Jagged Alliance: Back in Action Digitally Released, DLC and v1.03 Patch Available

Kalypso and bitComposer quietly released Jagged Alliance: Back in Action on the major digital distribution portals today, including Steam, GamersGate, Impulse, and Amazon, though it appears that anyone holding out for a boxed retail release will have to wait until February 14th, as originally planned. Additionally, Steam is offering a Desert Specialist Kit, Jungle Specialist Kit, and Night Specialist Kit as $2-a-pop downloadable content, as well as a v1.03 patch for those of you jumping into the strategy/RPG on day one.  In case you're wondering how the game has evolved since the demo, here's the changelog:
Combat

- 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

General

- 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

Worldmap

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

UI

- 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

AI

- 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.