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Sim/Strategy/War => Games Discussion => Topic started by: Asid on June 10, 2020, 01:07:05 AM

Title: Armoured Commander II
Post by: Asid on June 10, 2020, 01:07:05 AM
(https://steamcdn-a.akamaihd.net/steam/apps/1292020/header.jpg?t=1591716659)

In Armoured Commander II, you take on the role of a tank commander in World War II. Featuring a roguelike focus on turn-based and procedurally-generated strategic gameplay, you must lead your tank crew through a multi-week campaign where your ultimate goal is simply to survive.

Home page  (https://www.armouredcommander.com/blog/)
Steam  (https://store.steampowered.com/app/1292020/Armoured_Commander_II/)
Forum  (https://steamcommunity.com/app/1292020/discussions/)
Youtube  (https://www.youtube.com/channel/UCc__7I_sRVAz63nF9T0xPng)


Single-player


Trailer (click image)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/header.jpg?t=1591716659) (https://steamcdn-a.akamaihd.net/steam/apps/256784166/movie480_vp9.webm?t=1588518329)



About

In Armoured Commander II, you play the role of a tank commander in World War II, leading your crew through a campaign in one of the major conflicts of the war. ArmCom2 features multiple campaigns set between 1939 and 1945, and hundreds of vehicles, guns, and infantry unit types. The terrain map for each combat day and the types of enemies you encounter are randomly and procedurally generated, which means that each playthrough of a campaign will bring new and unexpected challenges. Your commander and crew gain experience and can improve their stats and gain skills over time, but they are also vulnerable to injury and may be seriously wounded or killed during the course of a campaign.

Visual Style and Gameplay
The visual style of the game follows the roguelike approach of using a character set rather than bitmap graphics. All in-game displays are rendered using a modified and expanded Petscii character set, as used in the Commodore 64. This keeps the focus on the gameplay rather than on graphic effects. Sound effects are also generated using samples from the C64's SID sound chip.

The gameplay is turn-based, so you can pause and consider your options at any point in the game. You can also save and continue your game at any point, and can have one saved game per campaign type. You can choose to take on the role of your Commander, meaning that if your Commander is killed in the game your campaign ends (Permadeath), or you can continue playing through an entire campaign, replacing your tank and crew as needed.

Early Access
Armoured Commander II has already been in development for a few years, so it is currently a playable game, but I do want to continue to refine and expand the game further. While there are already ten different campaigns and over one hundred unit types availible, my plan is to continue to expand the game after its initial release, adding new campaigns, nations, and so on. All future additions to the game will be free to anyone who has purchased the game.

Roadmap for the Future
Moving forward, I plan on adding the following campaigns, including appropriate historical unit types, and new game mechanics for them where appropriate:

•   North Africa: British, German, American, Italian
•   Europe Eastern Front: German, Soviet
•   Italy: American, British, Canadian, German
•   Western Europe 1944-1945: German, British

If possible, I'd also like to expand the range of campaigns beyond this, to include the Pacific and South-east Asian theatres, and perhaps one day, earlier time periods like the Spanish Civil War, and later ones such as the Korean War.


(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_acbed518d72f6b72b69657b75f74d99ce59c6af0.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_deca2428f7e99ca832389e6637a81871f4099983.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_9ce77db0114d625fa04d89aea2ecf28ef66f4e13.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_82caa5cc74a80a8ae5ac48c0800c2f9f6b219aec.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_cc21a9f4c0ba96d4f3b3cec7a2739c53e9a0f03a.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_ec1451a82f916a03387a7d63e8bdaff47ceed1de.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_70abb1ad8d66697b8faca769040b31cc382e7a98.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_f78edaeb354ecb9ecdef6756f870494fcfebbdb2.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_6d2ed79a44055a8761c42d328c4e0137db4a64ca.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_f9e5ee329d7515df600222fadcf73af041d164a1.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_05b8749fac2443fac7dbed39b239e9750c1dd6ad.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_7a43bbd950e1bcdf1f0e75bba9b7b680b30024ae.1920x1080.jpg?t=1591716659)

(https://steamcdn-a.akamaihd.net/steam/apps/1292020/ss_2948468a21230b5c67a7e945e3ffa962eb42620c.1920x1080.jpg?t=1591716659)

Title: Re: Armoured Commander II
Post by: Asid on June 10, 2020, 01:09:46 AM
Armoured Commander II Manual

This is the work-in-progress official manual the for the game, reflecting version 5.0.x


Here (https://steamcommunity.com/app/1292020/discussions/0/2291716608427450174/)

Title: Re: Armoured Commander II
Post by: Asid on June 10, 2020, 01:12:20 AM
Version 5.0.0 Released
Wed, June 3, 2020

(https://www.armouredcommander.com/blog/wp-content/uploads/2020/06/announcement4.png)

After having been in the Alpha branch for a few days, I've uploaded the new 5.0.0 version of the game to the default branch. If you were testing the alpha, please do finish up your campaign and switch back to the default branch (under Betas, select NONE - opt out of all beta programs), since all future minor updates will happen there.

NOTE - If you were in the middle of a campaign in 4.0.10, your saved campaign will not be compatible with the new 5.0.0 version.

If you want to finish your 4.0.10 campaign you will need to do the following:
•   open the properties for ArmCom2 (usually a little gear icon)
•   click the BETAS menu tab
•   under "Select the beta you would like to opt into", and select the legacy_4.0 branch.

Your local copy of the game will be set to 4.0.10, and you can continue your campaign.

As always, please post bug and crash reports to the discussion board. I've enabled additional crash logging in this version, so please do check your bootlog.txt file, located in [your user directory]/ArmCom2 to see if there's any message there that might help me track down the problem.

Also - I've had to update the structure of the configuration settings file, so you may have to reset your game options the first time you play the new version. Your options will be saved from then on.

Full changelog for 5.0.0 follows, with some additions since the intial preview release:

Changelog for 5.0.0

General
ADD: North Africa region and terrain types for Campaign Day map
ADD: "Delete Saved Campaign" command in Load Campaign menu
ADD: Player Tanks for Italian campaign: L3/35, L3 cc, M11/39, M13/40, 105/28 gun for arty support
ADD: British AI units for North Africa: Stuart I, A10 Mk IA CS, 2 pdr Portee
ADD: French AI unit for Battle of France (Germany) campaign: Autocanon de 75mm
ADD: Indication of 'None' for injuries in Crew Menu
ADD: Interpreter exception catching and writing error message to boot log before exit
ADD: Crewmen Grit stat will reduce average length of stay in Field Hospital
CNG: Modified front facing to now be between 330 and 30 degrees
CNG: Crewmen no longer have a 'Normal Position', instead a skill is required to work a commander/gunner/driver position without penalty, and another skill required to gain skills specific to that position
CNG: Greatly increased chance of crewmen being sent to field hospital for Heavy or Serious injuries
CNG: Increased base firepower destruction odds for unarmoured vehicles
CNG: Minor display changes for clarity
FIX: Bug where returning crewmen from Field Hospital could not use their Advance Points
FIX: Crash when trying to change master volume level with sounds off

Campaigns
ADD: Option of playing a campaign of fewer days
ADD: Option of adding a chance in campaign weeks for combat days to take place along coast
ADD: Check to make sure that saved game structure is sane, and display a notification if not
ADD: Check to make sure no repeated dates are added to the combat calendar, which leads to time loops
ADD: Display list of crew positions in right column of tank selection menu
ADD: Display of current progress in the combat calendar (Day x/y)
ADD: Display of Day Ended in main panel
ADD: Player has a chance to swap crew positions after getting a new tank but before fresh crewmen are assigned to empty positions
ADD: Campaign option to ignore rarity factors of units
ADD: New Campaign Skill for early-war Italy: "Audacia"
ADD: 'Natural Leader' skill for Commanders
ADD: 'Cautious Driver' skill for Drivers
ADD: Can tag unit types as 'captured'
ADD: Can set earliest date that enemy unit types can spawn in campaign
ADD: Display of renderer used, automatic disabling of fullscreen if SDL2 or OPENGL2 not in use
CNG: The final day of a refit period is now used for the calendar, in case a tank model only becomes available to the player later in the refit period
CNG: Player tank selections can now be restricted to only after particular dates, in addition to regular unit rarity factor restrictions
CNG: National Skills now called Campaign Skills

