About this mod
A comprehensive rebalancing of every vanilla firearm with an eye toward more authentic details. Additional calibers with crafting recipes and adjusted spawns to correct weapons that were chambering the wrong ammunition. Retuned many attachments.
- Permissions and credits
- Donations
Grenade range now draws from strength rating, not explosives. C4 and similar explosive devices remain explosives based. Reduced the stack sizes based on how many I think someone could reasonably carry on their person in ready access.
Changed the names of many firearms to what I felt is more correct to reality or appropriate to the game world. Firearms have new flavor text which goes into greater detail. Created new lore for some weapons to help them tie into the game world. Added in the M1A1 Thompson from the official mod examples. Increased the effective range of all firearms to make it possible to hit targets at reasonable distances for the limitations of the game engine. All weapons hit much harder. Corrected magazine capacity to what made more sense to me, based on real world statistics and the visuals of the models. Widened the base overwatch radius, which is then reduced by most attachments. Increased the reliability of weapons in general so they don't wear out so quickly - which is then reduced by adding more attachments. Changed the operation of machineguns to behave more like other guns, particularly in the overwatch mechanics. Some, like the HK21 may be converted through attachments to fill radically different roles. Mortars now hold and fire only one round per turn, not a burst from a magazine of five.
Changed a number of attachments, particularly in correcting magazines to hold the appropriate number of rounds, such as 100 round magazines for the G36 and 20 round drums for the AA12. More rounds carried generally mean the overwatch cone shrinks due to the increased weight. Revised scopes to reduce the overwatch cone along with their other effects. Adjusted suppressors so they no longer provide perfect silencing, but instead reduce the weapon noise range by a percentage. Crap oil filter suppressors reduce the noise range less than quality suppressors, reduce reliability by a greater amount, and interfere with aiming. Subsonic 9mm ammunition synergizes with suppressors to allow shooting at close ranges to enemies without being heard. Added some attachments to weapons that did not have them. Attachments tend to add weight to weapons, reducing the overwatch angle, and are more things to maintain, reducing weapon reliability.
I have played this mod through a full campaign and everything seemed fine. Due to the longer ranged weapons, Enemies will take potentially deadly shots outside of their visual range if you have been spotted, making cover and concealment particularly important. Some combat is harder, like when spotted by elite soldiers, who can slaughter a merc quickly, or easier, if executing a good ambush on an unaware enemy group and wiping them all in a turn. I may change some details in the future, but it seems like a decent playing mod for now. I suggest running the Bullet Velocity Increase (more realistic and you don't need to wait ages for wild shots to land), Full Damage Automatic Fire (no damage penalty for automatic fire) and Pinned Down (suppression system based on volume of fire shot at targets) mods to get a reasonably realistic combat experience, but you play how you like.
You could add this mod mid-campaign, but all the stuff that existed before it was added will tend to retain their old stats, including the gear held by existing enemy units, so many things will be wrong. It should still run ok though. If you remove the mod, the campaign should still function, but there will be messed up gear and such left over. I suggest just starting a new campaign to get the best result. You can likely tell if you will like it pretty quickly from the first island.
Modders are encouraged to pull anything they want out of this mod for their own work. I do not need to be asked for permission before you publish anything, but feel free to contact me to share what you have done with your own mod so I can check it out.
Installation: extract the included folder into your Jagged Alliance 3\Mods folder. Don't forget to activate it in the in-game mod menu. You may uninstall the mod by deleting it from your mod folder, or simply deactivate it in the mod menu.