Jagged Alliance 3

Jagged Alliance 3

LEGACY 2.05 Rato's Gameplay Balance and Overhaul
114 Comments
rato  [author] Aug 16, 2023 @ 8:11pm 
@arab dont forget to check the new 3.0 ;)
arabbigwet69 Aug 16, 2023 @ 7:46pm 
it's back
rato  [author] Aug 16, 2023 @ 4:17pm 
Attention: this is now a legacy version, 2.05 for those who do not want to start a new save game
Ghost Aug 16, 2023 @ 2:59pm 
It's back :)
DabHand Aug 16, 2023 @ 2:41pm 
woo
DabHand Aug 14, 2023 @ 10:34am 
ok l just restarted but will again..again. One thing that made me assume you had broken out the wounding is l just did the first few sectors in Ernie and didnt get bleeding once myself or the enemy.
rato  [author] Aug 14, 2023 @ 9:51am 
Thanks for choosing rato's mod :)
rato  [author] Aug 14, 2023 @ 9:50am 
Sorry, it's just the description that is outdated. If you could, wait a few more hours so i can finish the weapon mods to start a new game. So the enemies will have it too. Thanks,man. I will also do the modularity when thesw bugs are finished for good
DabHand Aug 14, 2023 @ 9:05am 
I'm going to restart, and can report anything l see tonight. However first it looks like the mod is now split. Are you planning to upload the wounding and explosives companion mods soonly? :)
arabbigwet69 Aug 14, 2023 @ 8:50am 
Oh, cool. I will give it a try tomorrow.
rato  [author] Aug 13, 2023 @ 10:41pm 
Hey arab, I have devised a fix, could you test it for me, please?
arabbigwet69 Aug 13, 2023 @ 10:32pm 
@dagobert. intersting that it seems to affect the game even after i uninstall the mod.

@rato, i started a new save, the first night fight works just fine but the second one leads to "
blind enemy bugs"

and actually before this update, i notics the enemies not be able to spot me in the free move phase but the night fighting turn base phase works just fine
rato  [author] Aug 13, 2023 @ 11:57am 
Hey guys, thanks for letting me know about these bugs. I will soon look into them.
Dagobert Aug 13, 2023 @ 11:40am 
I have the night fight Bu now too. First encountered in the Butler Mines Ghost Quest.
Immediately afterwards in Camp Savana.

Enemies don't take any action at night. After their "Fee Move Phase" they just stand around.
If you press "end round" the PC calculates 3-4 seconds and then it's the player's turn again.


If I then load and wait until daybreak, all enemies are fully active and behaving normally.

I have no clue whats the cause of this. But at one of your changes. Since I have a fresh savegame, it's pretty sure the last patch from you.
arabbigwet69 Aug 13, 2023 @ 7:08am 
turned out it's the game that's bugged. i started a new save with your mod and it works just fine at night. i uninstalled all my mods and load back in an existing save, the night fight bug still exists
rato  [author] Aug 13, 2023 @ 7:05am 
@arab that's really strange, let me know if you find it is caused by my mod
rato  [author] Aug 13, 2023 @ 7:04am 
Dagoberto, I am thinking of a transition fix, will work on it when I get home
Dagobert Aug 13, 2023 @ 7:02am 
So I cheat my way up to jail (Good Place).
Then I'm through with GOD Mode.

All works.

Sniper Snipers properly and no freeze. They have the right ammo on them.

What you should conclude from this is that not all changes are savegame safe, insted require a new game.
arabbigwet69 Aug 13, 2023 @ 6:58am 
they won't detect my squad at all at night and after i trigger the combat, they won't move as they are "blind".
tho, it might has something to do with other mods, im testing it now with a new save.
rato  [author] Aug 13, 2023 @ 5:41am 
Do you mean at detecting your squad? Or shooting and missing?
arabbigwet69 Aug 13, 2023 @ 5:39am 
im happy that the 5.45 and 762 54r are gone. the logistics are complicated already as they are.
tho, the new update seems to makes enemy blind at night time.
rato  [author] Aug 13, 2023 @ 5:38am 
When I get home I will see if there is a way to make every npc unload
rato  [author] Aug 13, 2023 @ 5:11am 
@dagobert wow, I'm sorry for this. I was hoping it wouldn't affect unspawned enemies. I hope this also doesn't break the range on enemies with snipers with the scope update

@lifeline
Thank you! It was based on all our discussions on the topic
Lifeline83 Aug 13, 2023 @ 3:04am 
Great update on the wounding system.
Dagobert Aug 13, 2023 @ 2:59am 
On the subject of "new calibers".
I ran into a bug now that they're gone.

"Good Place" the prison had snipers with Draganov.
They are now catastrophically broken in my "old" Savegame.
At the time of the update, I was not yet near the prison.
Nevertheless, all snipers are spawned with Dragonov and the "ERROR CODE" ammo.
As soon as they wanted to shoot me with their rifle, the game froze because the weapon was invalid.

I've now started a new game to see if the bug also affects new saves. I hope not.
rato  [author] Aug 13, 2023 @ 12:17am 
At least now the AK-103, AKMSU, RPK and NDM-86 have the correct calibers
rato  [author] Aug 13, 2023 @ 12:15am 
Yeah, @Ghost, i thought it was cool having them, but they were not adding anything gameplay wise and generated a lot of bugs :/
Ghost Aug 13, 2023 @ 12:06am 
So pity we lose the new calibres... It seems the loot table need some fix for more 5.45 and 7.64x54R😟
rato  [author] Aug 12, 2023 @ 3:37pm 
*any mistake when uploading
rato  [author] Aug 12, 2023 @ 3:34pm 
Shaped charges have less damage and the cone is a little narrower. The modularity will probably come tomorrow or monday
rato  [author] Aug 12, 2023 @ 3:34pm 
I have removed the new ammo if I am not mistaken, remember to unload your weapons.
DabHand Aug 12, 2023 @ 3:32pm 
What was the shaped charge nerf btw? I already use a mod that makes the cone very narrow which feels sufficiently balanced already.
DabHand Aug 12, 2023 @ 3:30pm 
I like everything this mod has done so far. Every time its updated its reading my mind on what features l'd like to see.

