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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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Offline Asid

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Re: Armoured Commander II
« Reply #69 on: December 14, 2020, 02:16:32 AM »
Development Roadmap
Sun, December 13, 2020

Just a quick note to say that although I haven't released any updates in a few weeks, I am working on a minor update that will fill in some missing units and details for existing campaigns that should be out before Christmas. I will also return to releasing regular additions of new content once the winter holiday season has begun. My next priorities will be creating new units and campaigns for the mid-war Eastern Front, and then finishing up the mid-war desert campaigns. You should see a few substantial updates around the end of 2020 and into the new year.

If you haven't already, check out the Discord channel https://discord.com/invite/CvZQqVPaFc where updates and new features are often announced before they appear in the game.


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Offline Asid

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Re: Armoured Commander II
« Reply #70 on: December 22, 2020, 04:11:11 AM »
Update 7.1.3
Mon, December 21, 2020

This update brings a number of additions, changes, and fixes. The late-war Canada's Best campaign, for example, is now finally complete, with all the narrative and game data now in place. As always, please report bugs and crashes on the discussion boards. Changelog follows:

Changelog for 7.1.3
ADD: As AI units: Flakpanzer 38(t), Flakpanzer IV Wirbelwind, Flakpanzer IV Mobelwagen
ADD: AMC 35 and FCM 36 tanks as player and AI units to Battle of France campaigns
ADD: Panzer IV A and C as player tanks in Poland Campaign
ADD: Sound effect for infantry moving
ADD: Medium & Heavy Mortars, Motorcycle MG Teams, SMG Squads to existing campaigns where appropriate
ADD: Geographic locations, week descriptions, additional player tank selections to Canada's Best campaign
ADD: 'Asian Steppes' region definitions
ADD: 'Imperial Ambitions' campaign skill

CNG: If player has a broken gun, a broken sole weapon, or any dead/removed crewmen, no VP is forfeited when returning to base
CNG: Unarmoured vehicles hit by HE and not destroyed will either be immobilized or possibly (if an AI unit) stunned; Stunned AI units cannot act until they recover and may surrender
CNG: Enemy units withdrawing due to the end of the combat day much less likely to surrender
CNG: Crewmen not on Spot command now have a small penalty to spot

FIX: Minor fixes to unit availability in many campaigns
FIX: Repeated combat calendar dates in Operation Torch (Germany)
FIX: Visible hex display not being updated properly when crew have a default command/hatch status set
FIX: Hull-mounted turreted MGs on A9 Cruiser now have proper entries and covered hexes

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Offline Asid

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Re: Armoured Commander II
« Reply #71 on: January 01, 2021, 11:24:39 PM »
Update 7.2.0
Fri, January 1, 2021


A medium-sized update today that brings three new campaigns and a bunch of new units, as well as some minor improvements and fixes. As always, please report bugs and/or crashes on the discussion board. Changelog follows:

Changelog for 7.2.0
ADD: Afrika Korps on the Retreat campaign
ADD: Nation definition for Empire of Japan, correct display of Japanese names (surname first)
ADD: Japanese units: Type 94 Te-Ke, Type 97 Te-Ke (MG), Type 97 Te-Ke (37mm), Type 95 Ha-Go, Type 89 I-Go, Type 97 Chi-Ha, Type 91 Armoured Car, Type 93 Armoured Car, Type 94 37mm AT Gun, Type 11 37mm Infantry Gun, Type 92 70mm Battalion Gun, Type 41 75mm Mountain Gun, Type 94 75mm Mountain Gun, Type 38 75mm Field Gun, Type 90 75mm Field Gun, Type 91 10cm Howitzer, Type 92 10cm Cannon, Type 38 15cm Howitzer, Type 4 15cm Howitzer, Type 96 15cm Howitzer, Type 88 75mm AA Gun, Type 94 Truck, Type 95 Scout Car, Kawasaki Ki-32
ADD: Khalkhin Gol (Japan) and (Soviet Union) campaigns
ADD: StuG III E, F, F (late), PaK 97/38, 2cm FlaK 38
ADD: Finnish versions of existing units: 75 PstK/97-38, 75 PstK/40, 20 ItK/38, 40 ItK/38
ADD: Soviet GAZ-4M-AA, ZIS-42-AA, 37mm ZP obr. 39, 76.2mm ZP obr. 38, 85mm ZP obr. 39, T-35
ADD: If a corrupted savefile is found, and no backup is available, player is now given in-game option to delete it
ADD: If a transport unit is destroyed, chance that its transported passengers can bail out alive (but will start pinned)
ADD: During player bail-out procedure, chance each turn tank is on fire that it will explode

CNG: Ballistic attacks now much less likely to get a direct hit, but get higher bonuses from acquired target levels
CNG: Minor changes to available units in multiple campaigns
CNG: Player now given a chance to reassign crewmen to their normal positions before empty positions are given new crewmen
CNG: Crew position-related skills now displayed in position swap menu

FIX: Enemy class spawn odds modifiers in the first week of a campaign now applied properly
FIX: Axis vehicles now reset to normal reliability after October 1, 1941
FIX: Backups for saved games are now also deleted when saved game is deleted
FIX: Bug where calendar week would not be set properly if more than 7 days passed at once in combat calendar

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Offline Asid

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Re: Armoured Commander II
« Reply #72 on: February 21, 2021, 04:06:50 AM »
Update 8.0
Sat, February 20, 2021

This is a major update, incompatible with campaigns saved under previous versions. If you are currently playing a campaign, follow these steps:

1) Open the game's properties in Steam (Gear Icon -> Properties)
2) Click on the Betas menu, and in the selection menu, select the legacy_7.x branch

Steam will update, and then your local game will be on the 7.2.3 update, allowing you to finish your campaign. Once you are done, simply return to this menu and under Betas select None to update to the new 8.0 branch.

