Jagged Alliance 3

Jagged Alliance 3

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Vanilla Redux: Weapons & Progression Rebalance
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3.185 MB
10 月 13 日 上午 12:01
11 月 14 日 下午 4:44
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Vanilla Redux: Weapons & Progression Rebalance

描述
This is a standalone mod and may conflict with other mods of similar nature that change weapons, attachments and ammunition. Vanilla Redux will require a new game to work properly.

Vanilla Redux is a comprehensive rebalancing of Jagged Alliance 3. At its core this mod is intended to take what vanilla Jagged Alliance 3 has to offer in terms of itemization (weapons, attachments etc.) and rebalance it to make a little more sense - no more odd combinations of weapons and calibers; no arbitrarily different damage numbers for weapons using the same calibers; weapon components are now more coherent across all platforms and have somewhat more realistic (as far as videogames go) properties.

Moreover, weapon progression in Vanilla Redux generally shifts from acquiring guns with better stat numbers to acquiring guns with wider customizability - more or less reflecting on the contemporary state of small arms. For instance, the old AKM you found on Ernie island will remain a perfectly viable assault rifle throughout the game in terms of range and damage, but that AR-15 you can buy off Bobby Ray's will have the edge over it thanks to the plethora of available attachments. That said, in general, weapon attachments cost significantly more in parts and Mechanical skill.

Overall, this rebalancing strives to maintain accessibility of vanilla JA3 without adding dozens of new weapons and countless new types of ammunition and attachments, which often results in micromanagement hell. If you like to keep it simple, but expect a bit more realistic approach - this mod might be for you.

Lastly, Vanilla Redux alters most gear and loot tables of all NPCs, quest rewards, item containers and etc. to correspond with the itemization changes, as well as slightly modifying a few game mechanics for the same reason. Merc availability, gear, perks and pricing have also been modified in accordance with the new changes.


What this mod does?
Most notable changes, full list of changes coming soon:

1. Vanilla weapon numbers rebalancing. Damage and range now depend on ammunition caliber, i.e. 7.62x51mm weapons will do more damage and have longer range than, say, weapons in 5.56mm, unlike in vanilla JA3, where range and numbers varied widely between same caliber guns and made little sense realism-wise. There are still variations in range in weapons of the same caliber depending on barrel length, but damage will remain unchanged.

2. New weapon variants with accurate UI icons: Galil SAR, M14A1, FN FAL Para, MG36, AR-15 (WP).

3. Reimagined ammunition. There are now main 7 groups of small arms ammo:
- common pistol caliber group (Hi-Power, Beretta 92F, Glock 18, Colt Peacemaker, Colt Anaconda, Custom Six-Shooter, MP5K, MP5, MP40, UZI)
- Warsaw Pact ammo group (AKS-74U, PM MD. 80, AKM, AK-74, RPK, SVD, The Hired Gun)
- intermediate NATO ammo (M4 Commando, FAMAS, M16A2, Steyr AUG, G36K, AR-15, FN Minimi)
- full-power NATO ammo (Galil SAR, M14, M14A1, FN FAL, FN FAL Para, HK 21, M24, PSG-1)
- shotgun ammo group (Double-barreled shotgun, Auto 5, M41, AA12, Ma's)
- exotic ammo group (Desert Eagle, The Lion's Roar, Gewer 98, Gold Fever, MG42, Winchester 1894, Confidante)
- .50 BMG ammo (Barret M82)

Remember that even if two weapons use the same group of ammunition, their numbers may vary depending on their calibers. For instance, 9mm Beretta 92F will have 16 damage and 14 range, while Colt Peacemaker in more potent .44 Special will have 20 damage and 16 range despite both pistols using the same "common pistol caliber group" ammunition. Same goes for 5.45mm AK-74 (24 damage, 24 range) and 7.62x54R Dragunov sniper rifle (31 damage, 31 range) - both in "Warsaw Pact group" of ammunition. Armor Piercing ammuntion also now does 10-15% less damage.

4. Significant Weapon Component rebalancing. While the general idea of the changes revolves around game progression shift from acquiring better stat guns to acquiring more customizable weapons, most Vanilla Redux' weapon components now offer unique properties, trying to avoid the 'best in slot' trap.

