this was higher than VPM's for some reason? Even after it was nerfed? Yeah, no wonder on these things. I'll probably look more into this later.
- Shaved .1 off every damage type resistance for Basho arms. Additionally, Basho Recoil Control 66->51 and Jailbreak Recoil Control 45->40. Making this thing more actually specialized and Jailbreak gets caught in the crossfire for being too close to real Basho.
- The part you've been waiting for. The current, full modified mission list (not counting missions where a modded file exists but only for cosmetic fixes previously mentioned): Destroy the Weaponized Mining Ship, Operation Wallclimber, Obstruct the Mandatory Inspection, Attack the Watchpoint, Infiltrate Grid 086, Steal the Survey Data, Attack the Refueling Base, Attack the Old Spaceport, Coral Export Denial, Destroy the Ice Worm, Underground Exploration - Depth 1, Underground Exploration - Depth 2, Underground Exploration - Depth 3, Eliminate V.III, Take the Uninhabited Floating City, Intercept the Corporate Forces, Destroy the Drive Block, MIA.
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Version 1.02.7
- Getting back to our roots: new booster, the BST-G3/P01, added to give our good buddy the speed he deserves.
- Walter's boss weapons' menu displays fixed. These weren't configured for displaying in the menu correctly because they were never meant to be in the menu, and even in Encore they're largely meant to sit there and look pretty while showing you what they are, but they originally looked like they were broken. With the way I had to fix the Vvc-763RG, however, I learned why, so they're not broken anymore and we can all retire the mystery of if Walter's weapons only worked due to scripting or something because the answer was more boring than expected.
- All-around quality improvements on VE-66EGA: the underbarrel launcher is now actually the charge shot's launch point, plus improvements to its function learned from working on the Vvc-763RG and PL-001 AINSLIE.
- As with the VE-66EGA, functional improvements to the 45-093 SLRWND: the boost should no longer slam you into the floor as aggressively.
- Reduced clipping issues and eliminated dismounted appearance of VE-60PCA. It's not totally normal now but it is much better; going further requires animation expertise I lack at this time but more arms will play much nicer with it now. By 'more' I mean 'almost all of them.'
- Further reworked VE-60PCA to achieve a similar result in a much more controlled manner. Some nerfing was required after I did it for balance's sake.
- Tweaked the WB-0020 GAG GIFT to have increased recoil scattering to further improve its bullet wall look. As compensation, it has 10% more ammo.
- 45-093 SLRWND is now IA-C05W3: ARRHYTHMIA, featuring a new model variant from KRDCD and the ability to boost upward as a 'charge shot' in midair. Due to the implementation method, this does not move you upward from a grounded starting point, but it makes the 'weapon' far more versatile.
- New weapon: IA-C02W2: APHELION, a new light wave rifle that acts as a laser-missile hybrid. It fires straight like a laser then homes back toward the for a short period in its main fire, and in keeping with using the ER-R500 model from KRDCD, an explosive melee-range charge attack.
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Version 1.02.6
- Fixes for some modded weapons to correct behavior against pulse armor and the like, noticed while doing weapon dev.
- Removed Vvc-760LR from Freud's boss weapon's name for development reasons (it might be a real one in dev).
- Updated IA-C02W1: PROTOSTAR's menu display to reflect its Charged Blast Radius.
- New weapons: The Vvc-763RG rail gun and Vvc-760LR linear rifle, abandoned PCA prototypes completed by VCPL under Arquebus contract using their existing expertise in magnetic technology from plasma weapon development. Also included are the WB-0020 GAG GIFT machine gun, essentially a pocket gatling gun with most of its power but extremely poor ammo economy, and the BL-004 ALDRICH bomb launcher, a more conventional explosive launcher in the same style as the AINSLIE.
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Version 1.02.5
- Changed 45-091 ORBT to 45-092 ORBT.
- Added 45-093 SLRWND, a shoulder-mounted quick booster from Loghunt.
- Increased the speed at which BML-G1/P29CNT missiles spawn and their maximum spawn count. "Is this just another excuse to buff-" Yes, but it's right.
- Added IA-C05: SEMPERVIRENS, a heavyweight AC made to be dependent on the SLRWND, the core possessing extremely strong generator adjustment stats in exchange for the worst booster efficiency in the game. As it aligns with the Xylem's technology best, it unlocks after Escape, suggesting it to be an RaD refurb.
- Added PL-001 AINSLIE, a Balam-made pulse grenade launcher. In exchange for a restrictive range and firing arc, the AINSLIE offers significantly increased power for lower costs compared to the PFAU/66D, harkening back to old-gen rockets in terms of balancing.
