Jagged Alliance 3

Jagged Alliance 3

MMOcenaries Standalone: Custom Perks
29 Comments
FAT WANZER 27 Apr, 2024 @ 3:03am 
the trait is fun,could you please add one for a handgunner? since they kinda need it with getting outranged and outgunned
AstroNaught 9 Feb, 2024 @ 6:40pm 
@infiniteMotion Using your guides to get into modding this game. Great work and thank you! :steamthumbsup:
Morianthi 31 Jan, 2024 @ 9:50am 
Would it be possible to incorporate this to Make IMP Great Again Remastered? And please keep them coming. Thanks.
infiniteMotion  [author] 21 Jan, 2024 @ 9:11am 
Okay so Hype Train was maybe a little crazy. Suddenly the whole team was starting turns with 20+ AP. :P

I've adjusted it to the following:

"Once per turn, when this merc hits a Wounded target or deals a Wound , everyone in the squad gains 2 AP at the start of the next turn.

Once per turn, when this merc is hit and has or takes a Wound , everyone in the squad loses 2 AP at the start of the next turn.

Whichever effect happens last negates the other.
infiniteMotion  [author] 20 Jan, 2024 @ 6:34pm 
Scout Sniper felt a little scrawny, so I added the following to it:

"This merc also gains +20% Chance to Hit while Hidden . This effect is reduced by 5% for every ally within 7 spaces ."
infiniteMotion  [author] 20 Jan, 2024 @ 3:08pm 
BEHOLD: TWO NEW PERKS!

Scout Sniper
"Once per turn, upon scoring a long-distance kill , gain 4 AP and Free Move ."
- A counterpart to Big Guns Never Tire, this Perk is for those lightweight, high-mobility sniper types.

Hype Train
"Every time this merc deals a Wound , everyone in the squad gains 1 AP per Wound at the start of the next turn.

Every time they take a Wound , everyone in the squad loses 1 AP per Wound at the start of the next turn."
- This is a silly Perk I threw together because I really didn't know what to do for the merc (as she was really pretty great out of the box).

