JA2 1.13 Mod (Named as such because it's an unofficial upgrade to JA2 GOLD version 1.12) is an enhancement to the game engine for Jagged Alliance 2. It's a community project and has been in an Open Beta phase since June of 2005, with new updates being released regularly through our public SVN. We also have official releases that are downloadable Install packages every few months (Which will be posted here as they become available). Key features can be read by going to the homepage or the wiki, but here is a rundown: The AI has been vastly improved, and a new difficulty level, INSANE, was added. Enemies will now lay down suppression fire to make your mercs drop to the floor and waste AP's. They'll flank you, and they will set up sniping positions complete with spotters and they'll even climb on the roof tops to come after you. So much data has been externalized, it's hard to keep track of it all. Just about everything dealing with items has been externalized,...

Report RSS JA2 1.13 New Release April 28th 2008 v2085

The newest release of the 1.13 engine mod for JA2 is available now. It contains many bug-fixes for quite a few long standing bugs. It also has the New Inventory System in place. It's available here at MOD DB, and alternate mirrors are posted at the Wiki. Enjoy!

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April 2008 (Build: 2085)

New

- New Inventory
- A lot of new shortcut
- Items and Weapons
- Full German and Russian translation
- Allowed militia to wear camo
- Enabled music in windowed mode
- New options in ja2.ini
- New options in ja2_options.ini
- Added missing description texts for IMP skill rooftop sniping and camouflage

Changed


- INS key for overhead map is back

- Max distance visible is more consistent in being calculated based on the soldier and direction rather than a fixed number
- Removed breath reduction for soldiers that are not in loaded sector
- Added A* path finding
- JA2 window now refuses to move to negative cords
- Most of the Sir-tech credit names were displayed in dark blue color. Now all credits name are set in "dark-white" color
- Enabled enemy / militia ammo choosing to be limited by coolness
- "Professional Sniper" skill and changes made to aiming and scopes in the CTH calculation functions
- Adjusted the scope vision bonus so that it plays on range with a minimum attainable reduction equal to the scopes minimum range value
- Replaced wrong text for ironman in German version in the start new game screen- Updated 1.13 credits