Campaign Day
ADD: Maximum number of certain terrain types on CD map can be limited
ADD: Maps in North Africa now have neutrally-controlled zones, only some zones can be captured by either side
ADD: Zone capture VP values in North Africa increased
ADD: Check when generating map that it can be traversed
ADD: Ocean zone type, only spawned when combat day is along the coast
ADD: Chance of being attacked while waiting for resupply, random time required before resupply arrives
ADD: Key command to clear the current default command and hatch status for a crewman
ADD: Chance of landmines present in a map zone
ADD: Pop-up message if player tank was immobilized, ending combat day
ADD: Temperature for day: hot/cold influences crewman fatigue, extreme heat or cold makes weapon and vehicle breakdowns more likely
ADD: Notification of number of HE rounds used during Advancing Fire
ADD: Loading screen before starting a battle on the tactical/scenario map
ADD: Fatigue check on player crew when moving on Campaign Day map
ADD: Crewman can rest, have chance to lose fatigue, if player Waits in place
CNG: Slight change to map generation procedure
CNG: Minor changes to how certain zones on the map are displayed
CNG: Made display of extra ammo in Ammo Load menu more clear
CNG: Reorganized display of crewmen slightly
CNG: Removed Targets of Opportunity, replaced with Objectives
CNG: Depiction of zone control no longer obscures rivers and bridges on hex zone borders
FIX: Bug where enemy strength levels would not be generated after moving to a new map area
FIX: Bug where player location may be set to enemy control after moving to a new map area
FIX: Advancing fire no longer possible if gun is Broken

Scenario
ADD: Unit destruction VP values in North Africa increased
ADD: Target line turned grey if targetting an enemy out of Line of Sight
ADD: New hex depiction for North Africa
ADD: Woods and Hamada firepower effect for HE hits, display in attack console
ADD: Can set a default hatch status and command for crewmen at start of scenarios
ADD: To-Hit bonus when firing Smoke
ADD: Units cannot test to recover from being pinned in the same turn as they took an effective firepower attack
ADD: Player can choose target terrain type when repositioning
ADD: AI units now take into account chances of armour penetration when choosing attacks
ADD: Console display with info about current map zone
ADD: Type of gun used in artillery support attack now displayed to player
ADD: Sound effects for when player pivots tank, rotates turret, landmine explosion
ADD: Additional detail to decriptions of crew commands
ADD: Nickname or common name of unit displayed in unit info console
CNG: Button Up command now Button/Close Up command
CNG: Ground cover and fortified etc. firepower modifiers no longer stack for HE hits
CNG: Hull Down now only effective 95% of the time for hits incoming from same direction as HD, 80% for one sextant to each side
CNG: Targets hit by HE now only have one of the following applied (if any): Fortified, Entrenched, Dug-In, Airburst Effect, Hamada Effect, Deep Snow, Muddy/Snow
CNG: Targets hit by Area Fire now only have one of the following applied (if any): Fortified, Entrenched, Dug-In, or Terrain Modifier
CNG: Concealed enemy units no longer have a sound effect played when moving
CNG: Adjusted RoF chance calculations slightly
CNG: Withdraw command can now be used when 1+ enemies are within 2 hexes, but the more enemies that are still nearby, the greater chance that action will not succeed
CNG: Slightly increase odds of crew injury if CE when tank is hit by a firepower attack
CNG: New procedure for resolving HE hits on unarmoured vehicles
CNG: To-Hit and To-Effect chances can now range from 0.5% to 99.5%
CNG: Critical Hit / Effect not possible if original odds were <= 3.0%
CNG: Fate point use no longer allowed for AP rolls
CNG: Enemy AI units more likely to attack player if the player has Acquired Target on them
FIX: Smoke hits no longer have possiblity of being critical, and Hull Down save against Smoke ammo is not allowed
FIX: Enemy units being spawned dug-in in terrain where digging-in is not allowed
FIX: Hull Down restriction for firing hull-mounted weapons more precise now
FIX: Operation of AA MG no longer possible while crewman is BU
FIX: To-hit bonuses for Very Long guns at medium and long ranges
FIX: HD can no longer save against Close Combat attacks
FIX: Rare crash when player's selected target was not cleared properly
FIX: Player's moving status not being update properly in Player Info console
FIX: Pivoting now maintains order of unit stacks
FIX: AI units not losing Fortified status after moving



Title: Re: Armoured Commander II
Post by: Asid on June 11, 2020, 02:12:16 PM
Update 5.0.1
Fri, 5 June 2020


A minor update today with some fixes and additions. As always, please report bugs and crashes in the discussion boards. This update is compatible with saved campaigns from 5.0.0.

Changelog for 5.0.1

ADD: Display of fate points remaining in attack console if player is able to use one
ADD: New French AI units: 105mm L mle 1913, 155mm C mle 1917, 20mm mle 1939 AA, 25mm mle 1938 AA
ADD: Additional detail to modifier list descriptions, possible to wrap description across two lines
ADD: Check for old config file and automatic update to avoid a crash
ADD: Additional historical notes for units
ADD: AI units may pivot but not attack, in order to get a better attack next turn
CNG: Modified enemy spawn odds for Canada's Best campaign slightly
CNG: Modified base Fatigue gain odds slightly
FIX: Bug where crewman birthdays could be set to day 0 of the month
FIX: Bug where campaign day map zones recaptured by enemy forces would have their strength already known to player
FIX: Empty "long_range" field for some 75mm guns in unit definitions
FIX: VP from Hold objectives not being awarded at end of combat day
FIX: Stun checks from saved AP hits not actually applying a Stunned condition to crewmen
FIX: Crewmen can now only manage the ready rack of the gun in their tank location (turret/hull)

Title: Re: Armoured Commander II
Post by: Asid on June 11, 2020, 02:13:09 PM
Update 5.0.2
Sun, 7 June 2020

Some minor fixes and additions for today, as always please report any bugs and/or crashes in the discussion forum:

Changelog for 5.0.2

ADD: TK-3 and TKS as playable tanks in the September Campaign
ADD: Weapons on a turret that has rotated that turn will have a lower RoF chance
ADD: Guns between 15 and 40mm have a higher base RoF chance, to reflect autocannons and much quicker pace of reloading
ADD: British AI unit for Via della Vittoria campaign: Rolls Royce Armoured Car
ADD: Handling of weapons mounted on rear of turret
ADD: Remaining historical notes to unit definitions
ADD: Chance that crewmen will become Shaken if a squadmate tank is destroyed
CNG: VP scores required for Via della Vittoria campaign decorations
FIX: Incorrect refitting date (1944!) for Battle of France (UK) campaign
FIX: Missing campaign skill in Via della Vittoria

Title: Re: Armoured Commander II
Post by: Asid on June 11, 2020, 02:14:23 PM
Update 5.0.3
Wed, 10 June 2020

Some minor but important fixes in this update, as well as two new enemy units:

Changelog for 5.0.3

ADD: Matilda II CS, Valentine II to AI units
ADD: Operate MG command not available if crewman is BU and only available MG is AA MG
ADD: Message in Contextual Console (above and to the left of the scenario map) if no target currently selected
CNG: Revisions to Rate of Fire calculations
FIX: Incorrect dates for Patton's Best campaign calendar
FIX: Bug where impossible weather conditions for current region/season could be generated
FIX: Player Commander stay in Field Hospital not being handled properly

Title: Re: Armoured Commander II
Post by: Asid on June 14, 2020, 03:13:47 AM
Update 5.0.4
Sat, 13 June 2020

Some minor additions and fixes in this update, including some new units and other things that are not yet available in the game, since I still need to finish the early-war Afrika Korps campaign! As always please report bugs and crashes in the discussion forum.

