Jagged Alliance 3

Jagged Alliance 3

The Awakening of the Eastern Dragon
Showing 51-60 of 81 entries
< 1 ... 4  5  6  7  8  9 >
Update: Apr 9, 2024 @ 9:30pm

Fixed bugs with the 171 and some shells, which were using certain skill parameters from the gunfight rework. This caused bugs if the player did not enable the gunfight rework. It has now been fully fixed, and those skills have been removed.

Update: Apr 8, 2024 @ 8:33pm

更新内容:
-修复QBS09修改枪口时卡死的BUG,更改补偿器效果为增加散射区域
-为突击步枪类增加快速瞄准镜
-为狙击步枪增加专用狙击瞄准镜,拥有更高的瞄准加成和更多的缩圈次数。
-修改突击兵的天赋技能,增加使用点射和自动射击时大幅提升命中率
Update content:
- Fixed the bug where the game freezes when modifying the muzzle on QBS09, changed the compensator effect to increase the spread area.
- Added quick aim scopes for assault rifles.
- Added dedicated sniper scopes for sniper rifles, which provide a higher aiming bonus and more scope-in levels.
- Modified the Assault soldier's talent skills to significantly increase the hit rate when using burst and automatic fire.

Update: Apr 5, 2024 @ 4:00am

更新内容:
-调低所有武器在商店的出现概率,特别是重型武器
-增加QBU88作为前期武器,将狙击手和参谋的初始武器更换为QBU88
-增加金色传说:152mm榴弹炮,单发攻击,伤害极高,商店在3阶段解锁,出现概率极低
-增加金色传说:ASh-12突击步枪,使用12.7mm口径弹药,以此纪念俄罗斯朋友对MOD的喜爱和支持。商店在3阶段解锁,出现概率较低。
Update content:
- Reduced the appearance probability of all weapons in the shop, especially heavy weapons.
- Added QBU88 as an early-stage weapon, changed the initial weapons of snipers and staff officers to QBU88.
- Added the Golden Legend: 152mm howitzer, single-shot attack, extremely high damage, unlocks at shop stage 3 with a very low probability of appearance.
- Added the Golden Legend: ASh-12 assault rifle, uses 12.7mm caliber ammunition, in memory of Russian friends' love and support for the MOD. Unlocks at shop stage 3 with a low probability of appearance.

Update: Apr 4, 2024 @ 10:27pm

更新内容:
-调低所有武器在商店的出现概率,特别是重型武器
-增加QBU88作为前期武器,将狙击手和参谋的初始武器更换为QBU88
-增加金色传说:152mm榴弹炮,单发攻击,伤害极高,商店在3阶段解锁,出现概率极低
-增加金色传说:ASh-12突击步枪,使用12.7mm口径弹药,以此纪念俄罗斯朋友对MOD的喜爱和支持。商店在3阶段解锁,出现概率较低。
Update content:
- Reduced the appearance probability of all weapons in the shop, especially heavy weapons.
- Added QBU88 as an early-stage weapon, changed the initial weapons of snipers and staff officers to QBU88.
- Added the Golden Legend: 152mm howitzer, single-shot attack, extremely high damage, unlocks at shop stage 3 with a very low probability of appearance.
- Added the Golden Legend: ASh-12 assault rifle, uses 12.7mm caliber ammunition, in memory of Russian friends' love and support for the MOD. Unlocks at shop stage 3 with a low probability of appearance.

