Jagged Alliance: Back in Action Digitally Released, DLC and v1.03 Patch Available

Kalypso and bitComposer quietly released Jagged Alliance: Back in Action on the major digital distribution portals today, including Steam, GamersGate, Impulse, and Amazon, though it appears that anyone holding out for a boxed retail release will have to wait until February 14th, as originally planned. Additionally, Steam is offering a Desert Specialist Kit, Jungle Specialist Kit, and Night Specialist Kit as $2-a-pop downloadable content, as well as a v1.03 patch for those of you jumping into the strategy/RPG on day one.  In case you’re wondering how the game has evolved since the demo, here’s the changelog:

Combat

– Fixed AI not being able to target player that was prone within a certain range

Camera / Visuals

– Tweaked Camera distance and angle to be less restrictive
– Some minor tweaks on the sight cone calculation to improve performance

General

– Increased video memory reserved for ground texture baking to reduce texture popping in with camera max / min distance
– File system load order fixed
– Fixed autopause options not being saved globally

Save & Load

– Game checks if game files have been modified and saves modification flag in savegames
– Open doors are fully open after loading

Worldmap

– Wounds and overload do now reduce movement speed of world squads
– Fixed bug where locations would be invisible after combat

UI

– Added cursor changes on portrait when trade/repair/heal action is activated
– Explosive spots can now be accessed from both sides of the wall
– Item swapping in lootscreen added
– i key toggles inventory
– Inventory shows all squad members in tutorial
– selecting player of different squad changes UI in pause mode correctly
– Access to former global inventory removed
– Plants and some other materials are ignored by the context cursor

Combat / Plan & Go

– Preview and actual position of mercs now fits 100%, thus allowing all shots if they would hit while planing
– Tweaked explosion times for grenades to be shorter
– Emmisions of grenades prevent combat reset
– Roofs are revealed if enemies below them attack player
– Tweaked weapons RPM so it’s more consistent throughout different weapon types

AI

– Fixed: change in combat position caused bug in AI attacking behavior – they changed stances very often instead of firing
– Fixed: change in melee attack caused AI to remain in present stance even if they do an emergency melee defense
– Human player enemy detection events should fire correctly again
– Building defenders that are inside a building didn’t rush at snipers. now they should do it if the sniper has LoS on them.
– After enemy contact, AI with medi-equipment all started to heal each other instantly. this is randomized now.
– Fixed: enemies planned their paths through tanks, ending up walking against the tank.

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