Jagged Alliance 3 announced - I guess this can be a general Jagged Alliance thread too

I've played it for about a hour and a half. Liberated the first town. I like it, I'm gonna keep it. Even if I didn't take advantage of the pre order discount I'd be happy.

It feels like what you'd expect the style of game to be in the modern day without feeling too different from Jagged Alliance. Some would call it getting "X-Comed" I guess, but I liked the new X-Com so that might make sense for me.

I do kind of think the merc prices are a bit off. I was able to hire Hitman, Wolf, Fox, Grizzly (for 7 days) and my IMP right off the bat. I'm guessing this is because I'm on the "lowest" difficulty though. I actually like it, but I'm sure some would complain about it.

Also thought it was funny they had to put a kind of passive aggressive trigger warning at some of the previewers that were complaining about the game featuring stereotypes and "toxic males" lmfao

I really like the fluid animations of them jumping over obstacles to get to their positions instead of running around them. Might sound like a no brainer but after playing lots of the other JA games it was noticable to me. I'm hit or miss on some of the designs. I don't hate the overall "look" for the mercs I've seen so far, but they kind of have this derpy look to their faces. It bothers me with Fox I guess cause she's supposed to be a bombshell but it's whatever. I've liked the voice acting so far, none of the voices have annoyed me at least.

I really hope the mod community takes off. I see potential, and I kind of hope someone will bullshit a Lynx mod out after some of the AI Voices I've seen people make lately.
 
I bought it Saturday.

I'm enjoying it a lot, but I do think that *everyone* is a bit too bullet spongy. From what I've been told, this doesn't really change in the harder difficulties.

I really fucking love the soundtrack. Like it's a huge step up from every other JA game I've played and really gets you into the action.

Also, I'm convinced that one of the Veteran Militia VA's is the same as one of the MSF/Diamond Dog soldiers from Metal Gear Solid. There's something about how he says "Boss" that just sounds too fucking familiar to me. And that just made me realize how badly Konami fucked up never making some sort of Outer Heaven wars tactic game spin off.
 
Want to know if I should jump for it, or wait for things to settle down first. Heard complaints about bullet sponge enemies, but I know a lot of people were expecting 1.13 part 2, so expectations might be weird.
 
Want to know if I should jump for it, or wait for things to settle down first. Heard complaints about bullet sponge enemies, but I know a lot of people were expecting 1.13 part 2, so expectations might be weird.
I'm really enjoying it. The bullet sponge characters don't turn me off that much, and I'm starting to think it's because I went to harder areas before I was supposed to as now I'm going to some areas where enemies are dying quicker.

But there are people that have already made mods addressing this (1.5x damage mod) and also someone already made a mod that shows you chance to hit apparently, if that's something that would bother you.

I don't know though. Did you like the X-Com remake? I don't want to say it's JUST like the X-Com remake, but it's similar in the way it was altered. It's definitely "dumbed down" compared to 1.13 or even JA2. Some examples would be that ammo is just collectively pooled between all mercenaries and doesn't count towards your carry limit (unless you want it to I guess, but if your specific merc runs out of ammo they are holding will take from the "pool" I'm pretty sure), there isn't a dedicated stamina/energy meter anymore so your mercs won't just collapse in the middle of combat, but there are "tired" debuffs that will limit your AP if they are not addressed BEFORE combat starts. Stuff like that.

I think it feels a lot more fun than the hyper autistic level of detail 1.13 has though. It also has a lot more of a cinematic flair that I'm liking between the animations and soundtrack. Maybe wait for a sale if you're on the fence or look at some gameplay outside of the tutorial section to get an idea on if you'd like it or not. I will say I've played it almost 20 hours and I'm just now starting to feel like I'm getting good with all the mechanics and stuff so it isn't like it's a complete dumb dumb game or anything.
 
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I got it on release day and have been playing it whenever I have a chance. I've been having a lot of fun with it but it has a lot of changes from 2 to 3. Almost 25 years between games and there's some changes. Who would have thought? The biggest change for me was the inventory system. While I don't hate it, it is streamlined. Characters have a primary and secondary weapon set with two slots each. Their total inventory slots are determined by Strength. I'm autistic enough to prefer the LBE system from 1.13 to further specialize mercs but not autistic enough to think this system is for mass consumption.

The stats are somewhat different too. I didn't realize how important agility was now. It governs total action points. I really screwed myself with my IMPs low agility. Luckily I figured this out shortly after completing tutorial island and started a new game. I usually pick cheap mercs with high wisdom and level them very quickly. This isn't a great tactic anymore since skills level much slower it seems. The addition of perks somewhat balances the slower leveling.

Overall I'm really enjoying it. The major fear from fans is that mechanics would be dumbed down. The tactical aspect has the same complexity but with quality of life stuff like line of sight indicators and decent stealth system. The dumbed down part is definitely strategic portion but that's the not as fun. I do miss Bobby Rays but scavenging and customizing weapons is a nice change of pace. I've done JA2 1.13 runs without Bobby Rays and added zombies for that survival horror feel and had fun.

