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Notes:
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1. New reload weapon system:
- The magazine is suitable for the gun if it`s designed for this gun or compatible with it.
- The magazines of different capacity can be suitable for the gun. It is supposed to realize influence of magazines of the different size on ready time, range and accuracy of the burst of the weapon.
- The magazine is a separate object which does not disappear anywhere when cartridges run out, and does not appear anywhere.
- The magazine can contain cartridges of identical type and caliber only.
- Some guns have inseparable magazine and then they are loaded by cartridges directly from box, one by one or with the aid of clip/speedloader.
- When loading by means of clip/speedloader, cartridges from the clip/speedloader pass into the gun`s magazine, and empty clip/speedloader remains on hand.
- The gun without a magazine cannot be loaded cartridges because there is no place to put in them.
- Cartridges represent the separate object imaged as a box and cartridges laying clouse by it. Unlike E5 (game) the box of cartridges disappears when the cartridges will be used up, but it appears after the cartridges will be extracted from magazine/gun. It is possible to put cartridges from one box to another, the box having no cartridges disappears.
- Cartridges can be loaded into a magazine when the magazine is attached and when it is separated. Cartridges can be loaded directly from "box", or from other magazine. If the magazine is empty, cartridges of the same caliber but other type can be loaded, in this case the magazine "will turn into" the same, but with new type cartridges . Cartridges can be taken out from magazine (in the form of "box") just as the magazine from the gun. If the capacity of magazine is more than capacity of "box" for the given caliber, the player has to extract the "box" once more.
- To load the gun from a box or not suitable magazine, it is necessary to take out each cartridge from a box/magazine and to load the cartridge into the gun. This is a long action, therefore in a turn mode such action is carried out one cartridge at the time. In realtime mode the action is carried out instantly for all moved cartridges.
2. New firing system: each gun can have up to three shooting modes. Switching of modes occurs as usually, by key "B" or pressing of the button in the merc`s interface. The quantity and the matter of modes of shooting depends on the concrete gun. Modes can be the following:
- Single. A usual single shot.
- Volley. It`s a "single" shot, at which some cartridges is fired for one shot with some dispersion. In the given mode the cursor looks as at a single mode, but in the top part the quantity of cartridges in a volley is showed. Only two guns have such mode at the given mod version: sawn-off gun, which can shoot a doublet, and G11, which can fire group of 3 cartridges.
- Burst. In usual burst the possibility to aim by the right button of the mouse was added as in a single mode (in this case color of AP number is changed such as in JA2 CW instead of a decreasing aim circle) and also it was added the possibility to change burst range. Burst range can be adjusted by scrolling of a wheel of the mouse upwards/downwards. Who does not have wheel on the mouse - pressing the average button of the mouse increases burst range. Burst range is adjusted with step in 1 AP. The minimal value: AP on a single shot. The maximal value: all available AP or up to emptying of the magazine. It is calculated how many bullets can be fired for given AP number, this value is indicated in the top part of the cursor of an aiming. Penalty AP on shooting by burst is not present (while).
3. It is realized manual reloading of non-self-loading weapon by special action. Bolted shot-gun and sniper rifle M24 needs to be reloaded after each shot by special action. In the interface this looks as autoloading by cartridges, only the cartridges really are not loaded and it costs 3-4 AP. How to reload: if during the aiming or pressing the right button on the ground the reload cursor is appearing instead of the aiming sircle, it means, that the gun must be reloaded. Pressing of the left button of the mouse reloads the gun.
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Installation and run:
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Unpack archive over JA2 and all.
Run JA2005.exe, choose the necessary resolution and type of resources.
If you will choose wrong type of resources, game will not work. There are three types of resources:
- English JA2 any version.
- "Power agony" a.k.a. Buka (v 1.02)
- "Power agony" a Gold series (v 1.12 Akella)
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The list of changes:
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0.905
- game takes russian sounds.
- i corrected position of console messages on the tactical screen.
- All helpscreens are centered.
- The recruit message in AIM is centered.
- Now JA does correct screenshots.
- i increased length of an aviastrike.
- The full-screen map is centered, and it is located over the tactics.
- Allocation of mercenaries before entering to a sector is centered, but while manual allocation does not work.
0.92
- The game is completely compatible to russian resources.
- All messages was finally russified.
- The small graphic bug in option IRON MAN in a window of parameters of begun game was cleaned.
- The cursor was returned on its place when inputing a name on site IMP.
- The bug with sliders in IMP was corrected. (Bug was detected by Eug)
- Manual allocation of mercenaries before entering to a sector works now.
- Graphic glitches on sites IMP, AIM, MERC and Bobby Ray was corrected all.
- The bug with "gold key" on the tactical screen was fixed.
- The console of messages on the strategic screen was corrected.
- The hang-up bug at an aviastrike when mercenaries retreat to other side of the screen was corrected.
- A kind of attack (a machine gun, bombs) at an aviastrike gets out casually, intensity of an aviastrike was lowered.
- The bug with dragging subjects on the screen of trade was fixed.
- The bug with the cursor of an output from sector on the south was fixed.
- The some message boxes on the tactical screen was centered.
0.93
- Parameters of: the weapon, weapon classes, magazines/clips, calibers, bullets was placed in an external file named weapons.ini, and their possible quantity was increased.
- Parameters of items was placed in a file named Items.ini.
0.94
- Weapon`s shades was cleaned at the instance of LDV.
- Easter eggs was entered in IMP .
- A bug of russification of the source codes concerned with deterioration of plates was fixed . (ThunderBird informed).
- Indexes of the weapon was detached from indexes of the items, now the new weapon can be placed in the end of the item list.
- Hero have a new weapon after landing - sawn-off gun.
- Now Glock 17/18 have 19 cartridges, Beretta 92F have 15 cartridges, Beretta 93R have 20 cartridges, also minor changes of other weapon was made.
- i cleaned restriction on quantity of magazines the same caliber, and the obligatory order of their following.
- Also i fixed the well-known glitch concerned with extraction of a wrong magazine ( i hope

)
0.95
- Range of sight was increased.
- Simultaneous two-handed firing by burst was added.
- now any generated character is saved on a disk under the nickname and at any time he can be added through IMP by input in the PASSWORD WINDOW his nickname.
- In order to check simultaneous two-handed firing by burst, the generated character named Bober was included, he is the expert of the automatic weapon (how to use - in the previous item).
- The console of loading of the application was added.
- Now the new characteristic of the weapon is used - quantity of cartridges reloaded for time.
0.96 experimental
- The bug in Items.ini concerned with wrong graphics for "UV goggles" and "rod and spring" was fixed (LDV found ).
- The new class of the weapon - "a mount weapon" - was implemented, a merc can`t move holding such weapon.
- Mount PKS (Korobov heavy machine-gun) was implemented and a tape on 99 cartridges of caliber 7.62x54 for PKS.
- The characteristic of an item-
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