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Version 1.02.4
- Added VE-66EGA, a stun rifle using an LC rifle model by KRDCD.
- Title text updates for EL-PW-02, ELSTER/66E, SR-001 FERNALD, and HSR-G1/P03. Instead of simply reading 'laser rifle' or 'linear rifle,' these will now, respectively, display LASER ASSAULT RIFLE, LASER SNIPER RIFLE, and LINEAR SNIPER RIFLE. VE-66EGA comes with this by default, showing 'STUN RIFLE.'
- KNOWN ISSUE SLAIN: SNIPER RIFLE MENUS NO LONGER LOOK CURSED.
- Also fixed that for EL-PW-02.
- Buffed ranges of all sniper rifles because I can see them now.
- Added VE-60PCA, a scatter pulse cannon whose name is entirely coincidental because Arquebus could never make a good marketing decision to save their lives. It uses the HC Pulse Cannon model from KRDCD.
- Added IA-C02W1: PROTOSTAR, a heavy laser rifle using the Canopus model from KRDCD. It's what you think it is, because if I DIDN'T make one in a mod that adds weapons at all, would I be making an Armored Core mod? We have two Moonlights already so we can have two Karasawas.
- If you paid attention to the last one, you knew this was coming: ENCORE's first new frame is the IA-C02: PERENNIA, based on the SOLUH model provided by KRDCD. The PERENNIA provides a frame a bit tougher than the Ephemera without the severe shift in weight class represented by the HAL 826 or especially the VE-4X series, while existing in the same niche of low-stability high-Generator Output Adjustment.
- Added a full set of duplicate boosters unlocked through normal gameplay and shop unlocks at various points. These are invisible, provided along with the SOLUH model: these are for the new frames that cause clipping issues when using AC6's modeled boosters, and provide no mechanical benefits over their baseline versions.
- Added VE-21C, an Arquebus ADD FCS. This model has high marks in close and long range combat with a blind zone in the midrange area.
- Edited the Chang-Chen's visual effects to make its incendiary effect more obvious.
- Added IA-C02LR: ASTERACEAE, a reverse-joint variant leg part for the IA-C02 using the SAUBEES model from KRDCD, who saw my desire to make a reverse joint between Kasuar and Mind Beta and obliged. I knew this might happen someday but I didn't expect it before I even published the PERENNIA, whose model I had chosen partly for this eventuality.
- Gave V.II Snail the FCS he needed, but didn't deserve.
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Version 1.02.3 BUGFIX
- Sound effect updates for ELSTER/66E, EL-PW-02, and VE-66PRA.
- WHOOPS BROKE ONE HARRIS UPDATING SNIPERS
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Version 1.02.3
- Bullet velocity, effective range increases, and aggression increases for BAWS Guard MTs (the little walkers), range increases for the little helicopters.
- Aggression increases for every BAWS Bipedal MT with an NPCThinkParam ID matching Shield-equipped versions and versions equipped exclusively with machine guns, whether one or two.
- Aggression increases for laser blade and bomb launcher tetrapods, same method as previously mentioned.
- ELSTER/66E is no longer a clone, now sporting the exact model you'd think from its description with minor tweaks made personally by KRDCD and used with permission!
- New weapon added: a heavy plasma rifle with faster projectile speeds than existing models save the Fasan's charged shot, bridging the gap between the existing plasma rifles and said cannon. Not a clone either - comes with the HC plasma cannon model by KRDCD.
- Solved an issue with the VE-66PRA that caused the weapon model to get 'stuck' between it and the Vvc-760PR if another weapon wasn't selected in between, causing potential problems if the weapons were loaded simultaneously - for example Hawkins' Vvc-760PR would appear as the VE-66PRA if you had it equipped, at least in the same slot. I don't need to tell you this, since I never released with the issue, but I want any modders who experience the same issue to know it can be fixed.
- SR-001 FERNALD is also no longer a clone, featuring an ACFA 050ANSR model provided by KRDCD, who thought to do it because of seeing me complaining about a lack of non-PCA Sniper linear rifle replacers.
- SR-001 FERNALD reworked to have a similar or slightly higher overall fire rate by giving it an actual magazine size with a normal reload time, but a longer overheat period. This was done to better match its new model.
- Reduced ELSTER/66E's charge time slightly again and partly reverted the VE-20B-proofing. This is due to getting a better feel for these weapons as I experimented with them more; VE-20B usage on its ideal users, tetrapods, is extremely difficult due to EN load problems, and the other option is tanks, who do not need it, so I elected to lighten the restrictions on it slightly.
