It Looks Like Armored Core VI Will Have Six-Player Multiplayer

Mecha launch missiles at each other in Armored Core 6.

Image: FromSoftware

Mech game Armored Core VI: Fires of Rubicon seems to include a robust multiplayer system, potentially building on the limited co-op and PvP present in developer FromSoftware’s usually solo journeys through Hell. Fans took photos of physical Japanese copies of the game (which is due August 25) and noted that the back of the box indicated Armored Core allows for up to six players, potentially supporting June rumors that the game includes a team-based 6v6 multiplayer mode.

The Armored Core series has had multiplayer right from the start, originally via split-screen and system link on the original PlayStation and later via online play. The last mainline game, Armored Core V: Verdict Day, put a heavy focus on it, with three factions of players vying to take over a persistent territory through continued victories in online 5v5 battles.

Other modern FromSoftware games—including 2015’s eerie Bloodborne and world-favorite 2022 game Elden Ring—also allow multiplayer, but it’s usually minimalistic. In Elden Ring, for example, up to four players can cooperatively take on bosses or battle each other in open coliseums, but enabling multiplayer can be convoluted, needing players to retrieve certain items or perform specific actions, and it’s hardly ever a requirement for playing the game in its entirety.

While Armored Core VI’s release is only a month away, FromSoftware has yet to confirm many multiplayer details (or any details at all), but it did tell Eurogamer in an April interview that it wants to “leverage [the game] towards single-player first and foremost.” That’s a song you’ve heard before. Even though—as the Japanese copy of the game indicates—Armored Core will allow up to six players and three spectators, it seems likely at this point that the game will be equally indifferent to multiplayer as other recent FromSoftware games.

More encouragingly for longtime fans who long for multiplayer, the game will also be familiar in other, welcome ways.

The original Armored Core was one of FromSoftware’s first games, with the inaugural mech battle sim releasing in 1997 for PlayStation. Armored Core VI, senior Kotaku writer Ethan Gach says in his hands-off preview at Summer Game Fest, “appears to be staying true to the mech action series’ roots—featuring quick combat and lots of customization.” And “there are also some things that fans of Dark Souls […] will be happy to see,” like notoriety-worthy, difficult bosses, he says. Just don’t necessarily count on facing all of them with a friend.

 

Someone Has Already Added GTA’s CJ Into Armored Core VI

It’s become tradition over the last few years for modders to import Carl Johnson from Grand Theft Auto: San Andreas into different video games. And with FromSoftware’s latest game, Armored Core VI, it didn’t take long for someone to add CJ. In fact, it happened in less than 24 hours.

Released on Friday, Armored Core VI is the first entry in FromSoftware’s mech franchise in over a decade. And it’s a very good game. In Kotaku’s review, Ethan Gach called it a “sometimes messy” but also “exhilarating and exhausting” game that is unlike anything he’s played in a long time, rewarding players who like to tinker and experiment with bombastic action and intense boss fights. In a lot of ways, it’s a perfect Armored Core sequel. But there’s always room for improvement. For example, Armored Core VI doesn’t normally include CJ from Rockstar’s hit open-world game, Grand Theft Auto: San Andreas. Let’s fix this glaring oversight.

Thanks to the fast work of FromSoftware modder and YouTuber Dropoff, Grove Street’s very own Carl Johnson is playable in Armored Core VI. Though, uh…be warned that CJ flying around as a giant mech-like warrior was never intended by God and the end results are disturbing. Impressive and fast work, sure, but you might have some nightmares afterward.

Rockstar Games / FromSoftware / Dropoff

As mentioned, adding CJ to video games that don’t star CJ (which is most video games) has become a popular tradition in recent years. Thanks to modders, Rockstar’s famous gangster has appeared in Zelda, Elden Ring, and Resident Evil 2 remake, to name just a few. Someone even replaced the cat in Stray with CJ, which is somehow even more nightmarish to look at than CJ horrifically stretched out to pretend to be a mech.

Now for the bad news. At the moment, the CJ mod for Armored Core VI isn’t available to download anywhere, including Dropoff’s Nexus mods page. So while Dropoff (with the help of modder TKPG) was able to add CJ to FromSoftware’s latest game in less than 24 hours, you can only watch for now.

Hopefully, soon enough, you’ll be able to take to the skies and die 30 times to a giant tank robot as San Andreas star CJ.

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The Armored Core 6 Party Is Breaking Steam Records

Armored Core VI: Fires of Rubicon marks the cult-favorite mech series’ long-awaited return after a 10-year hiatus, and it’s been incredible to watch so far. The community is alive and well, trading broken builds and sexy emblem designs, and new players are having their confidence checked by the very first giant helicopter boss. It’s already one of FromSoftware’s biggest Steam releases ever, second only to Elden Ring.

