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Jagged Alliance 3 from Haemimont Games

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I wonder if this game might be sharing code with Expeditions Rome.
 

raeven

Educated
Joined
Aug 29, 2020
Messages
307
JA2 was pretty anemic as far as the strategic layer goes. It seems like they're going for a much more fleshed out strategic game, and also a lot more in terms of questing, dialogue, etc - all of which were pretty lackluster in JA2 compared to other RPGs. The tactical combat made up for it and secured its place as a classic but I'm excited to see those elements in this newest iteration.

As for the tactical layer, the "pod" system of XCOM is nowhere to be seen and actual bullet physics are in, which are the most important elements imo.
 

Strig

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Oct 29, 2021
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Between the pages of Potato's "Republic"
Where's my true sequel/spiritual successor?!

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Vomit Fagance 2

A long awaited game in which Germans meddle in affairs that don't concern them, violate the sovereignty of a free country and murder defenceless population in South America. Supposedly the distribution of this game will be banned, because it violates the UN Charter.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,169
Unveiling the Wider Picture: Your Path to Victory in Jagged Alliance 3
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Unveiling the Wider Picture: Your Path to Victory in Jagged Alliance 3

Sofia, Bulgaria / Vienna, Austria, June 14th, 2023: In Jagged Alliance 3, victory in battles is no guarantee of winning the war. Our tactical turn-based game demands more than just skillfully maneuvering your mercenaries in combat. Welcome to the world of the "Wider Picture", an essential aspect that may even surpass the battles themselves in importance.

In Jagged Alliance 3, you bear the responsibility not only for coordinating grenade throws and well-timed gunshots but also for the composition of your battlefield forces and their equipment. As the to reclaim Grand Chien campaign unfolds, you take charge of the entire operation. Your role extends beyond hiring and training mercenaries; you also train militia units once you've conquered one of the various sectors, the strategic map contains. Ensuring your soldiers' well-being becomes paramount as they require healing and equipment maintenance, gaining an edge in combat is also possible by dispatching scouts to nearby enemy strongholds.

It's crucial not to overlook the financial aspect. Sustaining your operations necessitates acquiring funds to cover expenses. This means conquering mines, seizing diamond transports, and employing strategic measures. Prepare yourself for Jagged Alliance 3's dynamic open-world campaign, a thrilling experience that demands your adaptability in response to your enemies' actions. Seize every opportunity to gain the upper hand and ultimately crush the legion!
 

Zombra

An iron rock in the river of blood and evil
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Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Devstream with Ian Currie in a couple days. Hop on Twitch and say hi to a fucking legend.

Upcoming DevStream #7 with Special Guest Ian Currie
As we’re getting closer to launch, we’re increasing the frequency of DevStreams and will now be streaming every week. To celebrate, our next DevStream will be a special one!

Ian Currie is the creator of the Jagged Alliance franchise and has been working with the Haemimont team on Jagged Alliance 3. He’s been gracious enough to join us on our DevStream next week where we’ll talk about the previous games, chat some about JA3, and answer a bunch of questions. This is a unique opportunity to interact a long time veteran of the game industry, so you don’t want to miss it!

We also might be giving away a few more JA3 team shirts to few lucky viewers as well.

While we can’t promise we’ll get to everyone’s questions, we welcome you to post any questions you’d like to ask Ian here. We’ll be gathering them together and pulling from this question list, as well as questions from chat, during the stream.

Mark you calendars for June 22nd at 11:00 AM EDT / 5 PM CEST on the THQ Nordic Twitch Channel: http://twitch.tv/thqnordic
See you there!


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Ghulgothas

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Feb 22, 2020
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So Below
Dev Diary 10 - Art Direction
Hello and welcome to this week's DevDiary focused on the Art Direction for Jagged Alliance 3. My name is Nelson Inomvan and today I will have the pleasure of being your guide throughout the beautiful land of Grand Chien.

One of my many tasks as an Art Director is to help the art team in crafting a unique aesthetic for the project and make sure the original vision is preserved throughout the development process.