But I can see why you would want to modularise it.

wrt the ammo, yeah its still got missing icons. Feels like its an unnecessary frivolity distracting from the real meat of the mod.

If you remove it, will it break guns that have it loaded?
Dagobert Aug 12, 2023 @ 1:19am 
As I'm sure you've already read from my last words, I wouldn't regret it if you took them out again.

The munitions logistic in this game makes it feel completely out of place. And even though it's realistic...

Just rename the PKM74 to PKM. This version also has 7.62WP in real life.

Personally, I can live with the wrong caliber for the Draganov and AK74. Because everything else totally ruins the flow of the game. But of course that's just my opinion.
rato  [author] Aug 12, 2023 @ 1:10am 
You can craft them, too. But to be honest, I am considering removing them. I wanted to check with everyone, to see their opinions.
They were not even made by me, originally, so Im not very sure how to correct their bugs.
Dagobert Aug 12, 2023 @ 12:43am 
My opinion on the topic of new types of ammunition (5.45 and 7.62x54R).

1. They are bugt because the inventory pictures are missing.

2. It feels strange to me. I've found 3 PKM74 so far but don't have nearly no ammo to use them. But I swim in 7.62WP ammunition. And If I mod the PKM to 7.62WP, then it loses 40% durability with a 60 shot mag.
Exactly the same with the Draganov. Found one on LARRY at camp. First happy then disappointed. Because even a month later still 0 ammunition.

Maybe it would be good if there was one in the Legion every now and then with an AK74, so that you at least have the chance to get ammunition.

Or you make the ammunition feature optional...somehow.
Baka Racker Aug 11, 2023 @ 6:27pm 
Ahaha, upvoted for the flashbang description alone.
neuromancer Aug 11, 2023 @ 11:37am 
@rato: glad I could provide a useful idea while being pedantic :steamhappy:
TROCH22 Aug 11, 2023 @ 8:06am 
@rato
Stop and bandage. Especially when using increased enemy mods.

I agree with everything @Dagobert stated. Same goal is accomplished when I increased the enemy count. But when I add this mod in, the game play its a much slower. I like some of the overhauls here. But being this mod has spread out overhauling a bunch of areas. (still just my opinion) It now puts me in a choice, do I want to use this mod or the other several other mods that conflict with it.

We all love to mod our games as we see fit for ourselves. Imo, having these overhauls modular give the player more freedom to pick and chose his/her way to experience this great game.
Dagobert Aug 11, 2023 @ 7:32am 
I love the bleed mechanic.
For me that is the key selling point of your mod.
I just gave all my mercenaries a small medikit. problem solved

But since wounds are dangerous now, I have to play differently. Much more careful.
Just like "XCom Long War Mod" back then. I really love having to pull back to a better position from time to time.

In Vanilla I'm so "good" that I always storm forward, knowing full well that one or two wounds don't matter at all. This change your mod dramatically... PLEASE leave it that way!!!

Yes, this makes the fights longer. But that's what makes your mod so different from the vanilla experience.
rato  [author] Aug 11, 2023 @ 7:18am 
@ghost, I don't know, there were some bugs,but maybe some time I look into it
rato  [author] Aug 11, 2023 @ 7:17am 
Modularity will come soon
rato  [author] Aug 11, 2023 @ 7:16am 
Hey troch22, thanks for the feedback. Do you think it's a slog in terms of always have to stop and bandage? Or the penalties are too much?
TROCH22 Aug 11, 2023 @ 6:42am 
Another +1 for a modular split of the overhauls. For me. The bleed mechanic was fun at first. But now the game just feels like a slog.
Ghost Aug 10, 2023 @ 11:44pm 
Also, can we get the SKS rifle back from SunmakerXD's mod?😉
rato  [author] Aug 10, 2023 @ 9:25pm 
Good idea!
neuromancer Aug 10, 2023 @ 9:10pm 
Yeah, a lot of the decisions that were made in the game were for game balance, not realism. Of course in real war, there is no concept of balance, in fact it is said that if you are in a fair fight, you screwed up.

I would at the least split bleeding and environment damage up. Make your frag cause the bleeding while the HE does the environment damage, that is actually a fairly standard concept in games of this type (the more effective Anti-Personnel grenade doesn't wreck the environment). This has the effect of making each suited for a different task, might still suggest shrinking the HE AoE as well as right now its a little too good at blowing stuff up.
neuromancer Aug 10, 2023 @ 9:03pm 
Correction, the US military concussion grenade is the Mk3A2, not 32A.
rato  [author] Aug 10, 2023 @ 9:03pm 
Its actually possible, they have a obj damage modifier, in JA is fun to destroy whole walls and other cover. A big area grenade seems interesting with the risk of mishap, but I think it would be too op. Players are 6 and enemies are, well, many, so AOE tends to be too strong
neuromancer Aug 10, 2023 @ 8:44pm 
Addenda - by 'more powerful' I mean 'more likely to f-up the enemy during battle'. Ukraine likes to use drones to drop frag grenades in Russian trenches.

Like most weapons, the different grenades have roles they are best used for, and are less effective outside those roles. The frag is a 'defensive grenade' in that it should (as noted) be used when behind sturdy cover so you don't get wounded by your own weapon. The HE is an 'offensive grenade' in that it is safer to use while advancing because it doesn't throw deadly fragments around, and has a smaller lethal radius.