Armored Core VI peaked at 156,171 concurrent players on Valve’s PC gaming storefront over the weekend, and it’s currently the ninth most-played game on the platform at the moment. It even briefly nudged Baldur’s Gate 3 out of the number one spot on the Steam top sellers list. While Elden Ring’s peak concurrent player count still towers over the rest of FromSoftware’s games at 952,523, Armored Core VI’s opening weekend beat out both Dark Souls III and Sekiro: Shadows Die Twice, the last game many of its developers had worked on.

The celebration around theseries’ triumphant return has taken many different forms. Twitch viewers have been happily watching their favorite streamers get their asses kicked by the early bosses. The level of customization, from armor and weapon parts to paint jobs and decals, has players trading their favorite designs, including homages to Mobile Suit Gundam, Warhammer 40K, and anime porn. Armored Core VI already has its first star: Rusty.

The first Armored Core came to PlayStation in 1997, and in the U.S. at least was mostly relegated to the status of “obscure game that one friend won’t shut up about.” The last entry in the post-apocalyptic sci-fi series was Armored Core: Verdict Day, a divisive entry whose muddy PlayStation 3 graphics, overwhelming menus, and multiplayer focus didn’t do it any favors in winning over a larger audience. So what’s different this time around, and why is Armored Core VI getting the red carpet treatment?

Read More: 13 Things I Wish I Knew Before Starting Armored Core VI

“Thanks to Elden Ring, FromSoftware has become a seal, a guarantee of quality, and therefore people will see that the Metacritic of this game is great, [that] it’s challenging but very rewarding, [and say] ‘I wanna try that game,’” Bandai Namco Europe CEO Arnaud Muller told Gamesindustry.biz last week at Gamescom. While the halo effect from Elden Ring is certainly part of what’s going on, it’s also true that Armored Core VI does a lot to bring new players into the fold.

I’ve only dabbled in some of the past games in the series (Armored Core: Project Phantasma, 3, and Verdict Day) and am by no means an expert. A few things the newest entry has going for it, though, are that it looks fantastic despite being cross-gen, the world building and boss fights are evocative and memorable, and the mission structure helps ease you into the game before overwhelming you with menus and choices. It’s still Armored Core, a different beast from the i-frame dodge-roll fest Soulsborne fans have come to love, but there are a lot more footholds to help new players get onboard.

The clearest one of all is the fact that the world itself is a lot more hospitable, with easy rank-and-file enemies and generous checkpointing. A handful of fights will stop you in your tracks. Otherwise, most of the game is content to let you surf around its futuristic playground like the overpowered robot that you are. It’s a blast, and it’s great to see Armored Core getting welcomed back with open arms.

           

Armored Core 6 Player Beats Every Boss With Just His Fists

Armored Core VI is hard enough if you’re playing it the right way, but have you considered trying to beat every boss without guns, laser swords, or rocket launchers? That’s what Twitch streamer ZeroLenny just did in what he’s billed as one of his least-fun stunt runs ever: He managed to beat the game using mech fisticuffs and nothing else.

If you’ve ever run out of ammo for one of your guns while playing Armored Core VI, you’ve probably noticed that you’ll automatically ditch the weapon and just start punching instead. You can in fact go into battle without any weapons at all and just punch enemies until they explode.

In some instances, punching can even be a little OP, as user Dynoexe demonstrated in a clip that blew up on the Armored Core subreddit yesterday. Punching does decent damage, has a quick cooldown, pulls you toward the enemy, and can even stunlock them for a bit if you get the right flow down. While not recommended against human opponents online, it can completely throw AI enemies off their game.

Enter ZeroLenny (via Eurogamer) who decided to try and take down every boss this way and document it in a video. Using only the assault charge kick and weapon-less arms, he managed to eventually beat the game, though it was clearly a slog. The tutorial helicopter boss was a pain because he couldn’t manually ditch his guns and had to rely solely on his charge kick. But after that, ZeroLenny quickly settled on a quad-leg build to maximize the kick effectiveness and aerial maneuverability.

Infamously tough boss Balteus wasn’t even that big of a chore. It was actually the Cleaner, a giant lava spewing street sweeper, that presented more of a nuisance due to the awkwardly placed weak spot and dangerous short-range swipes. Unsurprisingly, CEL 240 ended up being the toughest encounter simply because of its mobility and second-phase health bar. Even on multiple playthroughs that fight is still a pain, and I can’t imagine it without long-range, high-impact missiles to easily stagger it.

