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Created by

Everglass

Uploaded by

Gothgrave

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About this mod

Unofficial update for Formidable Fodder by Everglass to work with the 1.07.2 version of the game.

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Changelogs
The original Formidable Fodder has been updated. This mod page is deprecated.

Okay, so this is my first ever upload on Nexus, and it's but a humble update for a mod which makes the game so much more enjoyable to me. For a long while I sat and waited for an official update for it, but as of me writing this, it didn't happen yet. So, my patience ran out, and I decided to pick up the mod and figure out how to update it myself - turns out it's pretty darn easy. So, I thought it'd be pretty selfish of me not to share it with others who might be interested in playing with Formidable Fodder.

I claim no credit for the creation of this mod, all credit goes to Everglass. If the original mod is updated or if the original author requests it, I'll proptly take this down.

Original mod description:

Normalizes the game's difficulty by making the really easy enemies a bit tougher. Not too difficult, but rather something that is sensible and
feels just right.

This mod attempts to address one of my gripes with AC6, in that the various MTs in the game possessed hardly any
presence. Which is a real shame, because Formsoft clearly spent a lot of
time giving them personality. Some enemies couldn't even hurt you.
Hopefully this mod addresses this.

The mod only changes the smaller enemies in AC6, mostly the MTs. Which seemed only to exist to
add padding to game time. But now they actually participate in the
difficulty of the game. The harder enemies in the game, such as the
Helianthus machines and Institute MTs, where left completely untouched.
As their difficulty felt just right to begin with. The goal was simply
to make the fodder in the game less fodder-ish.

Even though these enemies have been made tougher, the changes attempt to remain true to
the game's initial design philosophy. So this isn't a simple "enemies
have 2x health" or "deal double damage", but rather each one was address
to better accentuate their characteristics. To remain proportional to
their original design and better complement the harder enemies, and not
subtract from them.

Because of the nature of the mod, I've also made changes to how you're graded for missions. Primarily, enemies now
award you more points for defeating them. This is to compensate for the
longer engagement times and ammunition costs. Otherwise it would been
impossible to S-Rank some missions. You still need to put in effort to
achieve S-Ranks, but if it matters to you, I'd strongly recommend
S-Ranking missions in vanilla before playing them in the mod.

I also wanted the mod to be completely NPC side and leave ACs untouched.
But that also means no concessions were made to the amount of ammunition
you'll be spending now on missions. This can be especially rough on
missions with no Supply Sherpas or Checkpoints, testing your ammo
managements skills. You'll likely want to bring a backup melee weapon if
you're planning on exploring, or ensure you have the right tools that
can handle what the missions is demanding. Personally though, I think
this is a positive change. Because in older generations, you would
really need the right AC for the job, and one of the reasons you brought
a sword along was if you were worried about ammunition.

Install:
To play the mod, I recommend using Mod Engine 2  for Armored Core 6. You can find it here: https://github.com/soulsmods/ModEngine2/releases
Just drop the regulation.bin into the mod folder in the Armored Core 6 directory.

When ever playing modded Armored Core 6, it's suggested to play on an
alternate save and back up your save file so you can switch back to it
when you go back to vanilla. The save file can be found in your
AppData/Roaming/ArmoredCore6 folder.

Good luck out there, Ravens.

WARNING!!! DO NOT TAKE ON THE REDGUNS!!!

Changes:

General
-Increased Health of Objectives
-Defeated Enemies award more points towards S Rank
-Mission Score Goals adjusted to favor dispatching enemies

BAWS MT
-Increased AP from 470 to 2016
-Increased SMG Damage
-Increased Shotgun Damage
-Increased Missile Damage
-Increased Hand Bazooka Initial Velocity

Walker MT
-Increased AP from 102 to 504
-Improved Bullet Velocity and Effective Range

Copter Drone
-Increased AP from 40 to 80
-Increased Bullet Damage and Effective Range
-Increased Suicide Bomb Damage

Helicopter
-Increased AP from 28 to 56
-Increased Bullet Damage and Effective Range
-Increased Rocket Damage and Impact, now deals Explosive Damage instead of Kinetic

Quadcopter
-Increased AP from 302 to 887
-Increased Laser Damage
-Increased Delivery Missile Damage and Impact

Transport Quadcopter
-Increased AP from 750 to 1350
-Increased Rotary Blade Damage

