Jagged Alliance 3

Jagged Alliance 3

C-UAE Cross-Mod Universal Armament Expansion
Showing 31-40 of 72 entries
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Update: 29 Mar, 2024 @ 11:00am

Version 3.2
Adjusted modders compability options

Update: 28 Mar, 2024 @ 12:22pm

Version 3.1
Allow Proximity Grenades to Spawn
Enemies will drop fewer and smaller stacks of grenades when configured to have more grenades
Improve weapon-picking logic, utilize source code more, and filter available weapons by size

Update: 24 Mar, 2024 @ 12:43pm

Version 3.0
Added new modders compatibility features
Added support for Militia
Added feature that allows enemies to keep the original weapons and armor sometimes
Removed Silencers from spawning as enemeis have no use of them - tested with vanilla tog mow and rato
Kept weapons now will get weapons components if possible
Adjusted special compatibility features for TGCN(Tactical AI proejct)
Refactored weapon replacement decision logic - fixed bugs - improved code quality
Hidden most mod options to improve user experience - now avaiavle via modders compatibility features

Update: 27 Feb, 2024 @ 12:53am

Auto-resolve battles will use and drop new Armaments (configurable)
Weapon components can be disabled (configurable)
Minimum armament strength now scales with the player's mercenaries' levels
Added Gas Mask and Night Vision Goggles to the immunity table
Adjusted minimal and maximal amounts of ammunition given to enemies

Update: 23 Feb, 2024 @ 9:05am

Prevent enemeis from getting much worst gear in some edge cases

Update: 19 Feb, 2024 @ 12:32pm

Limit certain shotgun attachments so enemies don't spawn with ridiculous range

Update: 18 Feb, 2024 @ 9:34am

DLC balance patch

Update: 16 Feb, 2024 @ 7:05am

Enable CUAEAddExclusionTable to work with ammo

Update: 7 Feb, 2024 @ 7:35am

Fix minor offset in random values

Update: 6 Feb, 2024 @ 2:13am

Fix for enemis that have 2 weapons of which at least one can take 1 or 2 spots (e.g. SMG + Grenade)