This is quite a substantial update that changes many systems within the game, and adds a ton of new content. As always, please report bugs and crashes in the Steam discussion board.


8.0 Changelog

ADD: 13 New Steam Acheivements for the Spades suit, representing chance and rare events
ADD: Urban Combat Mode
- adds two new campaign day missions: Urban Assault and Urban Defense
- if either mission is selected for the day, it will take place in an urban area
- new set of new zone types
- additional types of scenario terrain: Concrete Buildings, Boulevard, Row Houses
- not possible to shift map areas; the entire day will take place on one area
- weather is generated normally as per the region, but Deep Snow ground conditions not possible
- recon time increased slightly
- player may be ambushed as they are trying to leave a zone (also added to North Africa)
- some enemy unit types less likely to be spawned
- higher base chance of resistance being encountered
- higher base chance of being ambushed at start of scenario
- like in North African campaigns, enemy resistance may be present even in friendly-controlled zones
- concealed infantry and guns have higher terrain bonuses when a spotting attempt is made on them
- infantry get a bonus when attacking in close combat
- harder to withdraw from a battle, even when no enemies are within 2 hexes
- Infantry and Gun units more likely to start fortified, entrenched, or dug-in
ADD: Sandstorm weather conditions for North Africa
- increases travel time on the Campaign Day map by 10 minutes
- increases times required for resupply to arrive by 5-15 minutes
- Air Support requests not possible during sandstorm
- Player may end up moving into a different zone on the Campaign Day map than the target zone
- Increased chance of vehicle breakdown
- No unit Dust possible during sandstorm
- More difficult to spot enemy units, negative modifiers on point and area fire attacks
ADD: Gyrostabilizers
- Mostly fitted to main guns on American vehicles
- Gunners require a skill to make use of them; has a basic and an advanced level; must currently be in a tank with a gyro fitted in order to add the skill
- Penalty for firing a gun after moving is improved from -60% (-45% for basic, -30% for advanced)
- If player moves forward/background and the gun's acquired target is still in its covered arc and in LoS, then acquired target is not lost (only with advanced skill)
ADD: Animated transition to main menu, sound effects for main menu
ADD: In-game glossary of key terms, viewable from F1 menu, two languages available and preference is saved in config file
ADD: In-game message log, viewable from F2 menu
ADD: In-game info on current campaign and campaign options, viewable from F3 menu
ADD: HE hits may cause dust around the target in North Africa and Urban Combat
ADD: Optional descriptive difficulty field for campaigns
ADD: 'Go It Alone' campaign option
ADD: Campaigns can now set odds of encountering each enemy nation, and these odds can later be modified during the campaign
ADD: Campaign weeks can now set a 'special_unit_rarity' factor for that week only, will override the usual rarity factor
ADD: Wait/Rest command to Crew tab in Campaign Day menu (same effect as Wait/Rest in Travel tab)
ADD: Canister (C) Ammo
ADD: White Phosporous (WP) ammo: causes some smoke but also applies FP to the target when hit
ADD: Button/Open Up hotkey to Campaign Day layer
ADD: Animation for Smoke/WP round
ADD: If player tank has a dedicated radio operator, slightly greater chance of success when requesting support, and slightly shorter response times for resupply
ADD: Display summarizing crewman stats when crewman is transferred to a new tank or is killed in action
ADD: Unit definitions may now have region-specific rarity factor tables
ADD: If Player Commander spends time in Field Hospital and returns to duty, chance to rejoin their old tank and at least some of the old crew
ADD: Subsequent attempts to go HD will add a bonus each turn
ADD: Generic Units: Paratrooper Squad, Combat Engineer Team
ADD: USA Units: M20 Utility Car
ADD: British & Commonwealth Units: Crusader III AA Mk I1, Crusader III AA Mk II, Self-propelled 40mm Bofors AA Gun
ADD: German Units: StuIG 33B, SPW 250/7 (8cm mortar), SPW 250/8 (75mm gun), SPW 251/9 (75mm gun), Ju 87D Stuka, Ju 87G Stuka, Hs 129, Bf 109, Fw 190, SPW 250/9, Panzer II L, PSW 233, FlaK 43,
PaK 36, PaK 43/41, Sd. Kfz. 10/4, SPW 250/1, SPW 250/10, Panzer VD, RW43 (Puppchen) Launcher
ADD: Soviet Units: T-34 M42, T-34 M43 (early), T-34 M43 (late), T-37A, T-38, T-40, T-50, M3L, M3S, M4, KV-1S, KV-85, Mark IV, SU-76M, SU-76i, SU-122, SU-152, SU-85, 45mm obr. 1942, 57mm obr. 1943, Petlyakov Pe-2, BA-64B, BM-13 Katyusha, P-39Q Airacobra
ADD: Four new mid-war Eastern Front campaigns: Moscow to Stalingrad (Germany and USSR), Kharkov to Kursk (Germany and USSR)
ADD: Kingdom of Hungary nation definition, Hungarian units, campaign
ADD: 'elite' tag for unit definitions; less likely to be pinned, more likely to recover from pin, more likely to activate at easy difficulty settings, more likely to become Alert if Lax
ADD: Crewmen still inside the tank after the last round of the bailout mini-game have a 10% chance of being KIA
ADD: 'hd_ok' tag for weapons, allows them to fire when would otherwise be blocked by Hull Down
ADD: 'Rocket Launcher' weapon type: functions as ballistic fired gun, except less likely to score a critical hit, and less accurate
ADD: Fortification zone type
ADD: Weapons in unit defs can include an optional 'available_from' tag; if unit is spawned before this date, this weapon will not be added
ADD: Command to set orders for squadmates, can Fire at Will or Hold Fire; Hold Fire order may be broken if unit is attacked

