Jagged Alliance 3

Jagged Alliance 3

BCE Enemies
57 Comments
Obi-wan Kenobite 25 Sep @ 4:41am 
This mod causes desync in our Coop gameplay. We used your recommended collection
nquiro 25 Aug @ 9:56am 
I've detected a critical issue with Butcher-type enemies: when attempting to attack them, the game registers 0 damage, rendering them completely invulnerable. This prevents progress in combat, as they don't fall or react, and in some cases, the game crashes or becomes inconsistent.

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.
Actionjackson 6 Aug @ 8:47am 
Let me add here as additional info for others; I play with the "body count" "heavy wounds" and no save in combat, that makes things tricky very quickly with this mods features. So if you dont have these modifiers, the problem described is probably less drastic.
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).
Actionjackson 6 Aug @ 8:25am 
I love the BCE mods, i use them all. But there is one problem, once you move past ernie island, but still have early low-ish to mid tier weapons, every damn goon and brute is clad in armor, sometimes the hands are free but rarely.
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.
Millor 15 May @ 9:55am 
What are the vanilla values for the grazing hits balance? Hard to get a gauge on what's being changed without knowing the vanilla values.
Luis Webber Mod's 9 Mar @ 12:06pm 
Very good mod, my friend.

Would it be possible for you to add a multiplier regulator for the number of enemies squad that will spawn? That would be great.
whahappen  [author] 31 Jan @ 12:20am 
Update 1.34
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+ N-Night attack squads reduced
+ Grannies have higher hitpoints and better/more action to support and survive the fights
whahappen  [author] 26 Jan @ 3:27am 
Update 1.33
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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
whahappen  [author] 25 Jan @ 2:31am 
Update 1.32
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+ Several improvements
+ Please redo your Mod Options and restart the game
whahappen  [author] 22 Jan @ 10:38pm 
Guys, please take notice of the last update. This is a huge change in gameplay and balance. You will need to adapt your game to this.
whahappen  [author] 22 Jan @ 10:24pm 
Update 1.31
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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)
whahappen  [author] 18 Jan @ 1:02am 
Awesome. Please let me know if there is anything else. Also feel free to join discord for easier communication.
Captain Rex 16 Jan @ 5:48pm 
it is 10 times better now, the enemy is agressive and brutal, shotgunners try to close the distance, snipers stay in the back shooting and giving cover fire, while the bulk of the force stays in cover and advancing coming towards us, skirmishers even try to flank properly, thank you very much for the changes!
Captain Rex 16 Jan @ 11:45am 
Thank you! i will try it right away!
whahappen  [author] 15 Jan @ 7:57pm 
Update 1.29 fixes the issues you have mentioned. Partly this was intended, but not to the extent you describe. So I hope it will be better now.
Captain Rex 13 Jan @ 8:01pm 
as an example, at flea market i set up a position at lalee's house, same as i did in vanilla, in vanilla they gathered their forces and tried to assault the place, making it a very tough battle even with me having better position. With the mod/collection, they came 2-3 at a time while the others would be running around the map (trying to make me go to them i guess?) so i would just hide again to "force" them come to me, but as soon as they would spot us they ran away again barely firing a shot
Captain Rex 13 Jan @ 7:58pm 
The enemy feels very passive and cowardly, i've started a new game with the whole collection and 6 mercs, did everything on ernie and got the flea market, on pretty much every battle the enemy outnumbered me at least 2 to 1 and yet half of their troops would go running around the map like headless chickens, i think maybe they were trying to flank somehow? but on pretty much every fight they would try to "fallback" to the edge of the map, making it very easy to pick them out one by one even with them having more numbers, they should have use their numbers in their favor but they felt alot dumber than vanilla. They also felt slightly bulkier than they should, taking a few more bullets than it would make sense, even the unarmoured ones taking headshots.
whahappen  [author] 4 Jan @ 7:44am 
BCE Enemies 1.26
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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
whahappen  [author] 3 Jan @ 10:12am 
Yes, BCE Enemies increases throwrange of enemies. I am thinking about lowering it down for basic legion ememy units with next update, now as you mention their range is too high. It should not feel unnatural.
Els 3 Jan @ 1:27am 
Did this mod change the throw range of the enemies? I used this mod and the Tactical AI mod, the enemy throws grendes and molotovs from extremely long range.(Even i have 100 str and i cant throw that far). Is there any suggestion to use this mod with other difficulty mod?
whahappen  [author] 26 Dec, 2024 @ 7:21pm 
Did you consider the option to build flashlights on your guns for the time you cannot afford better gear? I am going to look into if removing night vision from at least some of the lower tier legion enemies could be viable.
SnickeringSnaussages 26 Dec, 2024 @ 1:35pm 
I don't like that enemies have night vision. My guys don't have night ops and it's way too hard fighting the enemy at night. I thought I'd have an edge!
whahappen  [author] 18 Dec, 2024 @ 9:37pm 
Update 1.25
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+ fixes a bug affecting some sight range configurations not to work properly
whahappen  [author] 18 Dec, 2024 @ 9:37pm 
@bobspur, I am not sure what is the root of your problem. Everything else seems to work properly. Maybe you have killed an enemy that is unique to the BCE series which has this missing text? Maybe one of the enemies from the Illuminati mod? The vanilla enemies should not cause that. In any way it should not affect your gameplay much.
bobspur 17 Dec, 2024 @ 2:13am 
Hello some findings while playing enemies - missing text is still showing but soome defeated enemies are shown eg Piere, Jachammer and his prison guards+ plus abusers from mama quest.
great mods thanks i enjoy them
whahappen  [author] 15 Dec, 2024 @ 10:19pm 
Update 1.24
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+ fixes a bug which prevented DR from explosive to work properly
whahappen  [author] 5 Dec, 2024 @ 10:17pm 
Alright.
bobspur 5 Dec, 2024 @ 8:50am 
Hi, i sent picture on discord, toughest enemy defeated AIM evaluation of merc, tab statistic
whahappen  [author] 5 Dec, 2024 @ 3:48am 
Would you care to come to discord and explain me in detail how to address this or make a screenshot? This would make it more easy for me to understand what is happening.