My starting team: High mech IMP, Barry, Igor, Fox, Blood, Ice
 
  • Agree
Reactions: GunCar Gary
The "train mercs" operation is a god send for leveling up. Especially if you have someone like Buns, you can get everyone pretty much up to level 85-90 marksman ship in a week.

Machine Guns seemed like the biggest fucking rip off when I first started playing, but I eventually gave Grunty an RPK74 and added a bipod, the red dot that adds wide cone and accuracy bump and the muzzle brake that adds bonus to follow up subsequent attacks and holy shit the thing becomes a laser beam.

The weapon modifications are really not to be slept on. I also added a bunch of stuff to the FN Fal and it's basically become a one hit kill stealth weapon. I've seen people on Steam claim stealth is broken but I think people are trying too hard to do knife runs like in JA2 when they should really just be going "hidden" whenever possible because when you're "hidden" even in full combat you have a chance at one hit stealth kills.
 
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  • Agree
Reactions: Jeff_the_Thriller
I've been playing a lot of Aliens : Dark Descent recently. I haven't played JA 2 in god knows how long. If anyone here has both, can you make any comparisons?
 
I don't know if anyone else has issues with ammo in the game. I haven't exactly *run out* but I've gotten pretty low and I seem to barely ever find gunpowder for crafting.

Someone just released this mod that lets you break down unneeded ammo into gunpowder. Sounds like it's still a bit buggy but seems like a good idea overall.
 
Pirated it.
They put more effort into a lot of stuff than I expected... you got all sorts of characters and side quests, a plot that's tied into the previous games and...
...it seems to have been balanced by absolute retards, with melee and snipers being a order of magnitude better than every other choice, the stealth being a janky mess and progression mechanics where there's no need for the expensive mercs since the cheap scrubs can do anything they can do thanks to their high base stats, (they're kinda meh at leadership though). Plus resource gathering is a dull as fuck timewaster.

Played it on hard for a while until I got to meet the new enemy groups, cleaned up the mines I lost, went to the sanitarium and said fuck it.
Might be actually playable with a ton of patches and mods but right now it just sucks (shocking, that a JA2 successor would do this).
 
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Reactions: ANF
Patch Roadmap

Patch 1.2 will focus on Combat QoL

- Inaccurate attacks may hit other body parts of the target incidentally
- Number of remaining overwatch attacks to be clearly indicated in view
-Ability to salvage knives and other items that were previously not salvageable
- Toggle button for faster enemy and ally turns
- Ricochet bullets able to hit and cause collateral damage
- Various improvements to melee animations

1.3 will add Bobby Ray's Guns and Things

1.4 will focus on Sat View QoL

Main focus is to make the sector stash and conflict screens less confusing, as well as re balance Sat View operations like Scouting and allow a method for mercs to train their skills solo.

1.5 will be about modding and will add map and quest editors. They say you can both edit existing maps and create new ones from scratch. Can be added into main campaign seamlessly or used to create custom campaigns.

I also never posted about it at the time, but they announced a console release a month or so ago I think.
 
  • Informative
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21Kiloton has released his review of the game:
 
Yeah...I don't need an hour review for JA3.

It's fine. It's not as deep as JA2, but you were never going to get that anyways. There's the review.
I mean, that was expected from the start. JA2 is good, but it def had an issue with it's identity if it wanted to be an RPG or just a tactical merc simulator, and I doubted this game was gonna become 1.13 levels of autistic (well, it might once the mods start pouring in more)
 
21Kiloton has released his review of the game:
Listened to a good chunk of the two videos. The main argument is too much RNG and bullshit encounters making save scumming a requirement on a first playthrough. Another argument is about weapons acting in a fantastical way (kinda justified in an RPG).

He also outright spoils a midgame twist by giving tips that make it obvious "Maybe hide all you money and ammo outside your base".
 
This game rocks, I've been playing it constantly as of late. I got JA2 as well with the Stracc. mod (I was told that was the way to play JA2) to play after I finish this run I'm on. Also, nice to see good communication from the devs; there seems to be genuine passion behind this game that's becoming rare to see with any non-indie game.

Is JA1 worth touching at all? Everyone talks about 2 and 3 but I've heard nothing about 1. Maybe I should wait until I play 2 to ask this question but whatever.
 
  • Agree
Reactions: GunCar Gary
This game rocks, I've been playing it constantly as of late. I got JA2 as well with the Stracc. mod (I was told that was the way to play JA2) to play after I finish this run I'm on. Also, nice to see good communication from the devs; there seems to be genuine passion behind this game that's becoming rare to see with any non-indie game.

Is JA1 worth touching at all? Everyone talks about 2 and 3 but I've heard nothing about 1. Maybe I should wait until I play 2 to ask this question but whatever.
I mean, 1 is alright but it has a lot of issues that were ironed out in 2. For example, the game's turn-based combat would stretch out because it won't stop until you killed the last fucker on the map, so enjoy moving all your guys across the battlefield to find that one fucker, second your guys cannot aim for shit, and better mercs won't wanna work with you until you level up your status. Plus, there's the whole aspect of how you not only had to pay your hired mercs but also the guards and staff who'll be treating these rare plants that the whole fight is all about.
 
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