Changelog for 5.0.4

ADD: Autocannone da 20/65, 20/65 AA Gun, 47/32 AT Gun
ADD: Marmon-Herrington II and III
ADD: Unit definitions for Panzer III G, Panzer III H, Panzer IV E
ADD: Panzer II F to Battle of France (Germany) player tanks
ADD: 'Unique Opportunities' campaign skill
ADD: Campaign Day mission: Patrol
ADD: Axis vehicles in North Africa prior to October 1941 all are automatically Unreliable
ADD: (u) indicator after movement class if vehicle is unreliable
ADD: Zone capture check if player moves into a new zone and no battle was triggered
ADD: Exception catch when the main menu checks to see whether 1+ saved campaigns are available
CNG: "Cycle Selected Gun" now greyed out in Ammo Load menu if tank only has one gun
CNG: Redesigned campaign selection menu to allow for more information to be displayed in the future
CNG: Campaigns in selection menu now categorized by starting year
CNG: Separated campaign options to their own menu, to allow for more options in the future
FIX: Crewmen must now be CE to throw a smoke grenade


Title: Re: Armoured Commander II
Post by: Asid on June 21, 2020, 12:39:05 AM
Update 5.1.0
Sat, 20 June 2020


What's larger than a minor update but doesn't break your saved campaign like a major update? A major-minor update! 5.1.0 is now live, bringing a few changes, fixes, and additions, including a new campaign covering the early battles of the German Afrika Korps. For the moment, this campaign only runs until the end of 1941, but in the future you will be able to continue with your crew into 1942 and 1943. As always, please post bug and crash reports in the discussion forums. Changelog follows:

Changelog for 5.1.0
ADD: Afrika Korps 1941 Campaign
ADD: Display of relative facing of enemy units in unit info console
ADD: British AI Units: Bren Gun Carrier, AT Rifle Carrier, Humber II, Crusader I CS
ADD: Hull-mounted weapons can be set to have a larger field of view than just the front facing (eg. Crusader I Hull MG)
ADD: Random scenario event: enemy infantry or HMG teams may fire at player to harrass them, can cause injury to exposed crewmen
CNG: Capture VP value for a zone only displayed if it can be captured (eg. not for most zones on desert maps)
CNG: Capture VP calculation for zones in Spearhead mission
CNG: Changed odds of weather change, should avoid odd weather developing during the day
CNG: Close Combat hits on armoured vehicles also apply firepower
CNG: HE hits on armoured vehicles also apply firepower
FIX: Enemy units could dig-in when they were already entrenched or fortified
FIX: If player withdrew from a battle and there were no adjacent friendly-controlled zones, they wouldn't go anywhere
FIX: Enemy units now moved to top of their hex stack before activation
FIX: Crash when Player Commander was sent to field hospital for a period beyond end of campaign calendar
FIX: Incorrect handling of Grazing Hit injury result


Title: Re: Armoured Commander II
Post by: Asid on June 21, 2020, 12:39:46 AM
(https://steamuserimages-a.akamaihd.net/ugc/1252512422691920796/DBF441B29D02BF15D9B6DE06A493E57957CBF3F7/)

Title: Re: Armoured Commander II
Post by: Asid on June 23, 2020, 11:50:57 PM
(https://steamuserimages-a.akamaihd.net/ugc/1252512651463147804/2732906B7BA86B1E41A77CBC32FADDD406AEB363/)

Title: Re: Armoured Commander II
Post by: Asid on June 24, 2020, 12:03:39 AM
Update 5.1.1
Tue, 23 June 2020

A minor update today with a few minor changes and some bugfixes:

Changelog for 5.1.1
CNG: Odds of a sniper attack on the player reduced in North African region
CNG: 'Hold' objectives can now be captured by enemy forces, no longer disappear if player re-captures the zone
FIX: Incorrect APC entry for enemy spawn table in September Campaign
FIX: Terrain types not present in North Africa no longer given as options when repositioning in a scenario that takes place in that region
FIX: Incorrect message at start of scenario, would report than enemy units were pinned by advancing fire no matter how they were pinned
FIX: Support attacks no longer possible when player's zone is attacked and it triggers a battle
FIX: Incorrect colours on Scenario map during Deep Snow ground conditions


Title: Re: Armoured Commander II
Post by: Asid on June 28, 2020, 02:18:00 AM
Update 5.1.2
Sat, 27 June 2020


Some minor changes and fixes in this update, and one long awaited addition: at the end of campaign you will have the option of starting a new campaign with your surviving crew, if there is a later campaign for the same nation available. I've tested this out and it seems to work fine, but please do treat it as a bit of an experimental feature, and do report any weirdness you see happening when continuing into a new campaign. Changelog follows:

Changelog for 5.1.2
ADD: Key input reminders for scrolling through campaign categories on campaign selection menu
ADD: Possible for player unit to explode upon being knocked out, chance increases if KOed by a hull hit, if hit by large-calibre gun, and if carrying extra ammo, if no protected storage for ammo
ADD: After campaign is finished, option of continuing in a later campaign with surviving crewmen
CNG: Unit type definitions now loaded once and stored in session object, should be faster
FIX: Multiple commands being added to a crewman's command list, which could result in inability to scroll through list past the double command
FIX: Improved objective placement function, should be a little faster and should not place objectives in bad locations
FIX: Possible bug if player replaces their tank, new tank may not be recognizes as being the player unit for game purposes


Title: Re: Armoured Commander II
Post by: Asid on June 28, 2020, 02:21:46 AM
Update 5.1.3
Sat, 27 June 2020

An important update that fixes some weirdness with weapon ranges not being set properly:

Changelog for 5.1.3
ADD: Italian AI units: AB 40, AB 41, 37/45 AT Gun, 65/17 Mountain Gun, 75/27 Gun, 100/17 Gun, Fiat 626, Ju 87 Picchiatello
CNG: "Direct Fire" command now available to the Commander/Gunner position as well
FIX: Bug where some weapon stats were not being set properly upon unit spawn


Title: Re: Armoured Commander II
Post by: Asid on June 29, 2020, 04:16:27 PM
Update 5.2.0
Sun, 28 June 2020

A major-minor update today, a few minor changes and fixes, plus the addition of the Desert Rats campaign covering September 1940 - December 1941. As always, please report crashes and bugs in the discussion board. Changelog follows:

Changelog for 5.2.0
ADD: Desert Rats campaign, September 1940 - December 1941
ADD: German Unit definitions: 15cm sIG 33, 10.5cm leFH 18, 10cm sK 18, 15cm sFH 18
CNG: Fate Points campaign option is now optional for entry into campaign records
CNG: Removed breakdown check during reposition move actions (including overrun)
CNG: Close combat attacks now use rear armour value of armoured target
FIX: Animation locations when unit is on overrun


Update 5.1.4
Very minor update to fix a crash when player unit is destroyed by air attack.

Title: Re: Armoured Commander II
Post by: Asid on July 01, 2020, 11:34:51 PM
Update 5.2.1
Tue, 30 June 2020


A minor update today with some small changes and fixes. Changelog follows:

Changelog for 5.2.1
ADD: Player can skip animations by pressing Tab or Enter
ADD: Chance of Stone Building unit terrain in Villages zones
ADD: Missing crewmen in T-28 M34
CNG: If player is in a Heavy Tank, maximum squad size increased to three total
FIX: Corrections to weapon RoF ratings
FIX: Input prompt displays on attack console not being cleared after RoF attack starts
FIX: Player squadmates being spawned before they were historically available
FIX: If player tank was knocked out after being immobilized, don't display message that it was recovered
FIX: Incorrect air support level defined for one week of the Desert Rats campaign, which can lead to a crash
MORE ABOUT THIS GAME



Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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 (https://docs.google.com/forms/d/e/1FAIpQLSfLZfjutHszoxBf3mO2ZqFIlIumfAEb0Cy2GeYa8rP604eG1w/viewform)

Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/37486948/3369752355ae51d3c7ec2182c73b39ecf4534628.png)

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!

Title: Re: Armoured Commander II
Post by: Asid 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

(https://steamuserimages-a.akamaihd.net/ugc/1329075843463870813/3561B886F427B3109249D80C10EFD7F7319C19FF/)


Title: Re: Armoured Commander II
Post by: Asid 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"

(https://steamuserimages-a.akamaihd.net/ugc/1465309846297842984/AF9615668EFC3BB1095BB4CBEE9AAB233247063E/)

Title: Re: Armoured Commander II
Post by: Asid 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!

