Jagged Alliance: Back in Action Message Board

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Posted by Rock, Paper, Shotgun Aug 02 2012 08:00 GMT
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There be too many Jagged Alliances all at once! Two! I can barely cope with two a anything, me arms constantly getting tangled as I try t' do simple tasks like combing a pony. But be told that Jagged Alliance: Crossfire has nothing t' do with Jagged Alliance: Online. Well, not nothing, but ye know what I mean. It be, in fact, an EXPANDALONE! t' Jagged Alliance: Back In Action, the delayed reboot a the formerly turn-based series. 'n it has a release date: September. Okay, it has a release month.

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Posted by Valve Jun 11 2012 15:59 GMT
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Changelog:
- Added sorting options t' recruitment screen
- Texts on DLC startscreens do not show objective line twice
- Fixed sail away map button activating when squad fails t' conquer airport (potential crash)
- Fixed wrong initialization a internal value (potential crash)
- Fixed some AI routines, which caused NPCs t' show false behavior
- Fixed 1 pixel gap on world map between Arulco 'n Arulco Maze
- Polish texts revised

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Posted by Valve May 14 2012 14:43 GMT
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V 1.13a
Added DLC support, DLC can be accessed via main menu
Savegames crated on DLC maps be marked in the loading menu
Fixed ammo for Grenade Launcher not displayed as 40mm
Fixed crash upon deleting all mails
Fixed exploit that allowed t' duplicate bottles a rum 'n could result in crashes
Fixed right click allowing t' move bottles a rum from sector inventory when it be inaccessible
Fixed cone preview displayed on turning in plan & go vanishing when the stance be changed after the turning action
Fixed mouse cursor vanishing when scrolling by moving the cursor t' the border a the screen in fullscreen mode while pressing ALT or WASD
Fixed building attacker AI with melee weapon stopping when attacked from afar
Fixed mercs 'n militia not dropping correctly from ladders when dying while still climbing
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Posted by Rock, Paper, Shotgun May 03 2012 13:00 GMT
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I had very mixed feelings about Jagged Alliance: Back In Action 'n not the kind that make for the emotional equivalent a a delicious bourbon-based beverage. This be more like a draught a nostalgic ambrosia that someone had spilled kerosene in. That I still drank it 'n would do so again speaks ill a me character. The recent patch siphons in something sweet 'n much in demand though – a ‘tactical’ mode. That might seem a bit like if Battlefield 3 adding a ‘shooter’ mode months after release, but at least someone’s listened t' the complaints 'n JABIA be receiving decent support. The main addition be that enemies must be revealed through line a sight but there’s plenty more. Full change list below.

