It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
New release from ADR team is a bugfix patch for Jagged Alliance I.

The patch fixes various gameplay, quest and interface bugs, see readme for details.

The 1.15m patch can be downloaded from: https://drive.google.com/file/d/1zj9jYEtIqGv61KsCx2gtYW4Gu92k_5UK/view?usp=sharing
Readme: https://drive.google.com/file/d/1nCip2PDSNYiGmvAGuWhaXmSjIyT6-kV1/view?usp=sharing
Post edited April 20, 2021 by DarzaR
avatar
DarzaR: New release from ADR team is a bugfix patch for Jagged Alliance I.

The patch fixes various gameplay, quest and interface bugs, see readme for details.

The 1.15 patch can be downloaded from http://moo2mod.com/ja/ja.html

Enjoy playing JA1 with this patch!

Alex, Darza, Rocco.
As a fan of the Jagged Alliance series, a big thank you for this patch.
Bumping a thread one more time, as highly likely its a last (at least major) update.

It include:
new difficulty level with some changed game rules;
new command line parameters to control some bug-features;
new bugfixes.
Post edited March 28, 2019 by DarzaR
New version of 1.15x patch could be downloaded from link in first message.
Beside bugfixes, it contain additional bonus stuff: pdf with sector data. Included .pdf file contain maps and info regarding sectors of Jagged Alliance, including locations and attributes of enemies, items and other sector's features, together with some explanations.

Due to possibly spoiling nature of provided info to a regular player, it comes in passworded .zip archive, to prevent accidental opening. Password is 64F4A42435c46545A42464e4a43544

To show the least spoiling example, there goes pictures of sector 60.

Main feature of this patch version is optional fix of an armor bug: due to it nearly all enemies in game actually had no armor at all, making the game difficulty drastically easier than was supposed to; the effect is close to a famous X-COM1 "difficulty-set-to-easiest" bug (with player, who set a highest difficulty actually fought an enemies on easiest setting, and also actually unarmored ones in result). Because simply fixing it would result it severe increase of difficulty (ones, who played JA know how important armor is, and now realize the efforts, that would be needed to engage in a gunfight with enemies, who have a level advantage over your mercs, but now is also equally hard to be killed, as they are not barely t-shirted, but instead equipped with Treated Spectra too)
Attachments:
60old.png (489 Kb)
Post edited April 02, 2019 by DarzaR
As "general" explanations about game mechanics are not so "spoily", and also follow the theme, started in http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23366&start=0& , i think they are worthy to put here for easier access, despite some obvious redundancy. [EDIT: instead of linking to a forum no longer in use, copied a valuable stuff here, below]

EXPLANATIONS OF MAP SYMBOLS USED

ENEMIES
Positions of initially placed enemy mercs present in sector prior the player is arrive are marked by £ with number. Positions of enemy mercs, who came as reinforcement instead of already killed initial mercs, present in sector prior the player is arrive are marked by ¯ with letter. Initial and replacement mercs of same colour cannot present on a same map, while its possible for different colours (say, 1 & A is not possible, while 2 & H is possible). Every position have a 1/3 chance corresponding merc is placed there during map generation (of course, placed mercs could start to move out of them durng their turn). Enemy mercs, who come as reinforcement during the time player is already in sector arrive along one of sector edges and their placement follow another rules.

Inventories of initially placed enemy mercs are pre-set, except an amount of ammo they drop from a drop slot containing ammo (if any) (chances are: 1% for 5, 2% for 4, 7% for 3, 15% for 2, 75% for 1), and a possible (at 25% chance) additional ammo slot, with ammo of the type the enemy’s gun is use (while no ammo is actually used by AI-controlled mercs to fire), with the same rule about random amount applied. Unlike a gun and special weapon, armor and eyes/ears slots are random-affected, depending on shipments, received by enemies and game progress in days. Due to a sad bug, rolls for armor are never actually worked in practice, so almost all initially placed or already arrived as reinforcement enemies were unitentionally spawned without any armor (see the patch 1.15x, with command line option adressing this problem). Non-armor equipment also are subjects of possible upgrades due to shipments, received by enemies and game progress in days (grenade amount and condition also can vary; beside that mercs without special weapons could eventually acquire a knife or some grenade). Inventories of enemy mercs, who came as reinforcement are random-based, depending on shipments, received by enemies and game progress in days. They carry no pre-set drop items, but instead have up to 3 drop slots, containing a copy of some equipment
they have, with 8% chance per equipment, and possible (at 45% chance) additional ammo slot, with ammo of the type the enemy gun is use, with the same rule about random amount applied.

For initially placed mercs items in drop slots and their amount and condition are given for corresponding number, together with the initial gun type and special weapon carried (possible upgrades can change them later). Also hair colours and levels of experience and armor (higher armor value means what merc is possible to acquire better equipment) are given for convenience.

WARNING TRAPS
Positions of warning traps (the trigger for “This place looks suspicious” kind of messages) are marked by ¶ with number. Successfully triggered trap give 30 rolls for increasing a Wisdom experience for a merc, who stepped on a trigger square if value is postive, or 15 rolls if value is negative. To be triggered, the merc ExpLevel should at least meet the trap value if value is postive, or ExpLevel should be not greater then negated trap value if its negative. All mercs could trigger warning traps, including enemies (they follow the same rules about ExpLevel). Warning traps are usually clustered together, creating warning area (even if it consist from only one square). Every time warning trap is triggered, it removed from map, and all warning traps on adjacent squares are also removed, effectively causing a chain reaction, so every area is triggered only once.
Warning area value are given for corresponding number.

