Armored Core VI Regulation 1.03.1 Released

Armored Core VI’s first big balance patch has arrived. Regulation 1.03.1 is a VERY meaty change, and it’s expected that all kinds of builds will rise and fall in effectiveness as we all play through the update and figure stuff out.

Personally, I haven’t had time to parse all the changes myself, but over in our Discord, heavy discussion is already underway. There’s even this handy breakdown of all the numbers that were changed (originally from Cleric’s Discord).

The following is directly lifted from the official blog post on Bandai Namco’s website. It’s a long one.

ARMORED CORE VI FIRES OF RUBICON – Regulation Update 1.03.1

ARMORED CORE VI FIRES OF RUBICON – Patch Notes 1.03.1

A new regulation patch (1.03.1) has been distributed to make gameplay balance adjustments and bug fixes. Please apply the latest patch before playing the game.

Targeted Platforms:
PlayStation 4 / PlayStation 5 / Xbox One / Xbox Series X|S / Steam

MAJOR ITEMS INCLUDED IN THE LATEST REGULATION UPDATE

Balance Adjustments

Weapon Units

EXPLOSIVE THROWER “DF-ET-09 TAI-YANG-SHOU”: increased Effective Range/Total Rounds, decreased Reload Time
LINEAR RIFLE “LR-036 CURTIS”: decreased Recoil/Charge Time
LINEAR RIFLE “LR-037 HARRIS”: increased Chg. Attack Power/Cooling, decreased Charge Time
SHOTGUN “SG-026 HALDEMAN”: decreased Direct Hit Adjustment
SHOTGUN “SG-027 ZIMMERMAN”: decreased Attack Power/Impact/Accumulative Impact/Direct Hit Adjustment
HANDGUN “HG-003 COQUILLETT”: increased Total Rounds
HANDGUN “HG-004 DUCKETT”: increased Total Rounds
BURST HANDGUN “MA-E-211 SAMPU”: increased Total Rounds
NEEDLE GUN “EL-PW-00 VIENTO”: increased Total Rounds
BAZOOKA “DF-BA-06 XUAN-GE”: increased Projectile Speed, decreased Reload Time
BAZOOKA “MAJESTIC”: increased Projectile Speed, decreased Reload Time
BAZOOKA “LITTLE GEM”: increased Projectile Speed, decreased Reload Time
DETONATING BAZOOKA “44-141 JVLN ALPHA”: increased Projectile Speed, decreased Reload Time
GRENADE “DF-GR-07 GOU-CHEN”: increased Total Rounds/Projectile Speed, decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE “DIZZY”: increased Total Rounds/Projectile Speed, decreased Reload Time. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE “IRIDIUM”: increased Total Rounds/Projectile Speed, decreased Reload Time. Reduced sway caused by accumulated Recoil. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
PLASMA RIFLE “IA-C01W1: NEBULA”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact, increased Charge Time
SIEGE HAND MISSILE “WS-5000 APERITIF”: increased Reload Time, decreased Guidance
GRENADE CANNON “EARSHOT”: decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE CANNON ”SONGBIRDS”: decreased Attack Power/Impact/Accumulative Impact. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
STUN NEEDLE LAUNCHER “VE-60SNA”: decreased Impact/Accumulative Impact/Direct Hit Adjustment/Attack Power on consecutive attacks
LASER CANNON “VP-60LCS”: increased Total Rounds
DIFFUSE LASER CANNON “VP-60LCD”: increased Total Rounds
PULSE SHIELD LAUNCHER “EULE/60D”: increased Total Rounds/Pulse Shield Durability, decreased Weight/EN Load
LIGHT WAVE CANNON “IA-C01W3: AURORA”: decreased EN Load. Energy Firearm Spec now applies to this weapon
DUAL MISSILE “BML-G1/P31DUO-02”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
DUAL MISSILE “BML-G1/P32DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
DUAL MISSILE “BML-G2/P08DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
ACTIVE HOMING MISSILE “BML-G3/P04ACT-01”: increased Guidance/Homing Lock Time/Projectile Speed
ACTIVE HOMING MISSILE “BML-G3/P05ACT-02”: increased Guidance/Homing Lock Time/Projectile Speed
NEEDLE MISSILE “EL-PW-01 TRUENO”: decreased Guidance. Projectiles now follow a stable trajectory
CORAL MISSILE “IB-C03W3: NGI 006”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact/Direct Hit Adjustment
LASER ORBIT “45-091 ORBT”: increased Attack Power/Direct Hit Adjustment/Ideal Range/Effective Range/Projectile Speed
LASER TURRET “VP-60LT”: increased Projectile Speed/Laser Turret Attack Frequency

