Enemies on Steroids

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Author: Lucjan

Last revision: 11 Dec, 2023 at 15:51 UTC

File size: 949.25 KB

On Steam Workshop

Description:
Enemies on Steroids

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What does it do
  • Improves Weapons and Weapons’s Mods of all enemies you meet
  • Improves Armor of all enemies you meet
  • Improves Attributes of all enemies you meet

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How does it do

Whenever players enter a sector all enemies are scanned and a profile of their level, loadout and attributes is created. This profile then is used to generate new weapons and armor, it also boosts all attributes.

Note: All weapons, grenades, armor, and ammo are divided into 3 Tiers, it is a vanilla property of all items in the game. The mod uses the Tier system to deduct the current strength of enemies.

Weapons

New weapons are generated of the same type and have a small chance to generate a weapon of a better type. For example, an enemy with a Handgun can receive an SMG while one with an SMG can end up with an Assault Rifle. Based on the enemy level and the Tier of the original weapon, the mod makes a random roll to decide if the enemy will receive a Tier improvement.

New weapons are also granted Components/Weapons’s Mods (e.g. Scopes or Silencer) based on enemy level.

Additionally, if the original loadout has free spots left and there was no Handgun or Grenade then the enemy might get an extra Handgun or Grenade.

Armor

Armor follows a similar logic to weapons. Based on the enemy level there is a chance to spawn an Armor piece from a higher Tier.

Note: Enemies can’t get unique weapons like Golden Gun.

Attributes

All attributes are improved based on the enemy level. A lower initial value of an attribute allows for a bigger improvement of up to 2/3 of missing points under 100.

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Notes
  • Mod uses enemy level as a base therefore it can be easily adjusted by using my other mod Adjust Difficulty Settings
  • Does not change enemies with Unique weapons like Pierre
  • Can be enabled and disabled at any point
  • Works with all saves. Will not change enemies in the middle of a fight.
  • Compatible with all weapon mods and new enemies mods(as long as they have one of the enemy Affiliation)
  • No compatible with some DiceMan mods, no compatible with Random Enemy Weapons
  • If you are looking for more random and unpredicted mechanics similar to ones in this mod check wait4friend‘s DiceMan mod series

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Bugs and limitations
  • Due to a lack of a better solution, Unique weapons are recognized by their UI image path so mods that reuse those can prevent this mod from buffin an enemy holding that weapon
  • Drop chance of grenades is hardcoded to match original drop chance of 5% there fore drop chance mods won’t affect how often grenades are being dropped
  • Enemies in the first sector of the game are being loaded twice causing the mod to buff them twice. I am looking for a solution as a flag that is saved on units does not persist in this edge case
  • None-grenade throwables like flares are not being generated and are being replaced by grenades. This will be fixed in next update

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Special Thanks
  • Jagged alliance 3 Devs, especially Feanor over on Discord, for helping with understanding the Game source code
  • Modders community on Discord, especially rato, Skunk and Witzzard
  • Other modders on Steam workshop, especially wait4friend and Skunk, as their work served as a great inspiration both for feature ideas as well as a technical blueprint on how to code mods in Jagged Alliance 3