LOCKED CRATES AND DOORS
Positions of locked (having a non-zero lock value) crates are marked by s with number.
As crates also usually contain an item, crate mark is located on a nearby square and point to a crate. During opening attempt the lock value compared to a [Strength] value of merc per formula:
[BaseStrength = (Health + BandagedHealth/2)/2*Breath/100],
in case of using Crowbar its further modified by: [CrowbarBonus = BaseStrength/2],
resulting in: [Strength = BaseStrength + CrowbarBonus].
Amount of [Strength] should at least meet the lock value for crate to be opened.
Positions of locked (having a non-zero lock value) doors are marked by r with number. During opening attempt the lock value, possibly modified with type (regular / padlock), compared to:
1) Key conditon, it should exactly match the lock value and door type for door to be opened.
2) [Picklock] value of merc per formula:
[Picklock = (Dexterity*(Wisdom*Mechanical/100)/100 + 5*ExpLevel)* LocksmithKitCondition/100]
Amount of [Picklock] should at least meet the lock value for door to be opened.
3) [Strength] value ofmerc per formula above if crowbar is used. Using a crowbar is non-optional here, unlike a crate opening. Door's type modify it by adding 100 points to lock value for padlock doors, making opening of them using this method impossible. Amount of [Strength] should at least meet the twice the lock value for door to be opened.
4) Damage of gun bullet hitting the door should exceed the lock value for door to be opened.
Door's type modify it by adding 30 points to lock value for padlock doors, making opening of them using this method harder.
Beside it, door value is used for item-triggers. If triggered, all doors in sector with value exactly matching the item-trigger will change a state to (depends on a trigger's type) opened or closed.
Crate or door value (with P = padlock) are given for corresponding number.

ITEMS
Positions of pre-set items are marked by ¡ with number. Positions of items, added to maps due to Quests / factories sabotage /shipments are marked by addtional line, creating Q. For items, that normally are unique (quest items, include NoteX’s in enemy pockets) alternative locations are shown, so if such item placed in some place, it will not appear in other mentioned places this game. Negative condition value means that the item is boobytrapped and could explode. Value of (ExpLevel + Explosives/30) of merc should at least meet the negated trap value for trap to be
detected, and defusing attempt would been prompted instead of outright detonation (exception: detonation triggers type 1 and 2, with blue flag placement as result of detection use only ExpLevel value to compare). Initially planted Mine could be detected only by means of MetalDetector (no skill check for merc there, but bad condition of Detector could lead to false negative result). Some items cannot be detected by in-game means (door and sound triggers; some special explosives).
Items and their amount and condition are given for corresponding number (with Q = quest item).

All data provided for a versions 1.13b and 1.15, earlier versions may have differencies.
Post edited May 20, 2019 by DarzaR
Enemy armor stuff.

When armor bug is fixed by applying the command line option GEAR, following rules is applied:

Each enemy merc have an armor level value set to (0 - 4). That value affects amout of rolls to acquire an armor item. Success of roll determined by ArmorProbability at least matching a roll of 100:

[ArmorProbability = 50 + (ExpLev - 4)*5 + ([min: 0; 5*Day# - 25])]
+ (difficulty modifier [-10; 0; 10 {for easy; normal; hard}])
+ (shipments modifier [0; 10; 20; 30 {for different shipment states}])].

Rolls are independent for helmets and vests, and starts for best possible item for a given level:

(Treated Kevlar Helmet (4) > Kevlar Helmet (3) > Treated Helmet (2) > Helmet (1) > Nothing (0))
(Treated Spectra Shield (4) > Spectra Shield (3) > Treated Kevlar Vest (2) > Kevlar Vest (1) > Nothing (0))

If roll succeed, item is set to according armor slot of merc; otherwise "cheaper" item is chosen for re-roll. Process for a slot ends if some item is chosen, or tries used are equal to armor level (so no item is chosen). Beside it, for level 4, one additional roll is granted for a chance to acquire a Shielded Vest, using the same probability rules. Additionally, some armor items in drop pockets could be set to match actual armor item used by that merc.

Enabling of the option INV modifies the armor setting of initially-placed enemies to obey the originally set values; replacement/reinforcement enemies are unaffected by this change. Only body armor and helmet slots are affected by this parameter. This option approximates (with a few minor exceptions) the classic armor level values: merc's get best possible items for a given level. While the actual values used for each merc are set in game files, game designers mostly set them according to an armor level of that mercs, so in examples no excludes will be assumed.

Some examples:
ArmorProbability / GEAR / INV

Enemy1, Initially placed (1-8)
Easy diff, ExpLevel1, Day1, ArmLevel1
ArmorProbability = 50 - 15 - 20 - 10 + 0 = 5%
GEAR: Enemy1 get roll for Helmet and roll for Kevlar Vest, each with 5% chance to success, and will be equipped with respective item in that case. No roll for Shielded Vest.
INV: Enemy1 will be equipped with Helmet and Kevlar Vest. No roll for Shielded Vest.

Enemy2, Initially placed (1-8)
Normal diff, ExpLevel5, Day4, ArmLevel3
ArmorProbability = 50 + 5 - 5 + 0 + 0 = 50%
GEAR: Enemy2 get rolls for Kevlar Helmet, then in case of fail for Treated Helmet, then in case of fail for Helmet and rolls for Spectra Shield, then in case of fail for Treated Kevlar Vest, then in case of fail for Kevlar Vest, each with 50% chance to success, and will be equipped with respective item in that case (so cases break to 50% Kevlar Helmet, 25% Treated Helmet, 12,5% Helmet; 12,5% No item; similar for body armor). No roll for Shielded Vest.
INV: Enemy2 will be equipped with Kevlar Helmet and Spectra Shield. No roll for Shielded Vest.

