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Attempt

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Everything posted by Attempt

  1. Twitter also seems to be a bad source for updates. When you go to their twitter profile the announcement post I linked above does not show up in their timeline. The latest tweet shown is from July 28th. https://twitter.com/HaemimontGames
  2. Weird that I found out about it on reddit while this site here shows no upcoming events but good news regardless. https://twitter.com/HaemimontGames/status/1693592379255591060 https://www.reddit.com/r/JaggedAlliance3/comments/15x5hcm/developer_stream_today_1700_cest/
  3. Weird. Can you give some more details how K16 played out? Did you arrive through the tunnel? Was he in his usual spot in the office? Did you get spotted before attacking him? And what did you mean by him recovering? Did he die and come back to life or did he not take damage? Normally getting spotted or attacking him should play some short dialogue and start combat.
  4. Not sure if your game bugged out or what exactly happened in your playthrough (You talk about attacking him in his camp, do you mean the K16 Fort?) but you definitely do not have to do the Major before you can kill the Colonel.
  5. Spreadsheet with merc and item stats: https://docs.google.com/spreadsheets/d/14JcHKZscRWZ5onz2O_4hWE-K-_tHFPYtig4ppovH2n0
  6. I believe he always walks away here. Mild Spoiler: you will meet him again after the camp and this might be the thing you are referring to. In the second encounter it is beneficial to not get spotted and take him out quickly. Bigger Spoiler: There are a lot of ways to gain influence with the Major, for example: how much territory you have (cities, outposts), how long you took, outcomes of certain quests, conversation options you pick with the Major.
  7. Now that you have summarized it like this the spam seems more or less on point in terms of the JA3 game world. We've got spam, love stories, $$$, trustworthy doctors and hermits doing all sorts of fun stuff.
  8. Yeah, it is pretty evident that manual intervention alone will not solve this.
  9. Yes, please find an effective spam filter and maybe a simple workaround in the meantime. A new account creating 10 posts within an hour or so should just be an auto delete.
  10. The only check when the achievement is granted is completion of the Betrayal quest which seems to complete unconditionally after the game flips the world and does some housekeeping (failing/removing some side quests). This quest is also the only place where the achievement is referenced. The whole evidence thing is a different quest that is active long after the Betrayal quest completes, spans multiple locations across the entire map and affects whether you can clear A.I.M. from the accusations. Completion rates can be misleading. Take the Tactician achievement, controlling 50 sectors. By the time the world flip happens most players will have gotten this (unless you do Time is Money, Lone Wolf) yet Steam shows only 35% compared to the 25% for Saw it coming. Another example: In Ori and the Will of Wisps (over 2 years old, very popular) 40% never got the achievement for making it to a central early game area. Makes sense, either I am missing something obvious or it is bugged. If any of you are curious about poking around in the game files for yourself: Use https://github.com/nickelc/hpk to extract the hpk archives (Data & Lua mostly). Some of the lua files are in a binary intermediary format for which you need https://github.com/HansWessels/unluac. There is a mod on nexus with all the necessary tools: https://www.nexusmods.com/jaggedalliance3/mods/38?tab=posts where you basically just run the .bat file (if you get an error you might have download the .NET 6.0 runtime https://dotnet.microsoft.com/en-us/download/dotnet/6.0) Two relevant files are Data\Achievement.lua (search for "SawItComing") and Data\QuestsDef\04_Betrayal.lua (search for "TCE_ResolveQuest" and work your way backwards). It is all very declarative and fairly straight forward, but having a decent text editor with syntax highlighting and code folding (sublime, notepad++, ...) will make navigation easier.
  11. You have the high ground, a decent amount of cover. I positioned most of my mercs next to the various enemies where you talk to the Colonel and one by the tents in front of the high ground. You start the fight right next to the enemies so you can get some extra shots/overwatches in from spending less AP on aiming. Bring grenades or maybe an MG. This fight is all about relieving the initial pressure as fast as possible so you can get some breathing room before the bombardment starts.
  12. SPOILERS AHEAD: I don't think this is a conditional achievement, it just unlocks as you progress the story. The notes linked in the previous response are from the Defeat the Legion quest and describe what triggers the call to get to the refugee camp. This quest is called Betrayal and upon completion it gives the Saw it Coming achievement. I don't have a super detailed understanding of the quest system internals but as far as I can tell the Betrayal quest always completes successfully after the world flip. So whether you go to the camp and do the big battle or whether you skipped the fight by moving close to the Majors camp: after the enemy army squads wreck all your shit and you get the 3 quests to defeat the Major, Colonel and Corazon you should also have gotten the achievement.
  13. Quests in this game can have a lot of different outcomes (including effects on your mercs) and your description is super vague. In this case the Hermit quest is also connected to the Butler quest. You'll have a better chance to get useful answers if you describe what you did and maybe show what the relevant quest logs say. In their last dev stream they said the next patch will come mid august, which will be the third patch within a month of the initial release. So can we stop with the drama pretending like JA3 is abandonware?
  14. Oh and can this please be the one thread where to don't compare JA3 to JA2 or have marcinl0 complain that the devs STILL have not fixed his personal wishlist. Thanks.
  15. Another example for a custom rule would be your squad has ADHD, where you can't get your mercs to train or read a magazine and no overwatch (or maybe only short range).
