JAGGED ALLIANCE : Version 1.11 April 18/95 Sir-tech Software Inc. ============================================================================ Enhancements between v1.00 and v1.11 ------------------------------------ - Pressing the 'V' key in either the regular playing screen, in the "office" screen, or the A.I.M screen will display a message showing the version number of your copy of Jagged Alliance. - Individual first-aid kits, medical kits, tool kits, and locksmith's kits can now be "combined" by merging them together in the hand position. If the combined percentage status is 100% or less, a single kit is created from two, and its status becomes the combined percentage status of the source kits. If the combined status is greater than 100%, one kit is "refilled" to 100%, the other is reduced by an equal amount (retaining the over-100% status portion). - Left-clicking on an merc's inventory slot with multiple items in it while holding down the CTRL key will now "rotate" the positions of the items in the pocket. This can be used to review the working conditions of multiple grenades, canteens, etc. Also, it can be used to select which particular item gets used/thrown/picked up/discarded, since it is now the item whose status is being shown that is "active". (This will work both inside the inventory screen & on the selected merc's inventory bar at the bottom of the screen). - Mercs on REPAIR will now also repair ALL items in a pocket holding multiple repairable items in need of repair, not just one per each pocket. - The inventory pool (in the morning assignment screen) now scrolls down 4 items at a time rather than 1 for quicker browsing. - Multiple canteens in one pocket as well as all canteens in the inventory pool are now being refilled (status back to 100%) every morning. Also, they are now refilled BEFORE team is sent into the field, and are thus already full when assigning mercs' GEAR in the morning. - A mercenary assigned as a DOCTOR for the day is now also treated as another PATIENT, so that a second (superior) DOCTOR can also help him heal. - In the inventory screens, if you are holding several (groupable) items in the hand cursor and attempt to add them to a pocket with the same type of item that has some room, but not enough room to add all of them, then just enough items will be transferred to the pocket to fill it up. - Sniper scopes, goggles, and tool kits now have their condition "spoken" by the "narrator's" voice when right-clicked on in inventory screens. Changes between v1.00 and v1.11 ------------------------------- - Program now requires a minimum of 5 MB free disk space. This has been done as a safety measure to preserve the integrity of your game. Jagged Alliance uses temporary disk space to keep track of items and changes to the terrain; also, not having enough disk space to save your game would be very frustrating! - Canteens no longer disapear when emptied. - The calculation of the "fatality rate" for A.I.M. hiring purposes has been altered quite significantly, and is no longer influenced by how many mercs in total have been hired, only by # of merc deaths over time. - Formula to calculate # of natives available has been adjusted, resulting in fewer natives being available later on in the game. Too many natives were available at the later stages of the game, this change attempts to make guard management and natives' daily salary increases more important and challenging strategic aspects. If, after applying the patch, natives and/or guards quit on you the next morning, this is the cause and does not imply that you've made any big mistakes. You will need to raise the natives' salary to attract them back. - Each merc will now need 5 AP to traverse and it will take 1 turn's time. - Fired mercenaries who had worked for you for a fairly long time are now much less likely to feel slighted and go complain to other A.I.M. members. - Explosives planted during "real-time" will now explode a lot faster. - The number of medical and first aid kits in the later stages of the game has been increased somewhat. - Relocated guards that arrive in the mercs' current sector while there are no enemies in the sector (ie. during real-time mode) will now immediately start to move and spread out across the sector instead of just standing at the edge for quite a while before moving somewhere. - Mercs performing first aid now gain a modest amount of breath rather than getting more tired during the process. - Avg health in A.I.M.'s INFO screen is now based on MAX health, not current. - In the morning "island" screen, the new size of the native workers pool is calculated and updated on the screen BEFORE Jack/Brenda speak rather than AFTER. - "Items in pocket / Maximum possible items in pocket" is no longer displayed in the inventory box for any items. Now used strictly to display ammunition in guns and cameras. - Ice's "something-bad-just-happened" speech sound has been amplified to be more audible. Corrections between v1.00 and v1.11 ----------------------------------- - Keyboard is no longer "reset" upon start-up since this confuses some keyboards and causes them to stop functioning. - Problem with enemies knocked down to the ground sometimes prolonging the opponent's turn has been fixed. - Enemies would have a hard time shooting through doorways in certain angles while mercs could. This has been fixed. - Problem with mercs hit in water causing terrain-area cursor to disappear has been fixed. - Enemies would, in certain rare circumstances, decide to (quite suicidally) walk right up beside a merc without attacking him in any way. This should no longer happen. - Enemies would, in certain conditions, fire at the same time as another enemy. This has been fixed. - Fixed a problem whereby there would be no cursor for a while if your last merc died. - Fixed a few line-of-sight problems through walls. - If you own a linked plant that's undergoing repairs, Jack will no longer complain in the morning about running at/near processing capacity and urge you to go get another plant (when you've already done it). - Fixed a problem where mercs weren't always "looking" when you told them to. - Misc. problems with bomb-placing animations have been fixed. - Problem with live explosives sometimes not going off after they stop ticking has been fixed. - Relocating guards in the merc's current sector when tappers are also present in the sector no longer erroneously removes one tapper in place of one of the guards. - A bug which could in certain circumstances cause the last (5th) key in a pocket full of keys to become useless and unable to open its matching door was fixed. - Graphic glitch with several of the notes found having a small black strip along right edge when viewed has been fixed. - Cliff Highball's order-confirming and "something-good-just-happened" speech sounds are now correct. - A minor bug in the prediction of the Action Point costs for throwing "tossable" items such as grenades in a direction other than the one the merc is currently facing has been fixed. The minimum projected AP cost was sometimes 1 pt. higher than the cost that would actually get deducted from the merc when the object was thrown. It now no longer costs any extra AP to throw objects (the cost is already high enough anyways!) in the direction that you are NOT facing, so this problem will no longer occur. - Various minor color palette glitches when shading the screen were fixed. Corrections/Clarifications to Game Manual/Reference Card -------------------------------------------------------- - The keys listed for control of MUSIC and SOUND FX volumes via keyboard are actually reversed: '-' and '+' control MUSIC volume, ',' and '.' control SOUND FX volume. - To drink, click on the head portion of the merc's silhouette in the inventory screen rather than his portrait. - When in the morning's inventory assignment screen, pressing the 'E' key on the keyboard will empty the shown merc's inventory and dump all his items into the common inventory pool. - Although extra vests can not be carried inside another vest's pockets (even if both vests are empty), they CAN be carried in a merc's hand or secondary hand positions. - The F9 key tells how many enemies are visible to the currently selected merc, and the display adjusts to show only those enemies. This is a mode toggle, press F9 again to turn this mode off. - Pressing the ENTER key (during combat situations) scrolls between all visible enemies and briefly displays a red "beacon" over each one. This helps to locate opponents obscured by terrain or doorways, etc. - Flashing black/white dots in the overhead full sector view indicate the locations of all known items in the sector. - While "all-move" doesn't function in turn-based mode, holding down the ALT key prevents the screen from relocating over to mercs as you select them (via their portrait), so this is the next best method of moving multiple mercs to the same area. Additional Notes ---------------- - If you experience freeze-ups or crashes and have SMARTDRV or a memory manager (e.g. QEMM, EMM386) loaded, try removing them... Enjoy!