Fixed

- Fixed some variables not being initialized
- Fixed memory leak in new inventory
- Fixed some variables not being initialized
- Fix for slow bullets and other slow animations
- Fixed problem with items with default attachments not comparing to base items correctly
- Fixed inventory memory leak
- Removed an inconsistency between quickload and regular load
- Fixed sticky keys due to loading screens
- Fixed infinite loop/hang after an assertion failure
- Fixed problems with missing tile effect in places such as Alma and Tixa underground
- Fixed potential problem with buffer overruns
- Phantom militia fix
- Fix for incorrect, sometimes negative, values of items sold to locals
- Editor: Fix for use of uninitialized variable in undo
- Editor: Fix for clipping bounds that are offscreen (causes crash)
- Fix for AP bonus reading from ja2_options.ini
- Fixed mine indexes when looking for creature infestation of mines
- Fix for militia reinforcements. Also a change: If you refuse reinforcements, none will come for the entirety of the battle
- Increase size of cover and LOS grids to fit max radius
- Change the way Alt-L handles reloading
- Fix for freeze when AI killed by mines or other self-inflicted wounds
- Fixed breath APs
- Fix for mouse movement when clicking on mercs. In windowed mode would move the cursor to odd places on screen
- Enemy group invasion tactics fixed. Now reinforcements come from all directions, same as from surrounding stationary reinforcements
- Removed shuriken check
- Fix for uninitialized group in reinforcements
- Fixed AI deadlock when multiple soldiers occupy the same tile
- Fix to reset Pablo so that future thefts can also be punished
- Fix for missing enemies in mobile group when player invades
- Sometimes if you press with the right mouse button on the radarmap, the overhead map view was not displayed
- Fix for enemy invasions and reinforcements
- Fixed HE Ammo Bug
- Fix for the "CONT" that won't go away
- Fix for AI seeking climb point in toxic gas
- Fix for civilians trying to climb the roof to seek noise
- Fixed punching and stabbing
- Fix for militia transported to NOWHERE during autoresolve in a different than current sector
- Weapon CTH at extreme range now calculated with soldier's real sight max
- Fix for 1% chance to hit target when distance is > 52
- Many memory leaks plugged
- Fix CTD in mouse regions
- Infant/Young creatures use restored spit instead of molotov
- Suppression should no longer work on mercs in medium water
- Prevent mercs from falling and flying back through obstacles
- Throwing a grenade at the tail of the plane in Drassen should not result in a CTD
- Editor: Fixed CTD in editor when changing detailed civ placement from wheelchair to jeep
- Sam sites with index >=5 lacks ability to train militia
- Some fixes on soldier direction calculations
- Fixed night combat chance to hit
- For expert difficulty level, that leads to adding INSANE_ELITE_BONUS after applying of EXPERT_ELITE_BONUS
- Editor: Fixed memory leak and CTD with editor summary info
- Fixed print-screen for full-screen mode
- Fixed update of items for which auto/burst does not apply when swapped into the hand- Moved helicopter in Estoni so that it is unblocked by a weed and can therefore appear completely
- Fixed conditions where the game should remain paused but doesn't, and where it should unpause but doesn't
- Fixed appearance of save game corruption when a game with different inventory set is loaded. Note that such games can still cause odd behavior and CTD's
- Fixed soldiers unable to fire if an error happened while firing the off-hand weapon
- Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles
- Prevent splitting money while an item is in the hand, which would result in losing the original item
- Fix reverse of X, Y when checking visibility through a roof, which could make soldiers falsely visible/invisible
- Prevent militia from simply waiting on the border when enemies are known to be in the sector
- Fix stack overflow for soldier inventory debug display
- AI can now use all climb points for climbable buildings, not just a random few
- Fix to not allow flat roof butted against slanted roof to be identified as a climb point
- Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted
- Prevent soldiers who enter or leave deep water from moving a space too far and turning back- Fix AI units to reload/rechamber off-hand when necessary
- Fix to prevent soldiers from climbing the wrong building while moving toward a disturbance
- Fix to prevent soldiers from doing nothing when a climb point is not nearby
- Fix to prevent rain and storm from happening at once
- Fix memory leaks in strategic pathing
- Fix AI soldiers losing ready stance while deciding next move
- Fix for clock problem when dual wield or auto-fire causes a soldier to turn on the first shot but knocks him down on a successive shot
- Fix for medics in autobandage trying to open locked or trapped doors and causing UI lockup due to door open menu popup
- Prevent attempts to turn or climb roof when soldier collapsed
- Fix problems when mortar or RPG randomly assigned to a soldier but cannot be added for whatever reason
- Pathing favors beginning path on orthogonal and using as few turns as possible (mostly old behavior)
- Prevent interruptions when soldier climbs up, which can cause fall into building just below the target roof position
- Fix pauses due to soldiers hurt in previous turn
- Fix soldier path not reaching destination when thrown by explosion damage or heavy gunfire
- Restore pathing to cave and underground exits
- Fix too many AI ending up on the roofs
- Fix infinite recursion for tank sighting. This could have a side effect of causing sight glitches, but that's much better than a stack overflow/CTD
- Fixed bug when merc cannot automaticly leave the ring after boxing
- Fixed bug, appearing as overlapping text in insurance web-site on high screen resolutions
- Added support for Russian city names and Items
- Fixed contract length exploit (hire merc for 2 weeks for the price of 1 day)
- Fixed insurance emails repeating when you choose "delete" but then say no
- Fix overflow when combining two items with high counts (such as 200-round boxes of ammo)
- Path AI fixes
- Fixed issues with non-interruptable animations causing infinite clock
- Fixed some issues with soldiers not reaching their plotted destination
- Fixed escorted players who were cowering, being unable to move after joining party
- Only allow militia to climb roofs if their orders allow them to move
- Fix bug where AI might climb the wrong roof on the way to the destination roof
- Allow AI who have gone outside their patrol grid, to return to the grid
- Filter buttons under used category in Bobby Rays
- Hand to hand combat (knifes, claws, ...) was disabled in auto battle.
- Creatures are gone if you compress time in strategic and select auto battle
- Speck sends wrong mail if any of the 4 new guys (Text, Stogie, Biggens, Gaston) level up
- Item duplication bug
- If the merc arrives with the helicopter at night (defined in the ja2_options.ini) it was daytime in tactical
- Fixed a problem with Nails so he always starts with his leather jacket, even if you don't buy his gear
- Fixed an exploit where no enemies are present in starting sector
- Fixed an item duplication bug related to the item description window and unloading a weapon
- MadLab fix related to handing him a weapon with attachments
- Editor: Bugfix to resolve a Map Editor problem where you would constantly receive a "Major Version Update" message
- Fixed a bug in the "sell all" strategic inventory screen options. Money now gets sold without modification and unreachable items can't accidentally be sold
- Bugfix to stop a CTD that could occur if the system inadvertently tries to stack two money objects that have a 0 uiMoneyAmount amount
- Fixed a CTD that occured when reloading a weapon from the sector inventory panel- Fixed the sector inventory panel so that you could reload weapons that could be stacked

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