Jagged Alliance 3

Jagged Alliance 3

[1.3] Rato's Wound Overhaul Lite
7 Comments
kovacspeter84 7 Feb, 2024 @ 2:17pm 
rato, thanks for the quick answers, appreciated. Your mods are awesome. :)

The new game option seems to be a decent alternative. However, if you will ever update this mod, you could consider adding some options, e.g. for the two CTH penalty factors (-5%, -3% by default). I was thinking about more severe config, e.g. -8%/-4% or -10%/-5% to make it (even) more realistic.
rato  [author] 7 Feb, 2024 @ 3:49am 
i might update at some point to include the free move malus here too if so desired
rato  [author] 7 Feb, 2024 @ 3:48am 
Hi @kovacspeter84, at this point, the changes in this mod overwrite the heavy wounds rule

The accuracy penalty is the same for the vanilla rule and this mod

the differences are the following: my mod makes wounds have a chance to trigger bleeding, which further impact penalty and can reduce ap when reaching max stacks

the vanilla rule decreases free move


If you want, use Lucjan's Custom Advanced Settings to modify the new rules that have been added to the game (so you can tweak Heavy wounds accuracy penalty). if you do so, you will have to disable this addon
kovacspeter84 6 Feb, 2024 @ 11:28pm 
Hi @rato,
how does this mod relate to the new game option called "Heavy Wounds" (since 1.5)? Are they compatible, does it make sense to use both? Which one is more "severe"?
DabHand 30 Aug, 2023 @ 12:44pm 
yeah l know you are busy ;)
rato  [author] 30 Aug, 2023 @ 12:42pm 
@dabhand
I intend on upgrading this overhaul, but first gotta solve the bugs on the main one lol
DabHand 30 Aug, 2023 @ 12:41pm 
Cool, can we have the maimed and stat loss on high damage impact through no/destroyed armour location or downed merc now? :D