Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
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Update: 3 Dec, 2024 @ 1:59am
by rato

Version 3.51-11256

3.51a

Changed Sprint move AP calculation sligthly
Fixed not being able to sprint when out of ammo

-------------------------
Now uses JA3 CommonLib as a dependancy

Mod Options:

Default AI penalty reduction option set to 0.
New option: "Guns Freaking Hurt". With it, you can manipulate the damage of all firearms. By default, this option will be set to 120%
Some cleaning in the mod options

Revised Mags Compatibility:

Changed AK74 magazines to 5.45
Changed RPK74 to use AK74 plataform
M14 (auto variant) will now use correct mag
Changed Desert Eagle magazines to .44 magnum

AI:

Some major rework in the AI aiming logic, expect them to enter shooting stance more frequently
They will no longer pay reduced costs to enter shooting stance, and no longer will have penalty reductions by default
Further AI improvements are planned

Balance:

Reworked the Fast Runner perk:
It will now grant you a combat action: Sprint.
Sprint costs 1 AP, and makes you Out of Breath. It lets you move an amount of tiles based on your agility plus other factors (like bulk of equipment)
Fast Runner will still apply vanilla effects to AI, as they cant use the new action


Increased range of most firearms by 6, shotguns by 4
Small buffs for the Peacemaker
Reduced the penalty for shooting at melee range, and increased the reduction for handguns and SMG. This penalty now only affects targets that are Standing
Other small weapon balance tweaks
Its a bit harder to lose shoting stance due to receveing damage
Changed a bit the critical chance calculations
Hipfiring no long has 1 extra AP cost
BurstFire and other multishots attacks have 30% reduction on critical chance from all sources (0.7 * original, not flat decrease)
Recoil is reduced
Snapshot and Hipfire penalties tweaked
Agility effect on AP reworked: mercs with lower agility will have increased AP, and mercs with high agility will have even more Free Move

Fixes:

Fixed recoil accumulating on all attacks from Run And Gun and Mobile Attack.
Fixed AR15 heavy stock increasing stance AP even when you have enough STR.
Some small compatibility fix with the Mod library
Some visual fixes

Update: 3 Dec, 2024 @ 1:40am
by rato

Version 3.51-11250

3.51a

Changed Sprint move AP calculation sligthly

-------------------------
Now uses JA3 CommonLib as a dependancy

Mod Options:

Default AI penalty reduction option set to 0.
New option: "Guns Freaking Hurt". With it, you can manipulate the damage of all firearms. By default, this option will be set to 120%
Some cleaning in the mod options

Revised Mags Compatibility:

Changed AK74 magazines to 5.45
Changed RPK74 to use AK74 plataform
M14 (auto variant) will now use correct mag
Changed Desert Eagle magazines to .44 magnum

AI:

Some major rework in the AI aiming logic, expect them to enter shooting stance more frequently
They will no longer pay reduced costs to enter shooting stance, and no longer will have penalty reductions by default
Further AI improvements are planned

Balance:

Reworked the Fast Runner perk:
It will now grant you a combat action: Sprint.
Sprint costs 1 AP, and makes you Out of Breath. It lets you move an amount of tiles based on your agility plus other factors (like bulk of equipment)
Fast Runner will still apply vanilla effects to AI, as they cant use the new action


Increased range of most firearms by 6, shotguns by 4
Small buffs for the Peacemaker
Reduced the penalty for shooting at melee range, and increased the reduction for handguns and SMG. This penalty now only affects targets that are Standing
Other small weapon balance tweaks
Its a bit harder to lose shoting stance due to receveing damage
Changed a bit the critical chance calculations
Hipfiring no long has 1 extra AP cost
BurstFire and other multishots attacks have 30% reduction on critical chance from all sources (0.7 * original, not flat decrease)
Recoil is reduced
Snapshot and Hipfire penalties tweaked
Agility effect on AP reworked: mercs with lower agility will have increased AP, and mercs with high agility will have even more Free Move

Fixes:

Fixed recoil accumulating on all attacks from Run And Gun and Mobile Attack.
Fixed AR15 heavy stock increasing stance AP even when you have enough STR.
Some small compatibility fix with the Mod library
Some visual fixes

Update: 2 Dec, 2024 @ 4:02pm
by rato

Version 3.51-11233

3.51

Now uses JA3 CommonLib as a dependancy

Mod Options:

Default AI penalty reduction option set to 0.
New option: "Guns Freaking Hurt". With it, you can manipulate the damage of all firearms. By default, this option will be set to 120%
Some cleaning in the mod options

Revised Mags Compatibility:

Changed AK74 magazines to 5.45
Changed RPK74 to use AK74 plataform
M14 (auto variant) will now use correct mag
Changed Desert Eagle magazines to .44 magnum

AI:

Some major rework in the AI aiming logic, expect them to enter shooting stance more frequently
They will no longer pay reduced costs to enter shooting stance, and no longer will have penalty reductions by default
Further AI improvements are planned

Balance:

Reworked the Fast Runner perk:
It will now grant you a combat action: Sprint.
Sprint costs 1 AP, and makes you Out of Breath. It lets you move an amount of tiles based on your agility plus other factors (like bulk of equipment)
Fast Runner will still apply vanilla effects to AI, as they cant use the new action


Increased range of most firearms by 6, shotguns by 4
Small buffs for the Peacemaker
Reduced the penalty for shooting at melee range, and increased the reduction for handguns and SMG. This penalty now only affects targets that are Standing
Other small weapon balance tweaks
Its a bit harder to lose shoting stance due to receveing damage
Changed a bit the critical chance calculations
Hipfiring no long has 1 extra AP cost
BurstFire and other multishots attacks have 30% reduction on critical chance from all sources (0.7 * original, not flat decrease)
Recoil is reduced
Snapshot and Hipfire penalties tweaked
Agility effect on AP reworked: mercs with lower agility will have increased AP, and mercs with high agility will have even more Free Move

Fixes:

Fixed recoil accumulating on all attacks from Run And Gun and Mobile Attack.
Fixed AR15 heavy stock increasing stance AP even when you have enough STR.
Some small compatibility fix with the Mod library
Some visual fixes

Update: 13 Sep, 2024 @ 4:09pm
by rato

3.50c

Small improvement in compatibility with revised mags, you should be able to cycle weapons normally
Also added reload sound when cycling weapons

Update: 30 Aug, 2024 @ 1:51pm
by rato

3.50b
fixed 556 tracer rounds
fixed 5.45 armor penetration to medium
fixed 5.45 missing recoil data

Update: 20 Aug, 2024 @ 10:58pm
by rato

3.50a
small code fix

Update: 16 Aug, 2024 @ 1:24pm
by rato

3.50

Changed Anaconda, Winchester 1984 and Desert Eagle to .44 Magnum caliber, stats changed accordingly, expect more damage and penetration and bigger recoil

Changed DE .50BMG barrel to .50AE barrel

fixed steyr scout suppresor having no sound

Snapshot change:
If attacking the same target as the last attack, snapshot penalty wont apply
Moving resets the last attack target for this purpose

Recoil will be also reset when a unit starts a turn

Fixed some spelling errors

Update: 19 May, 2024 @ 1:10pm
by rato

3.49

shooting stance wont display reservedAP for AI, to prevent revealing their positions
increased damage of 9mm SMGs by 1
decreased Hipower damage by 1,increased aim by 1

Update: 29 Apr, 2024 @ 12:41pm
by rato

3.48a

fixed explosive crafting interface
some small code improvements

Update: 29 Apr, 2024 @ 12:23pm
by rato

3.48a

fixed explosive crafting interface