5. Rebalancing of AIM mercenaries in terms of price, hiring availability and starting gear:
- Len and Fauda are now level 5 Elite mercs available for hire from the get go. Neither of them were particularly good for Legendary status locked behind AIM Gold account, given their stats, perk distribution and Old Dog quirk. At level 5 and price roughly around Ivan's, they are now a viable option for hire early on, so that they can benefit from skill book stat increase as you progress through the game, as well as having a bit more flexibility at perk building. Ivan is still a better merc, but the two old dogs bring variation, personality and reasonable Leadership.
- starting gear is updated according to Vanilla Redux changes, still reflecting upon merc personality, individuality and background.
- salaries and levels are adjusted within reason. Mercs who are commonly considered 'better' than others because of their stats, traits and\or non-combat utility, now cost more, while still affordable at their experience brackets.

6. Perk rebalance:
- "Ambusher" (Tier 2 Dexterity) perk was replaced by "Pistol Savant", which reduces Attack AP costs of all pistols by 1 and has +30% Crit rate against Wounded enemies.
- "Untraceable" has one of "Ambusher's" properties: 10% increased kills chance from Stealth in addition to its original properties.
- Ivan's perk renamed to "Red Army's Finest" and grants 2 AP on kill instead of 3, but now also reduces AP cost for all Soviet weapons by 1.
- Vicki's "Elbow Grease" has lost its +7 damage, but its item repair rate is twice as high now.
- Grunty's "Überraschung" renamed to "Heckler & Koch Enthusiast" and now gives +10% Crit bonus to all H&K weapons.
- Scope's "Eagle Eye" now additionally reduces AP cost of bolt-action rifles by 1.
- Livewire's "Inside Dope" was reworked. Enemy reveal has been removed entirely. Livewire now produces a unique electric grenade - 'Buzzbang'.
- Meltdown deals 25% more Damage to enemies affected by "Vengeance".
- Len's "On My Lead" perk renamed to "Charlie, 2 o'clock!" and grants +25% Crit damage with Vietnam War-era American weapons.
- "Savior" perk renamed to "Morphine Shot" and now gives Grit to the patient after bandaging.
- "Painkiller" perk renamed to "Battlefield Medic" and now gives Grit to the healer as well.
- Steroid "produces" 2 Combat Stims every 72 hours.

6. Bobby Ray's is significantly more expensive to buy guns from, but some top of the line weapons like AR-15, PSG-1 etc. can now only be ordered on-line with little to no chance of finding them in Gran Chien.

7. Changes to some core mechanics:
- Suppressor mechanics overhaul - no silent guns. Suppressed pistol caliber weapons get 80% sound reduction, intermediate caliber weapons - 60%, and full power rifle calibers only 40%.
- The number of shots with BurstFire and AutoFire is now weapon dependent. Case by case basis, but generally the lower the caliber the more shots weapons can fire. The code framework was taken from Timmeh's Weapon Overhaul.
- Autofire now fires at -50% damage penalty (same as Burst) instead of Vanilla -80%. Machine gun Long Burst now fires at -50% damage penalty (same as Burst\Autofire). Long Burst now also applies Suppression, same as Autofire.
- Burst, Autofire and Long Burst are not aimable.
- 7.62x51mm NATO battle rifles such as M14 and FN FAL now do not have 3-round Burst fire, only Autofire.

8. Enemy and NPCs gear now makes a bit more sense. Legion is a local militant group using weapons readily available in Gran Chien: the country's WW2 legacy weapons and Army equipment - Soviet weapons and FAMAS. The gangsters can have weapons smuggled over the border. Militia now too uses most widely available small arms in the country: AKs.

If you like what you see, then give Vanilla Redux a go. Good luck!
75 条留言
Boiadeiro  [作者] 20 小时以前 
Small fix:
- "Battlefield Medic" no longer gives twice the Grit if medic is self-healing.
- "Spiritual" now has 10% Chance of granting Inspired every time merc suffers a Debuff.
Boiadeiro  [作者] 21 小时以前 
@Ugotit
Thank you, glad you're still playing the mod! Oh, and totally, I will look into rocket guys accuracy again, because I did make them less accurate very early into working on the mod, but it might warrant a second look.
Ugotit 21 小时以前 
You have made this game much better. I do have a request if you are interested. I don't like the way the enemy with bazookas are so accurate with their almost lazer guided missiles. Could they be reworked a bit?
Boiadeiro  [作者] 11 月 13 日 下午 9:54 
UPDATE:

- "Old Dog" quirk completely reworked. Both Stat learning restriction and +10% squad experience were removed. Instead, it now applies increased Range penalty with Ranged weapons, and 10% chance to become Slowed at the start of every Turn. Those eyes and backs just aren't what they used to be.