Update: Mar 30, 2024 @ 7:45am

谈一下这次更新的目的,我自己也玩了一个新的档案,这次更新调整了温压火箭弹的伤害使他看起来没有那么变态。同时根据对抗噩梦最高难度+骰侠最高难度敌人的情况,对7位佣兵的专属技能进行了调整,主要是补全功能。
1、侦察兵:增加了移动消耗减半,在使用过程中攻击获得自由移动非常有用,但是在面对敌人潜行,侦察能力非常有限,不能够很好的担当侦察兵的任务,甚至还不如一边丢雷一边推进的爆破手。这次增加主要为了加强他的侦察能力,又不会过于OP。仅仅只是移动的AP消耗减半,不会对攻击的AP消耗造成影响。
2、爆破手:增加麻木,龙息枪法的本意是在无法秒杀敌人的情况下,让敌人失去战斗力,燃烧提供了一定概率的惊慌,减速提供了一定的限制,但敌人仍然可以原地对你发起进攻,增加麻木以限制重伤的敌人,这个技能主要是为了应对高血量敌人一次连射剩下一点血的情况。在大多数情况下,你可以不用管他,节省弹药和AP去攻击其他敌人。毕竟对于肩负侦察、拆雷、布烟雾、CQC击杀敌人任务于一身的爆破手,AP实在太紧张了。
3、突击兵:增加杀死敌人获得自由移动,突击兵在攻击后几乎没有足够的AP进行躲避,这导致面对强度很高的敌人的时候,很难做抉择。增加自由移动虽然一定程度上缓解这个问题,但考虑到PLA武器强大的命中能力,我设计成击杀才能获得自由移动,也就是说,你仍然面临一定的选择,在无法有把握100%击杀敌人的时候。
4、炮兵:原技能的设计主要是为了增加炮兵进入战斗后能够每个回合多打一枚炮弹,但实际效果一般在17点AP,这非常尴尬,我把这个技能增加到8AP,这样你的炮兵在第一回合能够打出7-8枚火箭弹,这是他作为炮兵相较其他佣兵的优势,第二回合,你将做出选择,是打出4-5枚炮弹赌命中还是装填炮弹以后通过找掩护获得更多的AP在第三个回合彻底毁灭敌人。
5、机枪手:机枪手太弱了,太弱了,在噩梦环境下,敌人的警戒攻击100%命中,而你几乎打不中,所以这次增加了警戒状态提高30%的命中,加上脚架,能让你在中远距离上保持一个较高的命中,让他真的成为区域封锁者。
6、指挥官:我原本以为指挥官的技能非常厉害,经过实战发现,虽然我期望她使用双枪进行战斗,但实际上是冲锋枪或者突击步枪往往威慑力更大,因为手枪的射程太短,所以我为她增加了手枪和冲锋枪射击增加自由移动,这个女人就应该在敌人堆里用低AP的手枪反复收割敌人。
7、参谋:请原谅我开个玩笑,这个女人我原本想设计成一个腹黑的高冷女人,原版技能基本上是无用的,这次修改成攻击胯部将造成敌人惊慌失措,是的没错,就是你想到的,她把他的蛋打碎了。我觉得这才符合她的人设。另外参谋的属性本来是狙击手面板,我期望她更多的时候担任一名骚扰和远距离救援的角色而不是跟狙击手一样的击杀角色。所以这个技能在一定程度上会帮助你解围一些场景,你可以为她选择一个低AP消耗的狙击枪,用来点射包围你其他佣兵的敌人,一个一个打爆他们的蛋,让他们惊慌失措。
至于狙击手和医生的技能我认为表现良好,这次就没有做出修改。在不玩噩梦+骰侠的情况下,医生技能的存在感非常低。但这并不妨碍她成为一个最佳辅助。后续一段时间可能暂时没有更新。我正在考虑要不要把155榴弹炮放到游戏里。因为即便是如此变态的我也觉得这实在是太变态了。欢迎大家提供建议。
Let's talk about the purpose of this update. I myself have also started a new file to play. In this update, the damage of the thermobaric rocket has been adjusted to make it less overpowered. Moreover, based on the performance against enemies in the highest difficulty of Nightmare plus the highest difficulty of Dice Heroes, adjustments have been made to the exclusive skills of the 7 mercenaries, mainly to complete their functionalities.

1. Scout: Movement cost has been halved, which is very useful in getting a free move after attacking. However, when facing enemies with stealth abilities, the scout's reconnaissance capability is very limited and not up to the task, even less effective than a sapper who advances while throwing grenades. The main aim of this enhancement is to strengthen his reconnaissance ability without making it overpowered. It only reduces the AP cost of movement, without affecting the AP cost of attacking.

2. Sapper: Added numbness. The original intent of the Dragon's Breath technique is to incapacitate the enemy when you can't kill them instantly. Burning can cause a chance of panic and slowing provides some restriction, but the enemy can still attack you from their position. Numbness was added to restrict severely injured enemies. This skill is mainly to deal with situations where high HP enemies are left with a bit of health after a burst of shots. In most cases, you can ignore them, saving ammunition and AP to attack other enemies. After all, for a sapper responsible for scouting, disarming mines, deploying smoke, and CQC kills, AP is extremely tight.