As per my usual, I definitely did not test these thoroughly enough before releasing and I'm always open to comments and suggestions. So if you notice something weird happening, or have ideas on how to improve the existing Perks in this collection, let me know!
infiniteMotion  [author] 20 Jan, 2024 @ 3:04pm 
Morianthi - Hmmmm I'm sure it's doable, but I'm not personally sure how. I know I've seen attributes like 'hit.grazed_miss,' 'hit.grazing_reason,' and 'attack_args.target_grazing_hit' floating around but I've never played with them. It COULD be as simple as maybe like...

```function OnCalcDamageAndEffects(self, target, attacker, attack_target, action, weapon, attack_args, hit, data)

if target == attack_target then
<<<blah blah conditions>>>
if attack_args.target_grazing_hit == false then
attack_args.target_grazing_hit = true```

But I can't say for sure without trying it out.
Morianthi 18 Jan, 2024 @ 6:46pm 
Thanks, man. Will give that a try. How about turning hits against you into grazing hits, is that doable?
infiniteMotion  [author] 18 Jan, 2024 @ 5:46am 
olle living decoy - Aw dip, I'm glad that fixed it up! I hope you enjoy the full power of The Flixborough. XD

Let me know how you feel about the speed of "Pineapple Grenade" generation (should be 1 every 3 days). I tried it at 24h and 48h and I felt like I ended up with an overwhelming stockpile of grenades after not very long. :P
Koshu 18 Jan, 2024 @ 2:32am 
btw, thank you VERY much for making these wonderful perks and reading comment-feedback :)
keep being you and have a wonderful day, will look forward to your work and how things unfold :P
Koshu 18 Jan, 2024 @ 1:45am 
don´t have anything affecting explosives exept some rebalancing stuff (tons of guns. timmehs weapon overhaul). the thing you did seems to have fixed it thou :)
infiniteMotion  [author] 17 Jan, 2024 @ 2:32pm 
olle living decoy - Not a stupid question at all! In fact, looking into it helped me find an issue where it was pulling up the wrong base Explosive -- so the explosion should now be 3-4 times bigger as it was meant to be. I'll upload the updates now!

I didn't see any issues with it doing damage to enemies or objects. Do you have any other mods installed that alter explosives? All of the ones in this mod are bespoke but maybe something that affects explosives globally?
Koshu 17 Jan, 2024 @ 7:15am 
time for me to come with stupid questions, how does the Flixborough bombs work? when i detonate (it says it detonated in game) them nothing happens even if it is on a enemy... it doesn´t do damage to objects either. is there any pre-requisite for it to be used? other then throwing and using detonator ofc.
infiniteMotion  [author] 13 Jan, 2024 @ 10:26pm 
@Morianthi - Hmmm, it shouldn't be too hard to rig up! In this mod are a couple of Perks that make dice rolls and execute something based on them, and then the code in Wolf Pack Blueliner intercepts and modifies attack damage before it actually gets applied. So between the two you could easily build a 'if roll greater/less/equal to x then [set damage to 0]'. Could even do what's in Combat Surgery and have the roll include one or more of the merc's stats.
Morianthi 13 Jan, 2024 @ 5:54pm 
Great, just great. Exactly what I need. Do you think it’s also possible to have something like % evasion to completely dodge or negate incoming damage?
infiniteMotion  [author] 13 Jan, 2024 @ 10:44am 
ANOTHA ONE!

Big Guns Never Tire is for all you anti-materiel experts out there: when wielding a Heavy Sniper Rifle, mercs with this Perk retain half of their Free Move, gain 15% bonus Chance to Hit, and use 50% less AP to fire. Obviously this isn't very useful if your merc doesn't start out with a weapon like the Barret M82 or Tons of Guns' NTW-20, but there it is!

Big shoutout to rato for helping me with the AP reduction bit!
infiniteMotion  [author] 12 Jan, 2024 @ 4:27pm 
A WILD NEW PERK APPEARS!

Wolf Pack Blueliner grants a merc 25% resistance to incoming damage . Additionally, any ally standing within 6 spaces of the Blueliner also gains 50% resistance to incoming damage -- but the other 50% is passed to the Blueliner.

This is something my friends and I came up with to serve as a "tanking" Perk, which synergizes very well with Combat Surgery. In the base mod, it actually replaces "Improvised Armor," so that Perk will no longer be supported in this mod.

IMPORTANT: Wolf Pack Blueliner is NOT set up to be used on multiple mercs. Because it has a very complicated system of checks to keep the 'aura' system going, introducing a second "holder" causes a lot of problems with the Perk's decision-making. Don't put it on more than one merc at a time!
Folioman 3 Jan, 2024 @ 4:26am 
Great infiniteMotion ! You're right, beeing tired ingame doesn't happen often, excpeted maybe when you want to explore the south of the map. You know, eastern of Port Cacao and southern of Chalet de la Paix. And also all the east of Pantagruel.

Now I have to admit, I (almost) harassed your colleague "key" for him to create a Merc with a special perk that would allow the squad to rest as if there were a Bar, but in full wilderness sectors, far from any civilized place. Do you think you may create such a Blue Perk ?
infiniteMotion  [author] 2 Jan, 2024 @ 10:39am 
Folioman -

Aaaaand it's in! I figured some of the other perks are rather powerful, and don't come with drawbacks like Mechanized Infantry does, so adding Tired and Exhausted to the list can do little harm (especially because Tired/Exhausted aren't something you encounter constantly). :D
Folioman 2 Jan, 2024 @ 5:00am 
Somehow, that's logic Captain Motion ;-)
But what's also logic, a Robot/Android is tireless.
Look at Schwarzi in Terminator 2 or Summer Glau/Cameron in the Sarah Conor chronicles ?
They never rest !
infiniteMotion  [author] 1 Jan, 2024 @ 9:49pm 
Folioman - Good question! I had actually considered Tired/Exhausted being on the list, but by that point the list was already pretty big... Maybe rather than just be immune to them all the time, I could make it so they're immune until the Power Core hits a certain level of damage and then they're susceptible?
Folioman 1 Jan, 2024 @ 7:46pm 
Thanks for these new perks infiniteMotion !

Just one question about the Mechnized Infantry.
An android shouldn't be also immune to tiredness ?
infiniteMotion  [author] 31 Dec, 2023 @ 9:13pm 
Happy New Year, everybody!

A WILD NEW PERK APPEARS: Mechanized Infantry, which makes any merc with it an android who is immune to Blinded, Bleeding, Choking, Dazed, Smoked, and Suppressed. A locked item is added to their inventory called 'Power Core,' which takes damage when they take damage. When the Power Core takes enough damage, the merc will suffer increasing penalties to their combat actions (Moderate, Severe, Critical). These can only be removed by repairing the Power Core using the 'Repair Items' satellite operation.

I literally made this Perk today (thanks, again and again and again, to rato/HG_Feanor/Toni/etc), so it's had no time for testing or balancing but I'M RELEASING IT ANYWAYS. \o/ Seriously though, if you have any issues with it please post them here!
key 31 Dec, 2023 @ 11:15am 
And I mean it in a totally non ironic way! (despite what google says! ;) )
key 31 Dec, 2023 @ 11:14am 
Thanks a bunch!
infiniteMotion  [author] 31 Dec, 2023 @ 7:20am 
key - Absolutely! I look forward to seeing what you come up with. :D
key 31 Dec, 2023 @ 3:01am 
Nice, thanks! Hope you don't mind if I dissect it and use as a partial organ donor for possible future perks? I will be gentle, I promise! ;)

Thanks again
Morianthi 30 Dec, 2023 @ 9:31pm 
This should be useful. Thanks
rato 30 Dec, 2023 @ 9:00am 
Nice!