Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
gribelo 24 Oct, 2023 @ 3:30am
Couple of questions..
Hello, Rato and everyone!

Started a new game with your mod, not really have a solid feedback rightnow but I like the premise in theory. Couple of questions here..

1) Maybe its my imagination, but it seems that ammo consumption will rise significantly with your mod compared to vanilla. Beofre Im not that far into the game.. Should I be concerened about it and increase drop rates or I will be able to manage that?

2) Is there a button to cancel "Shooting stance" and return back to cover in a cinematic fashion like in vannila game, or I need to do it manually everytime? Have you considered adding such function if its possible?
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rato  [developer] 24 Oct, 2023 @ 11:32am 
hello, gribelo

for your questions:

1) I am honestly not sure if it affects ammo consumption. It does make harder to hit with automatic fire, but the damage is increased. There is the question of the new calibers, which can be rare to find. I recommend using the compatibility patch with Tactical Enemy for improved enemy equipment including drops of the new calibers (if you are not using The Grand Chien Nigthmare, that is)

2) I thougth about this, but it can be tricky and I am not sure the benefits would be worth it. What I can do (I am trying to do it right now) is modify the animation so you return to cover using the "cinematic fashion" if you move there. I think it would be a good solution, because, If I introduced a button to quit Stance it would cost 1 Ap as well.

Im also working on a CTH modifier called Peeking From Cover, it will apply when you step out of cover to enter shooting stance, so you will get a bit more protection there. (this is actually ready, im just finishing some other stuff to release)

Feel free to share your feedbacks if you keep playing, its very important for the health of the mod.

Thanks for the attention!
gribelo 24 Oct, 2023 @ 12:39pm 
So far I encountered three issues in two battles.

First, goon started to fire at my merc right trough the solid wall like he had a line of sight. Not sure if its your mod or just a vanilla game. Never encountered such behavior in my previous game.

Next one is related to cover - shooting stance sequence no doubt. After killing an enemy I decided to spend my last APs to move one tile further from my position but my merc instead dived back into initial cover exactly in vanilla cinematic fashion )))

Another one has probably something to do with cover and shooting stance as well. Some goon made a dash to another position and tried to fire at me from there leaning from cover, but instead was teleported back to the starting point and ended up in shooting stance there without firing.

I guess "shooting stance" system still a bit buggy and conflicts with these animated "use cover" sequences in some scenarios. Im not sure how to properly message you such issues when they are going to happen, instead of writng these abstract cool stories maybe I can try to make a save and mail it to you with some description?
rato  [developer] 24 Oct, 2023 @ 12:41pm 
yes, please do. you can email them to rato.bugreport@gmail.com

thank you, I will take a look at these issues
gribelo 24 Oct, 2023 @ 12:56pm 
Great, this was my last batlle so I still should have the saves wich may reproduce these issues, Ill try to catch them tommorow.
rato  [developer] 24 Oct, 2023 @ 2:41pm 
I think I have fixed the 2 bugs related to cover. About the shooting through the wall, I have to ask, are you using the Grand Chien Nigthmare? Im trying to identifiy the reason
gribelo 24 Oct, 2023 @ 11:49pm 
Nope, only your main overhaul, your wound overhaul and pinned down..

Edit: However my version is 3.20 from Nexus. I have a GOG version of game and dont have access to steam workshop mods (((
Last edited by gribelo; 24 Oct, 2023 @ 11:54pm
rato  [developer] 25 Oct, 2023 @ 1:29am 
I will upload 3.22 to nexus. tomorrow i will playtest until i find the enemy hitting through the walls. If you want to send the save as well, feel free. Thanks for the patience, we will exterminate all these bugs.
gribelo 25 Oct, 2023 @ 2:48am 
For some reason game did autosaves only for turn 6 and turn 5 and all these things did happen before this.. I restarted battle but everything went different this time and without issues ))

Well, I`ll keep playing and keep watching then, as soon as something weird happens I will make a separate save immediately!

BTW, updating your mod will require a restart, or I can continue current save? Its such an annoying way this game works, requring restart after any serious update..
Last edited by gribelo; 25 Oct, 2023 @ 2:51am
rato  [developer] 25 Oct, 2023 @ 7:32am 
You can continue in the same savefile
gribelo 25 Oct, 2023 @ 7:39am 
Originally posted by rato:
You can continue in the same savefile

Good to know! Did send you a save, there you can see a dude who tried to shoot trough concrete walls without line of sight. Not sure if its going to help you though..