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"?
whahappen  [author] 5 Dec, 2024 @ 3:40am 
I cannot identify the source of this issue yet.
bobspur 5 Dec, 2024 @ 2:46am 
Hi i want to ask if you plan upate that missing text value shoved in merc information for stats of killed mercs.
thanks very much i love your mods
whahappen  [author] 4 Dec, 2024 @ 8:28pm 
Update 1.19
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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
bobspur 30 Nov, 2024 @ 7:54am 
alwasy is showing missing text in first two maps when i tested bce series even when is alone bce enemis with required mods
whahappen  [author] 27 Nov, 2024 @ 9:40pm 
Did it occur frequently to you or just once?
bobspur 21 Nov, 2024 @ 4:26am 
hello great mod , just want update that BCE enemies has missing value for stat of killed goons - it shows missing text.
Thanks for your great work
whahappen  [author] 19 Nov, 2024 @ 12:26pm 
It could potentially work together with TAIP if you switch off all the mod option buttons from TAIP. Or did you test that?
whahappen  [author] 19 Nov, 2024 @ 12:23pm 
BCE Enemies mainly makes enemies stronger in terms of how many bullets they can withstand and how good they shoot. There are only tiny changes to the AI roles & behavior. Overall units should act a bit better.
<--
Elenhil 19 Nov, 2024 @ 6:54am 
All the more pity it doesn't work with TAI. TAI's own stats-boosting option is too bullet-spongy. (Not to mention it it triggers laser-accurate shotgun retaliation.)
Elenhil 16 Nov, 2024 @ 9:45am 
I really wished you'd write up what improvements to AI proper, if any, this mod has. Are the enemies smarter? How exactly? Do they use overwatch? Smokes?
whahappen  [author] 13 Nov, 2024 @ 11:22pm 
Update 1.16
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+ Earnie Island units included in the overhaul
+ adjustems of all other enemy units
whahappen  [author] 12 Nov, 2024 @ 3:06am 
Please report back your experience with the altered enemy balance. That way improvements can be made. You can do that here or come to discord. Thanks in advance.
whahappen  [author] 5 Nov, 2024 @ 1:39pm 
I cannot promise this. Maybe thats a good idea for an external mod. Would be pretty low on my priority list of things to do tbh.
WiseToad420 4 Nov, 2024 @ 1:31am 
Love your mod, but can you pls add an option for higher head explosion chance.
whahappen  [author] 3 Nov, 2024 @ 5:44am 
Update 1.14
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+ enemy idle bug fixed
+ better choices at mod options
whahappen  [author] 31 Oct, 2024 @ 11:42pm 
Update 1.13
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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
whahappen  [author] 28 Oct, 2024 @ 10:25pm 
Update 1.11
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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
whahappen  [author] 28 Oct, 2024 @ 1:06am 
Update 1.10
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+ adds mod option for critical damage
+ more presets for the other mod options to cover all cases
kavins 27 Oct, 2024 @ 3:28am 
Thank you, сool. I'm testing it.
whahappen  [author] 27 Oct, 2024 @ 12:45am 
Update 1.08
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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
whahappen  [author] 26 Oct, 2024 @ 11:55pm 
Is incoming. I was able to create 28 presets for sight ranges. Hope yours is covered. Please lmk.
Update in a bit.