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Jagged Alliance JA2 Straciatella and FT with Redux and Equilibrium mods

Wened

Educated
Joined
May 27, 2011
Messages
74
Hi. I do not want to make separate threads so i will put all my questions into one.

Currently im Playing Jagged Alliance 2 moded with Straciatella (Just bugfixes, no new content). Its my first run ever (seriously) and im strugling cause of how the interface works and how little is comunicated to the player (compared to more modern games).
After a whole day of frustration i found that i can spent more AP to increase accuracy and that by pressing Del i can see enemy fire effectivness (colored zones on the ground).

Are there any other things that are super essential to the gameplay but are not displayed?
Is there any indicator how often mercs should sleep? How to i sell excess loot? If i bandage my mercs why is their HP bar in brighter colour than before? How to bandage after autocombat?



Also. Once i beat JA2 i was planning to try Fallout Tactics modded with Requiem and Exuilibrium mods. But i only played the basic FT so far. Anyone here has experience with these 2 mods and can give some tips?
 

7h30n

Augur
Joined
Aug 14, 2012
Messages
302
For Jagged Alliance 2. If you have the GOG copy, go to wherever you installed the game and read the file named "manual.pdf". All of your questions are answered there.

EDIT: And yes, before you ask, I am a Linux user and I read all the man(ual) pages.
 

Pegultagol

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I'll try to explain to the limit of my JA2 experience..but I played 1.13 so could be altered

Yeah the manual is an essential read to the start to the game. The first event is scripted as part of tutorial and this is explained as walkthrough in the manual.

I don't think there's any indicator how often mercs should sleep, but every merc has 100 energy and its rates of depletion depends on stats and more on activity. For example, being encumbered increases the rate of energy loss, so is climbing on top of buildings. Certain traits like Night Ops reduces the need for sleep. I think mercs like Grunty and Raven are night ops specialists.

I think you can sell loot by pressing ALT while on sector inventory to bring up price of items and clicking on to sell them cheap to 'locales'. There are merchants who might be willing to trade / buy certain items. But I think there will not much in the way of merchant starting out.
You can bandage your mercs to stop health loss (bleeding) but the health loss inflicted still remains (indicated by the brighter color). So it means that your merc will have reduced HP. One has to be treated by a medic merc performing 'doctor' duty with medical bag on strategic layer to start to heal faster and recover any stat loss.
You can also allow the injured mercs to sleep to recover HP loss, albeit slowly.
I'm not sure how the bandaging process works if mercs are injured in autocombat, but I'd guess that there should be an acting medic with medical supplies on hand in order to bandage. Or I would go down to the tactical level to manually bandage the injured.

Other tips (not super important) off from top of my head

  • I thought it was useful to always have enough AP at the end to either crouch behind cover or lay prone
  • Running makes a lot of noise but also reduces your chance to get hit
  • High experience level generally improves mercs ability to trigger interrupts
  • 'Shift+N' toggles eyewear depending on time of day (provided that you have NVGs and sun goggles in mercs' inventory)
  • Canteens (or PET bottles) help mercs recover energy during battles
  • Shooting birds improves mercs' marksmenship pretty quickly
  • If you're hiring a merc, his or her starting loadout of weapons indicate what they'll most likely be the most accurate with
  • I've found Igor to be the best early all-around bargain merc. Buns is another one with good marksmanship. MD is a good starting doctor, Barry the mechanic.
  • Scouts (Elio, Ira, Lynx, etc.) will be instrumental later on for spotting enemies afar (with binoculars) and stopping possible ambushes during travel
  • The level of loot enemy drops gives you indicator what type or quality of weapons your mercs should be equipped with
  • You can later on play with various optics (e.g. scopes) to have a feel for the right range of more powerful rifles
  • Be sure to save up all explosives (grenades, rockets, etc.)...you might need them later

Alright, have fun!
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
4,803
Biggest tip is of course "read the full manual," applies pretty much to any game from the 90s and earlier.
I remember playing the demo back then, accidentally finding out that I can right click to actually aim the bloody gun and hit something made the entire game click and come together as the bestest thing ever.

Some of the less obvious features: you can hold Ctrl and click to open an interaction menu - this lets you, for example, close containers.
It also lets you steal stuff from opponents, but you need to do it quick and pummel them until they're unconscious (not dead). It's a bit risky, but that's pretty one of the few things unarmed combat is good for in this game.
(and I'm not sure if it's even in the manual).

