Realistic Rebalancing Mod v1.8.3
for Jagged Alliance: Back in Action 1.13g (Windows)
This mod adds a lot of improvements and bugfixes to the game without changing the base gameplay, much like a Community Patch. All weapons have been reworked to be more realistic and have also been perfectly balanced. Ammunition has been completely reworked so that Damage, Effective Range, Armor Penetration, Weight and Pricing reflect real life. The ACTUAL ACCURACY of each gun has been added to the weapon description, among other useful info (weapon class, restrictions). The guard mode works more reliably, the accuracy penalty for standing/crouching stance has been reworked and mercs can get more levelups before they reach the levelcap. Traders have much more items for sale (weapons, pants, boots) and 47 new weapons have been added to the campaign, including completely reworked DLC weapons (Kriss VECTOR, Scorption EVO 3, MP7, G36C, F2000, AN94, M27, DSR-50...). Many errors have been corrected. (eg Ak-47 is using 7.62mm instead of 5.45mm).
It is recommended that you start a new game after installing this mod, though many of the improvements [interface, weapon rebalancing, stance factors, ammo, items, camouflage, AI, new weapons] carry over to existing savegames.
This Mod is also available for Jagged Alliance: Crossfire
click here: Moddb.com
Main Changes: (more detailed changelog is included in the download)
•fixed Elliot Bioweapon quest
•fixed broken camo at night
•fixed several camos providing incorrect terrain bonus
•fixed incorrect attachment coordinates for 20+ weapons
•fixed skipping firing sounds (SKS, Mini-14, Mk14, PSG1...)
•fixed weapon traders not selling ammo properly
•quite a few misleading item descriptions have been fixed
•weapons have correct names (SAM-AF = FAMAS, MP5III = HK53A3, Druganoff = Dragunov SVD)
•the ACTUAL ACCURACY (hidden stat) is now displayed in the weapon description
•more detailed weapon descriptions (pros/cons, weapon type)
•added more information to consumables and attachments (Handgrenade, 40mm, C4, Rocket, 4x Scope, 12x scope)
•ammo descriptions provide more information (bullet diameter, energy, effective range)
•added informative Character Trait tooltips (telling what each Character Trait does exactly)
•added informative Character Attribute/Skill tooltips (telling what each skill does exactly)
•added list of compatible weapons to Silencer description
•every single weapon has been completely rebalanced (made more realistic and more balanced)
•effective range has been recalculated (considering ammo type, barrel length, muzzle velocity, sights)
•each weapon's maximum accuracy has been reworked (taking into account accuracy of the barrel and accuracy of the sights)
•hipfire accuracy has been recalculated (considering weight, size and recoil of the gun)
•damage of each weapon has been adjusted (considering ammo type and muzzle velocity)
•aimtime and RoF have been adjusted for each gun (low weight means faster aim, low recoil means higher effective RoF)
•hidden stats (such as Stance Penalty) have been completely reworked and work as intended now
•durability has been adjusted for all weapons (less jamming on average)
•many incorrect weapon stats have been fixed (AK-47 is using correct ammo type, Deagle acts like 357cal instead of 50BMG)
•incorrect attachment coordinates have been fixed on more than 20 weapons (no more floating scopes!)
•smaller sniper rifles have less accuracy penalty when kneeling (many rooftops dont allow prone firing)
•submachineguns have improved hipfire in order to give them an advantage over assault rifles in CQC
•shotguns have been completely reworked (amount of pellets, stunlock, effective range, spread, accuracy, aimspeed, damage...)
