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=== 
=== Firearms Rebalanced Experiment
=== Version 2.4 Stable
=== By BlackAlpha
===
=== A mod for
=== Jagged Alliance - Back in Action
=== - Blue Dawn mod v0.4b
===
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This is a modification for Jagged Alliance - Back in Action. This mod was made to work on top of the "Blue Dawn" mod.
The Firearms Rebalanced Experiment aims to tweak everything weapon related to make the game more realistic and more fun.

The following noticable adjustments have been made:

- All weapons are realistically balanced.

- Weapons have a small increase in maximum range.

- AI can engage at twice the distance now, which results in less mindless rushing and more realistic firefights.

- Weapons do more damage. No more need to shoot someone dozen of times.

- High caliber rounds can penetrate armor easily at short range, but harder at distances.

- Weapons are not 100% accurate. The merc's skill is a lot more important now.

- Due to the above changes, cover plays a much bigger role. This results in gameplay more similar to JA2 or 7.62 High Caliber.

- Machineguns and snipers gain a large accuracy bonus when shooting from the prone position to simulate the use of bipods.

- The RPM settings represent how easy a weapon is to handle. All weapons are realistically balanced on handling (Thanks to Leon026!).

- The better a weapon handles (RPM), the easier it is to aim while standing.

- All stances, apart from running, are silent. You can now realistically walk around with your weapon raised.

- In running mode (F3), hip shooting has been replaced by semi-aiming snap shots. Snap shots are just as fast but more accurate.

- Some weapons are priced for their accuracy, while others are priced for their handling (RPM).

- The rocket rifles have been turned into realistic semi-automatic grenade launchers.

- IMP mod compatible!


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=== Installation Instructions
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Basically, you install Blue Dawn first, and then this mod:

1. Install the Blue Dawn Mod version 0.4b:
You can find it on these forums: http://boards.jaggedalliance.com

2. Extract the Firearms Rebalanced Experiment into your game's directory:
Example: C:\Program Files\Steam\steamapps\common\jabia\

3. Choose Yes if it asks you to overwrite.

4. Profit!


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=== Credits
=====================================

Blue Dawn mod team for their awesome mod that is used as a base for this one.

Leon026 (from Jabia official forums) for the weapon RPM settings.

DEXTERCANE (from Jabia official forums) for helping making this mod compatible with the IMP mod.

Sbobovyc (from Jabia official forums) for his modding tools.

The game developers for the support they give to the community.

Jabia community for everything else.


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=== Version History
=====================================

Version 2.4 Stable

- Fixed the text in the game.


Version 2.3 Stable

- Updated to Blue Dawn version 0.4b.
- Implemented Blue Dawn hotfix that fixes the shops. According to Blue Dawn, a new game is required.
- Minor changes to the perception of enemies.
- The price of the 40mm grenades has been doubled, as they were too cheap.


Version 2.2 Stable

- Updated to Blue Dawn version 0.4, compatible with game version 1.11.
- Changed stats on new Blue Dawn weapons to make them in line with the rest of the arsenal.
- Minor stat adjustments.
- Warsaw Pact ammo is now less expensive compared to NATO ammo. This is to simulate the abundance of Warsaw Pact ammo.

- Reworked the launchers due to the changes the new game patch brings.
--+ The LAW now fires anti-personnel rockets.
--+ All grenade launchers now use the new 40mm grenade ammo, which is fired in an arc.

- Reworked the attachments.
--+ The EOTech gives a large reaction time bonus.
--+ The Red Dot gives a small reaction time bonus and a small accuracy bonus.
--+ The ACOG gives a moderate accuracy bonus and a moderate reaction time penalty.
--+ The Sniper Scope gives a large accuracy bonus and a large reaction time penalty. 
--+ The ACOG and Sniper Scope are now a lot more accurate, so this should make the snipers a bit more precise.

- Changed skill of enemies.
--+ Reduced marksman skill of all enemies. This should make most enemies a little bit less accurate to compensate for their numbers and infinite ammo.
--+ The higher level the enemy is, the better they can shoot and the further they can see.
--+ Now there's a much larger difference between low and high level enemies.
--+ This change makes most player mercs better than the initial low level enemy grunts.
--+ Hopefully this will make for a more gradual difficulty curve.

- Redone the perception system.
--+ Switched back to low (below 100) perception skill values.
--+ Now, to adjust the view distance the new parameters are used that the game developers added in the recent patch.
--+ Unalerted enemies have a small view cone similar to vanilla Jabia.
--+ Alerted enemies have a more realistic view distance, they will see and shoot at you from much further (like it was before).
--+ This means stealth is again possible, until you get compromised!


Version 2.1 Stable

- Minor stat adjustments.
- Fixed price of the SR25.
- Changed price of a few weapons.
- Slightly reduced sound levels of walking (AI only), opening doors and climbing ladders.
- Kicking in doors animation has been replaced by a regular door opening animation.

- Redone perception stats.
--+ Higher level mercs/enemies get more perception than lower level ones, which means they can fire from a longer range.
--+ Perception is then further modified by the weapon used. Shotguns and pistols gain a penalty, rifles and machineguns gain a bonus.


Version 2.0 Stable

- Updated to Blue Dawn version 0.3.
- Changed stats on new Blue Dawn weapons to make them in line with the rest of the arsenal.
- Minor stat adjustments to a few weapons.
- The blast zone of the Flashbang has been slightly increased, so that it can cover a medium sized room.

- Changed stats on silencers.
--+ The pistol silencer now reduces the sound a bit more and slightly decreases the weapon accuracy to simulate the use of subsonic rounds.
--+ The rifle silencers (CQB and specops kits) do reduced silencing due to lack of subsonic bullets.

