Welcome to The Forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads

Jagged Alliance: Back in Action Update Released


Dirty
 Share

Recommended Posts

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 its 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.

 

capsule_231x87.jpg

 

More...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share