Is there any indicator how often mercs should sleep? How to i sell excess loot? If i bandage my mercs why is their HP bar in brighter colour than before? How to bandage after autocombat?
Sleeping goes like this - mercs have a stamina bar which depletes with exertion and refills right back when you let them catch their breath for a while. As you perform more strenuous tasks (travelling, assigned jobs, etc.)
the fatigue bar will start depleting permanently, limiting your max fatigue until you sleep it off.
Mercs will typically tell you when they require shut-eye, but you may decide to put them to bed earlier if you need them at peak efficiency (e.g. for combat).

Bandaging with first aid kits only stops blood loss, you don't get any hit points back this way. The merc recovers by resting. Assigning mercs with high medical ability as Doctors (you'll need a doctor's bag for it) helps to speed this up.
I typically don't autobandage after combat (unless there's an emergency), it's a good opportunity to gain a few points in medical ability

When it comes to selling loot don't worry about it too much in a vanilla game. Your main source of income will be liberating towns and talking to mine foremen to setup the funding scheme for your operation.
The rest of the income is peanuts. I'm not 100% certain if selling loot from inventory through altr-click is a 1.13 mod feature, but the correct way to sell stuff is by finding vendors. The nearest guy to buy and sell guns
is in San Mona, but you will need to do a minor quest to gain access.

Random Tips:
Always check the whole map and talk to every NPC (have good leadership on your talker). It's possible to discover things like quests and loot.
Same applies to the map, you can find hidden caches and sidequests if you stray off the roads. Though you shouldn't be wandering off alone.

If you come across a locked container, try kicking it open. The merc might protest that it won't budge, but don't be fooled.
Alternate between kicking and prying it open with a crowbar until it eventually pops open. Might take some time depending on strength.

When it comes to mercs, most of the time you'll get what you paid for. However, don't get too obsessed with marksmanship,
while it's good to have a few guys who can hit the broad side of the barn, it's really easy to train by just shooting things,
and pretty much any skill can be trained with practice and high intelligence, and lower skill values actually train quicker.
It's the physical stats that are the most demanding to train (strength, dexterity and agility),
Same goes for merc expert training (night ops, sneaking, auto weapons, ambidextrous etc.) so be on a lookout for good deals and "diamonds in the rough."
For example, Len is a good, dependable early merc that covers a lot of bases for you, but won't develop his stats (if he does, it's a known bug in the game).
Dr.Q might look like a poor choice because of the 60MRK, but he's got fantastic physical stats and once you raise the MRK above 70, he'll actually start hitting things.
The "learning by doing" system is abusable, but I recommend not wasting time grinding perfect stats. Just play the game and let it flow naturally.
Even mercs that look useless can be valuable for the comedy value. Half of the game is listening to banter and discovering interactions between chars.
For example, the M.E.R.C guys seem useless, but you can use them as mules, and it'll eventually unlock better guys.

Ask away if you have any specific questions.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
I have no problems with Audio-Visuals of this game since most of my fave games look and sound like this. I also have no problem with using keyboard to do basic stuff like climbing elevation or targetting hostiles on roofs. What i do have problem with is how long it takes me to do stuff in the interface. Like swapping right ammo types to right mercs. I have 6 dudes now. It will be a bussywork once i get 3 squads.
 

agris

Arcane
Patron
Joined
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Messages
5,649
I have no problems with Audio-Visuals of this game since most of my fave games look and sound like this. I also have no problem with using keyboard to do basic stuff like climbing elevation or targetting hostiles on roofs. What i do have problem with is how long it takes me to do stuff in the interface. Like swapping right ammo types to right mercs. I have 6 dudes now. It will be a bussywork once i get 3 squads.
The trick here is to do most of your inventory management in safe sectors, from the map screen. There's a reason you can "view sector items" (or whatever it is called) on the map screen. With your squads in that sector, everyone can just dump their items into the sector inventory, and then you move items to people from the map screen. Per-character inventory access is still preserved in the map screen, as well unloading guns, combining / transforming magazines, etc.

