Characters now gain perks when levelling, but these are restricted by their stats to ward off minmaxing and lean into the other defining element of the series: unique characters. Gun mods are made from spare parts rather than bought or found. Targeting specific body parts now inflicts status effects like suppression or reduced accuracy, and each weapon class adds a special attack, like machine guns holding a lane, or dashing while spraying multiple potshots with an SMG. To see this content please enable targeting cookies.Ĭharacters automatically reload between fights and top up personal inventories from squad ones if possible. It borrows as much from modern designs and is mostly better for it. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles. However much I waver back and forth on my exact feelings about it, this is crucial. I'm definitely going to keep playing Jagged Alliance 3. Reviewed on: AMD Ryzen G, Radeon RX 590, 24GB RAM, Windows 10. UI niggles and a wincingly unfunny tone can’t sink a strong hybrid of old and new design ideas.
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