Jagged Alliance: Back In Action gets day-1 patch; brings camera tweaks, AI fixes and UI improvements

Jagged Alliance: Back In Action has just been released and Kalypso with Coreplay has released a day-one patch for it. This patch will be auto-downloaded next time you start the Steam client and comes camera tweaks, AI fixes and some improvements to the game’s UI. Jagged Alliance: Back in Action is a contemporary remake of the latest title in the much-loved Jagged Alliance series of turn-based mercenary-themed strategy games and you can view the entire changelog after the jump.
Jagged Alliance: Back In Action Update 1.03 Changelog:

– 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


– 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


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


– 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


– 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.

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards." Contact: Email