Jagged Alliance 3

Jagged Alliance 3

Field Experience Unchained
65 Comments
mueonisus 18 Sep, 2024 @ 4:29pm 
not working multiplayer it seems?
*****.beware 15 Jun, 2024 @ 9:02am 
is there total skill point increase limitation in a single map ? (after enable this mod)
*****.beware 7 Jun, 2024 @ 11:30pm 
works fine on v1.5
Cherrorist 20 May, 2024 @ 3:34am 
Does this work on 1.5?
Monir 29 Apr, 2024 @ 10:22am 
Thx for the tips !!
Virpy  [author] 29 Apr, 2024 @ 9:47am 
@Monir
To gain DEX you need to fulfil the prerequisite to trigger a DEX stat gain roll. Which are:
* Killed with an aimed shot (at least one aim)
* Killed with an aimed melee attack (at least one aim)
* Successful stealth kill
* Killed with a throwing knife

So if you run around guns blazing with burst firing weapons and rarely aim, let alone kill with aimed shot. Then its very likely that you almost never trigger a roll against a DEX stat gain and therefore as well dont see much DEX increases.

For me on the other side, who plays almost exclusively all maps with stealth and stealth aimed kills. Mex DEX already got like 30-40 points within the first 4-5 levels.
Monir 28 Apr, 2024 @ 10:45am 
Oh ok. I'm asking because in 50h of playing I got only 1 point in DEX for my whole squad. I'm looking for a way to increase it because it seems impossible to raise compared to other stats.
Virpy  [author] 28 Apr, 2024 @ 10:19am 
@Monir No it only works as a whole for all stats combined. If you use a merc in various different fields you might never run into the "pity system" as you gain a lot of stats through that. But if you only use a merc in very specific tasks and you have already achieved pretty high stats that system might give you the edge to get another point or two. Thats what its meant to be.
Monir 28 Apr, 2024 @ 6:10am 
Does the pity system work per stat ? For example if it has been a long time I didn't get a point in DEX, does it increase the chance to get a point in DEX, whatever the number of points I got for other stats ?
Virpy  [author] 9 Feb, 2024 @ 8:20am 
No update needed, mod should still work fine with game version 1.5

I could not identify any problem or conflict with update 1.5.
SgtoPereira>>> 9 Feb, 2024 @ 5:21am 
Hello. An update please as this is an "awesome" Mod. Thanks.
zenblack 8 Feb, 2024 @ 9:45pm 
Here is hoping this can be updated as this is a much fairer way to do field experience.
BurgerKing 19 Dec, 2023 @ 1:42pm 
@Virpy,

Patch 1.3 destroyed many mods it took more than 2 weeks for me to resume playing. I am seeing the same thing again.

I am starting to unlike Haemimont . . .
Virpy  [author] 19 Dec, 2023 @ 11:30am 
Updated Mod to work with game version 1.4

Unfortunately, Haemimont has once again changed the way mods interact with existing game code. It almost seems like they are trying to break mods on purpose :(

On top of that, the Mod Editor is a buggy mess and does not save to the files what you see in the GUI. Needed to find a workaround and hopefully it works for you es well.

Ran a short test and Mod should be fine for game version 1.4.....for now...until they break/change things once again :steamsad:
Doomspeed 18 Dec, 2023 @ 8:07pm 
Apologies, hate to be that guy, but anyone know if this mod still works post-update?
Virpy  [author] 4 Dec, 2023 @ 2:55pm 
@Echo I thought about making it a feature too. But I didn't have much time at the moment. Might add it as a mod option in the next few days so whoever wants it can get back the bug as "feature" :)
Echo 4 Dec, 2023 @ 10:43am 
It may be an unintended bug, but how about adding it as an optional feature?
I think it's still within the scope of the mod.

As for why it might be a good idea... the other way of doing it, by modding those perks out, has less compatibility with mods in general due to template replacement, and it only takes effect in a new campaign.

Just an idea.
Virpy  [author] 4 Dec, 2023 @ 9:36am 
@Shimmy Thanks for the bug report. You were right. It was an oversight on my side with how the "OldDog" perk was implemented. The removal of the dependency on the hidden internal statGainingPoints variable indirectly let those old dogs lean new tricks.

