Jagged Alliance 3

Jagged Alliance 3

Vanilla Redux: Weapons & Progression Rebalance
75 条留言
Boiadeiro  [作者] 11 月 14 日 下午 4:44 
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] 11 月 14 日 下午 3:20 
@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 11 月 14 日 下午 2:58 
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.
Boiadeiro  [作者] 11 月 12 日 上午 8:02 
UPDATE:

- Omryn's "Eyes on the back" renamed to "Mystic Eyes" and now additionally has decreased Range penalty with Hunting weapons.

- Omryn's "Auto Weapons" and "Spiritual" was replaced by "Stealthy" and "Loner". His Strength has also been decreased from 85 to 81, while Dexterity increased from 66 to 70.

- Added a new bolt-action hunting rifle - Remington Model 725. It is chambered in 'exotic' .30-06 and has 33 Damage and 33 Range (in comparison, M24 has 30 Damage, 33 Range). As a downside, it is low on customization with only long range optics available to mount.

https://images.steamusercontent.com/ugc/12832016694642662310/E9389118EBDAEB95E405AFC49556F2D2B411C32F/
Boiadeiro  [作者] 11 月 12 日 上午 2:23 
UPDATE:

- Added a new weapon variant: M1A SOCOM - a semi-auto only M14 made for the civilian market with shorter range, better handling and more customizability than the standard M14. Reaper now comes equipped with M1A.

https://images.steamusercontent.com/ugc/16227626346432722066/86F15AF2794AE00E9BC4F11A8088630C59F34A98/

- More weapon attachment properties rebalancing.

- Shotguns now have more crit chance in line with other higher crit weapons.

- Minor handgun stat rebalancing.

- Slightly reduced Livewire's Buzzbang production speed.
Boiadeiro  [作者] 11 月 11 日 上午 6:33 
UPDATE:

- Grunty's personal perk Crit Chance was changed to 10%.

- Meltdown's personal perk damage was changed to 25%.

- Armor numbers adjustment. Some armor damage resistances were slightly lowered. Heavy Kompositum Armor is now a noticeable step up from Kevlar Kompositum Armor: the change was made to provide sensible armor progression and to address the desirability of Iron Clad perk.

- Shaman Quest does not give Deathsquad Commando Armor anymore. Instead, it rewards you with a unique SMG in 7.62x39mm - a Romanian PM MD. 80.
Boiadeiro  [作者] 11 月 10 日 上午 7:20 
UPDATE:

- Flay's "Make Them Bleed" reworked: it now applies Bleed on Arms, Legs or Crotch attacks with Hunting weapons (Colt Anaconda, Winchester 1894, Confidante, Flay's Winchester, Double-barrelled Shotgun, Auto 5). Damage per Bleeding enemy remains untouched.

- Flay comes equipped with Flay's Winchester - a unique long-barrel modification with an x5 scope.

- Smiley's "Reckless Rush" reworked: it doesn't cause Tiredness, but Smiley has a 20% chance of going Berserk and getting 15 Grit after using it.

- Both "Run&Gun" and "Reckless Rush" were slightly nerfed.

- Shotguns cause Bleed only with Flechette ammo.
Boiadeiro  [作者] 11 月 9 日 上午 1:45 
UPDATE:

- "Savior" perk (Wisdom lvl 1) is renamed to "Morphine Shot" and now gives Grit to the patient after bandaging, just like 'Painkiller' perk did but at a slighly lower amount.

- "Painkiller" perk (Wisdom lvl 3) is renamed to "Battlefield Medic" and now gives the same amount of Grit to the healer as well.

- Steroid's perk now additionally "produces" 2 Combat Stims every 72 hours.

- Livewire's medical deposit decreased. Added medical deposit for Barry.

- Livewire's Buzzbang damage increased from 5 to 10.

- Stick grenades, grenades and 40mm grenades deal even more damage in the center of explosion, but even less around it. Their penetration reduced to from heavy to moderate. Other explosives remain unchanged.