3. Assault Trooper: Added free movement upon killing an enemy. The Assault Trooper barely has enough AP to dodge after attacking, making it difficult to make decisions when facing powerful enemies. Although free movement somewhat alleviates this problem, considering the powerful hitting ability of PLA weapons, I designed it so that free movement is only granted upon killing, meaning you still face certain choices when you aren't certain you can kill the enemy 100%.

4. Gunner: The original skill was designed to allow gunners to fire an extra round each turn after engaging, but the actual effect was generally around 17 AP, which is very awkward. I've increased this skill to 8 AP, allowing your gunner to fire 7-8 rockets in the first turn, showcasing his advantage as a gunner compared to other mercenaries. In the second turn, you will have to decide whether to fire 4-5 rockets taking a chance on hitting or to reload and find cover to get more AP and completely destroy the enemy in the third turn.

5. Machine Gunner: The Machine Gunner was too weak, really weak. In a nightmare scenario, enemies have 100% hit rate with their alert attacks, while you can hardly hit them. Therefore, this update has added a 30% increase in hit rate during the alert state. With a tripod, you can maintain a high hit rate at medium to long distances, making the gunner truly an area denial weapon.

6. Commander: I originally thought the Commander's skills were very powerful, but after actual combat, I found that although I expected her to use dual pistols for combat, in reality, submachine guns or assault rifles are often more intimidating because of the short range of pistols. Therefore, I have added free movement to her pistol and submachine gun shots, this woman should be reaping through enemies with her low AP pistols in the midst of them.

7.Staff Officer: Please forgive me for making a joke, but the woman I originally intended to design as a scheming and aloof character, whose original skills were basically useless. This time, I modified her to attack the groin, causing the enemy to panic. Yes, that's right, she shatters their eggs. I think this fits her character design more appropriately. Additionally, the staff officer's attributes were originally that of a sniper's panel, but I expect her to serve more as a harasser and long-distance rescuer rather than a sniper-like killer role. Therefore, this skill will to some extent help you break out

Update: Mar 23, 2024 @ 9:35am

更新内容:
增加107集束火箭弹弹药,相比较默认弹药,有更广的伤害范围,但伤害略低
增加PF-97火箭筒和专属的93mm云爆火箭弹,云爆火箭弹拥有较大的杀伤范围和对建筑物的强力破坏能力,对敌人造成暴露、燃烧、窒息。但伤害较低。
Update content:
Added 107 cluster rocket ammunition, which compared to the default ammunition, has a wider damage range but slightly lower damage.
Also added the PF-97 rocket launcher and its exclusive 93mm fuel-air explosive rockets, which possess a large kill radius and strong destructive power against buildings, causing enemies to be exposed, ignited, and suffocated. However, the damage is relatively low.

Update: Mar 20, 2024 @ 3:03am

更新内容:
增加适配原版武器参数的选项,在MOD选项里可以选择开启/关闭Compatible Mode选项,ON表示开启原版适配功能,突击步枪、狙击步枪,机枪等武器会降低伤害和射程,OFF表示关闭原版适配功能,使用原有数据。
注意!!!
此选项在建立新档案时进行选择,旧档案或者游戏过程中更改此项目有可能导致更改失败!
Update content:
Added an option for compatibility with vanilla weapon parameters. In the mod options, you can choose to turn ON/OFF the Compatible Mode option. ON indicates enabling the vanilla compatibility feature, where assault rifles, sniper rifles, machine guns, and other weapons will have reduced damage and range. OFF indicates disabling the vanilla compatibility feature, using the original data.

Attention!!!
This option should be selected when creating a new save file. Changing this setting in old saves or during the game might result in the change not taking effect!

Update: Mar 16, 2024 @ 8:51am

全面更新中文语音,现在每个佣兵都有自己独特的声音
Comprehensively updating the Chinese voice, now every mercenary has their own unique voice.

Update: Mar 11, 2024 @ 11:42am

现在支持中文和英文两种语言
Now supports both Chinese and English languages

Update: Mar 11, 2024 @ 11:19am

现在支持中文和英文两种语言
Now supports both Chinese and English languages