They were happy old dogs....until now! Fixed the bug and now they are back to grumpy mode and dont get any stat points through field experience anymore ;)
Shimmy 4 Dec, 2023 @ 4:23am 
Hello, I think there is a bug in the mod as Gus seems to get stats increase by field experience although that shouldn't be
Echo 27 Nov, 2023 @ 8:02am 
Thanks Virpy, will do :steamthumbsup:
Virpy  [author] 27 Nov, 2023 @ 7:49am 
@Echo
Internally you can not really use fractions of numbers so its 25. But for the mod options I scaled it in the whole scheme and its *1.0 or *0.75 for an easier understanding.

If you want to know more, feel free to open the mod in the mod editor. Due to my background I commented it pretty well and used self explanatory variable names. And, even with barely any programming knowledge, you should be able to draw decent conclusions and extract the information you might wanna know.
Virpy  [author] 27 Nov, 2023 @ 7:42am 
@Echo
The default threshold for wisdom bonus is 50.
And yes it scales with wisdom, the fore you have the better the bonus. It also inversely scales with the stat you roll for, the higher the stat already the lower the bonus.

Due to the game update 1.3 breaking "slider" mod options I had to convert "Wisdom Bonus Threshold" to a choice list. This might have caused it to reset.
Echo 27 Nov, 2023 @ 7:40am 
Also, I meant the default value for the WisdomBonusFactor.
Echo 27 Nov, 2023 @ 7:40am 
@Virpy thanks for the formula. Just one clarification: does your WisdomBonusFactor count as eg 0.25 or 25?
Virpy  [author] 27 Nov, 2023 @ 7:36am 
@Wolf 62
The mod does not change or influence the stats of any existing merc or savegame. All it does it alters the method of gaining future stat points. So I suspect other mods. combination of other mods or the lack of previously active mods due to game updates to cause your observed behaviour.
Wolf 62 26 Nov, 2023 @ 7:45am 
Hello everyone,
I had a little issue with this mod and I don't know if it's interfering with another one or not.
When I activated it mid-game and restart the game (as you said to do), I didn't noticed it right away but all my mercs stats were reseted to their inital values.
I tried to deactivate the mod and restart the game, and the stats came back to the level they were before activating it.
Apart from this little side effect, the mod seems to work fine.
Thanks for your work !
Echo 26 Nov, 2023 @ 4:12am 
Seems like a few values got reset in the mod options after the last update. What's the default value for the wisdom bonus?
Also, is the wisdom bonus scaling? As in, the higher the wisdom, the higher the bonus? Or is always fixed to the set value?
Echo 25 Nov, 2023 @ 7:11am 
@Lucjan You're incorrect though. Initially yes, they're cheaper, but a lot of lower tier mercs become as much or even more expensive at high levels (8+) compared to half of the legendary mercs. And it takes a long while for them to grow naturally to the same stats, unless all you do is train and spam magazines.
Virpy  [author] 25 Nov, 2023 @ 6:53am 
@Lucjan Different people have different preferences in their gameplay, hence the possibility to adjust stat gain progress through mod options.

If you want your mercs to gain stats slower try setting "Roll Chance Adjustment" to x0.75 or even lower. Or reduce the wisdom bonus by either setting the threshold higher or lowering the bonus or both.

I bet there are people that felt the progress was to slow and probably set all options to the max. But thats everyones own choice :)
Virpy  [author] 25 Nov, 2023 @ 6:52am 
@Gadina as Echo already said, you can set the threshold where wisdom starts to give you a bonus to your liking through mod options. Thats why it says (confugurable)

@Echo Thanks that you like the mod. The freedom of unbounded growth was exactly the reason I created the mod as I wanted to imitate the character growth of JA2 as much as possible. And I hated all the imposed limitations in JA3.
Regarding the default threshold of the wisdom bonus, I decided to go with the same value that the sector training operation has for it. But everyone is free to change it in their gameplay.
Lucjan 25 Nov, 2023 @ 6:05am 
@Echo I am not sure if trained lower tier mercs should be as good as Legendary mercs. Lower trier mercs will always be much cheaper then the top ones. I feel like it makes me gain stats too fast
Echo 23 Nov, 2023 @ 5:12pm 
@Gadina
It says it's configurable, so you can set it yourself to whatever value you want.
But if you mean the default value, I'd tend to agree.