Frame Parts

HEAD “AH-J-124 BASHO”: increased System Recovery
HEAD “HD-011 MELANDER”: increased Attitude Stability/System Recovery
HEAD “HD-033M VERRILL”: increased System Recovery
HEAD “HD-012 MELANDER C3”: increased Attitude Stability/System Recovery
HEAD “DF-HD-08 TIAN-QIANG”: increased Attitude Stability/System Recovery
HEAD “VP-44S”: increased Attitude Stability/System Recovery
HEAD “VP-44D”: decreased Attitude Stability
HEAD “VE-44A”: increased Attitude Stability/System Recovery
HEAD “HC-2000 FINDER EYE”: increased System Recovery
HEAD “HC-2000/BC SHADE EYE”: increased System Recovery
HEAD “HC-3000 WRECKER”: increased System Recovery
HEAD “HS-5000 APPETIZER”: increased Attitude Stability/System Recovery
HEAD “EL-TH-10 FIRMEZA”: increased System Recovery
HEAD “EL-PH-00 ALBA”: increased System Recovery
HEAD “20-081 MIND ALPHA”: increased Attitude Stability/System Recovery
HEAD “20-082 MIND BETA”: decreased System Recovery
HEAD “IB-C03H: HAL 826”: increased Attitude Stability
CORE “NACHTREIHER/40E”: increased Attitude Stability/Generator Output Adj.
CORE “IA-C01C: EPHEMERA”: decreased AP/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability
ARMS “AA-J-123 BASHO”: decreased Anti-Kinetic Defense/Anti-Explosive Defense
ARMS “AA-J-123/RC JAILBREAK”: decreased Anti-Kinetic Defense/Anti-Explosive Defense
ARMS “AR-011 MELANDER”: increased Recoil Control
ARMS “AR-012 MELANDER C3”: increased Recoil Control
ARMS “DF-AR-08 TIAN-QIANG”: increased Recoil Control
ARMS “DF-AR-09 TIAN-LAO”: increased Recoil Control
ARMS “VP-46S”: increased Recoil Control
ARMS “VP-46D”: increased Recoil Control
ARMS “NACHTREIHER/46E”: increased Recoil Control
ARMS “VE-46A”: increased Recoil Control
ARMS “AC-2000 TOOL ARM”: increased Recoil Control
ARMS “AS-5000 SALAD”: increased Recoil Control
ARMS “EL-TA-10 FIRMEZA”: increased Recoil Control
ARMS “EL-PA-00 ALBA”: increased Recoil Control
ARMS “04-101 MIND ALPHA”: increased Recoil Control
ARMS “IA-C01A: EPHEMERA”: increased Recoil Control
ARMS “IB-C03A: HAL 826”: increased Recoil Control
BIPEDAL “AL-J-121 BASHO”: increased Attitude Stability/Jump Distance
BIPEDAL “AL-J-121/RC JAILBREAK”: increased Attitude Stability/Jump Distance
BIPEDAL “LG-011 MELANDER”: increased Attitude Stability/Jump Distance
BIPEDAL “LG-012 MELANDER C3”: increased Attitude Stability/Jump Distance
BIPEDAL “DF-LG-08 TIAN-QIANG”: increased Attitude Stability/Jump Distance
BIPEDAL “VP-422”: increased Attitude Stability/Jump Distance
BIPEDAL “VE-42A”: increased AP/Attitude Stability/Jump Distanc
BIPEDAL “2C-2000 CRAWLER”: increased Attitude Stability/Load Limit/Jump Distance
BIPEDAL “2C-3000 WRECKER”: increased AP/Attitude Stability/Jump Distance
BIPEDAL “2S-5000 DESSERT”: increased AP/Attitude Stability/Jump Distance
BIPEDAL “EL-TL-10 FIRMEZA”: increased Jump Distance
BIPEDAL “EL-PL-00 ALBA”: increased Attitude Stability/Jump Distance
BIPEDAL “06-041 MIND ALPHA”: increased Attitude Stability/Jump Distance
BIPEDAL “IA-C01L: EPHEMERA”: increased Attitude Stability/Jump Distance
BIPEDAL “IB-C03L: HAL 826”: increased Attitude Stability/Jump Distance
REVERSE JOINT “KASUAR/42Z”: increased Attitude Stability
REVERSE JOINT “06-042 MIND BETA”: increased Attitude Stability
REVERSE JOINT “RC-2000 SPRING CHICKEN”: increased Attitude Stability
TETRAPOD “LG-033M VERRILL”: decreased AP
TETRAPOD “VP-424”: decreased AP
TANK “EL-TL-11 FORTALEZA”: decreased Anti-Kinetic Defense/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability

