Jets'n'Guns Gold
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GamerKB

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GamerKB

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About this mod

"Hard Mod v1.2" is a mod that makes the gameplay harder (including consecutive playthroughs). Only Jets'N'Guns Gold v1.308 ST is supported.

Permissions and credits
Mirrors
Note: the mod is based on the English Steam version 1.308 ST.
Only Jets'N'Guns Gold v1.308 ST is supported.

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Installation of the mod:


  • Download a ZIP archive with the mod by the link given above.
  • Extract the downloaded archive and copy the "DATA" folder from its contents into the game's root directory (the "DATA" folder must be at the same directory where the game executable file "jng.exe" is located).
  • Find and move (do NOT delete, but move/backup it somewhere else, just in case) the file "jng.dat" from the game's directory to some other location. This file contains all the main game resources, encrypted. The point is: it shouldn't be in the game's directory anymore.
  • Also, make sure that inside that copied "DATA" folder (the one in the game's directory) there are some folders with english names (with game resources) and a text file, and not just another sub-folder named "DATA", or the game won't work.
  • Start the new game.

(Inside the archive there's also an extra folder, meant ONLY for mod-makers. It contains just modified and new files, so that it would be easier for people to find what was changed, compared to the original game.)

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Removal of the mod:
  • Copy back into the game's root derectory the original file "jng.dat"
    that you have backed-up earlier.
  • Remove the mod's "DATA" folder from the game's directory.

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Additional info about the game resources:

I found this site: https://wiki.xentax.com/index.php/Jets_N_Guns_DAT

and there's info about how to decrypt and extract the game resources from the file "jng.dat", so that it would be possible to modify the game, but I couldn't find a way to encrypt and put them back to that DAT file.

But it's not necessary, because if the file "jng.dat" is not present in the game's root directory, the game will try to find resources in a "DATA" folder, if such a folder exists in the root directory.

That's why the installation of this mod requires removing the file "jng.dat" from the game's directory. Otherwise no changes would be loaded into the game.

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Information about the mod.

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"Hard Mod v1.2" is a mod that makes the gameplay harder
(including consecutive playthroughs).

The game always had the following 10 difficulty levels (but you could start on "Hard" at most):

  • Too Fat To Die
  • Normal
  • Hard
  • Nightmare
  • Total Mayhem
  • Inhuman
  • Superman
  • Terminator
  • God
  • Mission Impossible

The game automatically got harder with each consecutive playthrough on the same save file.

All enemies would get stronger and some Bosses would even double eventually, but the player's weapons would get stronger a lot faster, so that an experienced player, after a couple of finishes, would be able to easily finish the game on any other consecutive playthroughs.

The goal for this new mod is to make consecutive playthroughs harder (and even the 1st playthrough as well).

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Warning!


It's not recommended to start the game on "Hard" difficulty.

The game became so much harder on the 1st playthrough even on "Normal" difficulty, so that during the testing of this mod with an optimal strategy and weapon setup, I managed to beat the final two bosses only by constantly spamming the time slow motion, using the "Time Compressor" device installed on my ship.

So, if you had big difficulty in the original game on "Normal", then I would recommend starting the game on the easiest difficulty available, if you install this mod.

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About the Difficulty:

The first 30% of the game (on each consecutive playthrough) were always very easy, as desgined by the original game's developers.
Unfortunatelly, I couldn't find a way to make that part of the game noticeably harder.
So, you can see those first levels as a way to relax at the beginning of each new playthrough.

But, the second half of the game will be getting noticeably more difficult, with each new consecutive playthrough, because the the player's weapons won't get over-powered, unlike in the original game.

After around seven consecutive playthroughs you'll reach the "God" difficulty level. And then you will realize that you might not have enough power to beat some levels, unless you find an optimal setup / combination for your ship and weapons.

And, if you won't make enough money on previous playthroughs, you might have big problems on later ones. So, try to maximize your income on each level.

If you have problems with some levels, try to switch to a cheaper ship and invest more money into your weapons. You can experiment with different weapon setups, until you find the most efficient for the cost/power ratio.