As others have said, RTFM is a must. I also found Lilura 's intro piece on JA2 to (non-ironically) be very helpful - after I read the manual. I only read the first and second article, and it was all I needed to very quickly play the game more than proficiently.

Note that Lil's pages obviously have spoilers (it's a walkthrough) and meta strategy that you would normally take a good amount of time to figure out yourself, if ever. But in 2021, it's a stand-in for talking to your friends about what to do in a hot new game, and frequenting the Sir-tech boards.

Speaking of, why did Sir-tech go bankrupt? Huh. Wonder why I said that.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
Questions about combat.

1. If my dudes are sneaking, and the enemy spots some of them. Are they all revealed? Or will the AI treat some of my better ninjas as still invisible/untargetable?
2. If there is an enemy waiting for me to aproach (in a room or corridor) and i can aproach him from only one direction, what is the best way to get him without getting shoot first (interrupt). Grenades? Blowing up some other wall with tnt? Because for now i just use Biff as meat shield XD. In new XCOMs there are plenty abilitis to either flank or disrupt such enemies, so i feel like im missing something.
3. Is there a way to make sneaking and assasination more efective. Maybe 2 times i managed to sneak on a guard and one-hit him with a throwing knife. And i tried this shit like on 100 different ocasions.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
4,803
Questions about combat.

1. If my dudes are sneaking, and the enemy spots some of them. Are they all revealed? Or will the AI treat some of my better ninjas as still invisible/untargetable?
Target visibility is affected by several factors, ambient light, vegetation, LoS obstruction, camouflage (in 1.13 there are also different camo vs. terrain types),
so yeah, some of the guys might be undetected, just don't expect to be invisible in the middle of the road in broad daylight.
By the way, sneaking (Z) only reduces the sound you make, it's not a magical Invisibility button.

2. If there is an enemy waiting for me to aproach (in a room or corridor) and i can aproach him from only one direction, what is the best way to get him without getting shoot first (interrupt). Grenades? Blowing up some other wall with tnt? Because for now i just use Biff as meat shield XD. In new XCOMs there are plenty abilitis to either flank or disrupt such enemies, so i feel like im missing something.
Well, there's a guy holed up pointing his gun at the door, expect to eat a bullet or two. Yeah, grenades and blowing up walls are the two standard approaches. If the wall is thin, you might try shooting a few AP mags through it.
Actual suppression rules only came with mods, but you might still get a lucky hit in or force the guy into prone position.
If you really want to cheese it, making some noise coming from the other direction to distract the guy sometimes worked and I was able to get through without being interrupted.
Merc experience level plays a major factor in interrupt chances, so if you bring a high level guy and the opponent is low level, you might be able to shoot first.
You will also get a special tool later in the game that is useful in this particular situation, but I won't be spoiling.

If you want more options, 1.13 mod brings a bunch of new tools to the table like flashbangs and controllable militia, though I recommend you appreciate the vanilla game first.

3. Is there a way to make sneaking and assasination more efective. Maybe 2 times i managed to sneak on a guard and one-hit him with a throwing knife. And i tried this shit like on 100 different ocasions.
I reckon you're already doing it at night, with a night ops / throwing expert. These are the optimal conditions for silent knife throwing. Thing is, you need to score a critical hit to instakill with a throwing knife, so there will always be
a random chance involved. For best results, you should work in pairs so the other guy can pick up the botched job with his own throwing knife, or a gun if need be.

IIRC, calculations for throwing knives can be rather complex, factoring in dexterity, level, marksmanship and throwing skill. (and you need good agility for sneaking and mobility).
I think you also need to hit an unarmored body part for good result, so while it's rather good in he beginning, it will become less effective as the game progresses.
 

laclongquan

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IT's not cheese. Have some guys making noise in the OTHER direction while your stealth guy sneak in is standard tactic before even 1.13. The level of noise can range from running loudly, to shooting into the walls, throw a grenades, anything to draw guards away.

Protip: Sometimes it's necessary to spend money to have a helicopter carry your team from one place to another. To the hospital, for example, because you need to spend money to cure your wounds instead of healing yourselves for free.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
This game is avesome and i would murder to get te same gameplay on a newer engine/interface.

Also. Are night time operations viable? Or should i only do them if i have many nightvision googles?
 

7h30n

Augur
Joined
Aug 14, 2012
Messages
302
This game is avesome and i would murder to get te same gameplay on a newer engine/interface.

