Jagged Alliance 3

Jagged Alliance 3

34 ratings
BCE Enemies
   
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1.327 MB
17 Oct, 2024 @ 11:38pm
5 Feb @ 3:04am
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BCE Enemies

In 1 collection by whahappen
Basic Crafting Economy Collection
59 items
Description
v1.36

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BCE ENEMIES

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Overview

+ Improved enemy and militia strength & ability
+ Increased enemy squad size
+ Autofight rebalances
+ All changes from mod Enemy Armors included
+ Standalone or use with BCE Series

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Feature set I
+ Increased enemy strength in various moderate ways
+ Enemies make use of more abilities during fights, such as throwing grenades or flanking
+ Increased militia strength & durability in tactical map fights
+ Later stage enemies get more buffs than early enemies

Feature set II
+ Enemy squad size from outpost attacks increased
+ Auto fights are counterbalanced so your militia stays strong
+ Occasional heavy outpost attacks can be able to capture your sectors back still
+ Outposts have extra amounts of defending enemies for challenging fights
+ Earnie Island enemies carefully increased

Feature set III
+ Control seven game options to adjust your gameplay
1. Fast Forward Acceleration (during AI turn)
2. Critical Damage Multiplier (enemy & player)
3. Max Grit Configuration (enemy & player)
4. Sight Range Customization (enemy)
5. Explosive Damage Reduction (enemy & player)
6. Grazing Hits Balance (enemy & player)
7. Merc Autofight Power

Feature Set IV
+ All enemy armor loadouts increased in a manner that more but not all spots are covered in armor
+ Important parts like chest and heads are more likely to be covered in armor
+ All changes from the mod Enemy Armors are included

Feature Set V
+ Pierre improved with +10 wisdom
+ Pierre improved with +5 health
+ Pierre has slightly changed perks
-> to be used together with BCE Loot (exchanges Pierres heavy armor with kevlar and gives him a random gun)
-> to be used together with Pierre Pronto mod (allows early recruitment)
(can be used without the two mentioned mods)

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Compatibility
+ can be installed and removed during a run, squads that populate sectors might not get changed
+ can be used with BCE series or standalone
+ compatible with C-UAE
+ not compatible with Enemy Armors, as Enemy Armors is included in BCE Enemies
+ not compatible with Tactical AI Project, switching from TAIP to BCE Enemies within an existing run/savegame is not suggested
+ can be used together with Tactical AI Project in experimental cases, if you do so, you should switch off all the mod options of Tactical AI Project to have a somewhat random combination of both mods

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Basic Crafting Economy Collection
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3169772611
(Collection of mods that work well with BCE series)

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Enemy Armors
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3229507332
(Only the armor loadouts of BCE Enemies. Is compatible with Tactical AI Project)

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Discord
https://discord.gg/PQ8Puahsnx
(share feedback, report bug, help development)

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57 Comments
Obi-wan Kenobite 25 Sep @ 4:41am 
This mod causes desync in our Coop gameplay. We used your recommended collection
nquiro 25 Aug @ 9:56am 
I've detected a critical issue with Butcher-type enemies: when attempting to attack them, the game registers 0 damage, rendering them completely invulnerable. This prevents progress in combat, as they don't fall or react, and in some cases, the game crashes or becomes inconsistent.

I tried to investigate the source of the issue but couldn't find a clear cause. I suspect it could be related to some resistance setting or damage parameters exceeding the game's base values, creating an imbalance that makes it unplayable.

Please review this behavior. It appears to be a configuration error that directly impacts the gameplay experience.
Actionjackson 6 Aug @ 8:47am 
Let me add here as additional info for others; I play with the "body count" "heavy wounds" and no save in combat, that makes things tricky very quickly with this mods features. So if you dont have these modifiers, the problem described is probably less drastic.
But overall, for me, i guess i have to ditch my hollow point ammo and start crafting ap ammo at the stage i am in right now(i just got off ernie island).
Actionjackson 6 Aug @ 8:25am 
I love the BCE mods, i use them all. But there is one problem, once you move past ernie island, but still have early low-ish to mid tier weapons, every damn goon and brute is clad in armor, sometimes the hands are free but rarely.
Hollow point ammo, becomes useless, and with it, all your pistol caliber weapons like SMG´s.

Enemies that should be quickly eliminated and wear nothing but pants and paint, become very tanky, and once these brutes are in close range and spam you with shotgun retaliations that make everyone bleed even if they miss, it becomes very unfun as in many situation you as player no longer have agency to do anything to prevent it, the armor balance the devs created to make it work is gone.

Other than that, absolutely great set of mods... i think about simply removing this one and keeping all the other BCE mods.
Millor 15 May @ 9:55am 
What are the vanilla values for the grazing hits balance? Hard to get a gauge on what's being changed without knowing the vanilla values.
Luis Webber Mod's 9 Mar @ 12:06pm 
Very good mod, my friend.

Would it be possible for you to add a multiplier regulator for the number of enemies squad that will spawn? That would be great.
whahappen  [author] 31 Jan @ 12:20am 
Update 1.34
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+ N-Night attack squads reduced
+ Grannies have higher hitpoints and better/more action to support and survive the fights
whahappen  [author] 26 Jan @ 3:27am 
Update 1.33
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+ Lower level militia is more helpful in autofights
+ Mod options improved
+ Please redo your Mod Options and restart the game
+ Enemy squads refined
whahappen  [author] 25 Jan @ 2:31am 
Update 1.32
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+ Several improvements
+ Please redo your Mod Options and restart the game
whahappen  [author] 22 Jan @ 10:38pm 
Guys, please take notice of the last update. This is a huge change in gameplay and balance. You will need to adapt your game to this.