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Posted by Valve Apr 30 2012 23:43 GMT
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V 1.13
Added Features
• Added hard difficulty level as option on game start. Modifies enemy strength, income 'n starting funds.
• Added tactical mode as option on game start.
- Enemies have t' be revealed via line a sight in tactical mode.
- Sound sources be marked in tactical view as well as on the minimap
• Added two new achievements for tactical mode 'n higher difficulty.
• Added option t' level recruited militia up via the location UI on the world map.
• Added options t' distribute militia via location UI (evenly across all combat zones, focused on a single combat zone)
• Added sector inventory, accessible via Character Detail Screen
- Always accessible in friendly sectors
- Automatically includes all containers that have been opened 'n all enemy drops that have been spotted by the player
- Accessible for militia recruitment 'n trading with NPCs
• Added bottle a rum exchange via Drag & Drop in Character Details Screen. Illegible mercs be marked red. • Within hostile sectors mercs need t' be within 5m distance t' be able t' exchange bottles a rum.
• Stamina be reduced when returning t' the strategic map when squads travelled great distances in the tactical view
• Current ammo saved for each weapon, weapons be unloaded when being handed over t' militia. • Militia will hand weapons back unloaded t' prevent players cheating ammo via the militia equip screen
• NPC Traders restock their inventory over time (rules can be modified via characters.txt)
• Targeting line indicates best range a weapon 'n chance t' hit via color from green (good) t' red (bad)
• Camera scrolling possible by moving the cursor t' the border a the screen in fullscreen mode
• Added Sound FX for melee attacks
• Putting away a fire arm for non-combat actions (e.g. heal) will no longer reset the firemode a the weapon
• Added scrollbar in mail list window
• Added trash can icon t' delete mail t' mail window
Bug Fixes
• Fixed some exploits that allowed t' duplicate bottles a rum via bottle a rum exchange
• Fixed bugs in squad selection via list on world map
• Fixed regeneration a HP on world map, HP lost due t' wounds takes longer t' regenerate
• Added missing text for Raiders hiring dialogue
• Fixed Blood not liking Magic due t' a typo
• Fixed MP53 weapon type not being specified
• Fixed Deidrannas sending a troops based on the players income becoming less likely
• Fixed orientation a 66mm rocket shot from LAW
• Fixed issue when player receives several bottles a rum a the as quest reward 'n has not enough space in inventory t' hold all a them
• Fixed crash in tutorial
• Fixed several mercs that move as a group changing positions after reaching their destination if one a them with active guard mode receives a new goto order
• Fixed guard mode would prevent mercs from letting other mercs pass them
• Fixed mail list not being cleared when starting a new game
• Fixed bottle a rum swap t' player inventory for stacked bottles a rum on rightclick 'n by "loot all"-button
• Fixed bug in loner trait
• Fixed bug in tough trait
• Added slight offset t' grenade explosions t' prevent explosions inside ground t' prevent grenades damage t' be reduced by terrain
• Changes t' terrain t' prevent grenades from falling through ground on machines with low frame rates
• Fixed explosions not destroying armor correctly
Balancing Changes 'n Tweaks
• Added grenade launcher ammo t' containers in some locations in the world
• Added grenade launcher ammo t' the stock a some local traders
• Slightly decreased accuracy a snipers when prone
• Tweaked enemy attributes t' adjust aim time in combat
• Tweaked enemy perception t' accommodate introduction a Line a Sight
• Enemies drop the amount a ammo they have left in their weapon
• Enemy area defenders swap random positions t' make the game less predictable in tactical mode (interval can be modified via templatesAIdescription.txt)
• Reduced chance a friendly fire between enemies
• State a tanks be stored outside a levels
• Destroyed tanks only respawn if the location still belongs t' the enemy after 24 hours
• Location a Limited Edition DaHonko Flakes be now randomized
• NPC traders bottle a rum list be sorted by bottle a rum type
• Tweaks 'n improvements t' pathfinding 'n navmesh calculation, mercs best not slow down in narrow passages anymore
• Tweaked damage done t' vehicles by explosives making tanks harder t' destroy with grenades alone
Localization
• Polish language files added
• Added missing texts for French
• Added polish translation for game launcher