Enemy3, Come as reinforcement instead of killed one (A-H)
Hard diff, ExpLevel8, Day219, ArmLevel4 , 3 shipments received by enemies
ArmorProbability = 50 + 20 - 0 + 10 + 30 = 110%
GEAR: Enemy3 will be equipped with Treated Kevlar Helmet and Treated Spectra Shield, because cannot fail a 100% chance roll, also will get a Shielded Vest, for a same reason.
INV: Depends on GEAR on/off (there is little to no reasons to use INV without GEAR): GEAR result (above) or No items for all 3 slots.

The existence of bug explain some balance oddities: excessive amount of ammo, especially in later game, and power of modified pistols, especially Beretta (as its damage is average compared to rifles, with armor involved its damage-per-turn arent so expressive, despite a good firing speed, while without armor its enough to rather reliably kill a target in one turn). Addition of armor, although, make already really hard stealthy missions even more harder, as now player have not just kill a detonator-carrying enemy and retreat same turn, but do it for armored enemy from some distance (actually it could lead to considering taking a Plant at sector 27 during the first game day, while playing on Hard, as no Plant Sabotage mission is triggered if player didnt fulfilled a Micro-purifier quest yet).
Post edited April 02, 2019 by DarzaR
avatar
DarzaR: (actually it could lead to considering taking a Plant at sector 27 during the first game day, while playing on Hard, as no Plant Sabotage mission is triggered if player didnt fulfilled a Micro-purifier quest yet).
It would be pretty amazing seeing a playthrough of this, given the 1st day willing to show up mercenary pool and the need to get through at least 4(?) enemy occupied map sectors to reach sector 27 on day 1.
avatar
DarzaR: (actually it could lead to considering taking a Plant at sector 27 during the first game day, while playing on Hard, as no Plant Sabotage mission is triggered if player didnt fulfilled a Micro-purifier quest yet).
avatar
morrowslant: It would be pretty amazing seeing a playthrough of this, given the 1st day willing to show up mercenary pool and the need to get through at least 4(?) enemy occupied map sectors to reach sector 27 on day 1.
Im not recording videos, but if you really interested i could explain it some other way. Just im not sure, maybe you will be actually instead more surprized that player should ideally get 11 sectors the first day (its only 6 in case of plant, including plant itself), without save-load and keeping the needed mercs in good condition (assuming Hard and without armor-related options ofc), and that plant normally not captured simply due to better priorities under normal conditions? As that is essentially due to lack of random in Day1 (no enemy attacks, all placements known etc).

given the 1st day willing to show up mercenary pool < there is more than enough, with 2 mercs from initial squad to be replaced with Magic and Smoke on next day, as they indeed refuse to work day 1. And that means those 2 mercs being replaced could take a hits, while serving as baits, contributing to speed.
Post edited April 08, 2019 by DarzaR
avatar
morrowslant: It would be pretty amazing seeing a playthrough of this, given the 1st day willing to show up mercenary pool and the need to get through at least 4(?) enemy occupied map sectors to reach sector 27 on day 1.
avatar
DarzaR: Im not recording videos, but if you really interested i could explain it some other way. Just im not sure, maybe you will be actually instead more surprized that player should ideally get 11 sectors the first day (its only 6 in case of plant, including plant itself), without save-load and keeping the needed mercs in good condition (assuming Hard and without armor-related options ofc), and that plant normally not captured simply due to better priorities under normal conditions? As that is essentially due to lack of random in Day1 (no enemy attacks, all placements known etc).

given the 1st day willing to show up mercenary pool < there is more than enough, with 2 mercs from initial squad to be replaced with Magic and Smoke on next day, as they indeed refuse to work day 1. And that means those 2 mercs being replaced could take a hits, while serving as baits, contributing to speed.
...all placements known, yes thats really the key.
What mercs do you normally hire on day1 btw?

Always day1 hire Ivan + Hector if possible, and budget-medic Mary-Beth.
avatar
morrowslant: ...all placements known, yes thats really the key.
Yes, sure, and now every player can easily check .pdf for that info.
avatar
morrowslant: What mercs do you normally hire on day1 btw?
For "vanilla" Hard its Ivan, Fidel, Ice, Snake, Wolf, Jimmy, Hurl, Kaboom; on day 2 Hurl+Kaboom goes out and Magic+Smoke in.
First 3 are obvious raw power; Snake possess a must have CamoKit and decent; Wolf is overpriced, but actually a Doctor; Jimmy is the only fast mechanic available on day 1, beefy enough to be used as bait, and then later doing ok at repair; Hurl is beefiest possible bait (actually could be changed for somebody else, say like Hector, but just he easy to be fired later, as its the only option due to Fidel); Kaboom is third fastest available on day 1 and cannot affect Magic price when fired. Magic is overall imba; Smoke possess a Shielded Vest and decent.

For "Go Ahead", where money are not so abundant, and player cannot get Magic prior day 5 anyway; Wolf+Jimmy+Hurl changed for Beth+Sparky+Biff.
Beth is best cheapest Doctor (i'd still preferred Hurl instead, but no way with Fidel), Sparky better as home mechanic, and as there is no goal to take 10+ sectors on day 1 her lack of speed or HP matter less; Biff is overall funny, decent-for-a-price, and will not affect other's prices, as there will not be need to fire him.

