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Armoured Commander II

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Asid:
Sneak peak at new feature for 7.0 - enemy units are spawned into map hexes and you get a report on what they are expected to be




Another big new feature in the works: you can call in support units to help you in battles.




Finally, new rare ammo types (not available at start of Canada's Best campaign)



Asid:
Coming in 7.0, command to conceal yourself from or reveal yourself to a particular enemy unit



Asid:
Preview of 7.0 Now Available
Wed, 7 October 2020

A preview of the upcoming major update 7.0 is now available for all players to test out. To enable it, open the game's properties, click on the "Betas" tab, and select the 7.0_preview branch from the drop-down menu.

Please note! - this branch is only for testing, and you will not be able to continue campaigns started on this branch after the full 7.0 update goes live. The update has been tested and debugged over the past couple weeks but there might be a few lingering issues, so if you do test it out and find something wrong, please do let me know on the discussion board.

Asid:
Major Update 7.0 and Developer Stream
Sat, 10 October 2020

I'm going to be releasing the new major update on the default branch later today, as well as streaming some gameplay from the new update. I'll also be joined by an avid player who's helped contribute a huge number of new units and new campaigns recently.

Asid:
Major Update 7.0.0
Sat, 10 October 2020

Update 7.0.0 is now live on the main branch, my thanks to everyone who submitted bug and crash reports while it was in testing. Any bugs or crashes please report them in the discussion forum.

Please note that saved campaigns from the previous version 6.1.3 are not compatible with this update. If you have a campaign in progress in the old 6.1.3 version, you can switch to the legacy 6.x branch to complete your campaign. Simply open the game's properties, click on the Betas tab, and select legacy_6.x from the drop-down menu.

The two biggest changes in this version is that you can now get a report on what types of enemy resistance you are likely to meet before moving into a zone, and all campaigns now have Unit Support, which you can use to call in allies before moving into an enemy-held zone.

Full changelog follows:

Changelog for 7.0.0

ADD: New Commander skill: Improved Recon, Recon reports on enemy resistance will be more accurate
ADD: LoS highlight on scenario map when AI units are attacking
ADD: Unit Support: Player can call in friendly groups of units before entering an enemy-held zone
ADD: If player is attacked in own zone, chance that some support units will be nearby and will join the battle, no support level cost
ADD: Rare ammo types: APCR, APDS, and HEAT; added to units where historically appropriate
ADD: Some unit types may have limited amounts of HE or AP depending on calendar date
ADD: Ammo Scrounger skill: Increased number of rare ammo available at start of day
ADD: Acclimatized (Desert) and Acclimatized (Nordic) skills: Reduced chance of gaining fatigue from Extreme Hot/Cold conditions
ADD: Panzer IV F1 to Barbarossa to Moscow (Germany) campaign
ADD: Panzerfaust; Germany riflemen squads in mid- and late-war will randomly be equipped with them
ADD: Demolition Charges and Molotovs; riflemen squads randomly equipped with them
ADD: Weapon stat for AA MG allowing operation when not CE (will be used for eg. AA MG on M3 Lee)
ADD: Display of air/artillery unit portrait when doing support attack
ADD: Conceal/Reveal Self movement command
ADD: Crewman fatigue now modifies weapon attacks and bog chance
ADD: Crashes now output a timestamped crashlog to the {home}/ArmCom2 directory
ADD: Player crew may be Shaken if a fellow crewman is KIA
ADD: Friendly reinforcement (either a possible player tank or a unit from unit support) random event for scenarios
ADD: Steam Acheivements for 8 of Diamonds to the Ace of Diamonds
ADD: BT-5 M34 and BT-7 M37 as player tanks to Barbarossa to Moscow (Soviet Union) Campaign and as enemy units in Germany campaign

CNG: Enemy units are now spawned into zones on the Campaign Day map, player can get a rough idea of enemy presence during recon
CNG: If player withdraws from a scenario, surviving enemy units will still be in that zone
CNG: Support levels now reduced by 5, 10, or 15 points (equal chance of each) upon a successful request
CNG: Support Weapon Teams now defined per nation and included as part of enemy spawn table
CNG: Units transported by enemy units like trucks and APCs are now defined by the campaign rather than being generic for that unit type
CNG: Enemy air and artillery support units now divided by nation
CNG: Reorganized Ammo Load menu
CNG: RoF slightly harder if no target yet acquired, slightly easier if target acquired
CNG: Reduced AP of Grenades
CNG: All AI attacks are now indicated with a pop-up message, not just those targeting the player
CNG: Unjam weapon attempt no longer automatic, crewman must be on correct command to attempt, and Mechanic and Gun Maintenance skills each give a bonus to this attempt
CNG: Scenario map hex highlight colour to yellow
CNG: Minor changes to bail-out action modifiers
CNG: Base crewman fatigue level to -2
CNG: Change to how Campaign Day map zone control is handled for campaigns set in North Africa
CNG: If player withdraws from a scenario and has to cross a river during the subsequent move on the Campaign Day map, automatically finds a crossing point
CNG: Advancing fire with no HE or with limited HE (using MGs only) is possible, but less effective
CNG: Poppy display on main menu is now generated rather than loaded from .xp file; different appearance from 1st-11th November

FIX: Player bail-out will now end if only crewmen not yet in safe location are dead
FIX: Rounding error in display of player tank VP modifier in After-Action Report
FIX: Crash when Player Commander returned to action during a refit week
FIX: Zone control being reset after moving into a new Campaign Day map area made some objectives impossible to complete
FIX: Crash when crewman's critical injury worsens and leads to death

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