About this mod
Unofficial update for Formidable Fodder by Everglass to work with the 1.07.2 version of the game.
Permissions and credits
Author's instructions
Everglass publicly granted permission to the usage of their files on the original mod page. If you wish to use the files uploaded here, please refer to the original mod page. All credits go to Everglass.
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Changelogs
Version 1
Updated to game version 1.07.2. No changes to the mod were made.
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 enemiesBAWS MT -Increased AP from 470 to 2016 -Increased SMG Damage -Increased Shotgun Damage -Increased Missile Damage -Increased Hand Bazooka Initial VelocityWalker MT -Increased AP from 102 to 504 -Improved Bullet Velocity and Effective RangeCopter Drone -Increased AP from 40 to 80 -Increased Bullet Damage and Effective Range -Increased Suicide Bomb DamageHelicopter -Increased AP from 28 to 56 -Increased Bullet Damage and Effective Range -Increased Rocket Damage and Impact, now deals Explosive Damage instead of KineticQuadcopter -Increased AP from 302 to 887 -Increased Laser Damage -Increased Delivery Missile Damage and ImpactTransport Quadcopter -Increased AP from 750 to 1350 -Increased Rotary Blade DamageArtillery Truck -Increased AP from 73 to 200 -Increased Bullet Damage, Impact, Velocity and Effective Range, now deals Kinetic Damage instead of ExplosiveBAWS Tetrapod -Increased SMG Damage -Increased Minigun DamagePCA 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 DamageLight Cavalry Sniper -Increased AP from 1075 to 3717 -Improved Sniper Velocity -Increased Rifle DamageLight Cavalry Shield -Increased Rifle DamageSquid Drone -Increased AP from 101 to 248 -Increased Laser Damage -Increased Mine Damage -Increased Suicide DamageRaD Spider MT -Increased AP from 650 to 3621 -Increased SMG Damage -Increased Rocket Damage -Increased Missile Damage and Tracking -Increased Mine Damage -Increased Electrical DamageRaD Toybox -Increased AP from 1848 to 6143 -Increased Machine Gun Damage -Increased Missile DamageJunker Coyote "Puncher" -Increased AP from 459 to 1446 -Increased ACS from 351 to 681 -Increased Bullet DamageJunker Coyote "Kicker" -Increased AP from 504 to 1852 -Increased ACS from 418 to 816 -Increased Kick Damage -Increased Rocket Damage and RangeGhost -Increased AOE Plasma Drone Damage and ImpactXylem 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 DamageWatchpoint Alpha Drone MT -Increased AP from 1254 to 4841 -Increased ACS from 783 to 1281 -Increased Turret Damage -Increased Laser Damage -Increased Sword DamageWatchpoint Alpha Drone MT Elite -Increased AP from 4775 to 8094 -Increased Turret Damage and Effective Range -Increased Laser DamageScavenger Drone -Increased AP from 51 to 102 -Increased Torch Damage and Impact, now has PA Interference -Increased Shock Cloud DamageShielded Cannon Artillery -Increased AP from 470 to 2814 -Increased DamageCannon Artillery -Increased AP from 269 to 1275 -Increased DamageRifle Artillery -Increased AP from 437 to 2219 -Increased DamageGatling Cannon Artillery -Increased AP from 403 to 1820 -Increased DamageAngled Missile Launcher -Increased AP from 202 to 845 -Increased Missile Damage and TrackingVertical Missile Launcher -Increased AP from 202 to 845 -Increased Missile Damage and TrackingHorizontal Missile Launcher -Increased AP from 202 to 845 -Increased Missile DamagePulse Cannon -Increased AP from 246 to 1201 -Increased Damage, Impact and PA InterferencePlasma Missile Launcher -Increased AP from 280 to 1423 -Increased DamageHeavy Plasma Cannon -Increased AP from 627 to 3812Watchpoint Gibraltar Heavy Laser Cannon -Increased AP from 1131 to 4188 -Increased DamageWatchpoint Alpha Laser Turret -Increased AP from 302 to 941PCA 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-rateNepenthes -Increased AP from 4480 to 7246 -Increased Plasma Missile Damage -Now has PA Interference