- Added the HSR-G1/P03, a Furlong Dynamics sniper rifle. When KRDCD ported the model for the 050ANSR, it wasn't just that one: the model for the 047ANSR came with it, and if someone's going through that effort on my account I'm not going to be lazy in return. This new sniper rifle is the lighter counterpart to the Fernald, based on the Curtis instead of the Harris. Cooperation status: Jolly.
- Added the EL-PW-02 MALDICIÓN, an assault laser rifle to further fill the niche of automatic lasers, featuring the ER-O705 model with permission from KRDCD. I'm just glad to make something less complicated.
- Tweaked the Coral Release adds again featuring one of the new toys. Technically, this involves nerfing their other addition to be less overbearing, so that's fine because it's very spooky looking.
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Version 1.02.2
- Ring Freddie's AC tweaked slightly so that his missile volleys are no longer synced, forcing more steady dodging. Normally, as you can see with the modified Rubiconian AC, he has a habit of firing everything in huge volleys, so changing one of his hand missiles to break the habit and diversify the missile patterns struck me as a good idea.
- Boss weapons adjusted; instead of being economically unobtainable, V.I Freud's custom Harris, Raven's custom Ransetsu-RF, and Walter's vanilla Coral rifle and missile now have disproportionately massive ammunition costs, and will crater your rankings if you use them. As this solution cannot be used with the boss versions of Walter's Coral Oscillator and Shield and they're the least interesting ones, those are still obnoxiously expensive.
- Rebalances to SR-001 FERNALD and ELSTER/66E as experimentation continues. Fernald's changes are smaller, with an EN load reduction and slight damage buff, while ELSTER/66E's charge time and heat buildup have been altered to make the weapon less restrictive for most generators, with faster charging and higher heat buildup that exists primarily to prevent it from being spammable with VE-20B.
- Buffs to the Abbot and Talbot FCSs as part of the combined Rubicon Optometry and Save the Redguns initiatives, inspired by the VE-series FCS buffs. I wonder if I'll end up nailing it again this time.
- Made Coral Release more intimidating via messing with the adds in a manner inspired by my work on Cursed Encore, along with some internal changes. No Bashos this time.
- AB Thrust buff for the BST-G2/P04. From unknowingly took my Fluegel buff and went further, and these were originally more or less parallel in purpose with Fluegel being better if you weren't on a particularly chunky AC, so this thing now needs more. Fluegel's increased costs aren't enough to justify the severe difference between them to me, so it gets something else. Consider it a G1 Michigan buff. Go, FromSoft, make me take it back again, you know you want to.
- Standard thrust speed buffs to the BST-G1/P10 and AB-J-137 KIKAKU. These have aged exceptionally poorly with the broad increases to speed between both vanilla patches and my own changes so it was about time, especially for the latter in a post 1.06 Fluegel world. Enjoy your faster Dolmayans.
- Arena Steel Haze Ortus smoothed over with the same shenanigans as Sulla.
- Increased Alba legs' jump height to be closer to Nachtreiher based on the comments of PvP players whose opinions have seemed more trustworthy than most. If there's a problem with them, I may as well do something about it. I'll never turn down an excuse to buff SHO.
- Buffed Ephemera and HAL cores to make them more desirable than the raw bulk of their heavyweight match, the VE-40A. This is slight, so don't think you're getting impossible builds out of it, I just know that going superheavy is generally considered 'easy mode' and shouldn't be considered that core's 'downside;' at the same time, due to Encore's goal of increasing replay value, nerfs aren't my business. This may be taken back if From nerfs the VE-40A.
- In less complex news, buffed the Iridium's projectile speed. I don't need to explain why this thing sucks, do I?
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Version 1.02.1
- Reverted Redshift, Moonlight, IB-C03L HAL 826, Laser Orbit, Javelin Alpha, Sampu range, Etsujin, and Fluegel changes due to being made redundant or excessive with buffs that often resembled my own. Stun Needle change remains since its damage buff was part compensatory for the overall Shock nerf.
- Chartreuse's LCD is returned with its buff and the LCB's nerf, but she, Hawkins, and Snail all keep their new FCS parts due to the very low odds of long range combat they're fought with and the better close-range adjustment on their new parts, though the difference is much smaller now. However, because this makes Defend the Dam Complex much closer to vanilla, gave Chartreuse another new toy ripped off Sulla's corpse. I think you know which one.