For a single-day-win actually only Ivan is needed, but to maximize reliability its also Ice, so its possible to win even if one of 2 runners will become dead; Spike for obvious Camo; Fidel for additional Detonator, that could be needed there; It for a Rock, to throw in Sector1, as its will reduce amount of tries (could easily be skipped if player see Rock as too unfair, say im normally use it only here and to detonate bombs in S10, as throwing a Rock and then just interrupt and kill all enemies rushing to it sorta too cheap), and there is no easy Rock on a way to pick up there; Biff+Turtle for Canteens; 8-th not really matter, could be somebody for armor or Jimmy for cool goggles. Only Ivan and Ice are actually go to running duty, all others could be rested, set to train or even fired.
avatar
morrowslant: Always day1 hire Ivan + Hector if possible, and budget-medic Mary-Beth.
Except a special cases (like single-day-win, or intentional own rules added to make a gameplay harder) its always preferred to have as many merc in active day duty as possible. More mercs mean more Actions per squad and usually even more ActionPoints/squad too. So they can do more shots and damage than smaller squads eventually; making progress faster. So there is no actual reason to hire only 3 mercs initially.
Post edited April 09, 2019 by DarzaR
avatar
DarzaR: Amazing Jagged Alliance 1 starting advice.
Thank you. That was all good Jagged Alliance 1 day1 (+4) advice.
Experience stuff in JA1.

Exp in JA1 is generated when given conditions (see below) are met, enabling a rolls for it to happen. Every merc have an Evolution trait, with 3 possible values: Evolution Increase; Evolution Decrease; No Evolution. Mercs with "No Evolution" cannot gain exp at all, and cannot change their stats besides getting decreases due to critical hits. Mercs with evolution are collecting exp, resulting in increase or decrease of stat in charge after needed amount is acquired. (note: unlike JA2 stats with 0 increase just fine like any others; EXP "from fail" not treated some other way than regular too).

Roll chance structure:
Base chance (BCh) to success depends on a value already amassed in a given stat by that merc:
[BCh = STATmax - STATcurrent - STATEXP/100 (or /1000 for ExpLevel)].
So the more able in that stat merc are, the less chance is. For every stat beside ExpLevel STATmax = 100, for ExpLevel STATmax = 10 (game cannot properly operate levels above 10).

Later base chance is modified by Wisdom stat:
[WisBCh = BCh + BCh * (Wisdom - 50 + WisdomEXP/100)/100].
(Note: what unlike usual way, amassed Wisdom-to-be is already applying here (not at end of day); but not in other Wisdom checks).

(Note2: JA2 have a distinction for Wisdom un\affected stats, in JA1 Wisdom apply to every one, including physicals). So Wisdom above 50 increases a chance, while below decrease it.

Then WisBCh is compared with roll 100 (0-99), being capped at 99. If rolled value is below WisBCh, merc get 1 EXP point in a given stat. If given stat is not ExpLevel, and event is triggered not via Train, merc also get 1 EXP point in ExpLevel.

Example. Merc with Marksmanship 96, Wisdom 100 and Hopeless Shot trait (Marksmanship increase chance /5) trait fires a gun, so get a 3 rolls.
BCh = 100 - 96 = 4.
WisBCh = 4 + 4*(100 - 50)/100 = 6
Hopeless Shot applying = 6/5 = 1 (all calculations here is in whole numbers (note: with Marksmanship = 97 chance would been already 0)).
So 3 rolls with 1% chance each to collect MarksmanshipEXP.

EXP points are stored for every stat, and applying (turning into stat point) at end of day if needed amount is amassed: 100 for non ExpLevel stats, 1000*CurrentLevel for ExpLevel stat.

Example. Merc with ExpLevel 2 amassed 2100 ExpLevelEXP points.
2100/2*1000 = 2000 ExpLevelEXP points converted to 1 ExpLevel point, remaining 100 ExpLevelEXP points remains stored.
Example. Merc with Health 99 amassed 215 HealthEXP points.
215/100 = 2 Health points, but as HealthMAX is 100, only one can apply, setting it to 100
Example. Merc with Agility 2 and Evolution Decrease trait amassed 215 AgilityEXP points.
215/100 = -2 Agility points, but as PhysicalMIN is 1, only one can apply, setting it to 1 (note: its possible to drop non-physical non-ExpLevel stats to 0 (but not below) this way).

Conditions for rolls.
Below are complete (assuming i didnt some mistake) list of exp-generating conditions in JA1 (not in later JAs). Due to some balance decision, all "real" (non-training) non-Health rolls are quanted by 3, Health rolls are quanted by one, meaning you cant have a real action enabling less that 3 rolls, say on Medicine, while can with Health.

Training rolls.
Physical: 4 * (Phys[i]STATmax - Phys[i]STATcurrent) rolls for every Phys stat (Health, Agility, Dexterity)
Others: 12 * (STATmax - STATcurrent) rolls} (Marksmanship do not care about having weapon in hand or not).
Successful rolls do not increase ExpLevelEXP, unlike "real" rolls.

Its clearly seen what Training is very non-balanced, weak, and not needed for a real game, only for some "story-" or "fun-" like runs. Full price charged for a non-committing to day purpose merc, who also dont enjoy healing bonus of Rest, for a some increase in some certain stat. Surely near-zero in trained stat mercs will get points quite fast initially, but spending couple of days to rise from 1 Explosive stat (useless) to 20 Explosive stat (useless) is useless, despite technically increase is impressive. Probably it should be balanced with price decrease somehow.

"Real" rolls (all acquired non-ExpLevelEXP also added as same amount of ExpLevelEXP). Note: some event can trigger more than one type of stat rolls.