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The main changes in the game, added by the mod:


  • Re-balance for prices and damage of the various powerful weapons (except for the majority of very cheap "early game" weapons). Too powerful weapons got less powerful and/or made more expensive. Also, a lot of unremarkable before weapons can surprise you now by their effectiveness for specific stages of the game, in comparison to other weapons, during the 1st or 2nd playthrough. (Additionally, collecting all the secret weapons for several playthroughs
    wouldn't break the game balance now, because they got very expensive to upgrade them.)
  • Some powerful weapons get available later than before in the game (after the 1st, 2nd, or even 3rd playthrough), which makes the game more difficult.
  • Added the more powerful heat sink "Cy-Beria Heat Sink Mk.II", which becomes available after the 2nd playthrough. Its max upgrade makes it equal to around 6 original "Cy-Beria" heat sinks. (The original "Cy-Beria" got an extra "Mk.I" in its name now).
  • Re-balance for prices and characteristics for some original ships. Some cheaper ships (especially "TMiG-226 Koala Killer" and the secret "Airworm Hypercopter") can be useful now even after the 1st playthrough, because the newer ships got more expensive. (Also, the Transporter and L.E.D. Zeppelin might be useful as well, because they have some noticeble advantages, albeit being a bit too slow and big).
  • Added two new ships ("TMiG-320" and "TMiG-330"), based on the "TMiG-310". They become available after the 2nd and 3rd consecutive playthroughs. Each has its own unique base color scheme.The new ships has better characteristics, compared to the original "TMiG-310",
    and they also have an additional rear weapon slot.
  • Added a rear weapon slot to special ships (Jet-Pack, Scuba Diver, Underwater Ship).
  • Added a small extra convenience in the shop's information about all ships: aside from the upgrades' values there are now multipliers (the amounts of possible upgrades).

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Extra info about weapons with piercing damage:


  • Weapons like lasers, Chronitron Rifle, Hexagun, etc., which can pierce through everything in their way, got a lot more expensive now, in comparison to weapons with similar but non-piercing damage.
  • Also, the new balance makes all piericing weapons useful, depending on the game stage (or a specific consecutive playthrough). They have advantages and downsides.
    (For example, the upgraded Chronitron Rifle is more powerful and cold for its DPS, than the maxed VX laser, but it's a lot more expensive. Hexagun is similar in power to Chronitron, but covers more area. Quattro is much more powerful than those, but it's also much more expensive and hotter.)

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Additional changes to some weapons:


  • Hexagun can only be installed into the front weapon slot now.
  • Zombie Blues and NTR Sandman Laser can only be installed into the rear weapon slots now.
  • M.S.G. (Superman) missiles are weaker and become available during the 2nd playthrough.
    But there is now a new version of Homing Missiles "Mk.II", which becomes available during the 3rd playthrough and has more power (and a distinct color).
  • Zombie Blues weapon is weaker (and is marked as "Mk.I"). ]
    But there is now a new version of Zombie Blues "Mk.II", which becomes available during the 2nd playthrough.
  • Added a new "Overdrive" mode upgrades to some weapons, which is useful during multiple consecutive playthroughs (see below for more information).

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"Overdrive" mode for some weapons:


15 weapons have an "Overdrive" mode last upgrades. Those upgrades are less efficient (over-priced), but they still make the weapons more powerful.

Such upgrades are useful for later consecutive playthroughs on the same save file, during missions which force the player to use ships with too few weapon slots.

Since a lot of original weapons got weaker, compared to the original game, such missions could become impossible to beat on higher difficulties.

But the "Overdrive" mode solves this problem. Now the player can sell some of their weapons and put extra money into a couple of powerful weapons.

"Overdrive" upgrades are marked with a special icon in the shop and on the item itself in a slot:



All weapons, which support such upgrades, will also have an extra info about it in the bottom of their descriptions.

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Weapons that have "Overdrive" upgrades:

the last 1 upgrade is "Overdrive":
  • Rockets "Banjo".

the last 2 uprades are "Overdrive":
  • Guns "Hydra", "Quattro", "Tesla", "Hexagun", "NTR Sandman Laser", "Zombie Blues Mk.II".
  • Bombs "Discoteque 3000", "Monkey Maniac", "Cauldron".
  • Rockets "Incubus", "Flea Circus", "Rodeo", "Homing Missile Mk.II".

the last 3 uprades are "Overdrive":
  • Bombs "General Pig".