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Jagged Alliance 3 from Haemimont Games

Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,504
Pathfinder: Wrath
Ivan has plenty of vodka jokes if that's your thing, also makes fun of the communists and has at least one "in soviet russia..." joke.
That would be Igor. He likes vodka and commendations.
Ivan speaks/writes in russian half the time and does not approve his nephew boozing.
bAbhrhi.png



I had quite a few funny quotes from Nails too.
g4mSgw3.png
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
4,082
Location
Mosqueow
There is a shit ton of characters mods with most of them being of dubious quality or having animu tacticul waifus.
But some people try to bring more of the original cast with their voiceovers (I was thinking that it will be AI-generated, but apparently it's the JA2 audio files).


Lynx perk: Deal 90% more unarmed damage to your wife.

Also the authors of such mods can use ai voice to create some banters between old and new mercs.


Yeah, this.
Funny thing is, Fallout 2 was accused of going too heavy on the pop-culture, but it never bothered me there.
And in this game it does. One needs to get grounded before you let this shit take off.

Yeah i saw people dislike F2 for it. Can't say i do. Maybe the references were lost on me back then and the game otherwise has a lot of redeeming qualities. I'm not overanalyzer anyway.

But feels worse here. Like Jagged Alliance with Fallout 3 minset.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
Sometimes you load the autosave at the start of the combat turn and it automatically ends your turn, giving the enemies a free turn.

I suspect this happens when you close the loading screen with Enter instead of clicking "Start", coz the same key ends your turn in combat.
Oh right, I did once as well. Same with the prompt to cancel the team travel path - the button is labeled "Esc", but when you press "Esc", the game loads its menu instead of cancelling travel.

It's like the UI/UX didn't get a last pass of testing or something.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,702
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Game is swarming with references, no sector is safe!
One sector we got Dump (Dune reference in a junkyard), in another we got Mad MX, in another we got Dark Souls, in another we got Witcher (many of those hang tree, silver weapons and etc), the ride never ends!
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,612
Gotten round to doing the N-Night thing with the "help" of coffee beans. Haven't done any militia battles before, cause there was no need for it.
Holy crap... to witness the AI in its full retarded glory. The grannies run straight into overwatch (good thing it's night and the dudes seem to be lousy shots) and
don't care at all about friendly fire, be it burst or shotgun. Rude Trudy keeps peppering Kayla the Cutter's ass with buckshot, making her bleed all the time,
getting tired of bandaging her sorry ass cause the dumb cunts keep running around.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
Game is swarming with references, no sector is safe!
One sector we got Dump (Dune reference in a junkyard), in another we got Mad MX, in another we got Dark Souls, in another we got Witcher (many of those hang tree, silver weapons and etc), the ride never ends!

It's actually even more than that - you have a golden flower that was watered with cola and is dying, and the Junkyard Knights say "ni!".
But I actually embraced and even enjoyed all this silly stuff, probably beacuse I didn't excpect JA3 to be a hardcore tactical shooter.
It does sometimes rear it's ugly head with too many crappy references at once, but other than that it's kinda silly, but in a charming way.
As long as you enjoy JA3 building up on the light RPG aspect of the previous titles, and not on the tactical simulation.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,702
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Don't get me wrong, I'm enjoying at a lot. I'm all in for goofy references and shit.
Occasional grim derp happennings with seldom hard encounters is enough for me. Army defensive last stand in underground bunker was a really good encounter, sadly AI being so braindead and predictable ruins all of those encounters.
 

Sunri

Liturgist
Joined
Apr 16, 2020
Messages
2,919
Location
Poland
Gotten round to doing the N-Night thing with the "help" of coffee beans. Haven't done any militia battles before, cause there was no need for it.
Holy crap... to witness the AI in its full retarded glory. The grannies run straight into overwatch (good thing it's night and the dudes seem to be lousy shots) and
don't care at all about friendly fire, be it burst or shotgun. Rude Trudy keeps peppering Kayla the Cutter's ass with buckshot, making her bleed all the time,
getting tired of bandaging her sorry ass cause the dumb cunts keep running around.
That's just old people they don't give a fuck
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,612
Well, derpy shit and references don't necessarily exclude a tactical simulation.
They do get a bit tiresome due to that "ride never ends" feeling, but calling it a F3 treatment is maybe a bit harsh.
There was this buzz going around that JA2 is an action movie spoof and people latched onto this a bit too much.
Yes, it was that, but it was never dialed up to 11.

I think in the end, the game would be better served with a more consistent tone and the over the top stuff being more in the background.
For example, we have a refugee camp, serious shit, human tragedies and all that,
it doesn't need to be introducesd with a dumb ass negro asking the shaman to grow his scrotum back AND it doesn't need a guy asking for help catching a porn channel on the satellite
AND doesn't need a quest making fun of a stereotypical Karen on an exotic holiday all in one sector.