  16. I am currently pondering on what kind of playthrough I want to try next and thought this might be a good time to start a thread to collect interesting ideas to keep the game fresh in the long run. There are the obvious elements like anything tied to an achievement (e.g. solo/duo run) or things like setting limits on number of squads, merc level or allowed weapon types solo/duo runs with or without switching mercs squad composition based on personalities/backgrounds, basically anything that makes you pick mercs you'd normally never hire. To give a concrete example, I already did an Ivan-Man (Ivan solo run) that included lots of saving so now I am looking at fun but realistic pairs to do a MI duo run without saves or temporarily switching mercs. Some ideas for those runs: Dr. Q & Tex - A wise melee doctor and a cowboy cosplayer who can help out as a mechanic? Sounds like the perfect asian power couple. Raider & MD - The optimistic and supportive dad type character seems like the perfect match for MD, the most insecure merc (for a good reason) I.M.P & A.I.M marriage - You get one A.I.M merc and one I.M.P merc to balance out their flaws. This is obviously less about personality and more about stats. Themes not limited to duos: Getting the band back together - You start with your I.M.P merc and need to recruit all free mercs in the game (this should totally be an achievement if its not) Senior Superiority - Your possible starter picks are Raider, Meltdown, Hitman, Fidel or Sprag. You get one squad max and three best spots have already been reserved for Len, Gus and Fauda - the Old Dog mercs. Worst of the Worst - You are going for the worst possible ending in the game and for that you want the most reckless psychos like Fidel, Meltdown and Nails who somehow have to impress Sp*** enough to join them. Make Emma regret contacting A.I.M even more than hiring the M.E.R.C guys. So, whether you want to suggest small elements/rules to make any given run more interesting, have suggestions to flesh out the ideas above or if you have a fully themed idea with a catchy title, 10 page ruleset, squad composition and a custom backstory ... lets hear it.
  17. Ok, I think this might a lost cause. I give it maybe one or two more patches before we hear the news about a confused rambling person being arrested in front of Haemimont HQ for public disturbance.
  18. I really like that they added attack routes but I agree that the chokepoints feel a bit too powerful. After you take F7 the outpost at G10 covers Fleatown and Port Cocoa, D10 handles the north and once you have D11 (the bridge) you can just park all your extra mercs there and intercept all the action headed for the left half of the map. But in general I like the concept, it adds a little bit of depth and extra choices. You can leave the outposts alone to level your city militia faster (8 elite militia might have a chance in the post refugee camp events) or you can skip training militia in towns and maybe even outposts after clearing them because you rushed the D11 bridge. You lose out on loyalty for training militia but it seems there are still enough ways to get to 100%.
  19. OMG! They released a patch that didn't change the game in the exact way you wanted even though you keep complaining here like an incessant child every few hours? These devs must be so bad at their job, and stupid too. Just because you think a bug is easy to fix or a feature trivial to implement does not mean that it is actually so. The fact that they made design decisions that you don't like or didn't make some features better does not mean they didn't know better. Others here on the forum tell you to be patient, you respond to that and literally less than 12 hours later you come again asking when the next patch will be out. And if I had to bet money my guess is you'll be even more annoying when you find out that the next patch STILL isn't exactly what you wanted. Here are a few things to keep in mind when giving feedback: - You might not actually be the smartest person in the world - You most likely are not the CEO of Haemimont Games - How much knowledge or experience you have about the realities of making software or especially games. Alternatively you could try to occupy your mind with something that isn't JA3 for a few days or weeks.
  20. These are the developer notes and values from the games source files. I don't know how to make it more detailed other than literally posting large chunks of source code (which the devs probably don't want us to do).
  21. I especially love Thula Sizwe, the song that plays after resolving the Junk Yard quest. Even though the entire sector is one big dick joke and JA never had the kind of quests where you get seriously invested in ... at that moment I just found this song in itself very touching and it felt very peaceful and fitting if you want to take the setting of a resolved conflict seriously (being mostly ignorant of the actual meaning). Overall the vocal tracks in JA3 are such a pleasant surprise. It's the kind of extra you would expect in a soundtrack for a game like Horizon Zero Dawn but here comes JA3, from a franchise that most likely has a smaller budget than HZD and isn't in the habit of taking itself too serious and creates this beautiful music as a byproduct. Nobody would have complained about the soundtrack if they hadn't done that, but somebody went the extra mile ❤️
  22. The Biff mission is one of the possible triggers. In my first playthrough I received the call to come back to the refugee camp before I ever met Biff or got his call for help. Here are some developer notes from the game files about what triggers that call, the addition of specifics in parentheses for the first two conditions are additions by me:
  23. Yeah, with Ivan inventory space already felt precious. Livewire has 4 (?) slots and one holds her PDA. This game clearly needs a gym in some sectors where Lone Wolf mercs can spend their lonely saturday nights pumping weights (sorry, not a weight pumper so I don't know the lingo). Naturally you will have to sign up for a month in advance even if your stressful merc day job only lets you get there on weekends.
  24. Expecting weekly patches for a while may be a bit much but a few more short term patches for the most immediate issues would be appreciated. The game mostly runs fine for me but there are a few sectors (e.g. C20 cave) where the game suddenly but reliably starts shitting itself and I eventually have to restart, several times in some cases. Claustrophobia perk seems to be bugged where the debuff isn't removed, so right after the Rust bunker you end up with a perma-gimped merc. Priorities can be subjective but stability, performance and bugs that can have a permanent impact on your run should be up on the list. If 1.02 was everything we got for the next two months or so that would suck a bit.
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