A Look Back

One of the first things we did when we started work on the project, was to go back and play the first two games. What we quickly learned was that what made those games be what they are was not in the realm of a specific color palette nor the technical bells and whistles of the time, but rather in what I call “the fantasy” element.
The concept at the core of the game, the big idea that revolves around you as a player assembling a crew of mercenaries, embarking on a thrilling adventure reminiscent of action-packed movies from the 80s-90s and that should still be key when it comes to the visuals.

I still remember the rip-o-matic we put together and shared throughout the studio. It was a mash-up of scenes from some of our favorite action flicks of that time, and we used it to set the energy in the team. It was a good example of what we sought to convey with the visuals.

Making that deep dive into the first two games, made us also realize and appreciate how rich and thought out those titles are. The attention to detail (e.g. crows and the fallen enemies) was on another level, and it became clear to us that we had to step up and match that standart at the very least.

Maybe this is the place to express our respect for the teams who created those classics. The immense passion, love, and elbow grease poured in those games is still visible even to this day.

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The Road We Took

Throughout the pre-production phase, the game underwent multiple iterations until the visuals finally encapsulated the initial design concept we were striving for.

At one point, we experimented with a "dirty-gray" military aesthetic, but soon realized that something was missing from that picture, making the game look too generic. Thus, our search continued until one day something interesting happened, shaping all of our subsequent decisions.

We went back and took another look at the design documentation, which encompassed a vast amount of information about the world, and an idea sparked: What if we make the country of Grand Chien and, more importantly, the continent of Africa at the heart of our art vision, rather than the other way around?

This simple yet effective idea changed our thinking and the process led us to the concept of “contrast” or what we ended up calling it - “Wet and Dry”, those two words encapsulate the breadth of what the continent of Africa can offer and thus make it the central character in the stage of “art”.

Now we had the opportunity to explore the vast array of breathtaking locations, each boasting its own distinctive weather patterns, allowing players to immerse themselves in the continent’s remarkable richness. From the always wet muddy jungles filled with mosquitos to the dry savannas or scorching hot wastelands. Furthermore, many of these elements would have a significant impact on gameplay, thereby influencing your decisions as a player.

We've even taken into account minute details such as the presence of puddles in jungle areas and their potential impact on the effectiveness of your fire bombs.

Key features such as dynamic movement, exaggerated weather, strong lighting and cinematic-style color grading all played a role in pushing the world of Grand Chien and achieving this distinctive art style. Additionally, the ever present signs of entropy that can be seen in all human made everyday objects added a unique depth to the world.

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Wet

We discussed the discovery of our artistic style, but let’s delve a little deeper into the meaning of those key terms.

The lush green jungles, the always foggy African swamps, and those enigmatic parts of the forest avoided by locals due to strange rumors are all part of what we refer to as the “wet” regions.

Moss will cover roofs of buildings, while plants and trees will create pockets of small settlements or cities where people will go on with their lives.

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Winds will animate every blade of grass, bushes or trees, and during thunderstorms the whole jungle will react to the dance of Ọya, Аfrican goddess of winds.

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As mercenaries traverse those regions, the foliage will respond to their presence, bending and swaying with their movements. Leaves will be cut by bullets, and explosions will leave scorch marks where bushes were, connecting the world to the actions and impact of your mercenaries.


Mosquitoes and other insects will be your merc's constant companions and sometimes this will show as they will try to get rid of the little buggers.

Rain storms will muffle all sounds (as already described in Dev Diary 6 about combat) thus giving you good opportunities for a more stealthy approach or it will deteriorate the condition of your weapons. And all of this interconnectivity is dynamic.

Cool colors with the occasional warm accent will compliment the overall picture and help create an impression of a wet, foggy part of the world where the weather is unpredictable and nature is in the process of reclaiming it.

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Dry

On the other side of this art dichotomy we have the “Dry” regions with their wide open savanna plains and arid rocky wastelands where life still finds its way, but at a higher cost.

Mercenaries will tire faster and will complain about the heat.

Dust will cover everything and if you happen to enter a sector during a dust storm, you will be submerged in it, making the whole picture look almost surreal.

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Heat waves and flash fires will color the land in warm hues testing your team endurance to the limits.

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Light

Presenting all of those beautiful locations wouldn’t work if the lighting of the game was not what it needed to be. We devoted significant time and effort on that aspect of the game, until our goal was met.

