Jagged Alliance 3

Jagged Alliance 3

Action Bar Plus
7 Comments
alrumpel 31 Jul @ 10:03am 
Great mod. Thanks for your commitment!
Monir 22 Jul @ 11:10am 
Great QoL mod. If I may ask: it would be cool if the action took into consideration the AP cost of grabbing the item, because without the mod we would have to take the item from inventory and equip it. That cost should not be free imo.
Rubezagel 17 Feb @ 6:46am 
my bad, sorry for the false alarm. I did rest to get rid of tiredness before testing, but forgot that "heavy wounds" will affect free move as well.

Fair enough about the AP, I just have a different approach on balancing my game. I play with a bit of inventory extension. Not for combat use but I want to be able to move stuff between sectors. Personally I feel 4 additional grenade "slots" is quite generous, but I can always self-limit to fewer.
Lucjan  [author] 16 Feb @ 6:48am 
@Rubezagel breach and clear works in my testing. Are you sure you didn't had any other effect that prevents from getting free move or something?
Lucjan  [author] 15 Feb @ 12:42pm 
Thanks for reporting the "breach and clear", I will look into that.

I am not going to add extra AP for backpack throwing, I think about it as extra slots which I lack when playing GBO (close range penalty forces to always have at least 2 weapon options equipped), plus when not using inventory extension mods or mods that allows to store misc items in the squad bag then limited vanilla inventory space forces to make choices.
Rubezagel 15 Feb @ 11:15am 
very nice! Just tested it real quick - few thoughts/suggestions:

Usually it would cost a few (3?) AP to equip a grenade from the backpack before throwing. I think there should be an option to apply this cost - fully or reduced - to the grenade throw. You'd still save on the AP to reequip the orginal item.
That way the intended balance with equipment slots would be maintained. I'd like to have a bit more versatility in my loadouts, but I think there are good reasons why they designed the game that way. While I find the idea of revised tactical gear kinda tempting, in reality I find it tedious quickly, and it makes mercs too versatile and similar, removes the need to make choices.

I also noticed that the "throwing" perk (reduced AP for first throw) works with grenades from inventory, while the "breach and clear" perk won't give you free move. For the sake of constituency, either both should work or neither.
Peiper 9 Feb @ 9:51am 
works nicely.. thanks