(https://steamuserimages-a.akamaihd.net/ugc/1465310083892863988/5DC361C319B11A9B0EF4316FBC20B6617046F5C0/?imw=2048&imh=1367&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Title: Re: Armoured Commander II
Post by: Asid on July 21, 2020, 12:26:09 PM
(https://steamuserimages-a.akamaihd.net/ugc/1465310230253080312/37E2E4BF68A066E0024593584E556CB31557670C/)


Title: Re: Armoured Commander II
Post by: Asid on July 23, 2020, 01:36:04 AM
Bail-out interface is fully implemented for version 6.0, just need to test it out

(https://steamuserimages-a.akamaihd.net/ugc/1468688190917503568/47367ADB2639DC93F46BDEAE49512F6BD476E018/)

Title: Re: Armoured Commander II
Post by: Asid on July 24, 2020, 11:47:19 AM
Adding a more detailed AAR at the end of each combat day for 6.0

(https://steamuserimages-a.akamaihd.net/ugc/1468688190922059660/DC081CA2B7FFE15EB61BC3067E6FEBB403ED4C06/)


Title: Re: Armoured Commander II
Post by: Asid on July 30, 2020, 01:22:16 PM
Transition Animation for 6.0

(https://steamuserimages-a.akamaihd.net/ugc/1468688760619677251/C0C31CDEC1ECF9F6626E622909A04400406C6EE7/)

Title: Re: Armoured Commander II
Post by: Asid on August 01, 2020, 11:29:31 PM
Coming in 6.0 - lakes!

(https://steamuserimages-a.akamaihd.net/ugc/1468688877702023366/3212D0514A61AC3F09E160B9BB8DBEDDB20C72A2/)

Title: Re: Armoured Commander II
Post by: Asid on August 11, 2020, 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


Title: Re: Armoured Commander II
Post by: Asid on August 16, 2020, 12:11:19 PM
Update 6.0 - Preview
Sat, 15 August 2020

A preview of the upcoming Major Update 6.0 is now available for testing. To enable it, you will need to open the game properties on Steam, open the Betas tab, select the preview branch, and let the game update itself.

Please note that this is only a preview, and any campaigns started with this version will not be able to be continued once the update is moved to the default branch, or if I need to apply a major fix. It's intended for testing only. Also - if you save a campaign in the 6.0 preview, it will overwrite any previous saved campaign of that type, so be sure to protect any campaigns from 5.x that you are still playing through. The full roll-out of Update 6.0 should happen within the next week, if all goes well with the preview.

Lots of additions, changes, and fixes in this version (full changelog to come with the full roll-out), but the most significant changes at the moment are:

•   A new campaign options system, which applies Victory Point modifiers depending on which options are active
•   Addition of a bail-out mini game, used when the player tank is knocked out or the player abandons their tank
•   Revised AI system, which should be more responsive and agressive overall
•   Six new skills for crewmen
•   Combat day start and end times are now automatically generated based on the geographic location and calendar day

I've opened up a thread in the discussion boards for any bug or crash reports. Enjoy!


Title: Re: Armoured Commander II
Post by: Asid on August 17, 2020, 12:35:21 AM
Update 6.0
Sun, 16 August 2020

Update 6.0 is now live on the main branch. Please note that saved campaigns started with the previous 5.x version are not compatible with this major update. If you want to finish up a campaign that you were playing in the previous 5.x version, you must open the game's properties on Steam, navigate to the Betas tab, and opt-in to the legacy_5.x branch. You can then continue your campaign with the previous version of the game. Please do report any bugs or crashes in the discussion boards. Full changelog for 6.0 follows.

Changelog for 6.0.0
ADD: Saved campaigns are now automatically backed up, and if a save is corrupted, the player will have option of restoring the backup
ADD: New campaign options, revised campaign options menu
ADD: Optional creator field for campaigns
ADD: Advanced versions of skills can remove obsolete version when purchased
ADD: Message with info on how many advances surviving crew receive when continuing in a new campaign
ADD: Moon phase calculated for each combat day, no game effect yet but is displayed in end-of-day screen
ADD: King Tiger as enemy unit in Canada's Best and Patton's Best campaigns
ADD: New bail-out procedure with its own rounds and crew actions
ADD: More details after-action report after each combat day
ADD: Display of number of maps traversed, direction arrows for direction of new map area, to Campaign Day interface
ADD: Animated transition when entering into a scenario from the Campaign Day map
ADD: After a successful move action on the scenario map, player can try to move into a particular type of terrain (similar to the reposition menu), squadmates will also attempt to move into this terrain type
ADD: Dust status for units on the Scenario map - only possible in dry ground conditions, doesn't stack with Smoke but has similar effects, more likely when moving and in sand/hamada terrain, much less likely if not Vehicle
ADD: Game option to have all messages require keyboard input to be dismissed; gives players as much time as they need to read the message
ADD: Lake terrain type for Campaign Day map, impassible
ADD: New Skill: "Eye for Terrain": for drivers, increases chance of moving or repositioning into desired terrain type
ADD: New Skill: "Explorer": increases chance that a crossing will be found when fording a river on the Campaign Day map
ADD: New Skill: "Tactical Retreat": bonus chance to withdraw from a battle when Directing Movement
ADD: New Skill: "Mechanic": decreases chance of engine stall when moving on the Scenario map
ADD: New Skill: "Shell Tosser": increases RoF chance bonus from Pass Ammo command
ADD: New Skill: "Gun Maintenance": reduces chance of weapon jam and breakdown when Loader is reloading the weapon
ADD: Option to keep current tank after a campaign is finished and continuing into a new campaign
ADD: Reassign crewmen menu, used for when crewmen return from the field hospital and when transferring to a new tank with fewer positions than previous model
ADD: "Fixed" turret type for vehicles that don't have a rotatable turret but still have a superstructure location where the main gun is mounted
ADD: Confirmation step before abandoning tank

CNG: Final VP score also added to player records regardless of campaign options
CNG: Campaign options apply a modifier to VP score instead
CNG: Start and end time for combat days is now automatically calculated based on calendar day and geographic location
CNG: Class for all small team units to "Support Weapons Team"
CNG: Rivers on the Campaign Day map are not no longer impassible, but require move travel time,
and there's a chance that the time will be spent but the player is unable to find a crossing point
CNG: Zone capture across rivers much less likely now
CNG: Ballistic weapons (eg. mortars) cannot be used in close combat defensive fire
CNG: Smoke and Dust in attacker's location affect fire attacks much less than when smoke/dust are in target location
CNG: Smoke Grenades and Smoke Mortar Rounds now tracked over each Campaign Day, replenished after a successful Resupply attempt and at start of new day
CNG: Message pop-ups can now display crewmen names with full extended characters
CNG: Hull MGs only blocked if facing same direction as HD
CNG: Reorganized campaign calendar menu to display longer week descriptions
CNG: Player Commander names now displayed in gold color
CNG: Revised AI system
CNG: When resolving firepower and a Reduced result is rolled for, Small Teams are Destroyed instead
CNG: Player can now abandon tank when any weapon is broken

FIX: Crewmen who swap into a position that has no hatch will no longer bring their CE status with them
FIX: Incorrect calendar week dates in Patton's Best
FIX: Incorrect visible hexes for crewmen in open topped or always exposed positions
FIX: Guns on Jagdpanzer IV and 38(t) now reloaded by Loader
FIX: Campaign week not being updated when Player Commander returns from a Field Hospital stay
FIX: Was possible to continue an incompatible saved campaign from the main menu, even though the key command was greyed out
FIX: Continuing into a new campaign no longer possible if a Player Commander is dead
FIX: Withdrawing from a battle did not correctly trigger end of the Campaign Day if sunset had already arrived
FIX: Artillery attacks now correctly apply firepower on vehicle targets (including player)
FIX: Scenario will now end right away if all enemy units destroyed by initial air or artillery support attack
FIX: Player gun will now switch to general stores right after last shell in Ready Rack is fired
FIX: Rear-facing AA MGs will now have their covered hexes set properly