Savannas plains are not just hot, they are burning hot, and the sun creates a feeling that it will boil the land at any moment.
Similarly, in the jungles, sunlight filters through the clouds, casting reflections on mud roads, puddles, and metallic objects, creating a captivating play of light and shadows.

Indeed, as you can already gather, the concept of “contrast” is prevalent here as well making different regions look quite distinct from each other. The always foggy parts of the forest will appear dark in stark contrast to the sun bathed wastelands where the high temperature causes rocks to crack.

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Entropy

One last part that I want to mention is the “entropy” factor in all of our designs for world objects. Due to its turbulent past the country of Grand Chien and its people do not have access to new goods which forces them to improvise and repair what they already have and with time this will show.

A special attention was paid to this aspect for each and every asset we’ve created, ensuring that it aligns with the general idea about the world we are trying to build.

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“We’ve built this city on Rock n Roll”

Speaking of “building the world” I can not talk about this process without mentioning the contribution of our Level Design team. These are the people that meticulously handcrafted every small detail from the smallest structure to… well everything.

The process begins with those design documents I mentioned earlier, but this time they are tailored to a specific region, containing details about the story of that particular sector and other important information. Then we prepare a mood board giving form to those ideas followed by concept art so we can better capture the essence and aesthetics of the location in question.

One of the challenges we aimed to overcome was the risk of the world appearing artificially designed solely for gameplay purposes (e.g. а broken columns every x meters) and lose its organic, representative aspect. We constructed the world so it is easy to read but still retain its authentic and immersive characteristics.

This process was repeated for each and every meter of the world of Grand Chien.

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Conclusion and an Invitation

Throughout the development of every project, games go through various stages, and there are instances when tight schedules leave little to no room for what I call “the love period”

During this stage, a project has all it needs, all the necessary ingredients, yet we revisit it to polish and dedicate time to all the small ideas that were previously set aside.
I am happy that we found time to do that.

Ultimately, my hope is that when you and your team visit Grand Chien for the first time, you will be captivated by its beautiful landscapes, ever-changing weather, and expansive world-building meticulously prepared by our design team. For more details from the design team, check out Dev Diary 5 - World Building)

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Two last things
1.

OK, there is space for a tiny bit more text and one last gif. I have mentioned special FX and I could not pass this opportunity to show some explosions!

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2.
I made another small surprise for you - The 2nd wallpaper is now available! You can find both wallpapers here.

That’s it from me for today. To see more of our Art in action AND to meet Ian Currie (creator of the original JA1 & 2), join us on our stream this Thursday, June 22nd at 17:00 CEST on the THQ Nordic channel: http://twitch.tv/thqnordic

We are now streaming EVERY THURSDAY at 17:00 CEST!
 

covr

Prophet
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Sep 3, 2006
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1,440
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Warszawa
Last night I had a dream of this actually being damn good. No joke.

Then I woke up and remembered the -50% damage when burst firing BS.
:negative:
Really -50% damage?

I am at work and cannot watch - what's the idea behind that? So... by burst you mean automatic fire like 10 bullets shot by 1 action. So possibly this could do 10 times more damage vs single shot. And they have decided that damage should be cut by half? How does it work in other tactical games? I assume that burst should be an action more expensive in AP's + less accurate + possibly damaging your weapon.
 

Strange Fellow

Peculiar
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Jun 21, 2018
Messages
4,259
Steve gets a Kidney but I don't even get a tag.
The reason? Goodness only knows. Some sort of modern brain rot that compels developers to design games where every fight is a perfectly balanced, just-about-challenging-enough pre-packaged happy meal that they can subject their players to again and again and again until they can no longer recognise the taste of real gameplay.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,591
Last night I had a dream of this actually being damn good. No joke.

Then I woke up and remembered the -50% damage when burst firing BS.
:negative:
Really -50% damage?

I am at work and cannot watch - what's the idea behind that? So... by burst you mean automatic fire like 10 bullets shot by 1 action. So possibly this could do 10 times more damage vs single shot. And they have decided that damage should be cut by half? How does it work in other tactical games? I assume that burst should be an action more expensive in AP's + less accurate + possibly damaging your weapon.

