Jagged Alliance - Back in Action - Valve
V 1.06

- Fixed tank explosion played in a loop
- Fixed target for repair / heal not being accessible for mechanic / healer
- Cone preview is visible when changing stance or turning merc in command mode
- Additional target points on torso and head added to make aiming more flexible and critical headshots being less likely
- Fixed locations being inaccessible when defender count is zero
- Fixed crashes on combat start due to level loading without adding player squad
- Enforcing low terrain quality mode when free graphics card memory in high quality mode would be below 128MB
- Fixed tooltips on character portraits and quickslots
- Fixed blocked path on Overland_11

Jagged Alliance - Back in Action - Valve
V 1.05
- Fixed some doors still not being open after loading a saved game that was created in command mode
- Updated Spanish world event messages
- Fixed crashes on worldmap in french, italian and spanish language
- Loading a savegame that was suffering from the invisible location bug (V 1.00 and prior) fixes display of location icon
- LOD for ground texture baking, reduced required video memory for texture baking
- Killcam option is saved globally, not in savegame
- Material of metal fences does not block cursor anymore
Jagged Alliance - Back in Action - Valve
V 1.03 Changes

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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