Title: Re: Armoured Commander II
Post by: Asid on August 18, 2020, 12:23:34 AM
Update 6.0.2
Mon, 17 August 2020

A small but important QoL and bugfix update:

Changelog for 6.0.2
ADD: "Drive Into Terrain" command for Driver, if selected and tank moves, will prompt player for a desired new terrain type
CNG: Drive command no longer promptes player for desired destination terrain
FIX: Broken weapons were not being displayed correctly right away after returning to the campaign day interface
FIX: Crash upon artillery fire resolution



Title: Re: Armoured Commander II
Post by: Asid on August 23, 2020, 12:12:09 AM
(https://steamuserimages-a.akamaihd.net/ugc/1488957142293726390/184A69EBFD340314E4C7967D1283841BC65D8F27/)

Title: Re: Armoured Commander II
Post by: Asid on August 24, 2020, 11:38:54 PM
Update 6.0.4
Sun, 23 August 2020

A few bugfixes and minor changes in this update, as well as a few new unit definitions that will be used in the next campaign to be added:

Changelog for 6.0.4
ADD: Panzer 38(t) E, Panzer III J, Panzer IV F1 (not added to any campaigns yet)
ADD: T-26 M37/39, T-34 M40, T-34 M41, T-60 M40, T-60 M42 (not added to any campaigns yet)
ADD: Winter conditions vehicle breakdown modifier, Finnish forces and Soviet forces from 1941 onward not affected

CNG: Backup saved campaign file only created at start of a calendar day, should speed up gameplay
CNG: Move into Terrain command brings a penalty for forward/reverse movement success

FIX: Bug where a Player Commander could not return to duty on the very last combat day of a campaign
FIX: Crew in open-topped or always exposed positions were not having their visible hexes set to the correct distance
FIX: Bug where Advancing Fire would be applied if player was attacked in a friendly zone while waiting for resupply
FIX: Incorrect calculation of local sunrise and sunset times
FIX: Crash when continuing into a new campaign and no Early War campaigns are available in campaign selection menu
MORE ABOUT THIS GAME


Title: Re: Armoured Commander II
Post by: Asid on August 25, 2020, 11:07:27 PM
(https://steamuserimages-a.akamaihd.net/ugc/1488957328909303337/D2DDFC3E0B4C10A6CC887CD01C292FCA0A73D0D7/)

Title: Re: Armoured Commander II
Post by: Asid on August 28, 2020, 01:04:43 PM
Update 6.0.5
Fri, 28 August 2020

This update brings a new Early War campaign, allowing you to join German forces in their invasion of Russia up to December 1941. I've also added a number of new units in preparation for a Late War German campaign, coming in a few weeks or so. As always, please report bugs and crashes on the discussion board. Changelog follows:

Changelog for 6.0.5

ADD: New German campaign: Barbarossa to Moscow (Germany)
ADD: T-28E M40, KV-1 M39/40, KV-1E, KV-1 M41, KV-2
ADD: 76.2mm PP obr. 27, 76.2mm obr. 36, 76.2mm obr. 39, 107mm obr. 10/30, 122mm G obr. 10/30, 122mm G obr. 38, 152mm G obr. 38, 152mm GP obr. 37
ADD: Il-2 Sturmovik
ADD: Panzer III L, Panzer IV J (not used yet)
ADD: Bazooka Team, PIAT Team (not used yet)
ADD: M5A1 Stuart, M10 Wolverine, M18 Hellcat (not used yet)
ADD: Very Slow Traverse turret type, for heavy turrets that rotate very slowly (eg. KV-2)
ADD: Large Turret stat for units, greater chance of a hit being allocated to the turret rather than the hull
ADD: Poor quality roads stat in region definitions, doubles base road travel time in Muddy ground conditions
ADD: "Stealthy Firing" stat for units, firing when concealed does not make them easier to spot (only used for PIAT team at the moment)
CNG: Campaign selection menu won't display empty categories any longer
FIX: Ballistic attacks can no longer be saved by Hull Down
FIX: Improved appearance and timing of "Loading" text when entering a new scenario from the Campaign Day map

Title: Re: Armoured Commander II
Post by: Asid on August 31, 2020, 12:41:02 AM
Update 6.0.6
Sun, 30 August 2020

This is a minor update that introduces the start of a major feature for ArmCom2: Steam Achievements. Three achievements have been added so far, and if you consider the theme that I'm using for them, you'll know that eventually there will be 54 in total. Two achievements remain hidden and unattainable for now, and will be revealed when all of the remaining ones have been added to the game.

Changelog for 6.0.6

ADD: M36 Jackson, M24 Chaffee, M26 Pershing (not used yet)
ADD: First three Steam achievements
FIX: Missing firing crewman definition for co-ax MG on Crusader I CS

Title: Re: Armoured Commander II
Post by: Asid on September 02, 2020, 02:52:37 AM
Update 6.0.7
Tue, 1 September 2020

A few minor additions and fixes in this update:

Changelog for 6.0.7

ADD: StuG III B as option for player unit in Barbarossa to Moscow (Germany) campaign
CNG: Increased chance of ground conditions becoming wet if raining, also chance that dust will dissipate in rainy weather
FIX: Road generation on the Campaign Day map could sometimes result in roads heading into Lake zones
FIX: Crewmen killed in an ammo explosion are now actually KIA

Title: Re: Armoured Commander II
Post by: Asid on September 03, 2020, 02:39:52 PM
StuG Life

"A determined and resilient attitude to succeed"

(https://steamuserimages-a.akamaihd.net/ugc/1624066118246862216/F54AFDF2EB76207EA494447F77942F99D6276EB4/)

Title: Re: Armoured Commander II
Post by: Asid on September 03, 2020, 02:47:10 PM
Working on more visual variation for different seasons. Quite early for snow!

(https://steamuserimages-a.akamaihd.net/ugc/1624066118248279363/0BB3CA8F534364E329D1E46CC064EAE4FD7E0DAE/)

Title: Re: Armoured Commander II
Post by: Asid on September 05, 2020, 02:33:58 AM
Update 6.0.8
Fri, 4 September 2020

Some minor additions and fixes in this update, including some units that are being added for a future, yet-to-be-added campaign.

Changelog for 6.0.8

ADD: Sturmpanzer IV, Panzer IV F2, Panzer IV G, Marder III, Marder III H (not used yet)
ADD: M8 HMC 'Scott', M8 Greyhound (not used yet)
ADD: Steam achievements for 5-7 of Diamonds
ADD: Visual variation in tree colours on the Campaign Day map for Spring and Autumn seasons
ADD: Prepared Positions campaign skill (not used yet)
CNG: Air/Artillery Support levels only displayed in Campaign Day interface if actually available for that campaign week
FIX: Final campaign decoration text moved down one line so as to not overwrite background text
FIX: Key command to add a crew skill now set to 'E', had conflicted with the new Set First Name command


Title: Re: Armoured Commander II
Post by: Asid on September 05, 2020, 02:42:47 AM
Armoured Commander II - Quick Start I
Sep 4, 2020

https://youtu.be/_q3ESgTj-XE


In this video I introduce the basics of starting a new campaign, moving around on the Campaign Day map, and the layout of the Scenario/Battle interface.

Title: Re: Armoured Commander II
Post by: Asid on September 05, 2020, 02:43:51 AM
Armoured Commander II - Quick Start II
Sep 4, 2020

https://youtu.be/zJTvtrOaoyU


In this video I continue my quickstart intro, taking you through a single battle.