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Posted by Valve Mar 16 2012 15:55 GMT
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V1.11
General Bugfixes
- Fixed some enemy using wrong combination a pants 'n shoe meshes
- Fixed Sightcones not being cleared properly when sailing away a level
- Fixed Sightcones displayed in wrong direction when moving in command mode
- Shader bug fixed that caused incorrectly colored objects
- Fixed bug where tank had impact on performance
- Fixed smoke grenade (blocking sight 'n it be visual effect duration be slightly different)
- Fixed bug where recruitable PCs like Ira became not recruitable after sailing away the map
- Fixed bug where AI coud become unalterted again after saving & loading
Modding
- Added additional Weapon 'n Ammo IDs
- Sight distances made more easy t' modify
- Noise made more easy t' modify
Achievements
- Fixed bug where "She's dead, Enrico" achievement would not unlock correctly
- Collect achievements be not anymore received when game has been modified
Visuals 'n Graphics Options added
- Launcher does not anymore check for vertex shader texture fetch, prohibiting older cards t' start the game although they feature SM 3.0
- Added Distance based culling for small objects
- Added "Very High" terrain quality option in ingame menu
- Added View Distance as option in ingame menu (determines distance fog position)
Gameplay Fixes 'n Changes
- Civilians 'n potential militia recruits do not trigger mines anymore
- Children will try t' maintain a minimum distance from player characters t' ensure they do not clog doors or passages when following the player around the map
- Noise perception influenced by objects that cover the origin a the sound
- Enemy perception tweaked, enemies can now see 'n hear slightly better which will make it more likely that they use their weapon range t' full extend (e.g. enemies with rifles will open fire from a greater distance)
- Enemy sight cones in 2D displays in addition t' 3D Cone t' make more clear what an enemy can see 'n t' make lag a 3d cone calculation on slower machines more bearable
- Durability a clothing or bottles a rum worn be only reduced when they actually prevented damage
- Armor be reduced only by 10% for each time it can fully prevent it be protection value (e.g. if armor can potentially prevent 30 damage 'n only prevents 15 damage since it be hit in an already existing weak spot it be durability be only reduced by 5%)
- Stamina be not reduced anymore when the whole map belongs t' the player (all enemies be killed)
- Bobby Rays Inventory only restocks after 3 days
- Bobby Rays express delivery now takes 24 hours, standard delivery takes 48 hours
- Laserpointer attachments reduce time t' aim
- When a merc be hit while aiming the time t' aim be reduced in relation t' the damage received
- Targeting has several points a origin t' become more flexible, further reduced chance a a small objects preventing a shot
- Picking improved, best be easier t' select body zones when targeting
- Militia be always on the map even if the map still belongs t' the enemy 'n can be recruited directly after liberating a map
- Reloading always reduces the smallest stack a ammo in the inventory t' ensure that inventory space be cleared more quickly
- World Map: Travel speed be reduced when stamina be low
- World Map: Squads be forced t' rest when stamina be close t' 0 stamina t' prevent squads reaching their target location with 0 stamina
- Explosives Skill also influences time for grenades t' detonate after being thrown (e.g. a merc with higher explosive skill will cook grenades longer before throwing them so they explode more closely t' their impact on the ground)
UI
- SHIFT+ RIGHT CLICK on target orders merc t' repeat the attack until the target be dead
- Merc names be displayed on mouse over
- Time t' shoot be displayed as a countdown on each merc when attacking t' make it more transparent that a merc be actually trying t' shoot 'n how long it will take the merc t' fire his shot
- Closing the inventory when a merc has been selected who be currently selectable in game will not reset selection t' previous merc
- Added „Loot All Button in loot UI
- Added Select Whole Squad Button t' Squad name
- Minimap: Left Click jumps camera t' cursor position
- Minimap: Right Click orders selected merc(s) t' move t' cursor position
- Worldmap: Added „Enter Map Button t' Squad UI t' allow fast travel via the world map t' be more flexible (e.g. player can also enter a map outside a combat zone)
- Worldmap: Clicking enemy squad displays level a squad crew t' allow the player t' make a more educated guess on wheter or not he best intercept the squad or sail away the defense t' militia
- Worldmap: Squad UI displays slowdown or resting via status icon
Sound
- Sound played after last enemy on map has been killed
Additional
- Added translations for new features
- Further improvements t' targeting enemy body zones with the cursor
- Fixed bug where wounds would result in mercs not being able t' recover stamina anymore
- Fixed some recruitable characters not displaying legs when their pants be removed
- Grenade launcher now launches grenades instead a shooting them in a direct path
- 40mm grenades added t' be used by Grenade Launcher
- Color a line drawn t' target now indicates ideal distance for shooting target (green = ideal)
- Changed melee base damage t' prevent some melee focused mercs from one hitting enemies a level 3 'n above
- Fixed bug where tanks could not be hit with rockets fired from rocket launcher
- Fixed unreachable enemy spawn position on map Overland11
- Open or closed state for all doors in Drassen Airport be saved now
- Fixed explosive spot in Alma brig on which wall be not correctly removed on both sided
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Posted by Rock, Paper, Shotgun Feb 27 2012 17:59 GMT
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Alec 'n Adam lurked on opposite sides a the supermarket car park, lying on their bellies, waiting, watching. Each knew the other be out there somewhere – but where? Slowly, they crawled forwards, occasionally hiding behind a trolley rack or starting as an orange plastic bag fluttered past in the gentle evening breeze. Suddenly, Alec be caught in the light a a cash machine, 'n Adam wasted no time in seizing the opportunity. He reached t' his side, 'n brought up his specially-silenced keyboard. ‘Meer!’ he shouted. ‘ye can’t run any longer. It’s too late for ye now. It’s time. Time t' talk about what we each made a Jagged Alliance: Back In Action.‘ Alec froze, hesistated. He thought about making a break for the pool a darkness behind the wheelie bins, but finally he accepted that he could be fugitive no longer. ‘Alright, Smith, ye’ve got a deal! But keep those hands where I can see them.’(more…)