Inner Parts

BOOSTER “AB-J-137 KIKAKU”: increased Upward Thrust
BOOSTER “BST-G1/P10”: increased Upward Thrust
BOOSTER “BST-G2/P04”: increased Upward Thrust
BOOSTER “BST-G2/P06SPD”: increased Upward Thrust
BOOSTER “ALULA/21E”: increased Upward Thrust
BOOSTER “FLUEGEL/21Z”: increased Upward Thrust
BOOSTER “BC-0600 12345”: increased Upward Thrust
BOOSTER “BC-0400 MULE”: increased Upward Thrust
BOOSTER “IA-C01B: GILLS”: increased Upward Thrust
BOOSTER “IB-C03B: NGI 001”: increased Upward Thrust
FCS “FCS-G2/P05”: decreased Close-Range Assist
FCS “FC-006 ABBOT”: decreased Close-Range Assist
FCS “FC-008 TALBOT”: decreased Close-Range Assist
GENERATOR “AG-J-098 JOSO”: increased EN Capacity/Supply Recovery/Energy Firearm Spec
GENERATOR “AG-E-013 YABA”: increased EN Capacity/Supply Recovery/Energy Firearm Spec
GENERATOR “AG-T-005 HOKUSHI”: increased EN Capacity/Energy Firearm Spec

Expansion

EXPANSION “PULSE PROTECTION”: increased Resilience
EXPANSION “TERMINAL ARMOR”: increased Duration

  • Adjusted Attitude Recovery rate according to Total Weight. ACS Strain now dissipates much faster on lighter ACs, and slightly slower on heavier ACs
  • Adjusted various Boost Speed rates according to Total Weight
  • Decreased top speed during Assault Boost for heavier ACs
  • Decreased Boost Kick attack range for Tetrapod legs
  • Increased EN Consumption while hovering with Tetrapod legs
  • Decreased Impact reduction effect during Assault Boost
  • Decreased Impact/Accumulative Impact dealt when colliding with enemies during Assault Boost
  • Decreased Impact/Accumulative Impact dealt by Boost Kick from all leg types except Reverse Joint
  • Adjusted damage dealt by certain weapons when attacking the pulse shield deployed from PULSE SHIELD LAUNCHER “EULE/60D”

Bug fixes

  • Fixed a bug with CORAL OSCILLATOR “IB-C03W2: WLT 101” where charged attacks would have stronger tracking than intended when using Tetrapod legs
  • Fixed a bug where the attack warning marker would not display for an enemy AC firing DETONATING MISSILE “45-091 JVLN BETA” equipped to the left back slot
  • Fixed a bug where the attack warning sound would not play correctly for an enemy firing GRENADE “IRIDIUM”
  • Fixed a bug where charged attacks from LIGHT WAVE BLADE “IA-C01W2: MOONLIGHT” and CORAL OSCILLATOR “IA-C01W7: ML-REDSHIFT” would clip through certain structures/objects
  • Fixed a bug where reloading with a full magazine would cause certain weapons to fire unintentionally
  • Other bug fixes

The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 30
Regulation Ver. 1.03.1 *

This regulation update is required for online play.

We will continue to provide improvement updates in the future to allow players to further enjoy ARMORED CORE VI FIRES OF RUBICON.
Thank you all for your support.