Artillery Truck
-Increased AP from 73 to 200
-Increased Bullet Damage, Impact, Velocity and Effective Range, now deals Kinetic Damage instead of Explosive

BAWS Tetrapod
-Increased SMG Damage
-Increased Minigun Damage

PCA Subject Guard MT
-Increased AP from 437 to 3214
-Increased ACS from 310 to 416
-Increased Laser Damage, Velocity and Effective Range
-Increased SMG Damage
-Increased Missile Damage
-Increased Flamethrower Damage and Hitbox
-Increased Firesword Damage and ACS Anomaly Build-Up
-Increased Stungun Damage

Light Cavalry Sniper
-Increased AP from 1075 to 3717
-Improved Sniper Velocity
-Increased Rifle Damage

Light Cavalry Shield
-Increased Rifle Damage

Squid Drone
-Increased AP from 101 to 248
-Increased Laser Damage
-Increased Mine Damage
-Increased Suicide Damage

RaD Spider MT
-Increased AP from 650 to 3621
-Increased SMG Damage
-Increased Rocket Damage
-Increased Missile Damage and Tracking
-Increased Mine Damage
-Increased Electrical Damage

RaD Toybox
-Increased AP from 1848 to 6143
-Increased Machine Gun Damage
-Increased Missile Damage

Junker Coyote "Puncher"
-Increased AP from 459 to 1446
-Increased ACS from 351 to 681
-Increased Bullet Damage

Junker Coyote "Kicker"
-Increased AP from 504 to 1852
-Increased ACS from 418 to 816
-Increased Kick Damage
-Increased Rocket Damage and Range

Ghost
-Increased AOE Plasma Drone Damage and Impact

Xylem Wing Drone
-Increased AP from 840 to 1377
-Increased Laser Turret Damage and Velocity
-Increased Laser Shotgun Damage
-Improved Plasma Velocity
-Increased Missile Damage and Tracking
-Increased Sword Damage

Watchpoint Alpha Drone MT
-Increased AP from 1254 to 4841
-Increased ACS from 783 to 1281
-Increased Turret Damage
-Increased Laser Damage
-Increased Sword Damage

Watchpoint Alpha Drone MT Elite
-Increased AP from 4775 to 8094
-Increased Turret Damage and Effective Range
-Increased Laser Damage

Scavenger Drone
-Increased AP from 51 to 102
-Increased Torch Damage and Impact, now has PA Interference
-Increased Shock Cloud Damage

Shielded Cannon Artillery
-Increased AP from 470 to 2814
-Increased Damage

Cannon Artillery
-Increased AP from 269 to 1275
-Increased Damage

Rifle Artillery
-Increased AP from 437 to 2219
-Increased Damage

Gatling Cannon Artillery
-Increased AP from 403 to 1820
-Increased Damage

Angled Missile Launcher
-Increased AP from 202 to 845
-Increased Missile Damage and Tracking

Vertical Missile Launcher
-Increased AP from 202 to 845
-Increased Missile Damage and Tracking

Horizontal Missile Launcher
-Increased AP from 202 to 845
-Increased Missile Damage

Pulse Cannon
-Increased AP from 246 to 1201
-Increased Damage, Impact and PA Interference

Plasma Missile Launcher
-Increased AP from 280 to 1423
-Increased Damage

Heavy Plasma Cannon
-Increased AP from 627 to 3812

Watchpoint Gibraltar Heavy Laser Cannon
-Increased AP from 1131 to 4188
-Increased Damage

Watchpoint Alpha Laser Turret
-Increased AP from 302 to 941

PCA Warship
-Increased AP from 2688 to 7246
-Increased Laser Sweep Damage
-Increased Linear Cannon Damage and Velocity
-Increased Missile Damage
-Increased Cannon Mount AP from 134 to 1482
-Increased Cannon Mount Damage, Impact and Velocity
-Increased Turret Mount AP from 90 to 740
-Increased Turret Mount Damage, Impact and Effective Range
-Increased Missile Mount AP from 90 to 194
-Increased Missile Mount Damage
-Increased Warship Drone AP from 350 to 1137
-Improved Warship Drone Laser Effective Range
-Increased Warship Drone Laser Sweep Damage
-Increased Warship Drone Laser Beam Damage, reduced tick-rate

Nepenthes
-Increased AP from 4480 to 7246
-Increased Plasma Missile Damage
-Now has PA Interference