Try Silent Storm next, but it still pales in comparison :negative:


Also. Are night time operations viable? Or should i only do them if i have many nightvision googles?

Absolutely, you have short range weapons at the start, so you can more easily get closer to enemies and into effective range of your guns during night.

Also, I'd use 1.13 mod after finishing vanilla/straciatella.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
4,803
You're not the only one, man. Imagine the collective frustration when the industry just keeps shitting on the game's good name by producing steaming turds like Back in Action or Jagged Alliance Rage.

Silent Storm is a good game, its main thing is the physics engine and the destructible environments that come with it. You can get good mileage out of it together with the sequel.
There's also the Hammer and Sickle spin off, but it's rather peculiar and more railroaded. I vaguely recall another obscure russian spin off in the series,
though I'm not entirely sure if it was ever properly translated into English.
Still, modded Jagged Alliance still blows it out of the water.
People who enjoyed JA2 typically get their kicks out of 7.62 High Caliber with all sorts of mods. It's a flawed game and RtWP, but its heart is in the right place.

There's also UFO, which you seem to be familar with. It also has its RtWP spin offs that scratch that itch if you're really desperate (Aftermath, Aftershock, Afterlight).

When it comes to the validity of Night Ops, it's obviously a great thing to try at the beginning, because the game starts out quite forgiving and you can have fun with lots of different tactical approaches.
The thing about night fighting is that it drastically cuts the engagement ranges, which means stuff like knifing, dual wielding pistols and fast-firing smgs can be relevant for longer,
while a typical daytime encounter is typically decided by superior range and precision fire.
Night Ops is a change of pace, so it's good to try it every now and then. Night vision goggles give you a sight advantage, so does the night ops skill.
While it's important to spot the enemy before he sees you, it's possible to manipulate the odds by throwing flares and creating killzones, as well as luring enemies with sound.
Though, typically night combat will be about combing the sector with throwing knives and supressed weapons, trying to dispatch the enemies one by one.

All in all, look at your team, the available equipment and ty to capitalize on their strengths. If you have night ops experts, build a dedicated squad.
 

Strange Fellow

Peculiar
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Steve gets a Kidney but I don't even get a tag.
Silent Storm, Sentinels in particular, is excellent and ranks above vanilla JA2 purely in terms of gameplay. JA2 of course has the better mercs and strategic elements and all that jazz, and with a properly configured version of 1.13 it's the best game in the subgenre bar none, but Silent Storm brings something different to the table and is just rock-solid, with absolutely delightful use of 3D space. Vanilla JA2 -> Silent Storm/Sentinels -> 1.13 is the right order to play the games in.

UFO/X-COM also belongs in this discussion somewhere but I'll be damned if I know where. Just play it.
 

spectre

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Well, there's also Jagged Alliance 2 Unfinished Business. We typically don't talk about it here a lot (it's main purpose is to prove that the perfect storm that made JA2 only ever happens once).

Also, I remembered one undocumented "feature" from vanilla, though I'm not sure if it isn't actually a bug. Typically, you can't aim your bursts, but if you switch to single shot, target the head, then press B to switch to burst again without moving your mouse,
you will be getting headshots as if you were aiming high. Makes high mrk mercs with auto weapons (Buzz) rather deadly with stuff like the RPK.
 

7h30n

Augur
Joined
Aug 14, 2012
Messages
302
Also. Are night time operations viable? Or should i only do them if i have many nightvision googles?

Absolutely, you have short range weapons at the start, so you can more easily get closer to enemies and into effective range of your guns during night.

Also, I forgot to mention, and you may notice this if you start doing night ops and using flares. Apparently, (last time I played) straciatella preserves the original bug where the flare would not light up when thrown. I think this is because some maps already have some lights, and this would exceed the maximum allowed lights. This happens most notably in Cambria.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
Is there a Bug about accuracy when both parties (Shooter and target) are on the same roof? Because just now i have a shootout like this and everyone is missing. In broad daylight with no obscuring objects. WTF? Could be just random chance (for over an hour) XD

I already played SSS when it came out. Now it seems like castrated JA.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
1. Are Black shirts supposed to be several levels above everyone else? Massive accuracy, dammage and evasion?