*Notice to PS4, PS5, XboxOne and XSX|S players:
If the game is set to boot to offline mode in the Network Settings inside the System Menu, the latest regulation files will not be downloaded. Please ensure the game is set to online mode before attempting to apply this update.

Armored Core Discord’s Week 1 Tournament Results

That was fast. ACD just concluded their Week 1 Tournament for Armored Core VI.

A staggering 233 players took part. Whew. Double elimination format too, so that’s a lotta fighting. Full brackets, rules, and ban list can be found here.

In spite of all the talk regarding the balance of dual ZIMMERMANs and VE-60SNAs, it was Boles who prevailed as champion, rocking a tank missile boat, complete with two APERITIFs.

Check out the seven hours of 1v1 AC action from the VODs below, c/o Celtic Spear.

[via ACD]

Feed the Fire. Let the Last Cinders Burn.

We’re finally here. Launch day.

See you all on Rubicon 3!

Armored Core VI Gameplay Trailers Galore, Oh My!

Following the Summer Game Fest, the past couple of days have blessed us with a bunch of new gameplay videos to ogle over and dissect. We got to see more of Assault Boost in action, which was previously detailed by game director Masaru Yamamura in an interview with PlayStation. We got to see how the garage interface will look, as well as potential number ranges for part stats. We got to see how the HUD looks.

But we also got to see a couple of one-on-one engagements. The first is with an oversized quad wielding an oversized blade, and the second looks like a boss battle against a cartoonish blast furnace robot from hell.

And dare I say it? Okay, I’ll say it. Particularly in the context of PVE, the more methodical and deliberate pace of combat as well as the telegraphing of incoming attacks, reminds me a lot of Da… kidding, I’m kidding.

Pull up the videos!!!

We’re all up in discussion over it at the Discord if you want to join.

It’s a good time to be a Raven.

[via Gematsu]

PSX Armored Core PVP – Now with Rollback!

Over at Twitter and on our Discord server, val brought this to our attention: HeatXD‘s fork of DuckStation with GGPO, which in turn enables netplay with rollback.

For those unaware, GGPO is middleware/code that is designed to mitigate differences in ping and latency by simulating the next frames of action in games based on previous inputs from the player. If an input arrives that is different from what is being simulated, the game “rolls back” to the frame of the last correct state, and then executes the player’s inputs as intended. What this amounts to is a sometimes jerky, but near-lagless online experience, which is preferred over a delayed on-screen reaction. GGPO was created by Tony Cannon (of the Cannon Bros/SRK/Evo Championship Series fame), and as such has a rich history with fighting games. In fact, a lot of modern fighting games have implemented GGPO code.

HeatXD‘s implementation has been hotly received, and at the time of writing, there are already numerous examples of games benefiting from the addition over on his Twitter – from Tekken 3, to Bloody Roar 2, to Rival Schools, and even Gundam Battle Assault 2. There’s also a written guide to help you set it up, so no excuses.

So, what does this mean for first-gen AC PVP? In val‘s own words:

Seems like a strong case to me.

[via val on Twitter and HeatXD on GitHub]

Verdict Day Emblem Creation Timelapse Videos

We’re no strangers to love and fancy emblems here at RR, as seen on our past showcases (exhibits A, B, and C), and in our general penchant for boob supremacy in ACV’s maps in years past.

It’s always interesting to take a look at the entire emblem-making process though – how different colors, layers, shapes (and even logographic letters) are intentionally assembled up to the point where a discernible image emerges. Cue in this newly-minted YouTube channel showing just that, in Verdict Day.

It’s kind of like those videos where the artist does some seemingly random swipes on the canvas, only to rotate it 180 degrees for the final reveal. Pretty fucking neat.

[via turtlemaster1993 on Reddit]

Armored Core VI Producer Interview Recap

The BNE FUN LIVE 2023 event at the Taipei Game Show has concluded, and with it we get an 18-minute interview with AC VI producer Yasunori Ogura.

The full transcript is up on Gematsu, but a few choice excerpts stand out to us:

1. On why FromSoftware took so long to release another Armored Core title

Mori: “It’s been 10 years since the last title in the series was released. Can you explain to us why it has taken so long to develop this new title?”

