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Offline Asid

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Re: Armoured Commander II
« Reply #15 on: July 01, 2020, 11:44:55 PM »
Update 5.2.2
Wed, 1 July 2020

A quick few fixes today, most notable fixing the keypress input bug introduced with the last update:

Changelog for 5.2.2
ADD: Display of firepower rating for weapons in the contextual info console
CNG: Animation skipping disabled for now until can fix a keyboard input problem
FIX: Direct Fire command not having an effect for Commander/Gunner position



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Offline Asid

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Re: Armoured Commander II
« Reply #16 on: July 03, 2020, 12:03:42 AM »
Update 5.2.3
Thu, 2 July 2020

Some minor but important fixes in this update, changelog follows:

Changelog for 5.2.3
ADD: Animation speed game setting
ADD: BT-7A as player tank to Liberation Campaign, Winter War (Soviet Union) Campaign
ADD: Message when player tries to go Hull Down and is already Hull Down
CNG: Units that are pinned lose any acquired target status on other units, but they remain as acquired targets for others
FIX: Possible improvement in window freezing / spinning mouse cursor of death during longer animations (air and arty attacks)
FIX: Field hospital time not being applied properly for Player Commander
FIX: Crash when scrolling combat journal



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Offline Asid

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Re: Armoured Commander II
« Reply #17 on: July 05, 2020, 01:22:25 AM »
Update 5.2.4
Sat, 4 July 2020

A few minor fixes, and two substantial additions in today's update: cavalry units and light mortar teams. Cavalry work similarly to infantry, except they are more likely to move around the map, are difficult to hit when they are moving, and you can't do an overrun attack on them unless they are stationary. For now they are also armed with anti-tank grenades, but this will be modified later on once I revise all the close combat weapons.

I've also added light mortars and a new ballistic weapon type, which will be used for larger mortars and similar weapons in the future. These have a greater chance to hit, but unless it's a critical hit, the firepower effect is lessened. Critical hits on armoured targets, however, are applied to the top armour, so if you get unlucky there's a very good chance of one of these cracking open your tank from above.

Cavalry units appear in the Poland campaigns, and light mortar teams have been added to every campaign.

I've tested both of these, but as always if you encounter any crashes or bugs, please report it in the discussion boards.

Changelog for 5.2.4
ADD: Rifle Cavalry unit definitions, movement, to-hit, etc. handling for new unit category
ADD: Light Mortar Team and Light Mortar weapon definitions, can attack without LoS at a penalty
ADD: Attack procedure for ballistic weapons:
- higher chance to hit, but reduced firepower effect from HE hits
- gun calibre modifiers do not apply
- lower target terrain effect on to-hit chance
- critical hit is considered a direct hit, and full effect is applied
- increased firepower effect if direct hit on target that is entrenched or dug-in
- normal "hits" from ballistic weapons have no chance of armour penetration
- critical/direct hits on armoured vehicles are applied to top armour, which is half of the hull side armour rating
CNG: Guns being attacked in overrun are no longer allowed to change facing before their defensive fire attack
CNG: Hull-mounted Turret MGs can now fire when blocked by HD direction
CNG: Increased chance of harrassing fire from infantry/small teams
FIX: Only vehicles can now be Hull Down



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Offline Asid

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Re: Armoured Commander II
« Reply #18 on: July 10, 2020, 12:31:42 AM »
Community Poll - Cast your vote!
Thu, 9 July 2020

I'm just about finished with the next minor update for the 5.x branch, which will add additional detail to existing Early War campaigns. I have two major projects that are next on my development plan - but which one should I do first? Cast your vote in this online poll, open until Sunday 12th July: Google Form Link


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Offline Asid

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Re: Armoured Commander II
« Reply #19 on: July 12, 2020, 01:08:42 AM »
Update 5.2.5
Sat, 11 July 2020

Some minor additions and fixes today, as always please report bugs and crashes in the discussion boards. Changelog follows:

Changelog for 5.2.5
ADD: British Bren Carrier, Scout Carrier to Battle of France (Germany) campaign
ADD: SPW 251/2, Lorraine 38L, AMC 29
ADD: Message re: advance point gain upon crewmen promotion
ADD: Additional detail to Battle of France (France/UK/Germany), Winter War (Finland/Soviet) campaigns
CNG: Increased modifier for close combat attacks on moving vehicles



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Offline Asid

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Re: Armoured Commander II
« Reply #20 on: July 12, 2020, 02:06:59 PM »
Next Development Steps
Sun, 12 July 2020

The players have spoken, and of 153 responses, 64.1% said they would prefer a major update to come first, addressing the AI and adding major new features, before adding more campaigns.



So the current version 5.2.5 will stay on the default branch for some time, and in the meantime I will start work on version 6 and once I've added a few new features, I'll put it on a separate preview branch for player testing. Barbarossa is still coming though; I'll see if I can create a pair of 1941 German/Soviet campaigns for the preview branch to help test the new stuff.

Thanks to everyone for their votes, and for your continued support of ArmCom2!


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Offline Asid

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Re: Armoured Commander II
« Reply #21 on: July 15, 2020, 12:49:27 AM »
Working on an almost invisible feature but an important one - automatic calculation of sunrise and sunset times based on geographic location





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Offline Asid

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Re: Armoured Commander II
« Reply #22 on: July 17, 2020, 01:51:21 AM »
New feature for 6.0

"Adding a new feature for 6.0 that I hope won't be used all that often; if a save is corrupted, option to restore from a recent backup"




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Offline Asid

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Re: Armoured Commander II
« Reply #23 on: July 19, 2020, 12:21:44 PM »
WIP Bail-out Interface

Working on the bail-out interface. Looks easy right now, but try it when people are shooting at you!




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Offline Asid

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Re: Armoured Commander II
« Reply #24 on: July 21, 2020, 12:26:09 PM »




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Offline Asid

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Re: Armoured Commander II
« Reply #25 on: July 23, 2020, 01:36:04 AM »
Bail-out interface is fully implemented for version 6.0, just need to test it out




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Offline Asid

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Re: Armoured Commander II
« Reply #26 on: July 24, 2020, 11:47:19 AM »
Adding a more detailed AAR at the end of each combat day for 6.0





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Offline Asid

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Re: Armoured Commander II
« Reply #27 on: July 30, 2020, 01:22:16 PM »
Transition Animation for 6.0




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Offline Asid

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Re: Armoured Commander II
« Reply #28 on: August 01, 2020, 11:29:31 PM »
Coming in 6.0 - lakes!




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Offline Asid

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Re: Armoured Commander II
« Reply #29 on: Today at 12:11:32 AM »
Update on 6.0 Progress
Mon, 10 August 2020

Hi everyone,

Just wanted to give you an update on what's been going on the past few weeks: even though there haven't been any updates to the main Steam branch for a while, I have been working behind the scenes on the next major update, 6.0. So far everything is going well, with a number of fixes, improvements, new crew skills, and other additions already in place. One major change is the addition of a bail-out mini-game, where you must direct your crew out of your tank and into safety, all while nearby enemy units continue to threaten you.

The last major feature for 6.0 that I need to work on is revising the AI, which I'll work on this week. If all goes well I hope to have a preview of 6.0 available for players by the end of this weekend, although it might take a little longer if the AI work turns out to be especially tricky. I'll keep posting screenshots of my work in progress in the meantime.

As with all major updates, campaigns started under 5.x can't be continued in the 6.0 version of the game, but like before I will keep a 5.x legacy branch active on Steam, so that players can complete their campaigns before upgrading.

Rev. Sudasana



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