2. Is thera any mod that improves players accuracy? Fuck RNG.

This game lacks hard counters to RNG. In new Xcom you can wastly improve accuracy (or make insta-hit) by flanking, using explosives or some special attacks (heavy can spent all ammo for guaranted hit, psionic can deal psi dammage despite cover etc).
 

spectre

Arcane
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Oct 26, 2008
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1. Are Black shirts supposed to be several levels above everyone else? Massive accuracy, dammage and evasion?
These are elite troops, so yeah, expect better overall performance (but also better loot).
Damage comes directly from guns and the bullets they shoot, there are no hidden bonuses. They are probably just using decent guns and AP ammo, making short work of your kevlar.

2. Is thera any mod that improves players accuracy? Fuck RNG.

This game lacks hard counters to RNG. In new Xcom you can wastly improve accuracy (or make insta-hit) by flanking, using explosives or some special attacks (heavy can spent all ammo for guaranted hit, psionic can deal psi dammage despite cover etc).
If you're looking for these kinds of things, the game will disappoint you.
However, it's not true that there are no such mechanisms. You actually get better to hit chance if you flank a prone guy (also, flanking usually removes all the rocks, walls, etc. that may be blocking your LoS),
accuracy also gets a tiny bit better the more you shoot at one spot (which is why that red shirt will eventually hit you with his 38 pistol).
These might be subtle, but they're there.

Part of the problem is the game doesn't really display your to hit chances, and this is solved by the 1.13 mod, but before we open this can of worms, let's see what can be done to increase your odds:

I'm assuming you're using all the extra AP you can on aiming with the right click. This should be your default shooting mode anyways, cause snap shots will only hit stuff at point blank ranges.

Obviously, merc stats matter for CtH. I know I posted earlier not to get too married to high marksmanship, but if you're having a legitimate problem hitting things,
disregard that and start prioritizing 80+ MRK until you get a better feeling about how it all works.

It's almost too obvious, but don't get into a firefight if you're wounded or tired. All this will dramatically affect accuracy.

Another obvious thing, go for center mass, you need to get close or get sniper scopes for headshots.

What guns are you using? Accuracy wise, most starter weapons are crap unless you get really close, a range of 13 is much lower than sighting range,
which might fudge your sense of scale a bit. The mp5k you get on your IMP is actually the first decent weapon with range of 20 (yep, it's rather counter intuitive), it outshoots all the pistols and revolvers, but is still rather short.
If the reticle is flashing and the game tells you target is outside effective range, the odds will be crap.

Long range engagements start getting comfortable once you get past the 20 range mark and start getting closer to 30. The first SKS you find should give you a marked improvement.
Any weapon mods you can get your hands on also help here, laser pointers give a flat chance to hit bonus, scopes make your extra aiming more effective.

Some AIM mercs come with high tier weapons as part of their kit, so it's possible to buy the guy for just one day and keep their stuff. A bit cheesy but sorta balances itself out since it's a bit of a challenge to find any 7.62 early on.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
1. Are Black shirts supposed to be several levels above everyone else? Massive accuracy, dammage and evasion?
These are elite troops, so yeah, expect better overall performance (but also better loot).
Damage comes directly from guns and the bullets they shoot, there are no hidden bonuses. They are probably just using decent guns and AP ammo, making short work of your kevlar.

2. Is thera any mod that improves players accuracy? Fuck RNG.

This game lacks hard counters to RNG. In new Xcom you can wastly improve accuracy (or make insta-hit) by flanking, using explosives or some special attacks (heavy can spent all ammo for guaranted hit, psionic can deal psi dammage despite cover etc).
If you're looking for these kinds of things, the game will disappoint you.
However, it's not true that there are no such mechanisms. You actually get better to hit chance if you flank a prone guy (also, flanking usually removes all the rocks, walls, etc. that may be blocking your LoS),
accuracy also gets a tiny bit better the more you shoot at one spot (which is why that red shirt will eventually hit you with his 38 pistol).
These might be subtle, but they're there.

Part of the problem is the game doesn't really display your to hit chances, and this is solved by the 1.13 mod, but before we open this can of worms, let's see what can be done to increase your odds:

I'm assuming you're using all the extra AP you can on aiming with the right click. This should be your default shooting mode anyways, cause snap shots will only hit stuff at point blank ranges.

