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Offline Asid

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Re: Armoured Commander II
« Reply #105 on: February 11, 2023, 12:13:27 AM »
Update 1.2.20
Fri, 10 February 2023



This update is to fix a few issues with the game on the Steam Deck, but also includes a great fix for handling custom portraits in mods.

FIX: New portrait handling system by Vanagandr, fixing bugs with missing portraits when loading mods
FIX: Re-enabled window resizing so that the Steam Deck handles the display better after first install
FIX: Improved controller handling, especially after a new install on the Steam Deck

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Offline Asid

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Re: Armoured Commander II
« Reply #106 on: February 16, 2023, 11:40:31 PM »
Update 1.2.21
Thu, 16 February 2023



1.2.21 Changelog

CNG: Layout of Assign Crew Positions menu, so that crewmen with large number of skills don't end up overflowing the display area
FIX: Hull-mounted weapons on AI units could in some cases fire out of facing
FIX: Friendly reinforcement units can now be spawned with passengers
FIX: Infantry and Guns will now reposition much less often when out of LoS of enemies
FIX: Enemy trucks in a Convoy Attack objective are now spawned in a separate procedure, should avoid having objectives with no trucks in them
FIX: Controller button input in Swap Crewmen Positions menu was not working correctly

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Offline Asid

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Re: Armoured Commander II
« Reply #107 on: March 27, 2023, 01:25:36 AM »
Update 1.2.23
Sat, 25 March 2023



1.2.23 Changelog

ADD: Small chance of an unarmoured locomotive being spawned with a Light Artillery Car
ADD: Chance of an Infantry Train Car being spawned with a Light Artillery Car, transports one squad of Riflemen
ADD: Attack animation and sound effects for Molotovs attack
ADD: Left or Right trigger on game controller can also be used to initiate player attacks

CNG: A number of improvements to how the Crew Action and Shooting phase inputs are handled, including highlighting the weapon operated by the currently selected crewman (Thanks Vanagandr!)
CNG: Better calculation and display of to-hit odds when target is HD (Thanks Vanagandr!)
CNG: Minor change to the Acknowledgements screen

FIX: After a scenario finishes, game will check for player withdrawal before apply special outcome for Fighting Withdrawl day missions
FIX: If Player Commander returns from field hospital and is assigned a new vehicle, surviving crew can now be assigned to the new vehicle before new crewmen are spawned to fill any empty positions

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Offline Asid

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Re: Armoured Commander II
« Reply #108 on: April 09, 2023, 10:46:38 PM »
Update 1.2.25
Sat, 8 April 2023



1.2.25 Changelog

ADD: Additional information and highlighting in Bailout layer
ADD: If the player is attacked in a friendly-controlled or neutral zone, there is a chance of an enemy air and/or artillery attack. Air attacks are less likely if the player has a high amount of air support. Artillery attacks are more likely the stronger the surrounding enemy strength is.
ADD: If the player successfully defends a friendly-controlled zone, they receive 1/3 of the normal VP value of that zone, rounded up
ADD: Additional information to skill definitions regarding limitations on use
ADD: Enemy artillery near-misses or direct hits on the player have a chance of causing crewmen to become Shaken
ADD: Player crewmen have a chance to button up (or hunker down if always CE) before an enemy air or artillery attack, chance is based on their Perception stat
ADD: Music during player bailout procedure
ADD: Mods may now provide .ogg tracks to be played in the background of the campaign day and scenario layers. Files should be located in cd_music and scen_music folders

CNG: Increased base difficulty for crewmen to recover from Shaken, Stunned, and Unconscious statuses
CNG: Critical hits with MGs now only add an AP bonus of half the base AP score
CNG: Target size to-hit modifiers now halved at close range for both point fire and area fire
CNG: Penetrating hits from MG weapons now much less likely to knock out the player
CNG: AI units now much less likely to withdraw from battle
CNG: When player is attacked in own zone, enemy units are now spawned facing the player and already moving
CNG: Player and squad will always start moving when fighting in an enemy-controlled or neutral zone

FIX: Added an additional check to avoid fixed-turret vehicles ending up with their turret rotated somehow
FIX: Updated the description for the Nikuhaku Team unit
FIX: Starting and stopping the main menu music should be handled better now
FIX: Lightning effect should no longer appear outside the main display area and not later be erased
FIX: Artillery near-hits were also applying a direct hit on vehicles
 
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Offline Asid

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Re: Armoured Commander II
« Reply #109 on: April 30, 2023, 08:25:04 PM »
Update 1.2.28
Sun, 30 April 2023



1.2.28 Changelog

ADD: Operation Jubilee one-day campaign
ADD: Unit definition for Churchill II Special, new definition for Churchill III (was previously included in IV)
ADD: Campaigns may include a epilogue_text tag, which will be displayed at the end of a campaign, before the final campaign report
ADD: Campaign weeks may include a new_region stat, which changes the region of the campaign from that week onward
ADD: Campaign weeks may include a mission_days dictionary, which will always select the given campaign day mission for the given date
ADD: Campaign weeks may include a early_day_end dictionary, which will set the time that the given combat days end
ADD: Amphibious Assault day mission
ADD: Beach zone type, deep sand terrain type
ADD: Gun Tractor movement sounds

