Jagged Alliance 2 1.13 Guide
Jagged Alliance 2 1.13 is a mod for Sir-Tech's cRPG Definition of 1999, Jagged Alliance 2. The 1.13 mod for Jagged Alliance 2 is notable for its high degree of configurability, built-in compatibility features and game system additions, extensions and enhancements.
Due to 1.13's complexity and difficulty, new players are advised to play vanilla JA2 or Stracciatella JA2 before playing 1.13. While it is certainly possible to approximate an original JA2 experience in 1.13, new players would not know which settings, options and features to change, enable or disable.
Jagged Alliance 2 1.13 Builds
Jagged Alliance 2 1.13 Window Mode
If the 1.13 mod fails to launch in Windowed mode due to Desktop color depth, go to the exe properties, click the compatibility tab, click Reduced Color mode and select 16 bit color depth from the drop-down.
Jagged Alliance 2 1.13 Initial Game Settings
Jagged Alliance 2 1.13 Options
Jagged Alliance 2 1.13 Features
Countless other features of 1.13 can be tailored, enabled or disabled within its INI Editor or via the XMLs themselves.
Jagged Alliance 2 1.13 Download
The best version of Jagged Alliance 2 1.13 can be downloaded at GitHub:
https://github.com/1dot13/source/releases
All cRPG Blog 1.13 commentary is based upon 1dot13 releases.
Major JA2 1.13 Features
- Extra Difficulty: Extreme Iron Man (cf. Baldur's Gate No Reload, Master of Magic Iron Man and OpenXcom for overviews of Iron Man merits).
- New IMP character generation with 10 major traits JA2 1.13, 12 minor traits JA2 1.13, 14 character traits, 13 disabilities and 65 backgrounds. Can also select starting IMP equipment.
- Vanilla only allows 0-1 IMP whereas 1.13 supports 0-7.
- Maximum vanilla squad size is 18 whereas 1.13 squad size is tailorable from 16-32. We can also tailor the max number of militia, enemies, crepitus and civs that can appear in tactical mode (16-64).
- Maximum UI-displayable squad size is dependent on display resolution. At 4:3 1024x768 the maximum displayable squad size is 10, for example.
- 100s of new items, including about 375 weapons (see weapons list below).
- Arguably, there are too many items aka item-bloat. For a couple comparisons of 1.12 and 1.13 firearms, consult FN P90 JA2 and H&K G11 JA2.
- Dozens of new hotkeys and hotkey-combos (one can never have enough).
- Many new AIM and MERC mercenaries JA2, including UB and Jagged Alliance 1 mercs.
- Overall UI and combat system speed enhancement.
- New inventory system. Also, vehicle inventory. These are UI hacks, but they're mostly great. New Inventory requires a minimum resolution of 4:3 1024x768.
- Inventory items have three separate tabs for viewing item descriptions and stats all of which have info pop-ups when moused-over.
- Load-bearing Equipment (LBE) such as vests, holsters and harnesses. Most players won't like the inventory UI space restrictions LBE imposes, but they will probably learn to appreciate LBE in the end. Try it for a few hours, not a few minutes.
- Sector inventory-wide item auto-sorting, auto-stacking, auto-ammo unloading and auto-detaching.
- Inventory zooming and templates.
- Tailorable loot and vendor itemization progression (e.g., Bobby Ray's).
- New Chance to Hit (NCtH): Adds extra variables to the to-hit mechanic.
- Suppression Fire: Penalizes APs and to-hit of combat units under heavy fire aka pinning a group of enemies down. CAWS JA2 loaded with buckshot with duckbill attachment for cone AoE = strong suppression.
- 100 point Action Point system replaces vanilla 25 AP system, thereby (for example) adding more variety in AP expenditure for weapons of similar type.
- Enhanced close combat and improved Interrupt system. Minimum reserve APs to trigger Interrupt is 16.
- Advanced Repair & Dirt System: Being weaponsmiths with proper facilities, Perko in G9 Cambria and Arnie in H1 Grumm are the only NPCs in Arulco that can repair weapons and armor back to 100% condition. In vanilla, any mechanic could repairs items back to 100%. But in 1.13, it doesn't matter if your mechanic is Trevor JA2 or Barry JA2 with Tech-Whiz or Technician traits; they can "only" repair items to about 96%. Note that both weaponsmiths repair rod & spring JA2 and gun barrel extender JA2 to 100% in 1.13. In addition, guns get dirty and need to be cleaned with Cleaning Kits.