They said they did that because they could not figure out how to balance people running next to enemy and burst firing enemies to death. Now it is more "balanced" where people get to do more
:popamole:
 

Alienman

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Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
It's very weird, and it's my main worry about the game. If they designed burst fire that way, what else might be screwy? Two other things worry me a bit. But they are of the lesser kind. It looks like you can't slow down, aka walk in towns. Combat running all way like the taxman is after you. Highly immersion-breaking for my gaming autism. And that explosions don't seem to knock people down. Find that pretty lame.
 

udm

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Make the Codex Great Again!
How does it work in other tactical games? I assume that burst should be an action more expensive in AP's + less accurate + possibly damaging your weapon.
That's exactly how it worked in JA2. Furthermore, in 1.13, not only does that happen, but because you're frequently severely outnumbered, you tend to run out of ammo faster, and therefore have to weigh the risk of running out to scavenge for ammo from bodies while the goons have you pinned down.

As far as burst/auto fire are concerned, it's not a difficult thing to achieve balance. Lower encumbrance limits, increase enemy count, increase recoil. Tactics games have been doing this since the 90s, what's the problem?
 

Togukawa

Savant
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Jul 27, 2016
Messages
318
And if you run out of cover to go stand next to one enemy to hose them down, why are you not getting lit up on the next enemy turn?

Hopefully modders can fix what professional game developers apparently can't anymore, in $currentyear...
 

udm

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Make the Codex Great Again!
Yeah in this case it might actually be fixable by modders if the game can be modded. As long as the foundation of a Jagged Alliance game are there (and they seem to be for the most part), the writing isn't garbage (thank god for Ian Currie) and it only comes down to the little details like numbers, I think modders can push this to as close a worthy successor to JA2 as possible.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,164
Have we seen many pictures of interiors or demolition? Closest thing I've noticed to either is an rpg blowing a hole in a wall.
 

cpmartins

Cipher
Joined
Jan 9, 2007
Messages
616
Location
Brasil
Last night I had a dream of this actually being damn good. No joke.

Then I woke up and remembered the -50% damage when burst firing BS.
:negative:
Really -50% damage?

I am at work and cannot watch - what's the idea behind that? So... by burst you mean automatic fire like 10 bullets shot by 1 action. So possibly this could do 10 times more damage vs single shot. And they have decided that damage should be cut by half? How does it work in other tactical games? I assume that burst should be an action more expensive in AP's + less accurate + possibly damaging your weapon.

It works by being inaccurate, wasteful and by giving the enemy the exact same availability to the ability. It does not need balancing, it is already balanced by default.
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Have we seen many pictures of interiors or demolition? Closest thing I've noticed to either is an rpg blowing a hole in a wall.
I recall seeing some standout examples from the streamer footage, link link. On the second one you can see part of the second floor was blown out by the grenade in later minutes; dunno how universal the destruction is but it seems pretty thorough.

Yeah in this case it might actually be fixable by modders if the game can be modded. As long as the foundation of a Jagged Alliance game are there (and they seem to be for the most part), the writing isn't garbage (thank god for Ian Currie) and it only comes down to the little details like numbers, I think modders can push this to as close a worthy successor to JA2 as possible.
They themselves haven't made any official modding statements, but the news blitz awhile back yakked about how they intend to stagger their release of mod support tools with basic number-editing dropping first and advanced stuff like custom campaign tools coming later. YMMV, but big if true.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,164
Thanks you would think they would have showed off the destruction as a selling point and I was beginning to worry that most buildings were just things you climb over/use the corners for cover and not structures you could enter outside of a handful of them from the all the published screenshots and previews.
 
Joined
Jun 6, 2010
Messages
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Milan, Italy
Have we seen many pictures of interiors or demolition? Closest thing I've noticed to either is an rpg blowing a hole in a wall.
Not to derail the thread, but vaguely related to the topic of destructible environment I was still thinking just yesterday: "WHY THE HELL no one ever took and updated the Silent Storm engine?"
I mean, Jesus Christ, even now that it's dated as hell it can bitchslap across the room pretty much any other competitor in the genre.

Too bad it was tied to what's essentially a mediocre game that falls apart after the first bunch of missions.
 

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