Jagged Alliance 3

Jagged Alliance 3

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Rato's Explosive Overhaul 2.0
   
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39.559 MB
24 May, 2024 @ 2:55pm
18 Feb @ 11:49pm
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Rato's Explosive Overhaul 2.0

In 1 collection by rato
Mods to go with Rato's Gameplay Balance and Overhaul
17 items
Description
Disclaimer: This mod can be very perfomance hungry

This mod is dedicated to Toni.

-- Compatible with Revised Tactical Gear II

Features:

Reworked Mishap System: Throwing a grenade now involves a skill check. The worse the skill check, the greater the deviation. Distance increases the difficulty of the check. This change is granular and dimensional, moving away from the previous all-or-nothing approach. No more pixel perfect grenades. Applies to all explosives except Mortars, which keep the old mishap system.

Heavy Rain, and some status effect, like Innacurate or Blinded/Dazed, will reduce throw accuracy.
If the Heavy Wounds is enabled, wounds will reduce throwing accuracy.

Grenade Bouncing: Grenades now bounce off surfaces with realistic physical simulation. Factors such as throw speed, grenade shape, weight, surface impact, and angle of trajectory all affect the bounce.

Simulated Shrapnel: Each piece of grenade shrapnel is individually simulated, enhancing the realism of explosions. Shrapnel has no armor penetration and can cause bleeding and other status effects when it hits a bodypart. Be aware that the shrapnel damage, being dynamic, will not be shown at the damage portion of the grenade. High shrapnel grenades will do about +25/+35 dmg to unarmored enemies inside the primary blast radius

Improvised Explosive Devices (IEDs): (Most) Crafted explosives are now classified as IEDs with a chance of malfunction (Optional). Malfunctions can result in the grenade being inert, timed, or proximity-based, and the player won't know which until it happens. The malfunction chance is determined by the crafting unit's explosive skill (Temporarily using the thrower skill instead). Legion and Thugs will mostly use IED explosives.

New Explosives -
IEDS: Nail Bomb, Fragmentary TNT Stick, Smoke and Tear Gas Can Grenades, Improvised Flashbang
Other: High Explosive (MK3) grenade, Incendiary Grenade

Other Changes:
AI will correctly compensate simple bounces. Does not conflict with AI mods.
Hand explosives range is sligthly increased.
Flashbangs will cause the dazed (-40% cth), supress, and cancel readied attacks.
Explosive Skill no longer increases the damage of the grenade.
Mod options to manipulate Explosives damage, throw difficulty and more.
A mod option will let you customize the activation radius of proximity based explosives. Does not affect Landmines.

if you want to buy me a coffee you can do so here:
https://www.buymeacoffee.com/rato_modder

Feedback is highly appreciated, balance is WIP



Version: 2.20-3810
48 Comments
Barleyman 26 Jul @ 2:31pm 
Currently tossing grenades is dexterity feat but that doesn't seem right at all.
Barleyman 26 Jul @ 2:28pm 
I'm nearing the end of my run with the mod enabled. I decided to drop the "explosives" part of grenades/rocket launcher/grenade launcher part. It started to annoy me how the only person any good with grenades is Barry, especially since throwing grenades as a skill has nothing whatsoever to do with bombmakers skill. And rocket/grenade launcher. Maybe more allowed combinations? e.g. throwing grenades is sort of agility/strength feat, rocket launchers do _not_ require a lot of strength to fire accurately, but they're heavy to lug around in general, so strength/markmanship? Grenade launcher is probably the trickiest, it's all about estimating the arc in your head if firing far, unless your weapon has a dedicated elevation gauge for it. It's not really a "markmanship" skill to my mind, but what is it? Dexterity/Agility? mnh. Dexterity/Wisdom? You don't need to be smart problemsolver to be great at it, and being smart doesn't mean you'll become good with one.
Monir 17 Jul @ 2:09pm 
Could we have an option do disable the loot of new items ?
They drop even with the DropLoot+ mod.
rato  [author] 3 Jan @ 6:38pm 
@krenich, hmm, Im sorry, not sure what could be causing that. There should not be any changes that affect this kinda of behaviour. In any case, I am working on a light AI overhaul that will adapt the AI to the mechanics changes I have made in my other mods, so this should be fixed then.
KreNich 3 Jan @ 5:12am 
A little feedback. I dont know if its the main mods effect or not but enemies dont really use grenades or should I say they never use them. I dont use any AI mods other than the base mods AI changes. I even changed the difficulty for using explosives to -15 (easy) for the AI in the options. Other than that I really love the changes you made to the explosives.
rato  [author] 7 Dec, 2024 @ 4:45pm 
@Thokari, this mod will only change grenades already in the inventory of mobs to similar IEDs. The behavior you see might be from Tactical Enemy or CUAE
Thokari 7 Dec, 2024 @ 4:36pm 
Does this mod give enemies very many grenades, like 2 stack, and a another 10 stack of same or different type, sometimes even more? I use 100% drop rate mod, and I would like to get rid of these extra stacks of 10.
Ruzen 7 Dec, 2024 @ 12:45pm 
Wow nice update
rato  [author] 6 Dec, 2024 @ 2:47pm 
@Lasse Blutstrom are you using any other mods that changes grenades? if you can, drop me a log at Discord. This problem has not been reported before
Lasse Blutstrøm 6 Dec, 2024 @ 7:30am 
With the mod throwing stick granades lead to a stuck game. No explosions happened.
Barrys special ones did explode.