Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV 1.06 (Discusion on Arulco Vacations 1.06)
AV 1.06[message #344048]
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Mon, 08 February 2016 17:10
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I am getting the last bits of v1.06 ready and wanted to give a heads up and get any opinions/needs/wants from the Players.
The early game has been changed significantly. Controlling Omerta is not an easy thing now. No longer is it one small firefight and off to Drassen or the rest of the country. Clearing the road to Drassen is also not a simple walk over to Drassen. There are more patrols in the north country, and they will attack Omerta in the first days -- even the first day. There is also the chance that the patrols will combine into a larger force and attack Omerta, or combine with the Omerta counter-attack. Depending on the group of Mercs the Player has recruited, it might even be necessary for the Player to retreat from Omerta into the hills and wait for the Army to break up into smaller groups again before taking Omerta for good. Because of this it is strongly recommended that the Player NOT engage Fatima before making sure the situation is under control. If Fatima is interrupted by an Army or zombie attack while bringing the Player to Miguel it will break her scripting, and she will afterwards behave as if she had already brought the Player to Miguel -- meaning there is no way at that point to get to Miguel. Dimitri won't let you in, and there won't be a passage to the basement should you somehow get past Dimitri. At that point you can either restart the game, or play without the Rebels (which may break other things later on, I don't know).
I made this change for a few reasons: the increased amount of ready cash available, the greatly enhanced gear kits for all the hired Mercs, it was always way too easy to accomplish the first goals (free Omerta & clear the road to Drassen) to the point of being not a strategic or tactical problem at all, and because I enjoy the early game a lot and wanted more of a challenge.
So . . . Omerta is now -- fight the initial firefight, repel the small patrol attacks, engage Fatima, train militia, repel the counter attack and any remaining patrol attacks, clear the roads (south to C9, and east) in the immediate vicinity, and then go on to the roadblock at B12 or around it to Drassen & Father Walker, or whatever other strategy you have planned after Omerta.
Also, Omerta is never safe now . . . at least until you progress far enough to have put a serious hurting on the Queen's Army, and have them backpedaling. Even then, if you let up on the Army, then their attacks on Omerta (and Drassen) will be renewed.
Along with this change, game progression is slowed a bit so the Army doesn't get too advanced too fast, and the game events (Madlab, et al) do not happen too soon.
I ran a complete campaign of v1.05, making notes of all the bugs & glitches I encountered and were reported by the Players. I have addressed all of them in 1.06. I have also fine-tuned more than a few Merc gearkits, adjusted some Ability scores and Traits of NPCs, made the Teaching Trait a true militia training trait by replacing that trait in a couple more Mercs who could not conceivably be militia trainers (MD & Ira, for example -- MD becomes a full Doctor, and Ira becomes more . . . Ira, more of a scout as she gets Stealthy in place of Teaching), and otherwise added a few items and tweaked 42 maps (at this point -- a few more of each probably will get done).
Next up before v1.06 gets released is moving AV over to the VFS. Hopefully that will not be a painful process, and any pointers and tips other modders can give me will be appreciated. AV did not start out on VFS because I was previously running Linux only, and VFS did not work with my version of WinE. I'm now running the game under Win7, so it's time for VFS.
This is just a heads up -- and a kick in the pants for me to stop twiddling with this version and get it out there. I wasn't happy with 1.05 because there were too many glitches, and I want AV to be a stable mod.
Any feedback will be appreciated.
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Re: AV 1.06[message #344184 is a reply to message #344048]
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Sun, 21 February 2016 20:50
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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v1.06 of Arulco Vacations is ready for download at the Arulco Vacations blog
v1.06 brings a whole new dimension to Jagged Alliance combat. The Suppression and Shock System has been overhauled to make the battlefield a more deadly and dangerous place. No longer will the enemy (or your Mercs) charge through a hail of bullets to unerringly put a bullet between the eyes of their target. This tweak combined with Sevenfm's enhanced executable will cause the enemy to seek and stay behind cover a lot more, and to also use suppressive fire against your Mercs more intelligently. This tweak will also cause enemy morale to break once your Mercs have inflicted massive damage to the enemy force (and vice versa). You will find that having a Deputy and/or Squadleader is now a very important component of your team of Mercs -- and conversely, the enemy Deputy and/or Squadleader is just as important to the enemy forces. Also of increased importance for your Mercs regarding suppression now is having a military background -- there being no substitute for having previous experience on the battlefield. On the other side of the coin, enemy patrols throughout the country have been increased and existing ones finetuned. Enemy objectives have been finetuned to focus more on important sectors, and to wipe out the Rebels. The early game is now all-out war from the first step in Omerta. Clearing the road to Drassen while keeping Omerta secure is a major miltary operation. Along with these changes, all the glitches/bugs of v1.05 have been fixed, ball ammo for several common calibres have been added, four new weapons make their appearance (Teledart RD706 Rifle, Tokarev SVT-40, M2 Carbine and Bren Gun Mk.2), the Zastava M76 has been re-chambered for 7.92x57mm ammo, the Improved Load Bearing Equipment has been tweaked for easier fitting, Character Backgrounds, Character Profiles, and Starting Gearkits for I.M.P.s and Mercs have been finetuned, an Army Jeep and an El Dorado have been added as available vehicles, more vanilla maps have been modified, many previously modified maps have been finetuned -- especially the town sectors, two mountain sectors now have snow, three more prison cells have been added, new Facilities have been added -- now your Mercs can appoint one of their number as Military Governor, Mine Administrator, and/or Airport Manager, new Loadscreens have been added, Zombies will be less plentiful (and a new Zombie sound is included), and . . . more, always more!
There are even more strategic decisions to be made by the player in v1.06, so get ready for a once-in-a-lifetime vacation in a war zone!
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Re: AV 1.06[message #344210 is a reply to message #344184]
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Wed, 24 February 2016 18:10
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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v1.06 Patch A
24/February/2016 - This patch fixes a couple of item images, fixes missing wall section and room lights in a couple maps, adjusted the size of a variety of hats, shirts, pants, and uniforms to better fit in appropriate pockets (!), adds more junk to Jake's inventory of buy & sell items, increases the volume to the new zombie sound, includes the new grenade and TNT animations, adjusts a new Facility to make it easier to staff, and adjusts a couple of Merc's starting gear to fit together better. Simply extract into your main game folder, overwriting all files.
You can get the patch at the blog's Download Page
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