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Jagged Alliance 2

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Jagged Alliance 2

Jagged Alliance 2 is a 1999 tactical role-playing game developed by Sir-Tech Canada for Microsoft Windows and later ported to Linux by Tribsoft. It is the third entry in the Jagged Alliance series. The game was followed by the expansion pack Unfinished Business in 2000. Two commercial versions of the mod Wildfire were released in 2004 in the form of expansion packs. The core game and the Unfinished Business expansion were combined and re-released under the title of Jagged Alliance 2 Gold Pack in 2002.

The game takes place in the fictional Latin American country of Arulco, which has been ruled by the ruthless Queen Deidranna for several years. The player is tasked with defeating Deidranna and restoring peace to Arulco. To this end, the player may hire mercenaries and enlist the help of local citizens, who can help the player in a variety of ways, such as providing useful information or joining the fight against Deidranna.

The game uses a strategic map screen of Arulco where the player can issue high level strategic orders to their troops, such as travelling between sectors and training militia. Most of the game's combat and sector exploration take place on a tactical screen, where the player can issue individual direct commands to each of their mercenaries, such as moving, shooting, and talking. The game features a wide variety of firearms, body armor and miscellaneous items that the player may use to their advantage.

The game was commercially successful; Pelit estimated its sales at 300,000 units by 2006. However, it sold poorly in the United States. The game received good reviews which praised its freedom of choice, large and memorable cast of characters, non-linearity, and tactical gameplay.

The game puts the player in control of several mercenaries that must explore and reclaim towns and territories from enemy forces. As the game advances, the player can hire new mercenaries and acquire better weapons and armour to combat opponents.

The map screen displays the world map of Arulco in a square grid (called sectors) and the forces deployed by the enemy and the player. This is the strategic side of the game, as the player directs his forces, and controls the progress of time, which may be sped up or paused. From here, the player can access the game's laptop function, allowing the player to receive emails from characters, buy weapons and equipment, and hire and fire mercenaries. This screen is used to give mercenaries tasks. Mercs with a medical kit and medical skill can be set to tend to wounded mercs; this significantly quickens their recovery. Mercs with a tool box and mechanical skill can be set to repair damaged weapons, tools and armour. Mercs can practice a skill by themselves or work as a trainer or student. Training a student increases their chosen skill. A trainer may train local citizens to become militia to defend sectors while the mercs are away. Mercs can be ordered to travel on foot between the sectors. If the player acquires a ground or aerial vehicle in-game, they may load their troops into it to travel between sectors much faster.

There is a tactical screen, where the player takes control of individual mercenaries during real-time interactions and turn-based combat. The tactical screen shows a sector from an isometric viewpoint. Here the player can view the terrain, explore buildings and find items. Although the game does not feature a visual fog of war, the non-player characters (NPCs) can only be seen if a player-controlled or allied character sees them. The game time advances in real-time on the tactical screen unless a battle is initiated, then the game switches to a turn-based combat mode. The player can control an individual merc or group of mercs, issuing move, communication and various interaction commands. Mercs can run, walk, swim, crouch or crawl. Mercs may climb onto the roofs of flat-roofed buildings.

Battles occur whenever the player's and enemy forces occupy the same sector. The game proceeds in real-time until a member of one force spots an enemy. The game then switches to turn-based play. Each force takes alternating turns to move, attack, and perform various other actions. Each character has a limited number of action points, which are spent to perform actions. The action points are renewed at the beginning of each round, depending on the physical state of the merc. Some unspent action points will be carried over to the next round. If a combatant has some action points left over during the enemy's turn and spots an enemy, they stand a chance of interrupting the enemy turn and performing actions.

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