- VP-66LH/R given slightly superior Cooling and lowered Weight as they now sacrifice more by losing the standard version's charge shot.
- Buffed V.I Freud's custom weapon for consistency with its original self. I don't even know why they did that, but who am I to deny them?
- Prototype laser sniper rifle added due to the dramatic temptation of the VE-series FCS buffs. I had originally planned on workshopping this for a longer period and dabbling in getting new models in for a bit, but I decided that, with those buffs, it was time to see if people liked the formula I came up with before I escalated to that kind of effort. Unlocks with VE-66LRA, the model it currently shares and the basis for its behavior.
- Adding a linear rifle version of the sniper concept, similar but related to the Harris. I can't actually test it right now so I built this thing while blind. Like the other one, it'll unlock at the same time as its original template.
- King found a new toy that he and only he can effectively use. I didn't even plan that.
- G5 Iguazu (normal) upgrade as a compensatory change for G4 Volta's nerf.
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Version 1.02
- More significant number iteration due to the addition of a new feature wholesale: New parts, technically.
- These new weapons include a full-auto version of the laser handgun and 1.01.3's inaccessible Freud and Raven weapons. However, the latter are priced such that you can't get them. If you wanna cheat to get 'em and restore AC Data integrity, go nuts.
- Relatedly, the Arena image breaking for those two is fixed and their Arena battles now use the same loadouts as Defend the Old Spaceport/Dam Complex and Intercept the Corporate Forces.
- Added new generator to Loghunt, an intermediate middleweight energy weapon model instead of the extreme of VE-20B. New parts now less technically. Voted most likely to be deleted if From releases something like it.
- New generator for Mind Gamma and Sulla.
- Moonlight scaling reworked: Moonlight now uses Energy Weapon Specialization instead of Melee, receives a buff to offset the loss of 8 points between VE-20B and Basho arms, and has reduced EN load to compensate for the use of energy weapon generators..
- Redshift scaling removed and replaced with flat buffs. Redshift now performs the same at all times, and is stronger than any Redshift user in vanilla except for a Basho.
- Fixed versioning shenanigans, these versions are still all the ones you knew, just fixing numbers.
- New weapons for V.VI Maeterlinck.
- Core expansion modifications for G1 Michigan and Mind Alpha.
- Build optimizations for Rokumonsen.
- Cosmetic tweaks for Chapter 4 Iguazu.
- Made the HC Helicopter more aggressive in Survey the Uninhabited Floating City before the Sniper LCs are all dead by removing a value that makes it more passive when you're engaged with other enemies. This is not an elaborate AI tweak, don't get excited.
- Made V.III funnier with special effects.
- Added shop entries for the pre-existing boss variants of the HAL 826's weapons and generator, similarly impossible to get as the Freud and Nightfall ones, for fun. These appear to be broken for some reason and are intended more to spread the info of how he works in Bring Down the Xylem; don't ask me to fix them because I don't even mean for anyone to use them. If you do, tell me if they're not actually broken because I'm honestly curious. Weird gen, too.
- Made a far harsher brand of Trainer, as special thanks to someone who's far more than just ENCORE's best sounding board. Fully functional in AC Test.
- SPEffect based tweaks to Sulla, the new Trainer, and a little bit Snail to smooth over some mild jank caused by build changes I noticed.
- Fixed Ziyi for real this time.
- Nightfall upgraded in Defend the Dam Complex as part of Branch's escalation against you in the NG+ timeline.
- Index Dunham 'fixed,' in that he no longer sucks horrifically since I had to after doing it for Ziyi. However he will still not win a 3v1, don't expect him to.
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Version 1.01.3
- Minor upgrade to existing P04/Fluegel buff. Early in mod development I nuked all my changes so this is actually just my original intended buffs to both, I was off by 1 when I redid them.
- New booster and weapon for Raven. If you have to ask, they got it off a dead guy you left at Watchpoint Delta.
- Minor range upgrade for non-Viento/Stun Gun handguns to bring them more in line with the former.
- New boosters for Steel Haze Ortus and Full Course. Credit to Deadput for finding the trick to preserve their decals, which prevented me from addressing this before.
- Made Little Ziyi funny.
- Slight tweak to make V.III O'Keeffe fly for longer periods.
- Increased the VE-60SNA's projectile velocity so that Snail has a better chance of hitting anything with it, matching laser cannons. Due to this, also returned his stun gun and gave him a sensible generator for a no energy weapon build. Alt Convergence is a funny place now.