I noticed that some change stance animations are less fluid, namely going from crouched to standing happens almost instantly, perhaps it has something to do with your mod?
rato  [developer] 25 Oct, 2023 @ 8:13am 
Thanks, I will check the save as soon as I am home. About the animation, it could be, but I vê noticed some anim problems without any mods enabled. Like the Merc instantly aiming his weapon when you press to attack, with no transition.
gribelo 25 Oct, 2023 @ 9:50am 
Originally posted by rato:
Thanks, I will check the save as soon as I am home. About the animation, it could be, but I vê noticed some anim problems without any mods enabled. Like the Merc instantly aiming his weapon when you press to attack, with no transition.

Longer I playing this 1.2 version of the game, more i get worried and confused..

I was looking for a better "hit and miss" bullet physics they promised, especially in conjuction with realism driven mods like yours or pinned down but I barely see any meaningfull difference. However Im still at Ernie Island and I can easily see more drawbacks like:

Autosaves only for 2 last turns, not good for a bug catching in particular..
Mercs starting some random banter about finding something while I already explored everything
"Run and gun" create running in place glitch if not all three bursts were used (not your mod I hope)
Animations are less fluid here and there, while they are promised something opposite..

I like what your mod does, I already see it creates more realistic combat experience, but I realise that one cant fix what is broken for good. Cramped maps, bad physics formulas and such.. Instead of supporting and rewarding those who does for free what they were supposed to do for the money they are just creating more issues. Arghh, why God Of The Gaming left us in this century? ))
Last edited by gribelo; 25 Oct, 2023 @ 10:13am
rato  [developer] 26 Oct, 2023 @ 4:01pm 
Hey, Gribelo, how you doing? 

Im looking at your save game, trying to investigate this bug; actually, do you remember if he actually landed the shot?
Because technically, its possible to shoot a enemy even if there is a wall between you and him, as long as at least one of your allies is seeing the target (you can check this with your own mercs). Normally tho, this will result in a missed shot (i guess it can hit if the bullet destroy the cover, but it will still apply the blind shot CTH penalty). So the main question would be why the enemy is choosing this obstructed target. Have you experienced this in any other instances? it might be an isolated case. Thanks
rato  [developer] 26 Oct, 2023 @ 4:02pm 
Originally posted by gribelo:
Originally posted by rato:
Thanks, I will check the save as soon as I am home. About the animation, it could be, but I vê noticed some anim problems without any mods enabled. Like the Merc instantly aiming his weapon when you press to attack, with no transition.

Longer I playing this 1.2 version of the game, more i get worried and confused..

I was looking for a better "hit and miss" bullet physics they promised, especially in conjuction with realism driven mods like yours or pinned down but I barely see any meaningfull difference. However Im still at Ernie Island and I can easily see more drawbacks like:

Autosaves only for 2 last turns, not good for a bug catching in particular..
Mercs starting some random banter about finding something while I already explored everything
"Run and gun" create running in place glitch if not all three bursts were used (not your mod I hope)
Animations are less fluid here and there, while they are promised something opposite..

I like what your mod does, I already see it creates more realistic combat experience, but I realise that one cant fix what is broken for good. Cramped maps, bad physics formulas and such.. Instead of supporting and rewarding those who does for free what they were supposed to do for the money they are just creating more issues. Arghh, why God Of The Gaming left us in this century? ))


There are some issues indeed. Many of them can be overcome with modding. The community is only starting out, and I think the game offers a cool base for modding. The devs are also very supportive, they try to add new functions to help modding and solve your questions in the discord channel too.
Some things like cramped map would be more hard to fix...
gribelo 27 Oct, 2023 @ 1:30am 
Hello, Rato!

Yes, in every major battle on Ernie Island at least once someone tried to shoot trough concrete or brick wall or even trough several consecutive obstacles without line of sight and with zero chance to hit.

This actually can be a cool feature if fine tuned and used properly, guess shots trough doors or weak walls, like it was in Silent Storm or JA2, idea is good. However in JA3 it looks more like a bug than feature, it always happens in a WTF fashion. I wouldnt be surprised if it has nothing to do with your mod though!

There is a dude who complains that you have a good connections with developers and they help and listen to you )) Maybe you can hint them, about all that weirdness in 1.2 version.

Some animations are less fluid and have no cinematic transitions now..
Mercs keep saying "they found something" on the explored maps, probably they talk about doors..
Run and Gun sequence bugs out with running in place when not all three bursts are used..
And finally NPCs try to guessshoot trough obstacles in most stupid way..

If its not your mod then all these issues introduced by devs themselves in 1.2 version, I dont think "Pinned Down" mod can cause anything like this..
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