- Made changes concerning perception to prepare for the upcoming fog of war patch.
--+ Fixed Perception level of some NPCs.
--+ All mercs now have a Perception level of 200, just like the NPCs.
--+ The new Perception level will allow your mercs, in Gaurd Mode, to fire at the enemy from the same distance the enemy can fire at you.

- Redone the grenade launchers / AT launcher.
--+ Missile ammo is now called 40mm grenade ammo.
--+ The rocket rifles are now renamed to the QLZ87-family grenade launchers and have their stats changed to more realistic values.
--+ A side effect of this is that the LAW now fires 40mm grenades. But that's still more realistic than the grenade launchers firing missiles.

- Applied changes that will hopefully reduce the amount of grenade spam that some people experience.
--+ Reduced the chances that enemies will spawn with grenades.
--+ The throwing distance of enemies has been reduced.


Version 1.9 Stable

- DEXTERCANE helped fixing two bugs in characters.txt, making this mod compatible with the IMP mod.


Version 1.8 Stable

- Minor stat adjustments to a few weapons.
- In the weapon descriptions, the text "rate of fire" has been replaced by "handling".

- Reworked the stats of the shotguns.
--+ Changed all stats of the shotguns to more realistic values.
--+ Made it so that the RPM gap between the different shotguns is a little bit smaller, making them all more useful in combat.


Version 1.7 Stable

- Minor stat adjustments to a few weapons.

- All weapons now do more damage over distance.
--+ This mostly affects rifle cartridges, they can now damage enemies at the maximum distance at which the AI engages.
--+ Note that when weapons fire beyond their maximum range, they do reduced damage.
--+ At some point they will do virtually no damage at all, especially against body armor.
--+ This should resolve the difficulty of shooting distant enemies.

- Hip shooting animation has been replaced by an aiming animation.
--+ In running mode (F3), you now make snap shots from an aiming posture. Snap shots are a bit more accurate.
--+ CQB is now fun again. But remember, the enemy now uses snap shots too!


Version 1.6 Stable

- Updated to Blue Dawn version 0.2.
- Changed stats on new Blue Dawn weapons to make them in line with the rest of the arsenal.
- Minor stat adjustments, mostly realism based.
- Fixed M27 IAR. Due to a typo it did only 4 damage.

- Rebalanced the price of weapons.
--+ Price is based on accuracy and handling.
--+ Some weapons are priced for their accuracy, while others are priced for their handling (RPM).


Version 1.5 Stable

- Reviewed the stats (damage, accuracy, max range) of some weapons and made minor adjustments to them.
- Weapons capable of burst-fire have increased durability to stop them from breaking down too fast.
- Increased penetration of high caliber cartridges to make them more lethal against body armor.

- Redone the burst stats to more realistic values.
--+ Removed burst from weapons that are not capable of it.
--+ Weapons that have burst in real life, they now use it ingame as well.
--+ Weapons that only have full auto, the amount they fire depends on the control of the recoil.

- Implemented a new RPM system that was originally made by "Leon026" from the official Jabia forums.
--+ Made some small adjustments to some of those RPM settings.
--+ RPM settings are based on different factors, like the size, weight, weapon design.
--+ The new RPM settings resemble weapon handling, as they directly affect the weapon times.

- Redone the stance system. Here's everything you need to know:
--+ All weapons can be fired accurately from crouch/prone stances.
--+ Hip firing is more accurate to resemble snap shooting. (Shooting animation will change once we know how)
--+ Accuracy while standing and snap shooting depends on the weapon RPM settings. Higher RPM equals a lower accuracy penalty.
--+ Snipers and machineguns gain a bonus when going prone to simulate the use of a bipod.


Version 1.4 Stable

- Made minor adjustments to the stats of some weapons due to the new engagement range.
- Sound noise levels reduced to compensate for the AI's new perception levels.
- Reduced the noise levels for opening doors, running, walking and crouching.
- Crawling, crouching and walking (with gun raised) all reduce your sound to the minimum.
- Gave 9mm pistols and SMGs a small boost in damage, so that they are more effective against unarmored opponents.


Version 1.4 Beta 1

- Adjusted the 'Perception' attribute of NPCs, including enemies. Now firefights will happen up to roughly 100 meters.


Version 1.3

- Ported to the Blue Dawn mod.
- Made adjustments to the new Blue Dawn weapons, so that they're realistically in line with the rest of the weapons.
- Made minor adjustments to the damage properties of some SMGs.
- Increased/decreased price of two SMGs according to their handling.
- Redone the armor penetration properties of bullets, its basically the same but easier to read.

- Switched to new stance system.
--+ The smaller the weapon, the easier it is to aim while standing. Heavy and long weapons are harder to aim with while standing.
--+ The smallest weapons of their class can be aimed while standing just as good as when prone.
--+ Most weapons can be aimed crouched just as good as when prone. Only snipers and machineguns gain a large advantage when shooting from prone positions.


Version 1.2

- Made some SMGs more durable, as they broke down way too fast.
- Made machineguns more durable.
- Made minor adjustments to some weapons, for realism sake.
- Now all guns should be realistically balanced against each other.


Version 1.1

- Made all weapon damage values a bit more realistic (considering the ammo/weapon type, etc).
- Damage changes are mostly artificial, though.
- Made minor adjustments to pistol and SMG max range.
- Drastically reduced spread on all pistols.


Version 1

- Initial Release.
- Used R@S Mod Version 10c as a base.
- Made adjustments to ammo piercing values.
- Made adjustments to all weapons damage and max range settings.
- Gave all weapons a bit of random spread.