Title: Re: Armoured Commander II
Post by: Asid on September 06, 2020, 02:44:58 PM
Update 6.0.9
Sat, 5 September 2020

Another minor update with some additions and bugfixes today:


Changelog for 6.0.9

ADD: M3A1 Stuart, M1 57mm AT Gun, M5 3-inch AT Gun, M2A1 105mm Howitzer, M1 155mm Howitzer (not used yet)
ADD: Stuart VI (not used yet)
ADD: M5A1 Stuart and M24 Chaffee as player tanks in Patton's Best campaign
ADD: SPW 251/22, Kfz 1 "Kubelwagen"
ADD: Open nearby hatch command in bail-out minigame

Title: Re: Armoured Commander II
Post by: Asid on September 06, 2020, 11:48:30 PM
Working on a new campaign, first for the mid-war era

(https://steamuserimages-a.akamaihd.net/ugc/1624066447697541658/BC269EDE5072F8C89C142200D78EDBB4BEF9D772/)

Title: Re: Armoured Commander II
Post by: Asid on September 08, 2020, 01:59:21 PM
Working on two new campaigns, and expansions of two other campaigns, for the next update

(https://steamuserimages-a.akamaihd.net/ugc/1624066703065362938/1AC841EFA241B335734A88F69C64160A405D5B26/)

Title: Re: Armoured Commander II
Post by: Asid on September 13, 2020, 01:14:12 PM
Update 6.1.0
Sat, 12 September 2020

A medium-sized update today, it doesn't break saved game compatibility, but there's a ton of new content that's now been added. Most important are a pair of new late-war campaigns that allow you to fight on the Western Front on either the British or German side, between June 1944 and March 1945. A number of new tank models are also now available to the player, including Churchills, Cromwells, Panthers, and Tigers, and will also appear as enemy units where appropriate. The two existing late-war campaigns have also been updated with lots of new enemy units and a few more player choices. With this update, the game now has 254 unit types.

Any bugs or crashes, please report them in the discussion boards. Changelog follows:

Changelog for 6.1.0
ADD: Western Front Campaign - late-war German forces on the Western Front, June 1944 to March 1945 (thanks flori2412!)
ADD: Monty's Best Campaign - late-war British forces on the Western Front, June 1944 to March 1945 (thanks flori2412!)
ADD: Churchill IV, Churchill V, Churchill VI, Churchill VII, Churchill VIII, Churchill AVRE, 3in SPM M10, Achilles
ADD: Cromwell I, Cromwell VI, Challenger, Valentine XI, AEC II, AEC III, Otter, Sexton, Staghound I
ADD: M7 and M7B1 Priest, M3 halftrack, M3A1 halftrack, Ford F15, Willys MB, M29 Weasel
ADD: OQF 6-Pounder, OQF 17-Pounder
ADD: Free French nation definition
ADD: Quick Reflexes, Lightning Reflexes crewman skills
ADD: Support for arrow key input for WASD key inputs
CNG: Additional enemy units and support for Patton's Best and Canada's Best campaigns (thanks flori2412!)
CNG: When enemy units attack the player's zone, guns and armoured train cars are now much less likely to spawn in the battle that follows
CNG: Minor changes to unit spawn chances for Soviet enemy units, class spawn chances in the Barbarossa (Germany) campaign
CNG: Message in contextual console when in Command Phase and selected crewman is dead
CNG: Crew menu default activation key now E
FIX: Number of scenarios fought was not being recorded properly for Steam achievement
FIX: Concealment check now skipped at end of scenario if all enemies have been destroyed
FIX: Crash when resupply arrived and tried to take away the body of a dead crewman
FIX: Crash after end of a scenario when there is an empty position in the tank
FIX: Bug where crewmen would not recover from Shaken, Stunned, or Unconscious status after a Scenario
FIX: Bug where crewmen could close a hatch that had already been opened in the bail-out minigame

Title: Re: Armoured Commander II
Post by: Asid on September 13, 2020, 01:17:55 PM
THAT was a lucky one.

(https://steamuserimages-a.akamaihd.net/ugc/1624066934074472129/4EB7CACAA1B9974B01BF168DB51790E35C9B4AB5/)

Title: Re: Armoured Commander II
Post by: Asid on September 17, 2020, 02:43:00 AM
Update 6.1.3
Tue, 15 September 2020

A minor update today with one new campaign and a few changes and fixes:

Changelog for 6.1.3

ADD: Barbarossa to Moscow (Soviet Union) campaign
ADD: Ineffective firepower attacks (including missed HE shots) now have a small chance in increasing chance that target is spotted next turn, as if they had been hit by firepower
ADD: Bail-out command to attempt to bail out through a hatch in the other location (turret/hull) from the crewman's position
FIX: Displayed value for player unit VP modifier was sometimes 1% off the actual value
FIX: Bug in firepower resolution where destroy odds for small teams could be > 100%


Title: Re: Armoured Commander II
Post by: Asid on September 22, 2020, 11:38:29 PM
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

(https://steamuserimages-a.akamaihd.net/ugc/1624067862869027069/33224DE735AA95782490CC2BCCEF7D7CC024E7F5/)


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

(https://steamuserimages-a.akamaihd.net/ugc/1624067862869036633/165EBDC1F2F62439CB61A44172A028D61101C77D/)


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

(https://steamuserimages-a.akamaihd.net/ugc/1624067862869045284/0636B19476170729E1CF0C56FC3BA7FF90278C54/)

Title: Re: Armoured Commander II
Post by: Asid on September 27, 2020, 01:46:32 PM
Coming in 7.0, command to conceal yourself from or reveal yourself to a particular enemy unit

(https://steamuserimages-a.akamaihd.net/ugc/1544129363908282205/033AF6CD36CC411F43FD7C4114F3F8375F556169/)

Title: Re: Armoured Commander II
Post by: Asid on October 08, 2020, 12:54:01 AM
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.

Title: Re: Armoured Commander II
Post by: Asid on October 11, 2020, 01:22:02 AM
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.

Title: Re: Armoured Commander II
Post by: Asid on October 11, 2020, 01:27:31 AM
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

Title: Re: Armoured Commander II
Post by: Asid on October 11, 2020, 01:37:40 AM
Armoured Commander II - First Look at Major Update 7.0.0
10 Oct 2020

https://youtu.be/ZmXxaA4jRyE

Gregory Scott

"Join me and flori2412 as I play through the Canada's Best campaign, showing off some of the major new features of the update."


Title: Re: Armoured Commander II
Post by: Asid on October 12, 2020, 02:01:20 PM
Update 7.0.1
Sun, 11 October 2020


A small patch today to fix a few issues that emerged after yesterday's major update:

Changelog for 7.0.1
CNG: Simplified display of gun types/names
FIX: Incorrect to-hit and AP modifiers for APCR and APDS
FIX: Crash when waiting in place and 1+ tank positions are empty


Title: Re: Armoured Commander II
Post by: Asid on October 15, 2020, 02:09:41 AM
Some initial WIP on adding fog

(https://steamuserimages-a.akamaihd.net/ugc/1654469220720236023/B7530435A6AF481704E53923091E36358B3D0EB5/)

Title: Re: Armoured Commander II
Post by: Asid on October 19, 2020, 01:19:41 AM
Update 7.0.3
Sun, 18 October 2020

A new update today (7.0.2 was just a minor fix and wasn't announced) that brings a number of new additions and fixes, including a new fog environmental condition. As always, please do report bugs and crashes on the discussion board. Full changelog follows:

Changelog for 7.0.3

ADD: Arrow keys as alternate inputs on Ammo Load menu
ADD: Fog weather conditions; can be light, regular, or heavy; affects spotting chance, fire attacks, and air support spotting chance
ADD: Missing Support Weapon Team definitions to late-war campaigns
ADD: German-service S35, R35, and H39 tanks as player tanks and enemy units in Barbarossa to Moscow campaigns
ADD: ZiS-30, T-34-57 as player tanks and enemy units in Barbarossa to Moscow campaigns
ADD: Hummel (Sd.Kfz 165) and Wespe to late-war Allied campaigns
ADD: 40mm AA Gun as enemy unit to Axis campaigns
ADD: Missing transported unit definitions for several campaigns
ADD: Rarity check for support units and for player reinforcement random event

CNG: Minor changes to river generation function
CNG: Advancing Fire now checks HE and MG capability across entire player squad, uses that to determine odds of being effective
CNG: Spotting while BU now carries a small penalty
CNG: Early-War German campaign skill is now "Combined Operations"
CNG: Air support attacks not possible during Fog conditions

FIX: Bridges no longer generated between zones on Campaign Day map if either zone is impassible
FIX: Squadmates can no longer pivot during their activation if they moved with the player earlier that turn
FIX: Crash after player immobilized by landmine


Title: Re: Armoured Commander II
Post by: Asid on October 23, 2020, 03:07:42 AM
Update 7.0.4
Thu, 22 October 2020

A minor update today that includes a few additions and a few important bugfixes. I've added the ability to input many accented characters for crew and tank names, as long as the character is part of the IBM Code page 850 character set (which is what the internal character set is based on.)