- Upgraded V.I Freud with the power of (weapon) cloning exclusively in Intercept the Corporate Forces.
- Using the same power as Freud, further upgraded Mission Raven.
- Slight Weight and AP buff to CC-2000 ORBITER because there's very little reason to ever run it over the lighter, defensively-similar Alba with far more going for it. Also because this benefits Raven.
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Version 1.01.2
- Completely new Rubiconian AC fight, modified Corporation AC tweaked, slight CC-2000 ORBITER buff, fixed missing laser blade buff.
- Chartreuse given prescription glasses and a new weapon.
- V.V Hawkins also given prescription glasses.
- Somewhere in here I fixed a vanilla oversight where the tetrapod in Stop the Secret Data Breach was tagged as RLF and not Junker Coyotes. I then forgot, so that's how this 1.1.2 changelog sneaks in while 1.1.3 is in dev.
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Version 1.01.1
- New upgrades for King, Raven, and the Corporation AC. Additionally, minor fixes and a slight buff to the Chang-Chen's ACS Anomaly value. Added modified AC list to the readme.
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Version 1.01.0
- New paintjobs for PCA Subject Guard and Autonomous Units, plus extra part adjustments for HAL legs, the WLT Coral Rifle, and the KRSV.
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Version 1.0.0
- Released.
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- Author's activity
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December 2024
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20 Dec 2024, 8:25PM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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13 Dec 2024, 11:42PM | Action by: Archivist2
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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13 Dec 2024, 11:42PM | Action by: Archivist2
Untracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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11 Dec 2024, 8:39AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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11 Dec 2024, 3:02AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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10 Dec 2024, 7:06AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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10 Dec 2024, 7:05AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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09 Dec 2024, 7:40AM | Action by: Archivist2
File added
'Cursed Encore [version 1.04]'
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07 Dec 2024, 4:55AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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05 Dec 2024, 9:42PM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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05 Dec 2024, 10:48AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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05 Dec 2024, 9:45AM | Action by: Archivist2
Attribute change
'Description changed.'
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05 Dec 2024, 8:08AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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05 Dec 2024, 8:06AM | Action by: Archivist2
Changelog added
'Change log added for version 1.04'
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04 Dec 2024, 9:08PM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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04 Dec 2024, 8:44PM | Action by: Archivist2
Changelog added
'Change log added for version 1.04.1'
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01 Dec 2024, 11:15PM | Action by: Archivist2
Mod video added
'Encore 1.04: AA18B Arquebus Light Cavalry HM & 009 CLEMENS'
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01 Dec 2024, 12:32AM | Action by: Archivist2
Primary image changed
'I was told this was impossible.'
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01 Dec 2024, 12:31AM | Action by: Archivist2
Mod image added
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01 Dec 2024, 12:27AM | Action by: Archivist2
Attribute change
'Description changed.'
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- Mod page activity
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May 2025
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14 May 2025, 7:36PM | Action by: maraviclin
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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11 May 2025, 12:10AM | Action by: Fireclaw663
Endorsed
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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02 May 2025, 4:07AM | Action by: Lapis222
Endorsed
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
April 2025
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28 Apr 2025, 7:03PM | Action by: lj116
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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21 Apr 2025, 8:26PM | Action by: Chaos420
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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08 Apr 2025, 11:44AM | Action by: GhostDoke
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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05 Apr 2025, 4:48AM | Action by: DerpsterO
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
March 2025
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30 Mar 2025, 2:07AM | Action by: Gamma900
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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28 Mar 2025, 8:38PM | Action by: Hotolad
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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27 Mar 2025, 9:03PM | Action by: CCl5576l39
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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14 Mar 2025, 1:24PM | Action by: Falchion27
Endorsed
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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07 Mar 2025, 1:57PM | Action by: SiggsThatOneGuy
Endorsed
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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04 Mar 2025, 5:48PM | Action by: myhellboundheart
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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04 Mar 2025, 3:40PM | Action by: Terminator458454
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
February 2025
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21 Feb 2025, 12:18AM | Action by: MightBurSenpai39
Endorsed
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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18 Feb 2025, 6:43AM | Action by: cloyed
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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17 Feb 2025, 12:38AM | Action by: ShadowX333
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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12 Feb 2025, 5:10AM | Action by: ausmor31
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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11 Feb 2025, 12:16AM | Action by: Arcologycrab
Tracked
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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06 Feb 2025, 11:29AM | Action by: VehiconX02
Endorsed
'Armored Core VI ENCORE - Enhanced Fires of Rubicon'
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