Jagged Alliance: Back in Action Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Jagged Alliance: Back in Action Update Released

    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.



    More...
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