- Tactical & Strategic Militia Command: Note that militia can be set to auto-loot the battlefield depending on their traits. Problem is, they may waste their APs picking up three or four guns in a row, which also weighs them down.
- Private Military Contractor (PMC) mode for hiring militia (aka Kerberus).
- Massive counterattack reprisals and multiple counterattacks.
- Enemy unit combat & utility roles.
- Prisoner interrogation system with defection, ransom and intel potential.
- Raids, banditry, assassins and ambushes.
- Tactical Weather & Environmental Hazards (rain, sandstorms, thunderstorms, blizzards, snakes in swamps).
- Food system with decay and digestion (survival).
- Support for Logical Body Types (LOBOT "sprite" overhaul): Note that LOBOT is a WiP and thus there are a few graphical glitches.
- Other features: Formational movement, alternate aesthetics, fast-forwarding of enemy turns, the muting of annoying sounds and additional displayed data such as mercenary statistical progression.
During IMP chargen, mousing-over traits calls up info pop-ups that show the bonuses, penalties and features conferred by the trait:
JA2 1.13 Background Trait Example
JA2 1.13 Minor Trait Example: Ambidextrous
JA2 1.13 Major Trait Example: Martial Arts (Expert)
JA2 1.13 Weapon Stat Presentation Example
Merc Stat Progression Display
Note the shaded bars under the stats, representing stat progression. Once the shading fills the area, the stat increases. Thus, we can see how our actions are fueling our stats.
A Few 1.13 Notes
- Before Alt-tabbing to desktop in fullscreen mode, save the game. When you Alt-tab back to the game, reload the savegame or the game can glitch out.
- After we move out from Omerta, airpace will no longer be secure for future drop-offs in A9 Omerta. The arrival sector is changed to L15: Forest. DO NOT order new mercenaries when the LZ is L15. Wait until you have taken out the Drassen SAM and relocated the arrival sector to Drassen. The game may even CTD if you attempt to move mercs out of L15.
- Training militia now requires a Leadership score of 20. Ira's Leadership score is only 14. Thus, she can't initially train militia. You will need to have her practice LD or get someone to train her in LD first. If Ira practices, she can start training by Day 2.
- When mercs are training militia, repairing and healing, make sure they are tucked away somewhere safe, preferably indoors. If left on the perimeters, they become easy targets for invading forces.
- Sometimes, second-clicking the same icon displays more info or changes a UI mode.
- In 1.13 sci-fi mode, crepitus stragglers may still invade town sectors after Queen Crepitus has been slain. If you don't want a messy game, stick with Realistic.
- If a merc is captured as PoW, their contract is auto-extended if it's about to expire (3 days).
- Remember that, in order to receive experience points from quests (which can be significant), mercs must be in-sector when the quest is completed.
Trigger Massive Enemy Counterattack at Drassen
- TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN aka
- STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN
This toggles Deidranna's infamous counterattack aka large-scale reprisal on Drassen in the early game.
Aggressive Strategic AI
- AGGRESSIVE_STRATEGIC_AI
This variable sets counterattacks aka large-scale reprisals Arulco-wide on all relevant towns, with optional counterattacks that are dependent on measured campaign progression. Recommended only for experts and players that enjoy strategic management of taken sectors. Note that reprisals can be relentless even in vanilla Jagged Alliance 2 Expert, let alone 1.13 Insane.
Jagged Alliance 2 1.13 Weapons List
This is a full, up-to-date weapons list for the latest Jagged Alliance 2 1.13 build as of July 2023. cf. Jagged Alliance 2 weapons.
