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Armoured Commander II
Asid:
Update 1.2.45
Sat, 2 March 2024
FIX: When selecting enemy units in conceal/reveal self action, possible targets will be moved to top of hex unit stack when selected
FIX: When an armoured OT unit is destroyed by HE, the attack display console will now be properly cleared from the screen and the target destroyed
FIX: Removed a rare case where an AP chance could be 2.9% or lower (but above 0.0%) and a roll of 3.0% or lower would penetrate even if it didn't beat the required score
Asid:
Update 1.2.47
Sat, 23 March 2024
CNG: Darkened appearance of PH indicator for visibility
FIX: A rare crash when resolving AP hits
FIX: Drive Into Terrain was not working when a Rear Driver drove a vehicle forwards
FIX: Issue with mouse location not being updated after the end of a scenario, and so displaying incorrect zone info on the Campaign Day layer
Asid:
Update 1.2.50
Fri, 26 April 2024
ADD: New campaign option "ACs and TDs Only": Only Armoured Cars and Tank Destroyers will be available as vehicle options for the player. If a campaign has no such vehicle options, then the player will have access to the normal full vehicle list.
ADD: Co-Loader position, used in 8.8cm FlaK 18 Sfl., Jagdtiger, Sturmtiger, etc.; both Loader and Co-Loader can provide a RoF bonus if they are reloading; this change will not apply to already spawned vehicles in an ongoing campaign
CNG: D-Pad up/down input will now repeat when scrolling through lists
CNG: AI units will now be much more likely to reposition when they have no LoS to any enemy targets
CNG: If player ends bail-out early, all crewman actions will be set to display as None for clarity
FIX: Incorrect button display for controller inputs in Shooting Phase
FIX: Weapons should now no longer select a friendly unit as the first possible target unless it's firing Smoke, or if there are no enemy targets in the covered firing area
FIX: Minor changes to some German open-topped tank destroyers, changing positions and adding forward-facing AAMGs (thanks PowderTrail!)
FIX: In bailout sequence, crew that are in Open Topped positions will no longer be labelled as No Hatch
FIX: Player vehicles that had two Loaders in the same location made crew moving positions during the bailout sequence not work properly
Asid:
Update 1.2.52
Sun, 14 July 2024
ADD: Game option to force keyboard input, if enabled then the game will not activate controller input even if one is detected
CNG: Crewman skills are now more clearly flagged if the crewman is missing 1+ requirements to add it
CNG: Crewman can now add skills that they cannot use in their current position
CNG: For HE attacks, critical effect chance is now 1/10 of the chance to fully affect the target or 3%, whichever is lower, minimum of 0.5%
CNG: AI units with no LoS to any enemy units will no longer factor in current TEM when scoring a possible reposition action
FIX: Compatibility checks for configuation file entries were not being handled quite properly (it worked, but not as intended!)
Asid:
Update 1.2.53
Thu, 1 August 2024
ADD: Free demo version of the game
ADD: Welcome message shown first time game is started, slightly different message for demo version
ADD: Display of relevant crewman skills that provide bonuses during bailout (Gymnast, and Spray and Pray)
FIX: If a player unit takes a penetrating hit and the player later bails out, the outcome of the day will now correctly reflect this
FIX: Slight change to layout of tutorial slides so that longer ones are now displayed properly
FIX: Spray and Pray skill now correctly improves chance of doing effective covering fire during bailout
FIX: Partial HE hits now properly have no AP chance
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