Ogura: “There was never any intention to leave this large a gap. We’ve made a number of titles in the interim, and seen a lot of extremely talented developers grow into their roles. Many of us, including Mr. Miyazaki, our CEO, and myself as well, of course, have always wanted to create a new Armored Core title. So there was never really any question that one day we would return to the series. The only real obstacle standing between us and the development of a new title was that our company always had so many different titles on the go, and we had to make sure that our resources were appropriately distributed. And, unfortunately, it took quite a long time before we reached the situation that we were ready to begin.”

2. Miyazaki will not be the director of this title

Mori: “I see. You mentioned Mr. Miyazaki there, and I understand that he is not the director of this latest title. Can you tell us what his involvement has been?”

Ogura: “His title for this game is ‘Initial Game Director,’ which means he directed the initial phases of the game’s development. Obviously he didn’t do that alone, but he worked together with people like Kenneth Chan, co-director and producer of Fires of Rubicon, as well as a range of other developers, to establish the game’s foundation. This includes such elements as map design, action fundamentals, and other core elements at the game’s heart.”

3. Pushing for greater player freedom in terms of controls and customization (looking forward to seeing how open the game systems will be)

Mori: “What has been the major developmental focus for this Armored Core title?”

Ogura: “We were determined to take advantage of FromSoftware’s experience and know-how to really establish freedom for the player in terms of what can be done with game controls and the customization that lies at the series’ core. That was the key point we focused on. When you play the game, you will see how changing parts affects the action elements. The action and customization elements really do work together symbiotically, and I really think this is the most important thing. Defining the parameters that govern this relationship was absolutely key.”

4. AC VI will not be a direct sequel to previous titles

Mori: “Speaking of previous titles in the series, such as Armored Core V, for example, is there a connection between them and this latest title?”

Ogura: “In terms of actual storyline, there is no direct connection between V and this latest title, which means there is no need to have played previous titles in the series. However, the fundamental concept at the heart of the Armored Core series, involving the free assembly and customization of parts to create your own mech, remains very much a part of this title. We have prioritized this aspect of the series throughout the development process, and combined this system with the know-how and experience our teams have acquired in the development of FromSoftware’s other acclaimed titles to produce a brand-new Armored Core action game that we believe will satisfy our users.”

5. Online multiplayer confirmed (but of course):

Mori: “In terms of other issues fans have asked about, I wanted to discuss what kind of multiplayer elements the game has.”

Ogura: “As focus has been pleased on producing the most dynamic action possible, we have restricted story mode gameplay to single-player only, but as an online element, we are also planning the implementation of battles in an online arena. We plan to release more details concerning this in the coming days.”

6. Emblem sharing is back, and a new weathering system will be implemented:

Mori: “That sounds fascinating. Are there any other online features in the game?”

Ogura: “There is one particular feature I am often asked about, so I will mention it now. This title features so-called emblems, as was the case in prior series titles, which are like logos of sorts that you can use to mark your mech. For some time now, players have had the ability to freely create their own emblem, and from the previous title, these can be exchanged online with other players. This will be implemented this time as well, which means that in addition to the parameters of mechs that you can customize, the visual elements as well, in terms of coloring and weathering and the like, can also be freely customized, allowing you to truly create a unique mech that is all yours in performance and appearance.”

Overall, while we didn’t get anything truly new and groundbreaking, it’s still a positive sign that FromSoft is being very open like this to the AC fanbase. Seems like all is well in development.

Hope it’s full steam ahead to release day!

[via Gematsu on Twitter]

AC VI Producer Livestream Incoming!

We interrupt your regularly scheduled RR programming to bring you this special announcement.

Armored Core VI producer Yasunori Ogura will be present in the upcoming livestream of Bandai Namco’s BNE FUN LIVE 2023 event, and will be sharing information and taking on questions about the game.

The livestream is set for February 3, 7:00 PM UTC+8 (Manila time) and is estimated to be an hour long. Mark your calendars and set your alarms.

UPDATE: The Armored Core-related segment will now only be 20 minutes long.

Now, back to the show.

[via farmboy28 and ACLegacies on Twitter]