Jagged Alliance 3

Jagged Alliance 3

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Vanilla Redux: Weapons & Progression Rebalance
   
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1.11. klo 23.17
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Vanilla Redux: Weapons & Progression Rebalance

Kuvaus
This is a standalone mod and may conflict with other mods of similar nature that change weapons, attachments and ammunition. Vanilla Redux may 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 somewhat more realistic (as far as videogames go) with their 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 and modifications. That said, in general, weapon attachments cost significantly higher now in terms of parts and Mechanical skill required. For example, Thermal Scope now costs 90 parts, 2 Microchips, 1 Lens and 1 Steel Pipe to make, instead of vanilla 50 parts and 1 Microchip.

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 and pricing have also been modified in accordance with the new itemization, as well as to provide reasonable progression 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 types, or rather - groups of small arms ammunution:
- common pistol caliber group (includes ammo for Hi-Power, Beretta 92F, Glock 18, Colt Peacemaker, Colt Anaconda, Custom Six-Shooter, MP5K, MP5, MP40, UZI)
- Warsaw Pact ammunition group (for AKS-74U, AKM, AK-74, RPK, SVD, The Hired Gun)
- intermediate NATO ammunition (for M4 Commando, FAMAS, M16A2, Steyr AUG, G36, AR-15, FN Minimi)
- full-power NATO ammunition (for Galil SAR, M14, M14A1, FN FAL, FN FAL Para, HK 21, M24, PSG-1)
- shotgun ammunition group (for Double-barreled shotgun, Auto 5, M41, AA12)
- exotic ammunition group (for Desert Eagle, The Lion's Roar, Gewer 98, Gold Fever, MG42, Winchester 1894, Confidante)
- .50 BMG ammunition (for Barret M82)

Keep in mind that even if two weapons use the same group of ammunition, their numbers may vary depending on their actual calibers. For instance, 9mm Bereta 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, 33 range) - both in "Warsaw Pact group" of ammunition. Ammo variations within groups (HP, Tracer etc). remain unchanged, except for Armor Piercing ammuntion, which now does 10-15% less damage than other types.

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. Players will have to decide which components to put on a gun to compliment either their playstyle or the strengths (or indeed mitigate weaknesses) of a particular merc.

5. Rebalancing of AIM mercenaries in terms of price, hiring availability and starting gear:
- no stat changes whatsoever, everything remains faithful to Vanilla and the devs original vision
- 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 hidden away 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 overall a better merc, but the two old dogs now bring variation, personality and reasonable Leadership to the table to build a team around them right away.
- starting gear is updated according to Vanilla Redux changes, still reflecting upon merc personality, individuality and background. For instance, Igor now starts with AKS-74U (still a good gun, but nowhere near the end-game level weapon like in Vanilla) and Livewire "armed" with a Flare Pistol, complimenting her somewhat lacking combat abilities and reluctant attitude.
- 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 somewhat more, while still affordable at their experience brackets. For instance, Igor (and his AKS-74U), Fox and Livewire are now at the top of Recruit mercs in terms of their salaries, and Hitman is demoted from Elite to Veteran with his starting level dropping to 3.
- some Talent rebalancing, taking into consideration Vanilla Redux changes in balance and progression.

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:
- Autofire now fires 6 rounds at -50% damage penalty (same as 3-round Burst) at the cost of all AP instead of 15 rounds with -80% penalty. It still allows low AP mercs to fire 6 rounds a turn, where high AP merc would be able to make two aimable 3-round Burst at two different targets. Autofire still applies Suppression debuff, which Burst doesn't.
- Machine gun Long Burst now fire 5 rounds at -50% damage penalty (same as Burst\Autofire), but at fixed AP cost. High AP mercs will be able to fire two aimable Long Burst per turn, totalling at 10 rounds per turn. Long Burst now also applies Suppression, same as Autofire.
- 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 and simulating real-life uncontrollability of their automatic fire.

8. Enemy and NPCs gear now makes a little bit more sense. For instance, Legion, being a local militant group uses weapons readily available in Gran Chien: the country's WW2 legacy weapons and Gran Chien's army equipment - Soviet weapons and FAMAS. The gangsters can have some weapons smuggled over the border. Your 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!
34 kommenttia
Boiadeiro  [tekijä] 2 tuntia sitten 
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  [tekijä] 30.10. klo 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  [tekijä] 30.10. klo 4.29 
@Grendlin
Sure, np!
Grendelin 30.10. klo 4.21 
I sent you a PM, so I don't keep spamming your mod page with all my crazy ideas, lol.
Grendelin 30.10. klo 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  [tekijä] 30.10. klo 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  [tekijä] 29.10. klo 21.03 
@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 29.10. klo 20.52 
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 29.10. klo 20.47 
20 round mag*
Grendelin 29.10. klo 20.10 
Cool, thanks for the quick responses. I'll run the new weapons and see how it goes. As far as the M14 goes...it just doesn't have the machine gun feel, since it's only a 2 round mag and not belt fed. the SAW & RPK do a decent job of being non-cumbersome, but in the end it's your call. If you end up making custom UI changes, and since it seems you like the AR-15, you could take the mag from the M14 and tie it into the AR15 to make an AR10. Not quite like your 7.62 conversion, but another highly modifiable gun with a larger caliber. If you make the Galil a shorter rifle, the M14 can take it's usual place in the pecking order. Just thoughts...I'll see how the new shotty's flesh out.