“Is this run hard?” ZeroLenny said near the end of his video. “Yes oh fucking god yes it is.” While the Ice Worm and CEL 240 were the biggest challenges, he noted that Core vs. Core fights are actually very straightforward thanks in large part to being able to pin similarly-sized opponents into corners like they’re in a boxing ring. So if you’re struggling against the late-game Cinder Carla fight, for example, maybe give it a try. The beauty of Armored Core VI is all about experimentation, after all.

      

Armored Core 6’s Fastest Money Farm Is A Rookie Murder Spree

A mech head displays a red laser light.

Image: FromSoftware / Bandai Namco

A key aspect of Armored Core VI is earning cash to unlock new guns and mech parts. Once you complete a mission you can replay it as much as you want for extra pay, and players have now found one of the fastest money farms in the entire game: brutally murdering a rookie test pilot in under a minute, dozens of times in a row.

The mission is called “Destroy the Tester AC” and it’s exactly what it says on the tin. You load into Southern Belius in the Contaminated City, locate an enemy Armored Core nearby, and waste him as quickly as possible. The job nets you 95,000 credits minus whatever you waste on ammunition, it’s super easy, and only takes 30 seconds to a minute depending on your build.

Two mechs face off on a metal platform.

Screenshot: FromSoftware / Kotaku

That makes it a perfect fast cash farm (“Wallclimber” is also great, but not as mindless). However, unlike most missions in Armored Core VI that see you going toe-to-toe with giant helicopters, difficult bosses, or massive facilities filled with enemy cannons, the tester AC mission only has one enemy, and it’s a student pilot who’s never been in the shit before. “I’ll deal with the merc!” he says like a true anime red shirt. “I’ve been training for this!”

Not well enough, sadly. He talks to you throughout the fight as you mercilessly beat his ass. “The Redguns need this AC…I…I can’t fail this mission!” he stammers. He even thinks he’s winning at one point. “My training is paying off,” he says after landing a hit, only to scream a few seconds later, “Damn it! I can’t die like this!”

Gif: FromSoftware / Kotaku

Players have now killed him millions of times just so they can afford a ton of extra guns they’ll probably almost never use because double Zimmermans and Songbirds are completely OP. It’s absurd, hilarious, and tragic in a way that feels almost like FromSoftware planned it this way. The Armored Core community is already full of tips pointing new players to the easy payday and memes celebrating the Dafeng Student Pilot’s ongoing ritual sacrifice, his last words seared into their brains.

“I…I just…I just wanted a callsign of my own…” he manages, before his AC explodes. Fans have decided he deserves to get one. The current frontrunner is “Yamcha”.

           

Every Change In Armored Core 6’s Latest Big Patch

It was only a matter of time, I suppose. Everyone’s favorite broken Armored Core VI build is no more. FromSoftware released a new update for the mech shooter that makes its beloved Zimmerman shotguns less godlike. 621’s days of skating around Rubicon smashing and staggering everything in sight with ease are over.

The update went live on October 5 on PlayStation 5, PS4, Xbox Series X/S, Xbox One, and PC, and the patch notes list a ton of changes to Armored Core VI’s arsenal. While the game has a stellar single-player campaign, it also boasts an online multiplayer mode that’s collected a loyal following. In the interest of steering players toward a more varied set of loadouts, and also keeping the competitive meta fresh and fair, it really appears to have worked overtime re-calibrating everything from plasma rifles to tetrapod legs.

In addition to reducing the attack power and impact of Zimmermans, the fan favorite “Songbird” grenade launchers have also had their damage nerfed. Several bazookas have had their projectile speed increased, and handguns like the HG-003 Coquilett and HG-004 Duckett should be a lot more viable now. Tank treads EL-TL-11 Fortaleza have seen their defense take a big hit, and my favorite frame core, the IA-C01C: Ephemera, has seen its AP taken down several notches.

Gameplay-wise, the most notable change is to Armored Core VI’s assault boost and boost kick. Punching the right stick (R3) sends the mech into a high speed mode that players could use to crash into other mechs. That will now cause less damage, as will the impact dealt by boost kicks coming out of the assault mode. But not for everyone. “Decreased Impact/Accumulative Impact dealt by Boost Kick from all leg types except Reverse Joint,” FromSoftware writes. Reverse-jointed players have been celebrating the news all over the game’s subreddit. Their OP rooster kicks remain intact.

Yesterday’s patch follows a substantial rework last month that made a bunch of the boss fights in the game a lot easier. A lot of players had complained about the “skill check” at the end of chapter one in the form of the Balteus encounter. Some negative reviews on Steam were especially angry about it. The Sea Spider and IB-01: CEL240 fights in later chapters were also particularly challenging. Patch 1.02 made all of them more forgiving. It was welcome news for new players.

Today’s update may end up being a little more controversial. Here are the full 1.03.1 patch notes:

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
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