As long as you enjoy JA3 building up on the light RPG aspect of the previous titles, and not on the tactical simulation.
Well, I think this here a pretty fair one-sentence assessment of the game as it is.
 

raeven

Educated
Joined
Aug 29, 2020
Messages
306
Sometimes you load the autosave at the start of the combat turn and it automatically ends your turn, giving the enemies a free turn.

I suspect this happens when you close the loading screen with Enter instead of clicking "Start", coz the same key ends your turn in combat.
Oh right, I did once as well. Same with the prompt to cancel the team travel path - the button is labeled "Esc", but when you press "Esc", the game loads its menu instead of cancelling travel.

It's like the UI/UX didn't get a last pass of testing or something.

I have pressed esc and been surprised by this exact thing 8043 times so far.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,512
KalЫna's voice was insufferable so i never hired her. But the devs seem to have a soft spot for battle grannies. Gun totting granny gang in one town, granny sniper superhero in another lol Not to mention all the other stupid shit that was outside of the main story like old nazi making supersoldiers, ebola zombie outbreak, crazy serial killer obsessed with teddy bears, nigger Indiana Jones that talks with his chicken. Real madhouse that belongs to sci fi mode.

The main story itself was ok thankfully. Loved the merc banter too, guess i hired the right ones.
Just take mercs that journalists complained the most and fun is guaranteed.
Wolf-Fox banter is cheesy innuendo from porn 101, too bad there isn't more.

Steroid is so over the top, but he cracks me every time.
"I wish I had a choppa."
Me and you both, buddy.
He does have a choppa in my game in JA2 :P
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,612
Are you also vegan or study law by any chance?
Shoot, I jinxed it... you were supposed to tell everyone unsolicited.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,512
A question for anyone that played JA2 1.13 as googling failed me.
On weapon icons soldiers have a W when holding a weapon. When I press . on keyboard it turns into an eye symbol. "." is supposed to be for changing into using sights and stuff but none of my weapons have any attachments with iron sights or scopes. Also when they are prone pressing . does not change icon to eye, it only works if I do it while they are standing and then they can crouch or go prone.
I am not fan of 1.13 UI, most options are hidden behind 20 different keyboard shortcuts and have no option in UI itself..
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,612
I am not fan of 1.13 UI, most options are hidden behind 20 different keyboard shortcuts and have no option in UI itself..
Yea, who woulda thunk such things would happen when you cram is a shitload of functions into a a UI that is neither easily moddable nor designed to handle it
(not to mention, it was already sorta clunky back then).

As to your question:
142.gif

I haven't used that particular function in a long while, but it probably bugs out cause you don't have any other scope to toggle to.
That, or you may need to double check if USE_SCOPE_MODES is set to TRUE in Ja2_Options.ini.
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,065
Balance Patch 1.03 released!

Hi everyone

Our first balance patch 1.03 is out. It addresses some of concerns about the easier difficulty as well as combat issues related to explosives and machine guns. A host of other fixes are also included.

Here is the changelog for Patch 1.03:

Highlights
- Enemy attacks from guard posts on the First Blood difficulty trigger less often
- Diamond mines deplete to 50% income on First Blood difficulty; 20% on Commando difficulty; 0% on Mission Impossible (Community Suggestion)
- Mines now show how close they are to depletion in their tooltip
- Fixed a bug that scaled mine income up when depletion began
- Machine gun damage reduced
- Machine gun number of interrupt attacks are now based on current AP not max AP (calculated at end of turn) (Community Suggestion)
- Fixed a bug with Machine guns interrupt attacks getting aim bonuses when they shouldn’t
- Grenade and Rocket-Launchers mishap chance and deviation now depend on distance to target (Community Suggestion)

Balance
- Increased drop chance of black powder
- Increased Scully Health so he qualified for the golden perk he starts with (Community Suggestion)
- Savior perk no longer grants Free Move
- Fix for bonus damage from explosives applying twice when using grenades (Community Suggestion)
- Changed thresholds for displaying keywords for mishap chance with explosives

Quest
- Fix for stopping the Grimer Hamlet quest too early
- Fix in the conversation of the Grimer Hamlet quest
- Fix for Sanatorium fail condition not to trigger when the quest is completed
- H4 Fort L'Eau Bleu will launch attacks properly when retaken by the enemy

Sat view / Operations
- Water travel can now put you in debt, and is available when already in debt (Community Suggestion)
- Militia training operation - the button for training is disabled when there are 8 elite units already trained
- R&R at Manny's Inn's sector is enabled (Community Suggestion)