Obviously, merc stats matter for CtH. I know I posted earlier not to get too married to high marksmanship, but if you're having a legitimate problem hitting things,
disregard that and start prioritizing 80+ MRK until you get a better feeling about how it all works.

It's almost too obvious, but don't get into a firefight if you're wounded or tired. All this will dramatically affect accuracy.

Another obvious thing, go for center mass, you need to get close or get sniper scopes for headshots.

What guns are you using? Accuracy wise, most starter weapons are crap unless you get really close, a range of 13 is much lower than sighting range,
which might fudge your sense of scale a bit. The mp5k you get on your IMP is actually the first decent weapon with range of 20 (yep, it's rather counter intuitive), it outshoots all the pistols and revolvers, but is still rather short.
If the reticle is flashing and the game tells you target is outside effective range, the odds will be crap.

Long range engagements start getting comfortable once you get past the 20 range mark and start getting closer to 30. The first SKS you find should give you a marked improvement.
Any weapon mods you can get your hands on also help here, laser pointers give a flat chance to hit bonus, scopes make your extra aiming more effective.

Some AIM mercs come with high tier weapons as part of their kit, so it's possible to buy the guy for just one day and keep their stuff. A bit cheesy but sorta balances itself out since it's a bit of a challenge to find any 7.62 early on.


I had no idea that being Bandaged counts as accuracy penality. This explains everything. I should retreat.


Whats wrong about 1.13?
 
Last edited:

laclongquan

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Not wrong so much as it introduce more features. Good things, but pre113 is an entirely different game compared to 1.13 even with the most stable package.

Finding some stable and not-raging build of 113 can be such a chore that these days I tend to say "just pre-113 and fuckit".
 

spectre

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Oct 26, 2008
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That's putting it mildly. 1.13 is feature bloat piled upon feature bloat. It comes with an ini file (and a handy editor) which lets you toggle and tweak pretty much everything you want.
IIRC it It even has a zombie mode (which is thankfully turned off by default), as well as plenty of other shit, bugfixes, restored features, new abilities, AI improvements, metric fuckton of guns and items.
It's awesome once it's all setup, but to setup you need to have some sense of how the base game works, cause just turning on all the features will give you a broken mess of a game.
To give you one example, turning on "enemies drop all items on death" and being able to sell stuff with a single click makes the entire economy FUBAR,
which is fine if you follow it up with some self-imposed limitations, or if what you're looking for is a sandbox to play out your militaristic fantasies.
A lot of the stuff is is nice QoL, but ask yourself this: do you really need detailed sniper + spotter mechanics (yeah, obviously there's only one correct answer to this question).

For all its flaws, vanilla ja2 is a tight experience you should experience before you start fucking with it, because there's no coming back to it once you take the plunge into 1.13.

I had no idea that being Bandaged counts as accuracy penality. This explains everything. I should retreat.
Yep, like I said, bandaging is not healing (even though the popamole games of today tend to teach you otherwise). It basically stabilizes your condition and allows natural (or doctor-assisted) healing to start.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
Not wrong so much as it introduce more features. Good things, but pre113 is an entirely different game compared to 1.13 even with the most stable package.

Finding some stable and not-raging build of 113 can be such a chore that these days I tend to say "just pre-113 and fuckit".

I used 7609 version + some path i found. And holy fuck is the framerate bad. It looks like i see about 25% of frames i should and they are all lagging in real time. Im now searching forums on how to fix this. Seems to be common in wi10.
 

spectre

Arcane
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Oct 26, 2008
Messages
4,803
This may be the droid you're looking for:
https://steamcommunity.com/app/215930/discussions/0/2561864094354294629/

EDIT:
Or just go directly to the Bears Pit, this thread seems to be the most recent.
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24648&start=0&

I'm not really up to speed when it comes to which build works on Win 10 (only recently upgraded to win 10 and I played
Ja2 on Win7 with no major problems), which is the most stable, and what all the 1.13 offshoots are about, so perhaps
someone with fresh experience might chime in?
 
Last edited:

Wened

Educated
Joined
May 27, 2011
Messages
74
Even after using pathes and fixes i still have horrible glithes in 1.13. Mostly sttutering sound and slowdowns on screen transitions. Fuck this shit. Im going back to straciatlla XD
 

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