•pistols have been buffed and can now rapid-fire more accurately at close range
•M72 LAW is now a skill based weapon. Clumsy mercs can now miss their target
•fixed P90 weapon animation
47 New Weapons have been added to the campaign:
•Pistols: S&W Model 66, Zastava Yugo M57A, Colt M1911, Glock 21C, AMT Automag III
•Shotguns: Sentinel Striker 12, HK Close Assault Weapon System
•Submachineguns: Mac-10 9mm, 9A-91, HK MP7A1, Kriss VECTOR SMG, Scorpion EVO 3, PP-2000, Steyr AUG SMG, OTs-12
•Carbines: Colt CAR-15 Commando, HK G36C, SIG 551 SB, FN FS2000, FN F2000, FN SCAR-H CQC, AS Val, Marlin 1894C
•Assault Rifles: FN SCAR-L, FAMAS G2, AK-103, AK-74M, Steyr AUG A2, AN-94, HK G36V, Ruger Mini-30
•Light Machineguns: Steyr AUG HBAR, HK 416 M27, RPK (7.62x39)
•Sniper Rifles: AK-47 DMR, AK-74M DMR, M16 DMR, HK G3SG/1, AMP DSR-50, Ruger M77/357
•Grenade Launchers: Milkor MGL-105-ER, Milkor MGL-105-ER mod2
•the penetration of projectiles has been completely reworked to represent real life instead of lala-land
(keep in mind that the effectiveness against armor depends on much more than just the penetration multiplicator!)
•added 3 new ammo types: 7.62x25 TT, 9x39 SP-6, 6.8x43 SPC
•weight and stacksize of ammunition have been reworked to be more realistic (you can now carry more 45ACP and 357 clips)
•ammo prices have been adjusted
•vests have been rebalanced (weight vs level of protection)
•vests are cheaper (less of a money sink)
•helmets are cheaper (steel helmet is more affordable now)
•kevlar pants were overpowered and are now harder to get
•consumables (weapon oil, cleaning kit, defuse kit, medkit) have been reworked and are much more convinient now
•oil does now have 10 uses per 0.2kg instead of 6 uses per 0.5kg
•defuse kit does now have 12 uses instead of 6 uses
•pricing of items has been adjusted
•several camouflage bugs have been fixed (eg Snow Camo providing 25% bonus in forests)
•every single wearable item has been looked at individually and given new camouflage (according to its 3D model and texture)
•camouflaged items do now provide the same camo that you would expect in real life
•fixed camouflage at night - you can now sneak past enemies (in vanilla game night camo is totally broken)
•the "Chameleon" perk is now very useful at night
•enemy view range has been slightly increased to make camo more useful
•8 new camouflaged pants have been added
•the content of most containers in Arulco has been reworked (more realistic content, new items, new weapons)
•more reasonable ammo distribution (no need for 5.56 at every corner now that there are weapons for the other ammo types)
•Bobby Ray's Online Shop sells much more stuff (44 new weapons, new shirts, pants and boots)
•all weapon traders have reworked inventory and sell more items (new weapons, oil, cleaning kit, pants, boots)
•fixed several bugs with the weapon traders (now selling their ammo properly)
•a much wider selection of mercenaries can be recruited from the start (stats changed accordingly)
•mercs get along better, there are now more viable combinations (eg Meltdown and Spider)
•biographies show more details (likes/dislikes)
•mercs do now open doors silently instead of kicking them open
•mercenaries and recruited NPCs can gain more levelups before hitting the levelcap
•the stats of all mercenaries have been reworked to fix broken Stealth and the unreliable Guard Mode
•the starting equipment of mercenaries has been reworked ("silenced Deagle" replaced with silenced USP 45)
•mercs with mechanical skill have weapon oil added to their starting inventory
•the mercenaries' Character Traits have been adjusted (there are now two additional mercs with "machinegun" skill)
•several mercs have replaced their heavy kevlar pants with new comfy lightweight camo pants
•some mercs do now have knife/pistol holsters (cosmetical)
•many Recruits have slightly improved stats and can get more levelups
•Ira has increased carry capacity and her "Amazon" flaw removed
•Ira and Miguel spawn with their weapons
•fixed skipping firing sounds (SKS, Mini-14, Mk14, PSG1...)