Posted by Valve Feb 14 2012 21:07 GMT
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V 1.06

- Fixed tank explosion played in a loop
- Fixed target for repair / heal not being accessible for mechanic / healer
- Cone preview be visible when changing stance or turning merc in command mode
- Additional target points on torso 'n head added t' make aiming more flexible 'n critical headshots being less likely
- Fixed locations being inaccessible when defender count be zero
- Fixed crashes on combat start due t' 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 'n quickslots
- Fixed blocked path on Overland_11

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Posted by Rock, Paper, Shotgun Feb 14 2012 17:02 GMT
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We be an army a the persistent, the courageous, the savvy, the devoted. We be the few who have liberated Arulco, we sent flowers t' the queen 'n then we blew the doors off the wench palace. We never quite worked out why we be being attacked by Bloodcats 'n we mostly ignored the existence a the Crepitus. Many a us learned that cows make for excellent target practice, even if we felt bad about it afterwards. All a us have seized Drassen airport more times than we care t' remember. It be only right that one a us best go Back In Action.

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Posted by Valve Feb 13 2012 17:05 GMT
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V 1.05
- Fixed some doors still not being open after loading a saved game that be created in command mode
- Updated Spanish world event messages
- Fixed crashes on worldmap in french, italian 'n spanish language
- Loading a savegame that be suffering from the invisible location bug (V 1.00 'n prior) fixes display a location icon
- LOD for ground texture baking, reduced required video memory for texture baking
- Killcam option be saved globally, not in savegame
- Material a metal fences does not block cursor anymore
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YouTube
Posted by Giant Bomb Feb 11 2012 14:00 GMT
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Dave 'n Vinny seek t' exploit every tactical advantage, including nudism.

Posted by Valve Feb 09 2012 18:57 GMT
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- v.1.03 for Jagged Alliance: Back in Action
- the first patch for the demo for Jagged Alliance: Back in Action
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Posted by Rock, Paper, Shotgun Feb 02 2012 11:12 GMT
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Bland headlines, eh? Steam be now host t' a demo for Jagged Alliance: Back In Action, so all those people who have been dismissive a the move t' pausable real time can see if hats must be salted, peppered 'n devoured. Similarly, those who have laid out a welcome mat for Colonel Change can see what the blighter does once he’s in their parlour, hanging his hat on the coat rack 'n his coat on the hat rack. Oh, ye confounding swine, Change, why must ye play with our expectations so? If ye’re allergic t' Steam, here be alternate download links.