Been using the mod for the past 50 hours, well into a campaign, and it's great. I love the feeling of unbounded growth, and it's surprisingly balanced. It never feels like too much, and comparing to some of the Elite/Legendary mercs at around the same level, the stats are about on par.
Gadina 20 Nov, 2023 @ 1:04am 
Mod sounds awesome!

I have a minor recommendation regarding this:
"Wisdom above 50 (configurable) now increases the chance of stat gaining (smarter mercs learn faster)"
- since most mercs have fairly high Wisdom (above 70), I think you should move this threshold somewhere around 75-80.
Method Man 13 Nov, 2023 @ 7:01pm 
Thank you for the update!
TrumpDidHarambe 13 Nov, 2023 @ 6:18pm 
@Virpy G.O.A.T. Thank you
Virpy  [author] 13 Nov, 2023 @ 11:09am 
Updated mod to work with game version 1.3

Thanks all for notifying me.

Unfortunately the mod option slider for "Wisdom Bonus Threshold" does not work as intended. The changed value is not saved. I will investigate this at the weekend when I have more time. The rest should now work again as expected.
R3dwood 12 Nov, 2023 @ 9:53pm 
I have noticed the same issues. Since 1.3 I am getting no skill upgrades. this is a great mod, I hope it is updated to work properly with 1.3. Thanks for the great mod @Virpy.
Surimi 12 Nov, 2023 @ 1:15pm 
@Skaller thanks for confirming :) .
TrumpDidHarambe 12 Nov, 2023 @ 1:03pm 
Ditto to the stat upgrade situation. 10/10 mod tho and is a must have
Skaller 12 Nov, 2023 @ 12:18pm 
@Surimi having same issue with my new campaign after 1.3, got 0 skill ups but couple points of wisdow, propably better to disable till update
Surimi 12 Nov, 2023 @ 4:06am 
Hey, I've started a playthrough with your mod enabled. I played a couple of hours and i've taken my first diamond mine, but except for Wisdom my 5 mercs haven't got any stat bonuses thanks to field experience.

Is it because your mod is not updated for 1.3 ?
Virpy  [author] 10 Oct, 2023 @ 10:20am 
@Method Man and @Leto
What issue do you have with the mod? It's still working like a charm for me and I could not identify any change that would break it.
What problem do you have? If its just the notification at the start of the game saying you have older mods, just ignore it and continue with ESC. If it bothers you too much, just open the mod in the mod editor and press save once and close the editor.
Method Man 9 Oct, 2023 @ 8:24am 
Please update 🙏
BurgerKing 9 Oct, 2023 @ 4:09am 
Back in JA2, I'd spent hours just leveling up AGI doing stealth walk in Omerta.

Some say that was not the proper way to enjoy the game and we should instead sit on a bed of nails with bare skin to enjoy life.
Leto 8 Oct, 2023 @ 9:59am 
uppdate ? ... please !
halfamazin 21 Sep, 2023 @ 8:29am 
hello! thanks for the mod. Seems mod stopped working for me... any advise how to check this pls? Tried couple of another mods and this one stopped (other mods removed already)
dichebach 29 Aug, 2023 @ 10:30pm 
Fantatsic mod!
dichebach 26 Aug, 2023 @ 12:04pm 
This sound glorious!
Virpy  [author] 26 Aug, 2023 @ 4:53am 
@玩具士兵 In the vanilla game the "once per map" restriction limits certain occurrences for stat gains to one try for each map. So, if you did not succeed your first and only roll you were not allowed to "roll" again on this very map. These triggers were mostly for Wisdom, Explosive and mechanical gains as these limited triggers were Herb, Trap, Mine discovery/disarm and such things.

What you describe with Dex does not fall under the category of "once per map", but was not possible in vanilla anyway because of another restriction, the applied cooldown on a certain stat gain. You were not allowed to gain the same stat more than once within a certain time period. Mostly it was around 2days. So, you could not get a 2nd point of the same stat on the same map anyway (due to cooldown), unless you re-visit a sector after quite some time.
玩具士兵 25 Aug, 2023 @ 8:07pm 
thanks for the mod,can you elaborate on this :Removes trigger chance limitation "once per map",,I mean,, how "once per map" explain,,for example,,my IMP gain 1 point DEX at H2,,that mean IMP never gain DEX at H2 again?