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I just want to give you a short update on a known issue that was reported to me, about the passive perk icon appearing multiple times when being on the sector map.
I did some further investigation and discovered, that the icon might get added multiple times to your action bar as soon as you activate some mod through the mod-manager during the same active client session. Doesn't matter which mod. This operation will cause a complete reload of all mods and therefore the passive display icon will be added multiple times to the runtime library. I have to do some further investigation on how to avoid this, but I can assure already, that it's only a display issue. The functionality of the passive perk itself is independent from its display and should work as intended.
Nevertheless for the time being a client restart after adding new mods will fix this problem till i found a more elegant code-wise solution.
Thanks a lot again for reporting this to me
Your Otherguy
Thanks for your feedback!
The mod changes nothing regarding the default repair operation that can be started from the tactical view. I just gave it a try in my personal savegame where I own a Mid- to Late-Game Jerry and he did fullfill his repair tasks as expected. Are you really sure, that all other mods you might have installed are fully compatible to the current patch version 1.1.1?
Nevertheless, you can try to update your local mod version of Jerry to the newest 1.04-249 that was released minutes ago. But if i had to place a bet, i would guess that something else is causing this behaviour for you. As far as I cannot reproduce the issue on my side, or someone provides a repro, it's almost impossible to hunt something like this down.
Perhaps someone else can confirm the behavior you are discribing?
Thank you and hope for your understanding!
Your Otherguy
I'm happy to let you know, that I just deployed the promised update for "Jerry". It will add a new custom ammo type for all 40-mm grenade launchers - "Jerry's handcrafted" 40-mm-TB (thermobaric) ammunition. The new ammo type comes with inventory foley sounds as well as a reasonable particle explosion fx when used in game.
Compared to the stock 40mm-HE grenades, the 40mm-TB grenades will have a slightly increased area of effect, base damage and armor penetration. They will also apply the burning debuff in the epicenter instead of the bleeding debuff. Last but not least the targets in the surrounding area will get suppressed.
In addition I buffed Jerry's perk so that it will now produce 2x 40-mm-TB grenades each 7 days.
This update is fully compatible to any existing savegames and the reworked perk will start to produce the new ammunition type as soon as you updated the mod to version 1.04-249.
I hope you are enjoying your weekend!
Your Otherguy
@WC?: Thanks a lot for your feedback and suggestion!
Yes, I already feared his perk being a little bit to weak when I created it but preferred to start out defensively in terms of balancing and numbers.
Increasing the amount of the 40mm HE's would be one option to improve the perk. But to be honest: The other option - that @XXX_420_Bad_Boy suggested some days ago - to let him craft some custom ammunition type, sounds much more appealing and "special" to me right now. I already started to fiddle around with it and did some tests regarding an ammunition type that provides a slightly increased explosion radius and adds some armor penetration on top. If everything works out as expected, his perk will get updated soon. But there is still some work left for me to get things "right". I hope you stay tuned and give the new perk a shot when the update drops!
Have a relaxing weekend and a great time
Your Otherguy!
I just deployed the necessary update for the official Jagged Alliance Patch Version 1.1.0 for "Jerry". Please make sure to update your mod to the latest version (1.04-214). You can check the current mod version you have installed in your Mod-Manager.
As far as I'm aware, this update should be fully compatible with existing saves. I just tested my own save and everything seams to work as expected. Nevertheless, if you are encountering any unexpected issue related to the merc after you updated it, just drop me a short message here and I will have a look at it. Thank you in advance!
I hope you enjoy your time!
Your Otherguy
I'm happy to let you know, that I just deployed a new update for "Jerry". He received his new custom passive perk called "Grenade Tinkerer" that will grant a 40mm HE Grenade each 7 days of ingame time.
Please note, that this change will have no effect to any existing saves. This is caused by the fact, that the game is saving all "current traits" of a merc within the gamestate itself. This makes perfect sense, because the player will add new traits over the playthrough time when mercs advances and level up. In consequence, this change of his default trait will only take place in new games you are going to start in future.
I hope you enjoy the update!
Your Otherguy
As always i would like to thank you all for your feedback! It really means a lot to me and helps to polish things further.
