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would you all mind taking a lokm at the website and giving em your feedbcak? Keep in mind, it's still very early stages and coding/formatting issues havent been completely streamlined yet. But the foundation is there. Better viewed on PC/desktop. burnedhorizons.com
Should have the Discord with content in a few days.
After that... it'll be mostly updates to fix major issues or to align with game updates.
I've started work on a squad, turn based tactical sandbox based in realism and survival mechanics and plan to launch it with a kickstarter mid August. Very excited about it. And it is consuming most of my time. I think, hope.... you all will like it too. I'll update here occasionally on it's progress. I spent the past week building the root of the new site for it.
Hope you all are well!
Have an amazing week ahead.
Hope to have another 12+ finished by tomorrow.
Note: I've tended to try and create overall 'balanced' characters when it comes to stats. I am open to modifying them further based on feedback/requests.
Added ability to craft First Aid Kits/Medkits from Meds. The default is 24/48 (Meds) but players can adjust this amount up or down in Mod options.
THIS WILL REQUIRE A NEW START. DO NOT do the update if you're still in a game . I've reorganized assets/file names and this will effect/break your current playthorugh.
Hope to be finished with this by Thursday or Friday at the latest.
**After this next update posts I will work on adding more mercs/imps with different gear/tactical appearance, etc. Also working on customizing voices for mercs; that is a ways away thopugh.
Yeah, It's been awhile. :)
This is almost a complete rework. Bios, levels, stats, perks all changed. Added ability to craft First Aid or Medikit from Meds. Trying to finish up the stats/builds today but that has always been the sticking point for me. I don't want then to be OP but not weak, and it can be a science trying to figure out 30 different builds across 5 levels, 5 Roles, etc. :/ Tried getting some help with figuring out those builds but no luck... so, I'm just going to get it done ad it'll be how it be. This will def. require a new game start.
After that, add new Mercs/Imps with different gear, add a Radio Station, maybe do a submod to transform Vanilla chafracters/profiles to be less cartoonish.
Oi.
hope all is well. :)
Rebalancing perks/skills/levels/gear for ALL current mercs.
Should have this update finished in a couple of days,
Then I'll work on adding new mercs with different attire, etc.
If there's anything you'd like to see added/changed, etc. let me know.
Again, apologies for the very long delays in updating. I really had wanted this to be updated nore oftenl just seems like one thing or another has gotten in the way. To those who've enjoyed the mod.. :)
I've always been a fan of this saga but in this JA3 I didn't decide to play it because seeing the mercenaries dressed without military attire took me out of the experience. Thanks to mods like yours I've decided to buy it and I'm really enjoying it!
I wanted to make some suggestions. I have seen that your models are very good and keep an aesthetic coherence between them but I miss some more variety of skins, maybe some mercenary with a baseball cap, balaclava, glasses, headphones...
They are very attractive as they are but almost all of them are with bonie or helmet.
I will keep an eye on your new progress because the current result has me fascinated, thank you very much for your work!
Anyway, apologies for the delays. This mod is a side project for me - something to enhance my own gameplay. I share it and update it just in case others want a bit more realism than what the vanilla game offers. But life gets in the way with me and I work on it when I can.
Apologies for any inconveniences to any of you all for the delays in adding new content/elements to the mod.
I have a final test tomorrow for the update I worked on. If there are no issues it'll post Saturday morning (EST),
Thanks to everyone that has followed, subscribed and endorsed the mod.
Hoping to finish by Sunday.
Anyone that would like to chime in and suggest changes... scroll to the bottom of the spreadsheet (PMC WEST) https://docs.google.com/spreadsheets/d/14pd4C2b11e3872RlrS4fuHl8RKlfC-xUsWw-aoDjzRI/edit?usp=sharing
I'll probably have to start a new game as well but that's cool.
I have thought about uploading to a new mod. That way player's could switch over when they're ready to start a new playthrough. Hmmm... anyway, not sure how best to handle that.
Over the next few weeks I'll add new AIM/IMP characters. I may also add tactically equipped duplicates for main vanilla characters and include old school original JA favorites. For current vanilla characters I had thought about just modifying them but some folks might not want that or use another mod they like to fix this character or that. Hmm.. so, not quite sure what to do on that.
I do also want to add custom voices... that would be a nice touch and add to the immersion.
And in the end, whatever other updates are needed to add to immersion.
This weekend I'll post an update that reworks the stats, levels, perks, levels, loadout of the current PMC West (the mercs I've added) roster. Possibly adjust some clothing, etc. This will allow the player to have visual and tactical cohesion (the visual aspect of the gear, camo, etc. and skills/abilities and levels), provide for similar replacements in case of KIA and allow for upgrades/higher tiered hires as you progress. When I started this mod most were placeholders and I didn't refine those elements as life got in the way, :/
Grazieeeee
Thank you. ;)
for the next update I suggest some minor adjustments to the mercenaries equipment (including IMP character):
- give Browning Hi-Power instead of Glock 18 as a sidearm for low level mercs (and Beretta 92F for mid level's)
- remove the lens, microchips and steel pipes from inventory and give them instead one or two (for high level merc) mods to their main weapon
- only one special item for specialists: a tool or a med kit, for example, depending on the class
In short, less good equipment at the beginning of the game, let them buy it, find it on the field or take it from enemies!
Anyway, will make those changes. Thanks for the feedback.
I don't have anything specific. Last time I used a merc from the mod though he had low action points due to low agility (I think that's the stat that influences AP anyway) so just keep in mind that when redistributing skill points. He was also an explosives expert but couldn't walk as far as other AIM mercs.
And for me personally I always have a dedicated explosives expert, mechanical expert and a dedicated medic. The three others tend to be all a rounders. So I guess I'm saying that stats are pretty important and need to be pretty high depending on what job they have. Just compare the mods mercs to vanilla AIM ones and keep things fairly consistent.
If you'd like to suggest the perks and stats you'd like to see, I'll incorporate those changes into the next update. Very glad you like the mod. :)
1. Fix the non-critical error messages (backend) related to changes in models, etc. This shouldn't be an issue for you all either way.
2. Edit current Mercs and IMP characters to fix voice selections, minor stats, etc.
3. Add in a few additional mercs, IMP characters. A few with sleeves versions (if possible), additional female characters.
I hope to have another update the following weekend with additional characters. May be adding vanilla characters as PMC versions in coming updates. Anything you'd like to see, lmk.
One thing that has stifled my desire to update is having to learn the new tools. Going through that now. If I can do it, I will. I'll get back to you later in the week and let you know if I can do it.
Any special requests?
Can we request Chevy merc model in IMP? And would be great to have some more IMP options.
Thanks again for this great mod!