Please report any bugs or crashes in this version in the dicussion board. Changelog follows:

Changelog for 7.0.4
ADD: Ability to input accented characters in crew and tank names
ADD: Some missing menu selection sound effects
ADD: Jagdpanzer IV/70 (A) variant to late-war campaigns
ADD: H39 (Late) to early-war campaigns and as player tank in Battle of France (France) campaign

CNG: Captured enemy unit types are less likely to be spawned than average
CNG: Modified base to-hit chances for ranged close combat weapons
CNG: Lowered cap on maximum possible RoF chance to 65%

FIX: Ranged close combat weapons like Bazookas were always hitting Rear armour facing on target
FIX: Crash when tank name was set in tank selection menu
FIX: Incorrect portrait filename for Panzer IV J

Title: Re: Armoured Commander II
Post by: Asid on October 25, 2020, 01:03:12 AM
Playtesting a new campaign for the next update - that's a lot of crewmen!

(https://steamuserimages-a.akamaihd.net/ugc/1681491659434117417/AF33BFFAD8DA8642E6B089D11A0CD03B028A6B0F/)

Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid 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.


Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid 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


Title: Re: Armoured Commander II
Post by: Asid 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?

Title: Re: Armoured Commander II
Post by: Asid 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

Title: Re: Armoured Commander II
Post by: Asid on March 07, 2021, 12:57:46 AM
Update 8.0.6
Sat, March 6, 2021


A substantial minor update today, with two new campaigns, a number of new units (bringing the total to 501!) and many fixes and improvements. Changelog follows:

8.0.6 Changelog
ADD: New Campaign: Baytown to the Winter Line (Canada)
ADD: New Campaign: Between Kursk and Bagration (USSR)
ADD: Enemy units' guns upon spawn will be loaded with between 40% and 100% of maximum ammo stores for each ammo type
ADD: Mountain Pass zone type in Italy and North Africa: additional travel time, increased chance of ambush, penalty to move in all terrain within the pass, greater chance of LoS being blocked
ADD: Short music effect to start of day display
ADD: Several new Soviet airplane units
ADD: Some missing unit portraits
ADD: When player is attacked in own zone, very likely that attacking units will be copied from those present in adjacent zones if possible

CNG: Slightly lower base Fog penalty for Area Fire and Point Fire attacks
CNG: No vision penalties (Fog, Smoke, Dust) now apply to overrun attacks
CNG: Overrun attacks now allowed against all enemy units, gun attacks during overrun get a bonus to hit, movement to-hit penalty reduced
CNG: Four of Spades Steam achievement changed to: Destroyed a Heavy Tank while commanding a Tankette or Light Tank (captured tanks are being renamed, so in near future will no longer be possible to destroy exactly the same model as player commands)

FIX: Rivers were being generated between or adjacent to Water zones
FIX: Display colour of Water zones now matches that of rivers
FIX: Time limit for Hold objectives in new map areas now set properly

Title: Re: Armoured Commander II
Post by: Asid on March 13, 2021, 11:58:01 PM
Update 8.0.7
11 March 2021

A minor update today, adding two new units, a new mid-war campaign, and a fix for an annoying bug!

8.0.7 Changelog
ADD: Churchill I and II
ADD: Operation Avalanche to the Winter Line (USA) campaign
FIX: Bug where a player commander returning to their tank after a stay in the field hospital would not have their position set properly, leading to an incorrect command list
Title: Re: Armoured Commander II
Post by: Asid on April 13, 2021, 11:16:38 PM
Update 8.1.7
13 April 2021

8.1.7 Changelog
ADD: Panzer M3 740 (captured Stuart I), Kreuzer Panzer Mk VI 746 (captured Crusader I), Panzer Mark II 748 (captured Matilda II)
ADD: If Driver is CE, bonus to movement chance
ADD: Sound effect for destroyed gun, unarmoured vehicle
ADD: Random Campaign Day events: lowered support level, new squadmates, landmines discovered/removed
ADD: Target Specialist skills

CNG: Molotov attacks now cause a 10% fire chance when bailing out
CNG: Allied units including squadmates now less likely to do nothing during their activation

FIX: Crash when unit support request is active but no support type has been selected
FIX: Hold objectives can now be failed if time limit passes, improved checks for Hold objectives
FIX: Current crewman command will now only be shown in Swap Position menu if called from within a Scenario
FIX: If player tank is immbolized and then destroyed, final outcome in end-of-day report will be 'TANK LOST'
FIX: Rare crash during player squad spawn

Title: Re: Armoured Commander II
Post by: Asid on April 18, 2021, 11:37:08 PM
Update 8.1.8
Sat, April 17, 2021

8.1.8 Changelog

ADD: New Campaign: Bagration to Berlin (Germany)
ADD: Panzer M3 740 (Late) (Captured Stuart III), Panzer Mk VI 746 (Late) (Captured Crusader II), Panzer Mk VI 746 (III) (Captured Crusader III), Panzer Mk III 749 (Late) (Captured Valentine III)
ADD: Panzer T-26 737 M33, Panzer BT 742, Panzer T-60 743, Panzer T-70, Panzer KV-1E 753
ADD: M11/39 (UK), M13/40 (UK), M14/41 (UK), Autocannone da 20/65 (UK), 20/65 (UK), 47/32 (UK), PaK 38 (UK), PaK 40 (UK)
ADD: Belgium nation definition

CNG: Wording of crew action in bail-out minigame from 'Supressing Fire' to 'Covering Fire'
CNG: Disabled lightning flash effect
CNG: Crewman nicknames can now be cleared

FIX: Minor fixes to several campaigns

Title: Re: Armoured Commander II
Post by: Asid on April 19, 2021, 11:23:47 PM
8.1.9
Mon, April 19, 2021

8.1.9 Changelog
ADD: Display of the unit ID of the randomly selected tank portrait in the main menu
ADD: Artillery guns now have a base penalty to hit when firing over open sights, i.e. everything other than artilery support attacks (thanks for the suggestions, KunaMroku!)
CNG: If Hold objective time limit expires and player is in the zone but hasn't captured it yet, the objective won't be failed and player has a chance to capture the zone
CNG: Rocket attacks from airplane units no longer need to score a direct hit to have a chance of destroying an armoured target
FIX: Missing data in the unit definition for Semovente da 47/32, which was causing a crash when switching to this model
FIX: Final to-effect modifiers (eg. Hamada Effect) were being displayed in the AP roll


Title: Re: Armoured Commander II
Post by: Asid on July 05, 2021, 12:06:33 AM
Update 8.2.2
Sun, July 4, 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_596074588b73ac0dcf82f303c1093ca54b975ab0.1920x1080.jpg)

A minor but important update today, fixing two issues reported on the Discord. There's also been a number of minor fixes applied through hotfixes over the past few days, which are also listed below.

Update 8.2.2 Changelog

ADD: New portrait for the Panzer II J
ADD: Renault FT (BEL)

CNG: Slightly increased range of front and rear facing on vehicles
CNG: Minor changes to 18 Days' Campaign

FIX: Zone capture VP values in Hold the Line mission
FIX: No longer possible to throw a smoke grenade while BU
FIX: Rare case where friendly and enemy units could end up in the same hex on the scenario map as a result of a player move, usually leading to a crash
FIX: Withdrawing units no longer count for Steam achievements relating to destroying units

Title: Re: Armoured Commander II
Post by: Asid on August 28, 2021, 11:36:02 PM
Update 1.0.0
Sat, August 28, 2021


This is a major update and as such breaks saved campaign compatibility.
If you are currently playing a campaign in version 8 and you want to finish it
, please follow these steps:


1.   Open the game's properties in Steam (click the gear icon in its library page, then 'Properties')
2.   Click the "Betas" tab, then in the drop-down menu, select the "legacy_8.x" branch
3.   Close the properties window and make sure that Steam updates the game


Your game will now be restored to version 8.2.3, and you can continue your campaign. When you are ready to update to 1.0.0, simply follow the same steps, but select 'None' in the Betas tab.

