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Offline Asid

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Re: Armoured Commander II
« Reply #60 on: October 25, 2020, 01:03:12 AM »
Playtesting a new campaign for the next update - that's a lot of crewmen!



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Offline Asid

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Re: Armoured Commander II
« Reply #61 on: October 29, 2020, 02:31:40 AM »
Update 7.0.6
Wed, 28 October 2020

Some small but important fixes in this update:

Changelog for 7.0.6
CNG: Chance of zone capture check is now lower if player moved in their last action, much lower if they moved along a road
CNG: Only Guns have 0% chance of RoF if any other weapon in the unit has already fired

FIX: Small calibre to-hit modifiers not being applied properly
FIX: RoF calculations for MG weapons now have a base minimum

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Offline Asid

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Re: Armoured Commander II
« Reply #62 on: October 31, 2020, 02:27:03 AM »
Update 7.0.7
Fri, 30 October 2020

A minor update today to fix some bugs and add a little new functionality:

Changelog for 7.0.7
ADD: "Contemporary 1989-" category for user-created campaigns
CNG: Unit types for enemy reinforcements in battles can now be copied from those in adjacent zones
FIX: Missing unit support levels for Winter War (Soviet Union) campaign
FIX: Minor display issues

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Offline Asid

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Re: Armoured Commander II
« Reply #63 on: November 01, 2020, 03:14:28 AM »
Update 7.0.8
Sat, 31 October 2020

Some minor but important fixes in this update, plus some new late-war units:

Changelog for 7.0.8
ADD: American M3 GMC to Operation Torch
ADD: American M4(105) Sherman and M4A3(105) Sherman to late-war campaigns
ADD: Missing portrait for Ju 87B Stuka

FIX: Crewmen commands not being updated properly during the bail-out minigame
FIX: Crash when crossing a river on the campaign map


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Offline Asid

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Re: Armoured Commander II
« Reply #64 on: November 05, 2020, 11:54:56 PM »
Update 7.0.9
Wed, 4 November

Today's update brings a new mid-war campaign by flori2412, a bunch of new units (bringing the total number in the game to 300!) as well as some minor additions and fixes.

New in this update is support for SDL2, which is required by some computers that do not have a separate graphics card. If a graphics card is available, however, the game should automatically render using OpenGL, so most players should not notice any changes in the frame rate or appearance of the game window.

As always, please report bugs or crashes on the discussion board. Changelog follows:

Changelog for 7.0.9
ADD: HEAT ammo to Semovente da 75/18
ADD: Desert Rats Fight On campaign
ADD: Stuart III, AEC I, Bishop, Crusader II, Crusader II CS, Crusader III, Valentine III, IV, V, VIII, IX, X, XI
ADD: If player waits in their zone and is attacked during a Fighting Withdrawal or Counterattack mission, they are awarded 3 VP
ADD: Command to clear all campaign records
ADD: Display of historical availability to Unit Gallery
ADD: JSON files with modded unit type definitions can now be placed in the unit_mods directory; unit types will overwrite an existing entry, or add a new entry

CNG: Increased base chance of Firepower attack having an effect, decreased base Destroy chance when resolving firepower, increased chance of a Pin result on infantry/guns
CNG: Smoke now has full effect on attacker's to-hit / to-effect chance as well
CNG: Improved appearance of Add Skill menu

FIX: Line of Sight not being displayed properly when player/squad is on Overrun
FIX: Added missing Driver hatches to Valentine tank models
FIX: Renderer now defaults to SDL2, but will use OpenGL if possible

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Offline Asid

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Re: Armoured Commander II
« Reply #65 on: November 15, 2020, 12:39:12 AM »
Update 7.0.10
Sat, 14 November 2020

This is a minor update that fixes a number of minor bugs and makes some improvements to the game. Thanks to everyone who reported issues and made suggestions on the discussion board.

Unless any game-stopping bugs emerge from this update, my plan now is to work on a medium-sized update that will add about four new campaigns, and which will lay the groundwork for the mid-war Eastern Front campaigns.

Full changelog follows:

Changelog for 7.0.10
ADD: Player crew can now lose some fatigue after moving into an oasis zone and finding no resistance
ADD: Message for when a replacement crewman joins your crew
ADD: SMG Squad, Sd. Kfz. 139 Marder III (w/ 76mm gun) unit definition (not used yet)
ADD: Player can now activate unit support when waiting in own zone, and will be requested if player is subsequently attacked by enemy forces

CNG: Autofill Ready Rack hotkey now empties Ready Rack first
CNG: Clearer displays for support options in Movement menu tab of Campaign Day interface
CNG: No longer possible to selected a direction on the Campaign Day map that leads off the map