- Glock 17
- Glock 18
- Beretta 92F
- Beretta 93R
- .38 Special
- Barracuda
- Desert Eagle .357
- Colt M1911A1
- HK MP5KA4
- Ingram M10
- Thompson M1A1
- Colt M4 Commando
- HK 53A3
- AKS-74U
- FN P90
- Type 85
- SKS
- Dragunov SVD
- M24
- Steyr AUG-A2
- HK G41A2
- Ruger Mini-14
- Diemaco C7A2
- FAMAS G2
- AK-74
- AKM
- M14
- FN FAL
- HK G3A3
- HK G11
- Remington M870
- SPAS-15
- HK CAWS
- FN Minimi
- RPK-74
- HK 21E
- Combat Knife
- Throwing Knife
- A Rock
- M79 Grenade Launcher
- M224 Mortar
- Another Rock
- Knuckle Dusters
- Talon Grenade Launcher
- M72A4 LAW
- Machete
- Rocket Rifle
- Automag III Custom
- Tank Cannon
- Dart Gun
- Bloody Throwing Knife
- Flamethrower
- Crowbar
- Auto Rocket Rifle
- Modified EMF Hartford 6 Shooter
- Calico M-950
- Calico M-900
- Calico M-960A
- Retractable Baton
- Nightstick
- Utility Knife
- Light Knife
- Exacto Knife
- Micro-Uzi
- Enfield L85A2
- Tavor TAR 21
- VSS Vintorez
- HK PSG1
- Barrett M82A2
- SIG P226R
- FN Five-seveN
- MP-443 Grach
- MP-446 Viking
- Saiga 12K
- Benelli M3 Convertible
- HK MP5A4
- HK MP5N
- HK MP5SD5
- Uzi
- Colt 9mm SMG
- AK-47
- HK SL8
- Vikhr SR-3 Compact
- SIG SG540
- FN Browning HP-35
- Ka-Bar Cutlass
- KCB Knife
- SOG Seal 2000
- Heavy Throwing Knife
- Bloody Heavy Throwing Knife
- Steak Knife
- Sabre
- Rambo Knife
- AEK-919K "Kashtan"
- AEK-971
- AEK-973
- Agram 2000
- AICW
- AK-102
- AK-103
- AK-104
- AK-105
- AK-107
- AK-108
- AKMS
- AKS-47
- AKS-74
- AMD-65M
- AN-94 "Abakan"
- AS Val
- AI AWM
- SR-2 Veresk
- Barrett M98
- Benelli M4 Super 90
- Beretta 92FS
- Beretta 96FS Brigadier
- Beretta AR-70/90
- Beretta M501
- Bizon 2-07
- Browning M1919 A6
- Carl Gustaf M/45B
- CETME Modelo C
- Knight SR-25
- Colt High Capacity M1911A1
- Colt M16A4
- Colt M4A1
- CZ 700
- CZ-52
- CZ-75B
- Desert Eagle .44
- Desert Eagle .50 AE
- DSR-1
- Erma SR-100
- FAMAE Mini SAF
- FAMAE SAF
- FAMAE SAF Silenciada
- FN Browning HP-35 .40
- FN BDA 9
- FN F2000
- FN FAL Carbine
- FN FAL OSW
- FN MAG
- FN Minimi SPW
- FN SCAR-H CQC
- FN SCAR-L CQC
- FN FNC
- FR-F2
- Galil AR
- Galil SAR
- Gepard M2
- Glock 19
- Groza OC-14
- Groza OC-14-4A-01
- HK 23E
- HK 416 14"
- HK G11 PDW
- HK G36C
- HK G36 RAS
- HK G36K RAS
- HK G3KA4
- HK MG36 RAS
- HK MG43
- HK Mark 23 SOCOM
- HK MP5/10A3
- OTs 39
- HK MP7A1
- HK MSG90A1
- HK P7M8
- HK SL9SD
- HK UMP45
- HK USP
- Ithaca Model 37
- Jackhammer Mk3A1
- Jati-Matic GG-95 PDW
- KSVK
- M1 Garand
- M21 Tactical
- M40A1
- Metal Storm Surf Zone
- M60E3
- Cobray M11/9
- Makarov PM
- Makarov PMM
- Micro Galil
- Mini-Uzi
- Mosin-Nagant M1891/30
- Baikal MP-133
- MP-445 Varjag
- Neostead
- OSV-96
- Parker Hale M82
- Pecheneg
- PKM
- PP-93
- PPsh-41
- PSM
- QBZ-97
- RPD
- RPK
- Ruger Redhawk Revolver
- SA vz.58
- Sako TRG 22
- Sako TRG 42
- Sawed-Off Shotgun
- SIG SG542