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Posted by Rock, Paper, Shotgun Feb 02 2012 11:12 GMT
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Bland headlines, eh? Steam be now host t' a demo for Jagged Alliance: Back In Action, so all those people who have been dismissive a the move t' pausable real time can see if hats must be salted, peppered 'n devoured. Similarly, those who have laid out a welcome mat for Colonel Change can see what the blighter does once he’s in their parlour, hanging his hat on the coat rack 'n his coat on the hat rack. Oh, ye confounding swine, Change, why must ye play with our expectations so? If ye’re allergic t' Steam, here be alternate download links.

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Posted by Rock, Paper, Shotgun Jan 26 2012 09:38 GMT
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When it be revealed that Jagged Alliance: Back In Action would use a ‘plan & go’ pausable action system rather than the turn-based trappings a yore, I expected the outcry t' be loud 'n shrill. Mine be, until I played the game at which point I be forced t' acknowledge that actual hands-on experience be more useful than spurious supposition. Who would have thought? I found something new t' whine about when I saw the necessarily clear evidence that the game contains no fog a war. Then I thought it might be added for release. I be wrong, buried beneath crossed wires. Some people seem as unconcerned about the missing fog as they be about the missing turns, so perhaps this gameplay video will help everyone t' have contrary thoughts.

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Posted by Rock, Paper, Shotgun Jan 13 2012 09:29 GMT
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If ye read me earlier impressions a Jagged Alliance: Back In Action, ye may have noticed that there be no release date listed. February 9th be the day the game will unlock on Steam 'n today, news comes that February 14th will see a US retail launch, with information on boxed versions in other territories t' follow. Games in boxes! How quaint. Don’t sail away though, because release dates be as nothing next t' the news that fog a war will be present in the game.

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Posted by Rock, Paper, Shotgun Jan 04 2012 12:49 GMT
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I’ve been playing an early version a Jagged Alliance – Back In Action, the upcoming remake a one a me most beloved games. I keep me copy a Jagged Alliance 2 atop a giant stack a Soldier a Fortune magazines, which stands between an ashtray containing a smouldering over-sized cigar, some satellite surveillance photos a a dictator’s villa, a few scattered dogtags (some with bulletholes through them) 'n a pile a empty shell casings. I don’t know why I keep a lot a that stuff but I guess it reminds me how much a a man I be. Can Back In Action do the same?

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Posted by Rock, Paper, Shotgun Dec 08 2011 16:41 GMT
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Now I’m in charge things be going t' change around here. On this planet. The first thing be: ALL sequels must have the subtitle, “Back In Action”. I don’t care if it’s yer fifth game/film in a row with the same subtitle, that’s how it be, 'n ye’ve no choice. So it be that Kalypso have named the return a the RTS series, Jagged Alliance: Back In Action. They have complied. All will. 'n they’ve finally stopped piddling around with teasers 'n put out a proper trailer for the game.

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Posted by Rock, Paper, Shotgun Nov 30 2011 12:07 GMT
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It’s almost December now, 'n even though I’ve checked me hard drive thoroughly, again 'n again, there be no trace a Jagged Alliance: Back In Action on it. Which doesn’t make any sense, given the game be supposed t' be out on October 18th. Let me just check again.

[Checks] Nope, there’s half a an Alanis Morrisette album an ex left on there years ago, but that’s all the Jagged I’m getting. Wha’happened?

[Checks](more…)


Video
Posted by GameTrailers Jul 22 2011 19:11 GMT
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Choose yer team 'n plan yer ambush in this trailer.

Video
Posted by GameTrailers Jun 09 2011 18:14 GMT
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The commando 'n the sniper move in for the surgical strike in an example a the game's reactive real-time play.

Video
Posted by GameTrailers Jun 09 2011 18:06 GMT
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The mercenary begins t' inch toward action in the second installment a this walkthrough.

Video
Posted by GameTrailers Jun 09 2011 17:45 GMT
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This Jagged Alliance: Back in Action rundown starts off with a whole lot a map, but there's plenty a info t' be had.