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I deleted the rule in the mod editor and balanced out the roll 60/40 ish favouring equipment. You an find the updated mod on the jagged alliance discord in the modding help section.
Medical stat makes very little difference, and it improves very little in vanilla, so that's why I went with that.
As for the money bags, I felt local currency should be plentiful, even if it is nearly worthless.
It's a way to feel like getting lots of loot without actually getting much. Just like inflation.
Yes, this is a meme mod.
I might add some more things to do with items, though.
I'd be fine with a 1/10 drop rate for the cash bags, and be done with it.
The rest bar the valuables have some alternative use (maybe have a 'return valuables to owner' cash in action for 1 loyalty instead?)
The CIA drug parcel is cool, maybe up the cash in to 5k and add a global/all mercs week long 'guilt' morale hit when you sell it (none for mercs that don't care, more for the likes of Barry etc)
Items should work fine again. Made them place-able in squad bag.
Drugs can now be consumable and cashed in.
Increased the stack size of a bunch of items to make them easier to manage.
Reduced value of a few items to lower overall cash bonus.
I'm still working on some other stuff before I get to balancing the loot tables, but in the meantime this should at least be play-able.
I just disable storing valuables in the squad bag.
...are a bit buggy. e.g. cash in cash stack, it doesn't disappear, and can then no longer be moved from the squad bag showing as 0/10. You have to go back into inventory from sat view and then scrap it for 0 parts.
Could be a little too high now, but maybe this is fine if you want to play without caring about mines.