- Flashbangs do not cause Tiredness anymore, instead applying Exposed in the center of the AoE. Suppression is applied as usual.
Boiadeiro  [作者] 11 月 9 日 上午 1:03 
@Ugotit
Thank you for playing and enjoying the mod!
Ugotit 11 月 8 日 下午 2:53 
This is getting better and better.
Boiadeiro  [作者] 11 月 8 日 上午 10:04 
Small update:

- Len's "On My Lead" perk is renamed to "Charlie in the trees, 2 o'clock!". In addition to the special ability, Len now does 25% more Crit damage with Vietnam War-era American weapons (XM177 Commando, M16A1, M14 and M14A1).
Boiadeiro  [作者] 11 月 7 日 下午 9:29 
UPDATE:

- Ivan's perk is renamed to "Red Army's Finest" and grants 2 AP on kill instead of 3 AP, but now reduces AP cost by 1 for all Soviet weapons (AKS-74U, AKM, AK-74, RPK, SVD)
- Grunty's perk is renamed to "Heckler & Koch Enthusiast" and gives +7% Crit bonus to all H&K weapons (MP5K, MP5, G36K, MG36, HK21, PSG1)
- Scope's perk now additionally reduces AP cost of Bolt-action rifles by 1 AP (Karabiner 98k, Gold Fever, M24)
- Meltdown deals +2 Damage per shot to enemies affected by Vengeance
Boiadeiro  [作者] 11 月 7 日 下午 6:49 
@Caged Nicolas
Hmm, very odd, I'm failing to replicate the error on my side on a new game. Tinkered with the ranges a bit more, but it must work as intended. Can you try unsubscribing and re-subbing and starting a new game to see if you still get the error?
Caged Nicolas 11 月 7 日 下午 6:01 
Don't know if this is related to the update that just dropped, but LiveWire's custom flashbang item now just shows an item labeled "CODE ERROR"
Boiadeiro  [作者] 11 月 7 日 下午 4:54 
@Booba
Glad to hear it works now! Separating perk changes or making them switchable is a good suggestion, I will probably do so, but after I've given more pressing issues a priority. In the meantime, I'd still encourage you to try the new perks out, perhaps it'll freshen up your playstyle.
Booba 11 月 7 日 上午 11:24 
You fixed it! I had to unsubscribe and resubscribe to get the mod to update, but I can see Marauders in Ernie now. Sneaky cosmetics mods. They'll get you every time.
Boiadeiro  [作者] 11 月 7 日 上午 9:11 
Balance UPDATE:

- Only Single shots are now aimable in order to mitigate the power creep of automatic weapons without slapping more numbers on their Damage penalty. Some weapon attachment properties were reshuffled as a result.
- Accuracy of most actions has been somewhat reduced in general.
- Damage output of Melee Weapons and Shotguns has been slightly reduced.
- Pistol Savant's crit Bonus to Wounded enemies is reduced to 30%.
- Meltdown does +2 additional Damage per shot to targets affected by "Vengeance".
- Livewire's Buzzbangs throw range has been increased.
Boiadeiro  [作者] 11 月 7 日 上午 4:31 
@Booba
You were right, there were invisible Marauders! Turns out they might all have been invisible because of a certain cosmetics mod, that had sneakily bled its data into my mod from very long time ago. I rectified the conflicts, and it should work properly now. Let me know how it goes on your side. And thank you for catching the bug!
Booba 11 月 6 日 下午 9:58 
Yeppers! I've disabled all other mods but yours and started a new game, but the bug persists.
Boiadeiro  [作者] 11 月 6 日 下午 8:43 
Alright. I'll check later, but meanwhile have you tried disabling all other mods and see if the problem persists?
Booba 11 月 6 日 下午 8:40 
H2, Village of Ernie.
Boiadeiro  [作者] 11 月 6 日 下午 8:36 
@Booba
Hey, thanks for the feedback! Can you tell exactly which sector Marauders are invisi le? I'll look into it later today.
Booba 11 月 6 日 下午 8:21 
Your mod is making the two marauders in Ernie invisible for some reason. Unsubscribing and resubscribing to your mod didn't fix it: only disabling it did. I'm assuming it has something to do with your changes to Inside Dope. The mod seems good otherwise and I look forward to being able to continue the game with it. (Also, maybe consider separating your changes to Inside Dope as a standalone change; I'd personally rather have the broken mechanic than not. Alternatively, maybe look at Tobias's Custom Settings mod and see if you can give us an option to enable/disable your various changes.) Regardless, keep up the good work, and thanks!
Boiadeiro  [作者] 11 月 6 日 上午 11:48 
UPDATE:

- Livewire's "Inside Dope" was reworked. Enemy reveal has been removed entirely. Instead, Livewire now produces a unique electric grenade 'Buzzbang' that does small damage, ignores armor and causes Slow and Innacurate, every 48 hours, much like Barry and his Shaped Explosives. Unlike Barry, Livewire cannot craft the grenades in Operations. Buzzbang's another unique characteristic is that it requires Mechanical skill to operate instead of Explosives.
- Livewire's PDA works as before.

Inside Dope has always been a divisive thing, people either love it or hate it for the same reason - it is undoubtedly busted. For Vanilla Redux I decided that another approach is warranted.

https://images.steamusercontent.com/ugc/15448819071780750678/E16C580115C7465AC283FA3644D81A687C6D5ECF/
Boiadeiro  [作者] 11 月 6 日 上午 4:52 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
sgtzimm 11 月 5 日 下午 6:42 
@Boladeiro
Thanks for the quick reply! No problem, and I'm excited to do a playthrough with your mod.
Boiadeiro  [作者] 11 月 5 日 下午 6:27 
@sgtzimm
Hey there, thanks for checking out the mod. Unfortunately, it is not compatible with Tons of Guns, or any mod that modifies weapons, components etc.
sgtzimm 11 月 5 日 下午 6:10 
Apologies if this has already been answered, but is your mod compatible with Tons-of-Guns?
Boiadeiro  [作者] 11 月 5 日 上午 12:03 
UPDATE:

Perk rebalance:

- "Ambusher" (Tier 2 Dexterity) perk was replaced by "Pistol Savant", which reduces Attack AP costs of all pistols by 1.
- "Untraceable" has now one of "Ambusher's" properties: 10% increased kills chance from Stealth, in addition to its original properties.
- Vicki's "Elbow Grease" now doesn't give +7 damage, but its item repair rate is twice as high. Crit Bonus remains unchanged.
- Grunty's "Überraschung" was completely reworked. It is now called "Maschinenpistolen-Enthusiast" and grants passive +5% Bonus Crit to all Submachine Guns.
Boiadeiro  [作者] 11 月 4 日 下午 8:30 
@Ugotit
Glad to hear, good luck in the new game!
Ugotit 11 月 4 日 下午 2:48 
That's awesome, it's worth starting a new game.
Boiadeiro  [作者] 11 月 4 日 上午 6:53 
***MAJOR UPDATE! ***
STARTING S NEW GAME IS NECESSARY. Apologies for the inconvenience, but the changes will negatively affect your current playthrough.

- 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.

- Custom Trigger Group and Light Bolt Carrier Group mods were removed due to changes above and for balancing. Long Barrel mods are removed completely - weapon range is now weapon variant dependent. Short Barrels are only available to some shotguns (Sawed-Off Barrels).

- 'Parts' are now called 'Scrap Parts' and have a new UI icon. 'Fine Steel Tube' is now called 'Rare Parts' and has the old 'Parts' UI icon.
Ugotit 11 月 3 日 下午 2:01 
Getting better and better.
Boiadeiro  [作者] 11 月 3 日 上午 1:08 
UPDATE:

Suppressor mechanics overhaul. Suppressor now reduce the sound of gunshots, no longer making them completely silent like in vanilla. Moreover, the smaller the caliber of a weapon, the more noise reduction is of the equipped suppressor: pistol caliber weapons get 80% reduction, intermediate caliber weapons - 60%, and full power rifle calibers only 40%. The larger the caliber of a weapon the louder it is in general, so new suppressor percentages apply to that amount. In short, your suppressed pistols will be much quieter than anything else. Suppressed pistols caliber weapons now also get a slightly increased chance to kill from stealth.
Boiadeiro  [作者] 11 月 1 日 下午 11:11 
UPDATE:

- G36 was split it into two separate guns - G36K (Tier 3 submachine gun) and MG36 (5.56mm non-cumbersome machine gun). G36K is now a top tier SMG, where Commando is Tier 2 and AKS-74U is Tier 1. MG36 is a non-cumbersome 5.56mm MG along with M14A1 in 7.62 NATO and RPK in 7.62x39mm. Non-cumbersome MGs have reduced overwatch angle compared to their cumbersome counterparts.

https://images.steamusercontent.com/ugc/10720513272944780354/68652B9EEC9E6F81E31609CFF9B9CC74871004E0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

- Shotgun rebalance, generally allowing them a bit faster shooting (in line with vanilla numbers) whether inherently or through customization.

- Melee weapons AP costs are increased by 1. Balancing will reduce AP costs by 1, Sharpening will bump up the damage, so there is a more meaningful choice now. Unarmed attacks remain at 3AP (Dr. Q and Steroid are happy).
Boiadeiro  [作者] 10 月 30 日 上午 8:58 
UPDATE:
- 7.62x51mm NATO battle rifles such as M14 and FN FAL now do not have 3-round Burst fire, only Autofire, to balance out their high damage and penetration, simulating real-life uncontrollability of their automatic fire. Intermediate caliber assault rifles now have much more flexibility in comparison as a result.
- To compensate the change a bit, Autofire now shoots 6 unaimable rounds at a single target, instead of previously 5 unaimable rounds. 3-round Burst fire is still aimable and can target several separate enemies in one turn, which Autofire cannot.
Boiadeiro  [作者] 10 月 30 日 上午 4:29 
@Grendlin
Sure, np!
Grendelin 10 月 30 日 上午 4:21 
I sent you a PM, so I don't keep spamming your mod page with all my crazy ideas, lol.
Grendelin 10 月 30 日 上午 4:15 
Excited to test out the new guns!

P.s. I'm not sure I could have beaten the game lone wolf without Ivan... :(
Boiadeiro  [作者] 10 月 30 日 上午 1:25 
Added 3 new gun variants with accurate custom UI icons:

https://images.steamusercontent.com/ugc/17104136368919557190/0BA74C1A27EC6258FD6545BA3DDBED9AF1F95AB0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

- Galil SAR has replaced the original Galil ARM. The shorter barrel SAR has lower AP cost to shoot, while losing some range
- the classic M14 is back to take Galil ARM's place as an older low customization 7.62x51mm NATO battle rifle. The M14A1 SAW is still available as a non-cumbersome Machine Gun
- FN FAL Para is now available as a shorter barrel folding stock variant of the original FN FAL, again at lower AP costs. The latter now only has a fixed stock and a long barrel, adding to its accuracy and range

*Thanks to Grendelin for suggestions and feedback
Boiadeiro  [作者] 10 月 29 日 下午 9:03 
@Grendelin
Range reductions for pistols for lesser AP costs is an interesting suggestion, I will look into that, thanks. It would make them a somewhat decent alternative to other weapons, or as a backup for long reload weapons like shotguns and rifles, either dual-wield or coupled with a grenade.

And yeah, I'm working on making classic M14 available, in addition to M14A1, which will remain as a non-cumbersome machine gun. M14 will take the current niche of Galil ARM, and the latter will become Galil SAR with shorter range but lower shooting AP cost. Thank for the suggestions!

P.S.: Should I look into nerfing that Ivan melee "exploit"? :D
Grendelin 10 月 29 日 下午 8:52 
The more I think about it, pistols should have about 1/4 or less of the rifle ranges, but be rewarded by using significantly less AP. Might need some testing, but I bet 2-4 AP would be about right. No cost to switch to them, if that's not already a thing. That way they'll have a place in the game instead of just running and SMG as your alternate, or just chain killing the whole map with Ivan/Flay/Fidel and a sharpened knife.
Grendelin 10 月 29 日 下午 8:47 
20 round mag*