•improved firing sounds for several assault rifles (Steyr AUG, F2000, L85, TAR-21...)
•adjusted the volume of 60 bullet impact sounds (some impact sounds were much louder than gunshots)
•Stealth works much better now (less about enemies hearing your footsteps from 150m, more about avoiding visual detection)
•using a door/ladder does not alert everyone in a 150m radius to your presence anymore (now possible to get onto a rooftop unnoticed)
•Guard Mode works much more reliably now (automatic self-defense, automatic cover-fire)
•Stance Penalties have been reworked (pistols and SMGs are not forced to fight prone anymore, Standing Stance is now viable indoors)
•enemy shotgunners and submachinegunners are more of a threat now, since standing/crouching stance does now work for their weapons
•several bugs caused by going prone can be avoided now, since crouching stance has become more viable
•gunshots make more noise (silencer more useful)
•enemies have slightly increased view range (+23%, but camo is also more effective)
•enemies react more aggressively to being attacked
•enemy snipers and machinegunners have their ridiculous accuracy reduced
•enemies dont spam shotgun fire from a distance anymore, instead they try to get closer
•enemies are now dressed like soldiers and wield less fireaxes
•the difference in maximum hitpoints between low-lvl and high-lvl enemies has been reduced
•lvl 1 enemies are not equipped with heavy kevlar pants anymore
•lvl 1 enemies are more likely to drop low-level weapons and ammo on death (helps with equipping militia)
•militia has increased running speed and health (so that they can handle lvl 1 enemies better)
•militia is wearing improvised Flak Jackets under their clothes
Full changelog is included in the download.
Version 1.8.2 has been released
This update fixes several sound problems, balances all weapons further, updates trader inventories and moves a few items in order to improve weapon progression. Two new 357 Magnum rifles and three new 7.62x39mm rifles give the player a reason to pick up previously useless ammo types. The SCAR-H CQC enables the player to use the powerful 7.62NA cartridge in urban combat.
The Marlin 1894C is a lever-action carbine and fires the 357 Magnum cartridge. It has a tubular magazine and holds 9+1 rounds. While accuracy and range are low compared to modern rifle cartridges, the 9.1mm projectile launched at 1300 Joules provides excellent stopping power.
This bolt-action rifle is chambered in 357 Magnum and has a rotary magazine holding 5+1 rounds. The 357 Magnum rounds are launched at 1650 Joules and provide serious firepower up to 250m.
This variant of the Mini-14 is chambered for the 7.62x39 cartridge. The weapon features low recoil and burst fire mode. Low muzzle velocity limits the effective range.
The RPK is a light machinegun based on the AKM. It was designed in 1959 to replace the RPD and fires the cheap 7.62x39 cartridge.
This AK has been modified for long range combat. It provides accurate fire using the cheap 7.62x39 cartridge. Effective range is quite limited compared to other rifle cartridges.
The FN SCAR-H CQC is a lightweight 7.62x51mm assault rifle and provides outstanding firepower in urban scenarios. The 7.62N cartridge penetrates all common body armor at close range. Recoil is quite low for a weapon chambered in 7.62 Nato.
Version 1.7 of the "Realistic Rebalancing" mod has been released.
Version 1.5 of the "Realistic Rebalancing" mod has been released.
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This mod fixes a lot of bugs and typos while adding improvements and reworking all weapons. All guns are more realistic and perfectly balanced. The guard...
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Highest Rated (2 agree) 10/10
Very polished mod, it does exactly what it advertises. The changes to the mercs, weapons and ammo are well thought out and balanced. It doesn't radically overhaul the game as some other mods, but it's bug free and changes the gameplay just enough to make a new playthrough for an experienced jabia player interesting again. Simply due to tweaks to the weapons and ammo, or in some cases just because it shows you information ingame you didn't know before without digging into the game files, make an…
Jan 13 2014 by acanno