@dragonscale:
I like the idea of Jerry producing 40mm HE's over time. Technical it is not that hard to implement after what i did with Mildred - i really like the idea and it will fit him perfectly. I can see this happening within a production cycle of something around 1x 40mm HE each 5 days. Everything shorter could almost be a little bit over the top, considering the fact that you will probably hire him very early on and start stacking HE's for mid and endgame usage. Perhaps the cycle will be even more balanced with 7 days? Maybe I'm too cautious with the values to keep things in balance so, what timeframe would you suggest to start with?
Greetings Otherguy
This are some great news! Thanks for reporting it back here, i'm happy that everything works as expected for you now.
Always keep some tasty sandwiches prepared for him, i hope you have a great weekend!
Your Otherguy
Who knew he does not like to talk through minefields... or at all...
If things are working in a new game, and the voice set is really saved as a hard version reference in the gamestate itself, i can imagine that Haemimont decided to handle things that way comes from terms of data consistency and savegame protection.
Imagine: It would be a pity if an ongoing savegame with dozens of hours playtime will break completely because one of the mods is doing some strange shenanigans with a future update during your playthrough. Under that point of view this decision would totally make sense. I can only make assumptions about this, but i know there is a version number reference saved in the game states for each used mod as well.
Finally, if this is the case - i know it is sad - but i suggest you are looking forward your next playthrough with talking Jerry and not try to edit things in your current gamestate itself.
Out of curiosity: Did you already try out Hector? And if so is he talking in your existing game state?
Greetings Otherguy!
Mhm... Let's do some investigation together: The voice-lines should be integrated in mod version 1.02-194. Would you be so kind and check your ingame Mod-Manager for me if the correct version is installed on your side? I had the case once, that caused by some content distribution service errors, Steam did not automatically updated one of the mods as expected. If the correct version is installed on your side, could you try to start a new game and check if he is talking in that case?
If things are working in a new game, it would mean, that the base game itself would save the voice set that is used by a character as a hard reference directly into the gamestate. This would not make much sense at all for the voice set reference - but i know Haemimont is doing this for other data like the active perks as well.
Thanks a lot in advance!
Your Otherguy
He still seems to talk in the default IMP voice...
Even restarted to test, and he does not speak on hire or on new save...
Did i do something wrong?
Thanks a lot for all of your feedback! I really appreaciate it.
I hope you have prepared some tasty sandwiches for Jerry because i just dropped the promised voice update. He received 137 individual custom voicelines in english language and will talk to you from now on with his own voice.
In addition i slightly increased his level depended salary to better fit the vanilla mercs. I hope you enjoy it. As always - this update should be full compatible with any existing saves.
Enjoy your weekend!
Greetings Otherguy
I just deployed a minor update that disables the glitching equipment parts that were mounted to his upper body in his appearance. As always the update should be fully compatible with any existing saves.
In addition i added a small vocation icon to the top left of his preview image here on steam that gives some more information about his ingame specialization (in his case Mechanic).
Enjoy your weekend!
Your Otherguy.
Thanks a lot for your feedback!
Yes some of the equipped parts in his appearance seam not to get animated correctly because the weight-painting seams slightly off for the body parts that are currently in use.
I will deploy an update for his appearance in the next couple of hours that should address this issue and will drop another short note here as soon as it is released.
Greetings Otherguy.
But unlucky i get a clipping BUG with his equipment, while i am in a specific zoom level
Toller mod, sieht super aus, der Typ hat wirklich gefehlt.
Sein Portrait und die Stats passen einfach perfekt.
thanks a lot for your comments, really appreciate any kind of feedback!
Just deployed a first update, here is a short overview of the changes:
After all, I was not that pleased with the first look of "Jerry" and decided to give him visual overhaul. I'm quite happy with the result and think that now, he fits much better to the art style of the original game. In addition his new look embodies the character i had in mind during creation process much better.
I also changed his ingame appearance and added in some pieces of baggage he carries around. Last But not Least i updated his initial hiring loot-table and added in an additional crowbar.
Hope you enjoy the changes.
This is the kind of merc i was hoping the community will start making!