Health
At the end of day for On Duty job: {for On Duty job: [HealthSTATmax - HealthSTATcurrent] rolls}
On opening crate or force opening door: [(crate\door strength)/10] rolls (so actually only tight ones, and only very few rolls)

Agility
Moving a square in a sneak mode while having some enemies in sight of the sneaking merc, but with those enemies not detecting that merc: [3 * qualifying for description above enemies amount] rolls (very exploitable)
Evade any knife hit: 3 rolls (from ver. 1.15z+ only an enemy's hit instead)
Evade an enemy's bullet hit: 3 rolls
Killing a watersnake with a knife: 75 rolls
Killing a watersnake without knife: 30 rolls (yes, less than with a knife, it's a "fail" here, you should do it with a knife)

Dexterity
Attack with a knife: 3 rolls
Successfully hit with a knife: 3 rolls
Reload a weapon, while seeing enemy: 3 rolls (possibly remnant of idea of charging AP for reload, not present in actual game, exploitable, as AP free)
Killing a watersnake with a knife: 75 rolls
Killing a watersnake without knife: 30 rolls
Throw an item: 6 rolls:
Applying First Aid (in combat): [3 * (bandaged health for this certain action / 6)] rolls (each HP, restored to rise a health up to 15 is valued double)
Succesfully picking door lock: 3 rolls
Succesfully picking journal safe lock: 300 rolls

Wisdom
Notice an item ("I see something" message, or open a box containing it, or find a wall detonator etc): 3 rolls (actually due to bug, merely touching some non-floor object (box, wall, shrub etc) will trigger it){NOTE: starting 1.15l patch the roll apply only in case an unknown item is actually present there}
Taking an item from some object (box, wall, etc, but not simply picking it from floor): 3 rolls.
Triggering a "Warning Trap" ("This place looks suspicious" message without placing a blue flag): 30 or 15 rolls (depends on a given trap, not distinguishable inside game)
Combine 2 paper parts of Combination: 6 rolls (was 30 rolls in ver. 1.0)
Killing a watersnake with a knife: 75 rolls
Killing a watersnake without knife: 30 rolls
Detect explosive trap: [3 * trap level] rolls
Starting a drowning ("I'm drowning" message): 15 rolls
Successfully picking door lock: 6 rolls
Successfully picking journal safe lock: 300 rolls
Open journal safe using combination: 150 rolls
Catch an enemy conversation about quest/shipment with wallprobe: 15 rolls
ver. 1.15l+ only - Detect a non-wall detonator trap (like in sector 39): [3 * (trap level/2)] rolls
ver. 1.15l+ only - Detect explosive trap using wallprobe (see readme): 30 rolls

Medicine
Applying Doctor job (not First Aid in combat): [3 * (restored health for this certain action / 3)] rolls
Applying First Aid (in combat): [3 * (bandaged health for this certain action this turn/ 3)] rolls (each HP, restored to rise a health up to 15 is valued double)

Explosives
Hit somebody with explosive\gas: 3 rolls
Install explosive or mine: 15 rolls (not include any fail check, exploitable)
Detect explosive trap: [3 * trap level] rolls
Detect mine with metaldetector: 6 rolls (was 15 rolls in ver. 1.0)
Successfully disarm explosive or mine: 30 rolls
Fail at disarm explosive or mine: 15 rolls
Combine 2 explosive items: 30 rolls (exploitable well with multi-stage merges, as the worst possible outcome (unlike an attach of ChunkofSteel) is creating a 10% quality item on a given action)
Throw an item: 6 rolls (rock too)
ver. 1.15l+ only - Detect a non-wall detonator trap (like in sector 39): [3 * (trap level/2)] rolls

Mechanical
Applying Repair job: [3 * repaired percentage] rolls
Unjam gun: 6 rolls
Successfully picking door lock: 6 rolls
Successfully picking journal safe lock: 300 rolls
Successfully combine 2 non-explosive items (attach ChunkofSteel or apply Compound17): 30 rolls
Fail at attaching of ChunkofSteel: 15 rolls (as its impossible to fail at applying of Compound17 its exploitable well, try to apply with ones, who are preferred to level up, the lower Mechanical skill is - the more effective the increase.)

Marksmanship
Fire a weapon (no matter the target, no matter if target is hit or not): 3 rolls
Hit a target: 3 rolls
Open a door with a shot: 6 rolls

ExperienceLevel
At the end of day: 75 rolls
For capture of a sector, for participants (On Duty job and alive and not incapacitated): 30 rolls
For notice an enemy without being revealed ("I see enemy, he don't see me" message): 6 rolls
For notice an enemy's missed shot ("I'm being fired at" message): 3 rolls
For notice an enemy by means of getting hit from him/her : 3 rolls
For killing an enemy: [15 * enemy's ExpLevel] rolls
For receiving a damage: [3 * damage received] rolls

As clearly seen, killing a watersnakes is a pure EXP bounty. Problem is what it cannot be really exploited, as there is always 5% to lose a merc to snake, no matter merc stats\knife wielding are.

And last, but not least (technically its more like first), mercs are arrive not empty-exped. When player successfully hire a mercenary, rolls 100 are made for every non-ExpLevel stat with a chance to evolve (so for Evolving mercs, and for non-100 valued stat for Increasing and for non-0 valued stats for Decreasing) providing EXP for a given stat for a rolled amount and for ExpLevel for a same amount (as with "real" rolls) (note: in result, mercs with some stat value at 100, say Hurl, on average will have less initial ExpLevelEXP, as no EXP will be amassed from it). So on average new merc will already have about 400 ExpLevelEXP, making first ExpLevel increase slightly easier than others (of course same is true for all other stats, some of them could even have 99 points, so its possible to level stats with values of 99 to 100 sometimes).
Post edited January 12, 2021 by DarzaR
Stuff about doors and some mechanics involving them in JA1. Below is a descriptions of methods to affect a doors, followed by a full (unless i missed something) list of locked (requiring something beside a touch to be opened; or initially set in opened state) doors and keys in game [more complete visualized info with data per sectors is in SectorData.pdf from the patch package, so this table is of little purpose and badly formatted].