CNG: Reorganized Mods menu, added a 'Check Unit Definitions' tool

FIX: AP hits on the rear turret of units tagged as Open Turret Rear now correctly count as hitting an unarmoured location
FIX: Towed units now properly set as moving when towed (Thanks PowderTrail!)
FIX: Crusader I now has a TMG and an Assistant Driver to operate it rather than a BMG (Thanks PowderTrail!)
FIX: Incorrect button assignment for Recon action in controller mode

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Offline Asid

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Re: Armoured Commander II
« Reply #110 on: May 14, 2023, 03:09:12 PM »
Update 1.2.29
Sun, 14 May 2023



ADD: Mods may now include custom region and/or nation definitions, stored in nation_defs.json and region_defs.json in the mod's root folder

ADD: Mods may now include custom flag and/or decoration ribbon xp images as part of their custom nation definitions, these should be stored in the mod's root folder

CNG: Region definitions now stored as JSON data in region_defs.json

FIX: Bail-out actions involving unconscious crewmen are now more clear, and won't disrupt the action list if there are 2+ unconscious crewman in the same position as the crewman trying to act upon them
FIX: When Player Commander spent time in the Field Hospital, the days remaining for other crewmen were not being updated properly
FIX: Console background colour now properly reset when viewing campaign records
FIX: Updated Crusader I CS unit definition to match fix for Crusader I

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Offline Asid

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Re: Armoured Commander II
« Reply #111 on: May 28, 2023, 12:12:57 AM »
Update 1.2.31
Sat, 27 May 2023



- ADD: Additional crew position info now displayed for vehicles in unit gallery
- ADD: Base AP value for 75mm APCR (for mods)

- FIX: Background colour for snow terrain now slightly lighter for better visibility of units
- FIX: Blocked LoS display should now more visible on snowy or urban combat maps
- FIX: Squadmates now properly maintain moving, etc. statuses during their activation phase

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Offline Asid

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Re: Armoured Commander II
« Reply #112 on: September 10, 2023, 12:56:11 AM »
Update 1.2.37
Sat, 9 September 2023



ADD: Description for Acclimatized (Desert) skill, added by some modded campaigns

CNG: Immobilization attempts on Wheeled targets are now only -25 to hit, and on Half-Tracked targets -35 to hit; all other targets still -50 to hit
CNG: Penetrating hits on the player vehicle that don't knock it out can still cause spalling injuries to crew in the hit location
CNG: For guns where RoF is NA and there's one or more dedicated Loaders, there is now a penalty to hit if the Loader is / Loaders are not on Reload orders (player unit only)

FIX: Stock and captured Crusader III availability began too early (thanks Marsouin!)
FIX: Hull Loaders in Grant tanks can now no longer fire the turret smoke mortar; does not apply to units spawned before the update is applied (thanks Marsouin!)
FIX: 'Advanced Gyro Use' skill now properly replaces the basic version
FIX: Occasional crash after final campaign log is exported
FIX: Changed requirements for adding 'Coordination' skill, since previously 'Natural Leader' was a prerequisite but could be replaced by 'Inspiring Leader'
FIX: When a crewmen gained familiarly with a crew position, the previous level of the skill that it replaced was not removed

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Offline Asid

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Re: Armoured Commander II
« Reply #113 on: November 26, 2023, 11:34:23 PM »
Update 1.2.41
Sat, 25 November 2023



FIX: Crewman remaining in field hospital at end of a campaign could not continue into a new campaign with the player, additionally the process to release crewmen from the field hospital when continuing into a new campaign was bugged
FIX: Dakka Dakka! skill now correctly increases Area Fire attack chance to affect when on an Overrun attack
FIX: Crack/Expert Shot skills now correctly stack with Target Tracker, Sniper, and Target Focus
FIX: Zones with a Convoy Attack objective will no longer be selected for the craters or flooding random Campaign Day events
FIX: Sd. Kfz. 13 now correctly has no radio


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Offline Asid

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Re: Armoured Commander II
« Reply #114 on: December 24, 2023, 11:02:50 PM »
Update 1.2.43
Sat, 23 December 2023



ADD: Separate volume settings for music and sound effects
CNG: North African zones that don't normally have a capture VP value with a road in them are now worth 2 VP if captured by the player

FIX: Controller inputs to change battlegroup command were not being recognized in the Battlegroup menu tab on the Campaign Day layer
FIX: Keyboard inputs were not being handled properly in View Mode on the Campaign Day map

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Offline Asid

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Re: Armoured Commander II
« Reply #115 on: March 02, 2024, 07:13:38 PM »
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

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Offline Asid

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Re: Armoured Commander II
« Reply #116 on: March 23, 2024, 12:26:45 PM »
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

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Offline Asid

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Re: Armoured Commander II
« Reply #117 on: April 27, 2024, 10:58:49 PM »
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


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Offline Asid

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Re: Armoured Commander II
« Reply #118 on: July 14, 2024, 08:21:22 PM »
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!)

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Offline Asid

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Re: Armoured Commander II
« Reply #119 on: August 02, 2024, 01:54:26 AM »
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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