Multiplayer
- Fix for desync when opening weapon modification screen in MP
- Fix combat end turn ready/not ready state visually not updating when guest leaves in MP

General Fixes
- Fix for missing merc silhouette when using melee Free Aim on an explosive barrel
- Fix for mercs not being able to rest if there is a current active banter
- Fix for Infinite loading screen softlock when loading during a setpiece or enemies reposition
- Fix for load/save changing the ammo capacity of some weapons
- Fix for an issue preventing Bandage to remove Bleeding out of combat if the target is at full hp
- Fix for Mortar visuals appearing distorted
- Fix for Sharpened Melee weapons reverting conditions
- Fix for issue which would cause movement cost to not include the cost of changing the stance at the end of movement and fail the action as a result
- Fix Loner perk activating at combat start instead of turn start
- Fix for emails marked as unread after reloading the game (Community Suggestion)
- Fixes to the shootable landmine count
- Fix for softlock when a lieutenant dies on the start of their turn from a status/environmental damage effect
- Fix for softlock after opening the laptop screen or Help Center during Split & Give item option
- Fix for UI disappearing when pressing open the "command menu" in the inventory panel - when using a gamepad
- Fix for being able to load a game while loading
- Fix for Quick-Prism Scope giving max aim instead of 3 aim levels on activation
- Fix for issue when refilling Medkit with drag and drop for single Meds drops the Medkit condition to 50% Bug
- Fix for Overwatch kills not counting to "Automatic kills" combat task
- Fix for incorrect visibility check leading to UI giving movement warnings when it shouldn't
- Fix for an issue that would reset the number of overwatch attacks to their initial amount when killing a unit

UI
- Inventory context menu - hide some actions for stash items that are in different sector
- Fix for rollovers of underground sector (such as the Fosse Noire mine) points of interest
- Fix for an overlap in floating text between skill checks and banters
- Fix for Mishap chance tooltip not updating properly
- Fix for exclamation mark in email tab not disappearing after reading all emails

Performance
- Improved VRAM management to address various performance issues
 

Asdow

Educated
Joined
Sep 21, 2021
Messages
19
A question for anyone that played JA2 1.13 as googling failed me.
On weapon icons soldiers have a W when holding a weapon. When I press . on keyboard it turns into an eye symbol. "." is supposed to be for changing into using sights and stuff but none of my weapons have any attachments with iron sights or scopes. Also when they are prone pressing . does not change icon to eye, it only works if I do it while they are standing and then they can crouch or go prone.
I am not fan of 1.13 UI, most options are hidden behind 20 different keyboard shortcuts and have no option in UI itself..
The 'W' icon is showing a merc is using the ironsights on the weapon, eye is hip/unaimed fire and that only works when standing IIRC. Personally instead of changing scope modes manually with '.' I prefer the
ALLOW_ALTERNATIVE_WEAPON_HOLDING = 2 setting which has two of the first aim levels be the hip fire/unaimed mode
 

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,429
Location
Warszawa
Balance Patch 1.03 released!

Hi everyone

Our first balance patch 1.03 is out. It addresses some of concerns about the easier difficulty as well as combat issues related to explosives and machine guns. A host of other fixes are also included.

Here is the changelog for Patch 1.03:

Highlights
- Enemy attacks from guard posts on the First Blood difficulty trigger less often
- Diamond mines deplete to 50% income on First Blood difficulty; 20% on Commando difficulty; 0% on Mission Impossible (Community Suggestion)
- Mines now show how close they are to depletion in their tooltip
- Fixed a bug that scaled mine income up when depletion began
- Machine gun damage reduced
- Machine gun number of interrupt attacks are now based on current AP not max AP (calculated at end of turn) (Community Suggestion)
- Fixed a bug with Machine guns interrupt attacks getting aim bonuses when they shouldn’t
- Grenade and Rocket-Launchers mishap chance and deviation now depend on distance to target (Community Suggestion)

Balance
- Increased drop chance of black powder
- Increased Scully Health so he qualified for the golden perk he starts with (Community Suggestion)
- Savior perk no longer grants Free Move
- Fix for bonus damage from explosives applying twice when using grenades (Community Suggestion)
- Changed thresholds for displaying keywords for mishap chance with explosives

Quest
- Fix for stopping the Grimer Hamlet quest too early
- Fix in the conversation of the Grimer Hamlet quest
- Fix for Sanatorium fail condition not to trigger when the quest is completed
- H4 Fort L'Eau Bleu will launch attacks properly when retaken by the enemy

Sat view / Operations
- Water travel can now put you in debt, and is available when already in debt (Community Suggestion)
- Militia training operation - the button for training is disabled when there are 8 elite units already trained
- R&R at Manny's Inn's sector is enabled (Community Suggestion)