Doors in JA1 can have a state - opened or closed; a lock value set to them, value above zero require some additional means to be applied to door, instead of simple interference (touching) with it; a type - regular or padlock, modifying the opening process; and a material - wooden or metal, modifying an explosive effect on it.
From possible interactions with doors for player usually is most important ones, that leads to change a door state to open, or to destroying of door. Possible ways to achieve it are:
1. Simple opening a door (without any item, using a Hand cursor on it): change a closed state to opened, work only on a doors with lock value 0. Door's material is not matter, but not locked padlock doors is not possible in game.
2. Using a key: change a closed state to opened, key's type (regular or padlock) should match a door's type, and key's condition should exactly match (unlike further methods, where doors with value below will be affected too) door's value. Could be achieved by directly using a Key on door, or by using a Hand cursor on it. In latter case if merc have a Key, matching a door's value, in inventory, this key will be used automatically. Door's material is not matter. Key's condition cannot be modified by in-game means. See below the table about values of doors and keys per each sector.
3. Using an explosives: open a door OR possibly destroy a door entirely, so it cannot be closed back after ("change a state" later). Door's value or type is not matter. Door's material modify effect as described:
Wooden door. Will change a state if: i) Grenade/Molotov will explode on door's square; ii) Plastic/Live Explosive/EagleFearball will explode on door's square or any adjacent to it square.
Metal door. Will change a state only if Plastic/Live Explosive/EagleFearball will explode on door's square or adjacent to it wall square.
4. Using a crowbar: change a closed state to opened, applying the same [Strength] formula as for crates opening, but require a Crowbar non-optional way, and compare if result is at least meet twice a door's lock value. Door's type modify it by adding 100 points to lock value for padlock doors, making opening of them using this method impossible. Door's material is not matter.
[BaseStrength = (Health + BandagedHealth/2)/2*Breath/100],
further modified by
[CrowbarBonus = BaseStrength/2],
resulting in
[Strength = BaseStrength+CrowbarBonus].
Maximal in-game achievable Strengh is 75 {100/2 + 50/2}(with Health 100 and full Breath), it will open a regular type door with lock value up to 37 (possible max for this method) if applied to it.
5. Using a Locksmith Kit: change a closed state to opened, applying the [Picklock] formula, and compare if result is at least meet a door's lock value. Door's type or material is not matter.
[Picklock = (Dexterity*(Wisdom*Mechanical/100)/100 + 5*ExpLevel)*LocksmithKitCondition/100]
Maximal in-game achievable Picklock is 150 {(100*(100*100/100)/100 + 5*10)*100/100} (with Dexterity, Wisdom,
Mechanical at 100, ExpLevel at 10 and Kit in perfect condition), it will open any door if applied to. Mike already can open any door in game (even with Kit not in perfect condition), as no lock value above 100 is used.
Note: picklocking a Journal Safe use a slightly more friendly to player rounded way formula, that could result a some more point yield, and compared to a difficulty level adjusted value of: {80; 90; 100} for {easy; normal; hard} respectively.
6. Using a gun: change a closed state to opened, compare bullet damage to exceed door's lock value. Door's type modify it by adding 30 points to lock value for padlock doors, making opening of them using this method harder. Door's material is not matter. Moreother, if damage is enough versus lock value (even if value is 0), additional roll of 3 is also required to be "won", so only 1/3 of hits that meets the requirements, will actually open a door (thus being the only random-affected method, and making player's in-game ability to get if gun is powerful enough to have a chance to open a door vague, as a door not opened after a try not yet means on its own that it will not open on a next try, unlike other methods).
Maximal in-game achievable bullet damage in theory is 69 (for Modified M16 pointblank perfectly aimed shot, with less than 1/5000 probability, and also not achievable from firing from East due to isometric (68 damage is achievable from all sides already and about 4 times more probable)), so it will open a regular type door with lock value up to 68 or padlock door with lock value up to 38 (possible max for this method) if applied to it and further roll of 3 is passed.
7. Special ways: by triggering a special item - all doors in sector with value exactly matching the item-trigger will (depends on a trigger's type) change a state to opened or closed (see sectors 28 and 38, respectively). This is the only way player can close a door in game, but AI mercs are able to both open and close a doors. Door's type or material is not matter.