- SIG SG550
- SIG SG551 SWAT
- SIG SG552 Commando
- SIG P210
- SIG P226R .40
- SIG P229R
- SIG Pro
- Skorpion vz.82
- Sphinx 3000
- Springfield XD
- SR-1 Gyurza
- Stechkin APS
- Sterling L2A3
- Steyr AUG HBAR
- Steyr AUG Para
- Steyr Scout Tactical
- Steyr SSG-P1
- Steyr TMP
- Street Sweeper
- Super-Shorty Mini-Shotgu
- SV-98
- Dragunov SVDS
- SVU
- Taurus Raging Bull 444
- Thompson M1928
- Tokarev TT-33
- U-94S UDAR
- Ultimax
- USAS-12
- Valmet M76
- Valmet M82
- VIS-35
- VSk-94
- Walther WA 2000
- Winchester 94 Trapper
- XM-29 OICW
- XM-8 Automatic
- XM-8 Baseline Carbine
- XM-8 Compact Carbine
- XM-8 Sharpshooter
- Zastava M76
- Baikal MP-233B
- HK G36
- HK G36K
- INSAS
- LAR Grizzly .50 AE
- MAB PA-15
- .50 Beowulf Rifle
- Walther MPL
- Colt M16A1
- Colt XM177-E1
- CMMG 7.3
- OA-93
- Automag IV
- LAR Grizzly .45 WM
- Wildey Survivor
- ColtCanada C7CT
- Thompson Contender Encore
- Ruger S. Redhawk Alaskan
- Fr. Arms M83 Premier Grade
- KP M/31 Suomi
- VSSK Vykhlop
- SPAS-12
- Mauser Karabiner 98k
- Benelli R-1
- Blaser R93 LRS2
- S&O Shorty
- SA-24
- SAR 21
- KAC SR-47
- Walther P99
- Mauser M-03
- AKMSU
- Colt Delta Elite
- FN SCAR-H SV
- FN SCAR-L SV
- Steyr ACR
- FN SCAR-WP CQC
- FN SCAR-WP SV
- FN SCAR-68 CQC
- FN SCAR-68 SV
- HK MP5/40A3
- Barrett M468
- Bushmaster M4A3
- Robarms XCR-1
- P-08 Parabellum
- SIG P226 SAS
- SIG P226 SAS .40
- Colt Anaconda
- Manurhin MR-96
- FN PRO-9
- FN Forty-Nine
- FN FNP-45
- Smith & Wesson M29
- M29 SATAN
- Manurhin MR-73
- M14 EBR
- M21 EBR
- Fabarm FP6
- Fabarm SDASS
- Kimber Eclipse Pro II
- Commando Mortar
- Colt M203PI Grenade Launcher
- GM-94 Grenade Launcher
- GP-30 Obuvka Grenade Launcher
- HK AG36 Grenade Launcher
- Milkor MGL-140 Grenade Launcher
- RGM Kastet Grenade Launcher
- XM-25 Grenade Launcher
- AICW Grenade Launcher
- F2000 Grenade Launcher
- GP-25 Kostyor Grenade Launcher (Built-in)
- OICW Grenade Launcher
- HK 79 Grenade Launcher
- RPG-7
- RPG-16 Grom
- RPG-26 Aglen
- RPG-27 Tavolga
- RPO-M Shmel
- Colt Launcher System
- FN EGLM Grenade Launcher
- KAC Launcher System
- Shovel
- Shuriken
- Nunchaku
- Katana
- SIG P239 SAS
- Steyr AUG-A3
- HK 416 10"
- Beretta M12
- Galil Sniper
- HK 416 16"
- Owen .45
- HK 416 20"
- HK UCP
- HEZI SM-1
- Rheinmetall MG3
- Ares M4 Shrike
- HK 417
- Beretta Cx4 Storm
- Spectre M4
- MAT-49
- SIG MP41/44
- HK MG36
- CETME Ameli
- KAC PDW
- Magpul PDR-D
- Automag V
- M1 Carbine
- Colt Python
- FR Ordnance MC51
- HK SL8 RAS
- Pipe Wrench
- AR57 16"
- AR57 11"
- AR57 6"-Silenced
- Hand Mortar
- Sam Garver Combat Knife
- MERC Umbrella
- KAC Masterkey
- Garotte
- Rifle Grenade Device
- Stun Gun
- Pepper Spray
- Flashlight
- Flashlight
- Letter Opener
- Hedge Trimmer
- Strela-2
- Fire Extinguisher
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