CNG: Minor updates to several existing campaigns
CNG: Hold objectives on the Campaign Day map must now be held until a certain time of the day to be completed
CNG: Recon actions now have a small chance of triggering a zone capture/loss
CNG: In North Africa and in Urban Combat missions, player no longer needs a clear path to a friendly map edge to request supply or to return to base
CNG: Replacing the old 'Realistic Enemies' campaign option, there are now 4 enemy AI difficulty levels to choose from
CNG: Revised appearance of Campaign Options menu
CNG: Player can now fire Smoke ammo at friendly units
CNG: Infantry and Gun units spawning in a Fortress or Fortification zone more likely to start fortified, entrenched, or dug-in
CNG: Revisions to air attacks:
- aircraft can make multiple attacks before withdrawing, will pick a random weapon system to use for attack
- rarity factors now added for airplanes and checked upon spawn
- fighter aircraft can be added to campaigns, will not be selected for requested air support attacks but may arrive for random ground strafing attacks
CNG: New folder structure for modded units, unit portraits, and campaigns
CNG: If a crewman on the player tank spots an enemy unit, its identity is displayed in a chatter speech box from that crewman
CNG: Demolition Charge can now score critical hits
CNG: Demolition Charge, Molotovs, and Grenades more effective versus fortifications, entrenchments, and dug-in targets
CNG: Random campaign option now only selects a random campaign, player can then select length before proceeding
CNG: Crewmen in an armoured vehicle who are CE but are on a command that does not allow them to spot have a reduced chance of being affected by incoming firepower
CNG: FIXED turret type is now FXT
CNG: Units that bail out of a destroyed transport are now automatically spotted

FIX: Incorrect messaging when a crewman in a commander position, but who was not the Player Commander, was injured
FIX: Minor bugs in unit info display
FIX: Bug where if an unspotted unit dug in, the game would reveal its identity in a message
FIX: Surrendering units will automatically be spotted as they surrender
FIX: Minor error in some of the crew names
FIX: Crewman must be now CE to attempt to unjam an AA MG
FIX: Early KV-1 models only had a two-man turret, with the Commander also serving as Loader for the main gun
FIX: Bug where units on the scenario map would sometimes not be shifted during a player move if they were adjacent to an enemy unit
FIX: Player & Squad acquired targets were not being cleared after a failed move action


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Offline Asid

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Re: Armoured Commander II
« Reply #73 on: February 27, 2021, 01:21:45 AM »
Update 8.0.3
Fri, February 26, 2021

A minor update today with small changes and a few fixes for issues:

8.0.3 Changelog
ADD: Initial work on enabling modded sound effects

CNG: Guns now eligible for RoF even if another weapon on the unit already fired that turn
CNG: AI units less likely to attack routed targets if other targets are available
CNG: Enemy reinforcements must now spawn at least 2 hexes away
CNG: Partial Effect firepower attacks will now be at least 1 FP

FIX: Jagdpanzer 38(t) Hull MG corrected to remote-controlled AA MG, FP increased to 2
FIX: Persistant crash when two refit days end up next to each other in the combat calendar?

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Re: Armoured Commander II
« Reply #74 on: March 01, 2021, 02:03:36 AM »
Update 8.0.4
Sun, February 28, 2021


A minor update today with a few additions and fixes; some of these were already active via a hotfix that I uploaded in order to fix a persistent crash.

8.0.4 Changelog
ADD: Longer crewman skill lists now scroll up and down
ADD: Info on current campaign, active unit mods, displayed in crash screen and crash log
ADD: Small chance of friendly fire attacks during air/arty attack random event
ADD: Unencodable characters in campaign week titles or descriptions will now be replaced with a '?' character
CNG: Crewmen in RST turret locations more likely to gain Fatigue
CNG: Crew morale more effective against Fatigue gain
CNG: Updated slightly main theme music

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