Multiplayer
- Fix for desync when opening weapon modification screen in MP
- Fix combat end turn ready/not ready state visually not updating when guest leaves in MP

General Fixes
- Fix for missing merc silhouette when using melee Free Aim on an explosive barrel
- Fix for mercs not being able to rest if there is a current active banter
- Fix for Infinite loading screen softlock when loading during a setpiece or enemies reposition
- Fix for load/save changing the ammo capacity of some weapons
- Fix for an issue preventing Bandage to remove Bleeding out of combat if the target is at full hp
- Fix for Mortar visuals appearing distorted
- Fix for Sharpened Melee weapons reverting conditions
- Fix for issue which would cause movement cost to not include the cost of changing the stance at the end of movement and fail the action as a result
- Fix Loner perk activating at combat start instead of turn start
- Fix for emails marked as unread after reloading the game (Community Suggestion)
- Fixes to the shootable landmine count
- Fix for softlock when a lieutenant dies on the start of their turn from a status/environmental damage effect
- Fix for softlock after opening the laptop screen or Help Center during Split & Give item option
- Fix for UI disappearing when pressing open the "command menu" in the inventory panel - when using a gamepad
- Fix for being able to load a game while loading
- Fix for Quick-Prism Scope giving max aim instead of 3 aim levels on activation
- Fix for issue when refilling Medkit with drag and drop for single Meds drops the Medkit condition to 50% Bug
- Fix for Overwatch kills not counting to "Automatic kills" combat task
- Fix for incorrect visibility check leading to UI giving movement warnings when it shouldn't
- Fix for an issue that would reset the number of overwatch attacks to their initial amount when killing a unit

UI
- Inventory context menu - hide some actions for stash items that are in different sector
- Fix for rollovers of underground sector (such as the Fosse Noire mine) points of interest
- Fix for an overlap in floating text between skill checks and banters
- Fix for Mishap chance tooltip not updating properly
- Fix for exclamation mark in email tab not disappearing after reading all emails

Performance
- Improved VRAM management to address various performance issues
Ppl on steam forums are furious as MG are useless now. But they are wrong, MG's, just as any non-sniper rifles, were already useless before.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,612
Ppl on steam forums are furious as MG are useless now. But they are wrong, MG's, just as any non-sniper rifles, were already useless before.
That was already discussed on the previous page. Setup a machinegun on a group of enemies, pop one to force scatter turn.
You will kill way more dudes this way than with two or even three sniper rifles.

Also, people are right. Machineguns did nothing wrong.
Haven't seen the exact changes yet, but the stated goal was to make MGs unusable unless fully modded.
That's a pretty self-defeating approach when the very first machineguns you get your hands on don't take any mods, no?
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,702
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Ppl on steam forums are furious as MG are useless now. But they are wrong, MG's, just as any non-sniper rifles, were already useless before.

MG was super useful and killing machines before latest patch. Can easly mow down 3-4 in your turn and overwatch after for more killing power. Only problem was ammunition but you can find lots after a while, especially after enemies start dropping fully loaded MGs.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
It just further highlights the issue that Haemimont doesn't know how to design the tactical combat part properly.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
Ppl on steam forums are furious as MG are useless now. But they are wrong, MG's, just as any non-sniper rifles, were already useless before.

MG was super useful and killing machines before latest patch. Can easly mow down 3-4 easly and overwatch after for more killing power. Only problem was ammunition but you can find lots after a while, especillay after enemies start dropping fully loaded MGs.

Ammunition is also easily craftable. If you don't use MG's on every encounter you should have no problem running one MG per squad (but it would be best if it uses a different ammo type than the rest of the guns).
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
6,022
Pathfinder: Wrath
The solution to the MG problem should be spawning 8 more butchers every encounter to absorb the machine gun fire and waste ammo
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,512
Ppl on steam forums are furious as MG are useless now. But they are wrong, MG's, just as any non-sniper rifles, were already useless before.
That was already discussed on the previous page. Setup a machinegun on a group of enemies, pop one to force scatter turn.
You will kill way more dudes this way than with two or even three sniper rifles.

Also, people are right. Machineguns did nothing wrong.
Haven't seen the exact changes yet, but the stated goal was to make MGs unusable unless fully modded.
That's a pretty self-defeating approach when the very first machineguns you get your hands on don't take any mods, no?
And that setup was issue of being able to stealth too easy with everyone way too close to enemies.
At least in ja2 1.13 to do that you need full camo gear and carry only light gear (including armor).
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,964
Location
Wandering the world randomly in search of maps
It's pretty ridiculous when a 7.62 gun deals less damage per shot than a 9mm anything. The only think keeping me from abusing machineguns in my playthrough was general frugality, if the damage is heavily nerfed I probably wouldn't bother with them at all.
 

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