- Vicki's "Throwing" quirk was replaced with "CQC Training", as per her Biography. To support her way to Pistol mastery, "Recoil Management" was replaced with "Deadeye".

- Raven now has "Night Ops" as per her Biography.

- MD has +2 Damage with Knives, as per his Biography.

- Buns now has +3% Crit Chance with Submachine Guns, as (somewhat) per her Biography. Giving her "Auto Weapons" would have been a bit of an overkill.
Boiadeiro  [作者] 11 月 13 日 下午 4:11 
@sgtzimm

Thank you kindly for your comment! I'm happy to see that the intended changes are having visible effect in line with the general concept of the mod. I will most certainly continue, there are more merc balancing coming up and redone perks, so do please stick around :)

As for the optics, I will consider it, but it might affect the balance (which I think in general is in a good place in the mod currently) more that it would seem at the first glance. I will do some internal testing though.
sgtzimm 11 月 13 日 上午 9:37 
@Boladeiro, excellent work so far, and I appreciate the continued updates!

I think you're achieving a great balance of realism and fun, and avoiding getting the game bogged down in intense micro. Great idea with the guns as well - i.e. the damages are largely the same, per calibre group, but the advances in ability to mount optics, changes their effectiveness, and hence makes the more advanced rifles more sought after.

What do you think about optics granting a modest range benefit?

I also like that you are re-balancing the mercs (I especially like the weapon specific perks for Len, Grunty and Ivan).

Keep up the great work!
Boiadeiro  [作者] 11 月 13 日 上午 8:43 
UPDATE:

- New "Damage Control Surgery" perk has replaced "Battlefield Medic" as a Lvl 3 Wisdom perk. It now allows a medic to completely heal 1 Wound in combat, if the patient has no more than 1 Wound.
- "Battlefield Medic" perk has now replaced "Stress Management" as a Lvl 2 Wisdom perk.
- "Spiritual" quirk now has "Stress Management" properties: become Inspired after suffering a negative effect for the first time in combat.

- Livewire has "Ambidextrous" as per her Biography, making her the only merc with 4 Quirks. She's a quirky person after all.
- Thor has "Martial Arts" as per his Biography,
- Thor has his Leadership reduced and Wolf has his Leadership increased by the same amount - a change in pursuit of better personaly & stat correlation. Thor is considerably more affordable now, while Wolf jumps to the top of Veteran Mercs price wise.

- General Merc hiring price re-arrangements.
Boiadeiro  [作者] 11 月 13 日 上午 3:36 
UPDATE:

- Grizzly's "Off the Hip" perk was replaced with "First Blood" perk, which gives him 5% Damage Reduction.
- Grizzly now has "Auto Weapons" perk.
- Grizzly's Agility reduced from 69 to 64, and Dexterity increased from 51 to 56.
- Grizzly's salary is now significantly higher.
- Omryn's "Stealthy" was reverted to "Spiritual".

Balance changes:

- "Auto Weapons" penalty reduction was decreased from 50% to 33%.
- Run & Gun has a one turn cooldown.
- Smiley's "Reckless Assault" allows the use of Run & Gun without the cooldown, but the chance of going Berserk has been increased from 20% to 25%.
- Dual Shot is no longer aimable.
- Maximum Grit capped at 25 (from 30).
- Point Blank range reduced from 4 to 3.
- Camo Aim penalty reduced from 50% to 20%.
- Camo Sight penalty reduced from 25% to 15%.
- MP40 can only fire in Burst and Auto, but does it slightly faster.
Boiadeiro  [作者] 11 月 12 日 下午 3:08 
@Peterowsky
Thank you! Burst aim was removed simply for balancing reasons - accuracy on automatic fire in general was overtuned in vanilla, so it is a bit of a crutch solution. It might change, if I find a way to properly edit the numbers on automatic fire.
Peterowsky 11 月 12 日 上午 11:47 
Really cool mod! May I please ask what was the reasoning behind removing aiming from normal burst? I think it still makes sense to be able to aim those.