The values given according to version 1.13+, its possible that some early version have different setting.
Sector Building:[door(s)] ////////////////// [Keys]
(M=metal) (NSEW=door facing; nsewc=approx location relative building) ///////////// (P=padlock)
60 sw: [En=24; Es=20] [20]
59 ------------------------------------------------------------ --------------------------
58 ------------------------------------------------------------ --------------------------
57 e: [W=96; E=68] | w: [W=98; E=28] [68]
56 n: [E=82; S=58] | s: [S=P89] [58; 82; 84]
55 ------------------------------------------------------------- --------------------------
54 c: [Snw=P59; Snw=64; Ew=46; Sw=52; Ee=34; Ss=P57] [46; 52; 64; P59]
53 nw: [S=02] | sw: [Nne=48; Sse=50; Sws=P65] [48]
52 c: [S=70; E=82] [70; P65]
51 ------------------------------------------------------------ --------------------------
50 ------------------------------------------------------------ --------------------------
49 ------------------------------------------------------------ --------------------------
48 e: [S=P57] [54; P57]
47 c: [N=66] [66]
46 (M) c: [S=98] --------------------------
45 n: [Sn=42; Ss=26; W=36] | s: [Ww=98; We=84; Se=P67; Nw=P71] [42; 84; P71]
44 c: [Ss=50; Sn=P67; E=42] [50]
43 ------------------------------------------------------------ [P49]
42 w: [E=P47] | e: [Ss=P53; Sn=60] [48; P47; P53]
41 ------------------------------------------------------------ --------------------------
40 c: [S=P55; E=28; W=28] [P55]
39 c: [S=26] --------------------------
38 c: [S=88] [70; 88; 88]
37 (M) n: [S=28; W=44] [44]
36 (M) se: [Ee=38; Ew=46] [36; 38; 46; P33]
35 ----------------------------------------------------------- [56]
34 ----------------------------------------------------------- [P63]
33 w: [Swn=P73; Nws=P49] | e: [Nw=72; Sse=48; Sne=51] [72; P73]
32 (M) ----------------------------------------------------------- [40; 62]
31 ws: [E=76] | wn: [E=76] | e: [Ew=78; We=80; Nc=02; Sc=02] [76; 76; 80; 84]
30 c: [S=46; W=42] --------------------------
29 ----------------------------------------------------------- [48]
28 (M) e: [S=P97; N=70; W=66] [66; 70]
27 w: [Ss=68; Nn=68] | s: [W=22] | en : [S=P77] [68; P77]
26 c: [S=38; E=P33] --------------------------
25 ------------------------------------------------------------ --------------------------
24 n: [S=74] | s: [Ww=58; Wc=P61; Ec=P75; Ee=38] --------------------------
23 (M) sw: [E=82] | se: [W=68] [82]
22 (M) s: [Ee=40; Ew=62] | nc: [S=40] | ne: [S=40] --------------------------
21 (M) ------------------------------------------------------------ --------------------------
20 ----------------------------------------------------------- [P53]
19 sw: [N=48] | nw: [S=26] --------------------------
18 ------------------------------------------------------------ --------------------------
17 w: [Ns=68; Ee=40; Wne=38] | e: [Ss=P97; We=P85; Sn=38; Ne=60] [P85]
16 ----------------------------------------------------------- [60; 68]
15 w: [En=56; Snw=36; Ewc=P55; Ews=32; Wec=28; Ee=86; Ss=P41] |
ne: [S=28; E=P81] | se: [W=36] [38; 86; P55; P75; P81]
14 ----------------------------------------------------------- [74]
13 (M) c: [Wssw=92; Essc=90; Nssw=90; Sswc=90; Nswc=90; Ecc=02; Snwc=96;
Snnw=66; Enc=98; Snec=90; Snne=91] [66; 90; 90; 90; P91]
12 (M) w: [Ee=04; Wc=04; Nsw=64; Nse=04; Esc=68; Enc=82; Enn=98; Snw=04;
Sne=04; Nne=48] | e: [S=02] [68; 82]
11 ------------------------------------------------------------ --------------------------
10 w: [E=P53] | e: [N=P69] [P69]
09 ------------------------------------------------------------ --------------------------
08 ------------------------------------------------------------ --------------------------
07 ------------------------------------------------------------ --------------------------
06 ------------------------------------------------------------ --------------------------
05 c: [Ss=34; Sn=50] --------------------------
04 ------------------------------------------------------------ --------------------------
03 (M) c: [Sss=P97; Nss=P69; Nsc=68; Ws=46; Ee=62; Ne=72; Nnc=46; Snn=P51] [62; 68; 72; P69]
02 (M) wall: [Ww=44; Ew=48; Nn=96; Sc=96] | w: [E=46] | s: [Ws=90; Wn=98]|
e: [Ee=96; Nn=92; Ws=48; Enc=94; Ew=P95] [02; 88: 90; 94; P95]
01 (M) c: [Wn=98; Ese=50; Esw=92; Nc=30; Sc=70] [92]
Post edited May 20, 2019 by DarzaR
[addendum to doors]

As it seen from data above, there are some oddities due to design changes during a development process or possibly due to mistakes, for example: some placements look erroneous (say key94 in S2, located in red-yellow clothes on a wall in southern building in "bathroom area", requiring an explosion to become reachable); some door/key type seems to be misplaced (say in S13); some non-locked doors have a lock value applied to adjacent squares (say doors of two northern buildings in S23); S38 had another building(s) in it during some early design. Additionally noteworthy is S1 oddity - the "final" building with "game boss" is not even really locked; together with fact the "boss" doesnt pose actual danger or even have to be killed, and the game is won merely by arriving in some room - it enabling a winning a game in one very first game day in a pacifist run.

=========================================================================================
Virus Quest stuff

Virus quest have pretty simple requirements to start on its own, but had 2 bugs, possibly ruining it: one is addressed in official patch 1.13b, other in unofficial 1.15, get at least 1.13b to get intended behavior.

The only 2 requirements to start it is: player control 30 or more sectors, and, as for all item placing quests, some pre-defined sectors should have a needed ownership status; here one of them should be owned by player (a place to start virus), other not owned by player (a place to hide antidote). Check on trigger to start is done every day, till quest is successfully started. If both requirements are met - the quest starts (note: for bug, possibly preventing the start see patch 1.15, where it fixed) (technically, a test on actual presence of Fallow Tree in starting sector is also performed, while normally there should be one, player, who like to use explosives on healthy Fallows, could manipulate outcome still).

To end it player should find and bring "to a base" an item Antidote, or let Brenda create antidote from Flowers. When player will have Flowers at end of day (note: Sir-Tech did a undocumented bugfix over the course of their versions regarding it: in older versions Flowers, already present "on a base", didnt checked, and player had actually bring some of them by some merc, in later versions its work correct way), it will take a three days for her to finish work, or one day in case player also have a Journal (the only use for Journal beside affecting score). Alternatively, player could simply "cease to have" an infected tree(s) in sectors under own control, and it will successfully end the quest intended by game designers way. Thats it, blowing a tree with explosive its not a hack, but planned way (because enemies will never attack a sector with a sick tree, so player cant lose them the other way (and yes, it could be exploited)).

