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.