Jagged Alliance 3

Jagged Alliance 3

Final Stand
Soundwave2142  [developer] 8 Jun @ 4:22am
Improvements / Suggestions
Give any suggestions for improvements here.

Current plans:
#### 1.20
- Buff to all player mercs that gives slight bonuses to performance and allows to see all enemies when entering sector during _Final Chance_.
- Army Player Faction and Army Special Forces Player Faction.
- Final Stand wave and description is now also shown in quests.
- Options to start with random set of Mercs (only certain mercs are available at start).

#### 1.30
- Legion Player Faction, Militia Enemy Faction.
- Scouting the sector will reveal the enemies for the next wave, scouting takes more time.
- Remove waves 3,5. Add endless mode.

#### 1.40
- Rebels Enemy Faction.
- Bosses for all factions, that will appear on last wave.

#### 1.XX
- Fix Translations IDs + Translate to other languages.
- Multiplayer support

V - done (not in the mod yet).
~ - in progress.

Do not suggest mods/characters, only topics related to this mod. Stick to English or your comments will be deleted.
Last edited by Soundwave2142; 15 Jul @ 4:45am
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Maybe add more than one deployment zone for the player, so he/she can take a different approach for the next wave.
What I would also love, would be an implementation into the Vanilla Campaign, now its nice as a Standalone gaming experience.
Soundwave2142  [developer] 10 Jun @ 2:29am 
Originally posted by cockadoodledoo:
Maybe add more than one deployment zone for the player, so he/she can take a different approach for the next wave.
What I would also love, would be an implementation into the Vanilla Campaign, now its nice as a Standalone gaming experience.

Thank you for the zones suggestion, I've added it to the list of planned changes. I've also updated this post to include said list.

As for integration into Hot Diamonds, that would take quite the effort and I would rather spend it on standalone experience, so I don't see that happening unfortunately. Thank you for the suggestion.
Lucjan 30 Jun @ 9:58am 
Mod doesn't tell anywhere how log it will take. When playing for the first time is very hard to tell what is good contract length for starting mercs (I understand that this might be be design and players should figure it out on their own)

It is hard to tell how to access shop, I think that info in F1 to do that via IMP page would be helpful. I was waiting for an email at first.

I would like have an option to be given/choose random starting mercs. Vanilla random unavailability is nice for this, here all none-legendary mercs were available from the start. I would prefer to have a chance to play with legendary mercs more. Unlocking aim gold but mailing overall availability random would e my preference.

Piere EQ is very strong at start. He comes with 5 small diamonds so he feels like a cheat on 3 day contract.
Soundwave2142  [developer] 30 Jun @ 10:52am 
Originally posted by Lucjan:
Mod doesn't tell anywhere how log it will take. When playing for the first time is very hard to tell what is good contract length for starting mercs (I understand that this might be be design and players should figure it out on their own)

It is hard to tell how to access shop, I think that info in F1 to do that via IMP page would be helpful. I was waiting for an email at first.

I would like have an option to be given/choose random starting mercs. Vanilla random unavailability is nice for this, here all none-legendary mercs were available from the start. I would prefer to have a chance to play with legendary mercs more. Unlocking aim gold but mailing overall availability random would e my preference.

Piere EQ is very strong at start. He comes with 5 small diamonds so he feels like a cheat on 3 day contract.

Thank you for detailed feedback. These are all very valid comments. I will try to adress them next patch.

Regardless random availability suggestion, this is a good idea, something akin to "Busy Mercs" option could add more to replayability. Will add to ToDo list. Thank you.
Lucjan 10 Jul @ 1:39am 
Hello, I see there are advance settings options available (vanilla for less ammo, higher prices etc). The thing is, it allows to enable all mercs to be online - I played without ti and they all were online anyway :D

From what pool do you select starting gear? I picked army as enemy and I got quite strong items.

Anyway I wonder about specific mod configuration. If a player plays with ToG and Rato GBO then some weapons should not be available (as are not patched for GBO). This is why I wonder how do you select items for starting sector gear.
Soundwave2142  [developer] 10 Jul @ 1:56am 
Originally posted by Lucjan:
Hello, I see there are advance settings options available (vanilla for less ammo, higher prices etc). The thing is, it allows to enable all mercs to be online - I played without ti and they all were online anyway :D

I did not alter in any way how these calculations are made, this is default game behavior. Perhaps I'm missing some campaign start calls to Effects that Hot Diamonds employ, I can't say for sure.

Originally posted by Lucjan:
From what pool do you select starting gear? I picked army as enemy and I got quite strong items.

Starter gear depends on two things right now, player faction and enemy faction. Army all have armor and potentially high dps weapons, so I tried to counter it with armor and mid-late game weapons.

Player gets the same amount of gear regardless of squad size (with ammo slightly randomized); this hopefully ensures the player cannot equip everyone with good gear if employing more mercs but also won't be immediately wiped out in the first 2 waves if employing less mercs.

Originally posted by Lucjan:
Anyway I wonder about specific mod configuration. If a player plays with ToG and Rato GBO then some weapons should not be available (as are not patched for GBO). This is why I wonder how do you select items for starting sector gear.

Both starter gear and post-wave rewards use their own loot definitions, so in this case, there's a chance player will receive non-patched items.
Lucjan 10 Jul @ 2:38am 
Originally posted by Soundwave2142:
Both starter gear and post-wave rewards use their own loot definitions, so in this case, there's a chance player will receive non-patched items.

But are those vanilla only? I got Kompositum light camo armor
Soundwave2142  [developer] 10 Jul @ 3:22am 
Originally posted by Lucjan:
Originally posted by Soundwave2142:
Both starter gear and post-wave rewards use their own loot definitions, so in this case, there's a chance player will receive non-patched items.

But are those vanilla only? I got Kompositum light camo armor

The loot definitions themselves are not vanilla, all items within those loot definitions are vanilla.

Some items might sound a bit overpowered, I will tweak them later, my focus, initially, was to just ensure player has a smoother start.
Lucjan 10 Jul @ 5:57am 
Originally posted by Soundwave2142:
The loot definitions themselves are not vanilla, all items within those loot definitions are vanilla.

Some items might sound a bit overpowered, I will tweak them later, my focus, initially, was to just ensure player has a smoother start.

Amazing, allowing other modders to extend possible loot definitions would allow for compatibility with mods like Ton of Guns and similar.
Soundwave2142  [developer] 10 Jul @ 9:09am 
Originally posted by Lucjan:
Originally posted by Soundwave2142:
The loot definitions themselves are not vanilla, all items within those loot definitions are vanilla.

Some items might sound a bit overpowered, I will tweak them later, my focus, initially, was to just ensure player has a smoother start.

Amazing, allowing other modders to extend possible loot definitions would allow for compatibility with mods like Ton of Guns and similar.

And you won't even need a seperate compatability mod or dependency on Final Stand. Before granting loot, for starter gear or wave rewards, or many other events, it fires messages you can connect to, scan the table, modify whatever you want or pass different definitions.
Last edited by Soundwave2142; 10 Jul @ 9:10am
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