Solving that quest is not required on its own (as any quest in game, actually), but: finish a game with quest in progress will hurt a score (oddly enough no bonus is provided for fulfilling it), and also it possibly could lead to one of only few ways to actually lose a game: to not have any tree in sectors under player control.

The exact placements of Antidote on a map are shown in SectorData.pdf in a patch archive.

Pairs of sectors, required to have a matching ownership are shown in table. Order to check is not random, but sequential.

----------------------------------------------->>------------->>------------->>------------- >>------------->>----------------------------------
Sector to start virus ```````````55 25 19 42 40 55 25 19 42 40 55 25 19 42 40 55 25 19 42 40 55 25 19 40
(have to be owned by player)
Sector to hide antidote ````````07 42 56 05 52 05 52 42 07 56 42 05 52 56 07 56 07 05 52 42 52 56 07 05
(have not to be owned by player)

Note: some pre-1.13b versions, include 1.13, version actually sold by distributors non-patched, have a buggy virus quest due to malformed above table, issue addressed by game developers in hotfix, 1.13b. In buggy version that quest could start only in sectors 53 and 55, with required antidote sector have to be one of adjacent to it (including diagonally); beside it, placing of actual antidote item is somewhat buggy too. Please, update to fixed version, if you use 1.13.
Post edited June 01, 2019 by DarzaR
Tree Price stuff

First stage of Tree Price quest is occurs when player have more than 32 trees total or harvested sap from more than 16 trees previous day: player get initial message about sap price from Jack.

Second stage occurs when player have more than 40 trees total or harvested sap from more than 20 trees previous day and first stage was happened already: next message about sap price Jack come, and roll for 1-3 days delay done. From now every next day till third stage will start delay counter will decrease and third stage will start when it will be zeroed (so minimum delay of 1 will mean third stage happens next day after second stage).

Third stage will bring third Jack message and drop of Tree price by 100$. Fourth stage will happen next day after.

Fourth (and final) stage is about adjusting Tree price according to amount of harvested trees of player and its relation to "target" price, that "should be reached" at a given amount vs actual current price. Every next start of day the harvested trees amount from previous day is compared to a "target" amount, that is [300+(harvested_trees_amount/10)*20] (note the calculation is in whole numbers, so, say, 50 or 59 harvested trees will yield same result), and if "target" price is above actual, it mean current price have to be adjusted up, and player acquire a "move price point" (starting with zero of them). In case "target" price is lower, current price have to go down, and player acquire a negative "move price point"; if prices are equal no action occurs. The "move price points" value adjusted above then compared to "required move price points amount", and if they are enough of them, the +-20$ Tree price change is occurs, with a message from Jack, and "move price point" value is zeroed again. "Required move price points amount" is a difficulty-tied and is 4 on Easy, 3 on Normal, and 2 on Hard (so possible price fall occurs slower on Easy, but price rise is slower too). When Tree price is reach 500$, the quest is ends, with a last message from Jack regarding it.

As last stage could be confusing, there is example (for Hard difficulty):

Day X, when player reach a fourth stage of quest, after tree price dropped to 400$ at the day X-1. At the day X-1 player harvested 58 trees, so actual price is 400$ per tree and target price is 300+(58/10)*20=400$. As they are equal, "move price points" player possess is 0+0=0.

Day X+1. At the day X player added some tappers to a new trees player captured during day X-1 and harvested 61 trees, so actual price is still 400$ per tree and target price is 300+(61/10)*20=420$. As target price is more than current, player gain a "move price point", so now player possess 0+1=1, and need to collect one more to actually rise a price.

Day X+2. At the day X+1 player lost ability to harvest some trees due to enemy actions\tree virus etc., and harvested only 50 trees, so actual price is still 400$ per tree and target price is 300+(50/10)*20=400$. As they are equal, no "move price points" change happens, so now player possess 1+0=1, and need to collect one more to actually rise a price.

Day X+3. At the day X+2 player again lost ability to harvest some trees due to enemy actions\tree virus etc., and harvested only 49 trees, so actual price is still 400$ per tree and target price is 300+(49/10)*20=380$. As target price is less than current, player lose a "move price point", so now player possess 1-1=0, and need to collect two more to actually rise a price, or lose two more to actually drop a price.

Day X+4. At the day X+3 player realized that he have a 35 trees in possession, that he totally forgot about, and not set tappers to them, so after he did set them, and also added some trees regained from enemy at day X+3 he harvested 94 trees, so actual price is still 400$ per tree and target price is 300+(94/10)*20=480$. As target price is more than current, player gain a "move price point", so now player possess 0+1=1, and need to collect one more to actually rise a price.

Day X+5. At the day X+4 player added some tappers to a new trees player captured during day X+4 and harvested 107 trees, so actual price is still 400$ per tree and target price is 300+(107/10)*20=500$. As target price is more than current, player gain a "move price point", so now player possess 1+1=2, and actually change a price from 400$ to 420$ (despite "target" price now is full 500$), "move price points" amount become 0.

Day X+6 & Day X+7. Player harvest same 107 trees. Target price is 500$ and actual price is 420$, so player collect a point at day X+6, then collect another one on day X+7, and rise a price to 440$.

Day X+8 & Day X+9. Player harvest same 107 trees. Tree price rise to 460$.

Day X+10 & Day X+11. Player add 2 more trees and now harvest 109 trees, but it doesn't change anything about this quest. Tree price rise to 480$.

Day X+12 & Day X+13. Player harvest same 109 trees. At day X+13 tree price rise to 500$ and quest ends.
Post edited June 01, 2019 by DarzaR