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I tried to investigate the source of the issue but couldn't find a clear cause. I suspect it could be related to some resistance setting or damage parameters exceeding the game's base values, creating an imbalance that makes it unplayable.
Please review this behavior. It appears to be a configuration error that directly impacts the gameplay experience.
But overall, for me, i guess i have to ditch my hollow point ammo and start crafting ap ammo at the stage i am in right now(i just got off ernie island).
Hollow point ammo, becomes useless, and with it, all your pistol caliber weapons like SMG´s.
Enemies that should be quickly eliminated and wear nothing but pants and paint, become very tanky, and once these brutes are in close range and spam you with shotgun retaliations that make everyone bleed even if they miss, it becomes very unfun as in many situation you as player no longer have agency to do anything to prevent it, the armor balance the devs created to make it work is gone.
Other than that, absolutely great set of mods... i think about simply removing this one and keeping all the other BCE mods.
Would it be possible for you to add a multiplier regulator for the number of enemies squad that will spawn? That would be great.
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+ N-Night attack squads reduced
+ Grannies have higher hitpoints and better/more action to support and survive the fights
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+ Lower level militia is more helpful in autofights
+ Mod options improved
+ Please redo your Mod Options and restart the game
+ Enemy squads refined
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+ Several improvements
+ Please redo your Mod Options and restart the game
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+ Autofights (satellite map) are much less rewarding or not even viable anymore (depending on situation) with mercs, but stay the same with militia
+ Enemy hitpoints reduced a bit further
+ Militia power increased in non-autofights (tactical map)
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+ Enemy hitpoints of early and mid tier units reduced by ~10-15%
+ Enemy night vision reduced to a selected amount of high tier enemy units
+ Enemy grenade throw range reduced for most enemy types
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+ fixes a bug affecting some sight range configurations not to work properly
great mods thanks i enjoy them
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+ fixes a bug which prevented DR from explosive to work properly
I replaced the Goon unit you talked of with a new copy from original JA3 vanilla and replicated the changes in the hope that this could fix the issue.
What exactly do you mean with "in merc information for stats of killed mercs"?
thanks very much i love your mods
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+ enemy squads from outpost attacks increased in size (roughly between +50% and +300% squadsize depending on where and when)
+ enemy attacks are counterbalanced in auto fights so that your militia does not lose all value
+ heavy outpost attacks will be able to capture your sectors back more easily than before
+ initial sector squads increased in size
+ outposts hold extra amounts of enemies to make them particularily challenging fights
+ Earnie Island enemies carefully increased
(requires new game to become fully active)
+ increased grazing hit damage
+ more option choices in mod options
+ enemy AI behavior improved
Thanks for your great work
<--
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+ Earnie Island units included in the overhaul
+ adjustems of all other enemy units
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+ enemy idle bug fixed
+ better choices at mod options
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+ AI changes/improvements
+ please report if there are any issues, thanks in advance
+ Max Grit mod option added and removed from newest update of Basic Crafting Economy
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+ all units wisdom increased
+ even more presets, and better structured and balanced
+ Pierre overhaul to work together with BCE Loot mod & Pierre Pronto mod
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+ adds mod option for critical damage
+ more presets for the other mod options to cover all cases
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+ adds mod options:
+ sight range configuration with 28 presets
+ game speed acceleration with several presets
+ grazing hit mechanic balance with several presets
+ explosive damage reduction configuration with at least two dozen presets
Update in a bit.