Jagged Alliance 3: Difference between revisions

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(Created page with "* When recruiting initial mercs, make sure to click the IMP tab at the top to create a custom merc. This is "you" and after the initial cost, has no upkeep costs. Also, make sure you have at least 4, preferably 5 in your group initially (including IMP). * Try to make sure you have enough specialties in your group. You want a medic, a demo expert, a mechanic, and some solid shooters. It's good to have someone with decent leadership too for training mercs and militia. *...")
 
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* Save tiny diamonds, they can be used in Fleatown.
* Save tiny diamonds, they can be used in Fleatown.
* Historical artefacts have a use in Port Cacao, so you might want to hold on to them.
* If you call a merc and they straight up refuse to work with you, they're gone for good. If it's someone you really want, you might want to reload and hire someone they like first.


* In combat, listen to the audio queues the mercs give you. This gives you a good idea of how likely the shot is to hit. Or download the official hit chance mod.
* In combat, listen to the audio queues the mercs give you. This gives you a good idea of how likely the shot is to hit. Or download the official hit chance mod.

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