FIX: Incorrect/missing unit entries in Afrika Korps campaign
FIX: Incorrect screen fade-in effect when starting a new day in fullscreen display mode
FIX: Broken/Jammed guns not being skipped/selected properly in Shooting phase
FIX: Recon reports being displayed when attacked in own zone
FIX: When transferring to a new tank, crewmen will first be assigned to positions that they are trained for


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Offline Asid

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Re: Armoured Commander II
« Reply #66 on: November 22, 2020, 03:05:07 AM »
Update 7.1.0
Sat, 21 November 2020


This is a medium-sized update that adds five new campaigns, a number of new units (bringing the total to 325), and some new features, in addition to bug and crash fixes. As always, please report bugs or crashes in the Steam discussion boards, and my thanks to everyone on the Discord server who tested this build out yesterday (invite link to the Discord server https://discord.com/invite/CvZQqVPaFc ). Changelog follows:

Changelog for 7.1.0

ADD: Crash message screen with location of crash log and instructions to report the crash
ADD: New Campaigns: Afrika Korps on the Advance, Ariete on the Advance, Desert Rats Victorious, The Continuation War (Finland), The Continuation War (USSR)
ADD: New Generic units: Medium Mortar Team, Heavy Mortar Team
ADD: New British units: 6 Pdr Portee, Churchill IV NA(75)
ADD: New Finnish units: T-26 M33 (FIN), T-26 M37/39 (FIN), T-28E M40 (FIN), BT-42, BA-10 (FIN), 37 PstK/37, 45 PstK/32, 50 PstK/38, 76 RK/27, 105 H/33, 122 H/38, 150 H/40
ADD: New Soviet units: BA-10, T-70, 85mm obr. 1939, Mark II (Matilda II), Mark II 76mm (Matilda II CS), Mark III (Valentine II)
ADD: New Italian unit: AS 42 - AT
ADD: Missing portrait for Typhoon
ADD: Display for resolution of HE hits on unarmoured vehicles

CNG: Combat days now start no earler than 4:00 and end no later than 22:00
CNG: If player attempts and fails to withdraw from a battle, player unit and squad counts as moving, may move into new terrain, may have new LoS, etc.
CNG: Allied AI units should now act more often
CNG: Removed action modifier for AI units at medium and long ranges
CNG: AI units no longer allowed to pivot when conducting defensive fire

FIX: In RoF calculation, to avoid penalty, the Loader on reload command must be in same location as gun
FIX: Missing APCR ammo entry for BA-6
FIX: Campaign locations and times in extreme north in summer will no longer crash the game
FIX: Options menu can now handle lists of options longer than 26 items
FIX: Some roads to edge of map were being drawn with incorrect colour in North African maps
FIX: Date and time console being incorrectly drawn between Campaign Day and Scenario layers
FIX: No longer possible to operate a gun in a RST while CE on first turn when default status is set to CE
FIX: Fill Ready Rack hotkey will now work even if there are not enough shells available to completely fill Ready Rack

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Offline Asid

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Re: Armoured Commander II
« Reply #67 on: November 23, 2020, 01:32:34 AM »
Update 7.1.1
Sun, 22 November 2020

Some minor but important fixes in this update, thanks to everyone who reported issues on the discussion board or on Discord!

Changelog for 7.1.1
CNG: Number of refit days in the combat calendar proportionally reduced for shorter campaigns
CNG: SMG squads can now have special weapons
CNG: Reduced units are now also Pinned and lose Acquired Targets
CNG: If player withdraws from battle into a zone with enemy units present, advancing fire won't be used
CNG: Routed units can no longer reposition nor pivot to face player
FIX: Ammo Load wanring now checks across all player guns
FIX: Player tank status/terrain no longer displayed in tank selection menu
FIX: The first combat day following a refit day is no longer skipped


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Offline Asid

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Re: Armoured Commander II
« Reply #68 on: November 29, 2020, 11:22:40 PM »
Update 7.1.2
Sun, 29 November 2020

A minor update that adds a new campaign, a few new units, and several fixes and improvements. Changelog follows:

Changelog for 7.1.2
ADD: Operation Torch (Germany) Campaign
ADD: Sherman IIC 'Firefly', Ram Kangaroo, Daimler Armoured Car, M1A1 90mm Gun
ADD: Enemy units can surrender, more likely when routed or reduced, awards bonus VP if Gun or Vehicle

CNG: AI update - friendly support units more likely to move into range of an enemy unit
CNG: Molotovs have a chance to hit the top armour of an armoured target
CNG: Reduced odds of fog generation

FIX: Accented characters now displayed properly in campaign week titles and week descriptions
FIX: Unit definition for M8 HMC 'Scott' and added as player tank in Patton's Best campaign
FIX: Removed AT rifle teams from late-war campaigns

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