This update brings a huge number of changes and improvements to the game, and is intended to be the final major update before the game leaves Early Access. It's not the end of development though, and I intend on continuing to develop the game into the future.

As always, any bugs or crashes please report them on the Steam discussion boards or the Discord. I'll be online throughout today to hotfix any minor issues that pop up. Full changelog follows:

1.0.0 Changelog

ADD: Radio Comms System
- Added a Comms console to the scenario layer
- All AFVs will have a radio by default unless the no_radio tag is in their stats
- Some units will only be fitted with a radio if spawned after a certain historical date
- HQ radio link means less time for resupply on average, having a dedicated Radio Operator decreases this to minimum of 10 minutes
- Possible for player radio to be damaged/destroyed after penetrating hit (minor damage/immobilized/spalling)
- No Headquarters (HQ) radio link means support requests take 10 minutes longer, chance that message will not get through
- No Battlegroup (BG) radio link means that new commands issued to allied units during a battle may not get through
- Radio may break down or get destroyed during a scenario random event
- Damaged radios are automatically repaired at end of scenario or combat day, destroyed radios are replaced at end of combat day
- Any crewman in tank may attempt to repair a broken radio, Radio Operators get a bonus to do so
- Current squad command is displayed in the Comms console
ADD: Deployed/packed-up status for guns, HMG teams, AT Rifle teams, and mortar teams
- these units must pack-up to move, and must deploy to fire; each action takes a roll that is modified by pinned status, unit size level
- teams that spawn as passengers start packed-up, otherwise when these units spawn they will normally start deployed but might be surprised packed-up
- packed-up gun units are more likely to be destroyed by firepower attacks
- once packed-up, infantry teams and small or very small guns can move on their own, anything larger needs a tow from a gun tractor
ADD: Alternate Unit Portraits, selected based on campaign region and current date, stored in subfolders: DES desert; WIN winter; TRO tropical; MAR marines / naval units; LTW late-war
ADD: New console image for the Campaign Records screen, contributed by Engineer Zero
ADD: Many skills now have minimum stat values required before crewmen can add them
ADD: Wind weather effects: ground will dry out faster, smoke more likely to dissapate, dust more likely to settle when no wind
ADD: If player tank takes a penetrating hit during the day, it must be replaced after the combat day is over
ADD: 12x12 pixel font option
ADD: Effects of a position having a large hatch: bonus to spot when CE, bonus to bail out of a large hatch, more vulnerable to FP attacks when CE, bonus to sniper attacks on crewman in position with a large hatch
ADD: Healed crewman injuries can leave scars
ADD: Highlight if crewman current has 1+ advance points to spend
ADD: New Skill: Only a Scratch: Less chance of being sent to the Field Hospital for an injury
ADD: New Skill: Steady Hands: Reduces movement penalty when firing an MG
ADD: New Skill: Fighting Spirit: Chance that crewman breaks out of Field Hospital and returns to duty before minimum period is up
ADD: New Skill: Gunslinger: Small arms attacks from your vehicle are more effective
ADD: Vehicle-Mounted Flamethrowers, if weapon does not have an external fuel tank, increased chance of fire/explosion if fuel is carried
ADD: Campaign Option: May include armoured cars as possible player vehicles if option is enabled and campaign includes them
ADD: Display of vp modifier (if any) for current tank when refitting
ADD: Display of current odds to withdraw from battle
ADD: Display of Standard/Custom campaign to campaign selection menu
ADD: Command in bail-out game for commander to throw smoke grenade, any smoke around the player tank will reduce chance of any incoming FP attacks
ADD: If player is attacked while waiting for resupply, if they survive and don't withdraw resupply arrives after the scenario is over
ADD: Appropriate MG / HE explosion sound effects when using Advancing Fire
ADD: If player attempts to go HD, squadmates will also attempt if possible
ADD: Player can save and apply gun loadouts in the Ammo Loading menu
ADD: Stielgranate 41 HEAT round to PaK 35/36 from March 1943 onward; max range is 1 hex and accuracy is reduced
ADD: CE crewmen can make small-arms attacks on non-vehicle targets within 1 hex during the crew action phase
ADD: Armoured unit support category, automatically generated based on player unit list
ADD: Enemy units that are the last survivors of a battle will be more likely to withdraw
ADD: Rescue units will be less likely to move toward enemy units
ADD: Rear-facing turret CMGs to: T26, BT-5, BT-7, BT-7A, T-28, KV series
ADD: enemy_fortifications tag for campaign weeks, means that enemy units much more likely to be spawned fortified, entrenched, or dug-in
ADD: Possible that air or artillery support spotters reveal one or more enemy units during support attack
ADD: New sound effects: canister ammo hit
ADD: Late-war Soviet infantry now have a chance of being spawned with captured Panzerfausts
ADD: Armoured Cars and other-non tanks as optional player units, thanks to flori2412
ADD: Difficulty levels for all campaigns
ADD: Hearts Steam achievements
ADD: Extra Large size category, applied to armoured train units
ADD: Initial data structures to handle gun tractors and towing guns
ADD: Additional sound effects, including sound for weapon jam
ADD: Display of terrain effects modifier in Reposition menu
ADD: Contextual description for different AI Difficulty settigns in the Campaign Options menu
ADD: During Crew Action Phase, any crewman on a command that requires player input will be highlighted in the crew info console
ADD: Campaign Option to enable RoF for all enemy units
ADD: Now possible to dismiss pop-up messages early using the Tab or Enter key
ADD: New Units: Panzer II D/E, Churchill Crocodile, AMR 33, AMR 35, AMR 35 (Late), Laffly W15T, Renault FT (POL),
Renault FT (MG, POL), R35 (POL), Panzer I A, Panzer VIp, Renault FT (FIN), Renault FT (MG, FIN), T-37A (FIN),
T-34 M40 (FIN), SU-76M (FIN), ISU-152 (FIN), Panzer IV J (FIN), StuG III G (FIN), R35 (ITA),
SU-152 (Late), Ram Mk I, Target units, Hs 123, Sd. Kfz. 10

CNG: Decorations
- possible decoration awards are now checked for at the start of a new calendar month and at the end of a campaign
- decorations are awarded per crewman
- odds are based on the average VP per combat day to that point in the campaign, or the maximum one-day VP since last check, player commanders are slightly more likely to be awarded one
- each crewman's decorations are displayed in the crewman menu
- American crewmen will be awarded a Purple Heart for Heavy or Serious injuries (max one per day)
CNG: Crew injuries now start as Fresh, can be Patched Up during a battle or at the end, and then will be Healing for some days afterward
CNG: Injuries once healed can leave scarring, which reduces the chance of future injury to that location, but also reduces a random stat by 1 (won't reduce to lower than 3 though)
CNG: First Aid is now an active command with input from the player during the Crew Action phase; can attempt to stabilize or patch up oneself or another crewman
CNG: Vehicle breakdowns can occur during scenarios, making the vehicle immobile until the end of the scenario
- player vehicle is automatically repaired after the scenario is over
- any squadmate that breaks down will drop out of the squad, but if they survive, they will be repaired and rejoin squad after scenario is over
- small possibility that breakdown is serious and vehicle is immobilized for the rest of the day
- breakdown checks also occur when moving on the Campaign Day map; breakdown results in additional travel time, immobilization ends the campaign day
CNG: Unit portraits now stored in data/unit_portraits; any old duplicate portraits in the data directory will be removed when game starts
CNG: Redesigned Swap Position menu
CNG: Redesigned Assign Position menu
CNG: Redesigned Add Skill menu
CNG: Redesigned Bail-Out minigame so that action descriptions and modifiers are more clear to player
CNG: Player Armoured Cars, Tankettes, Light Tanks, and Tank Destroyers now more likely to be knocked out rather than suffer minor damage, immobilization, etc. on a penetrating AP hit
CNG: Crewman injuries from a knock-out hit in Armoured Cars, Tankettes, Light Tanks, and Tank Destroyers now more likely to be serious
CNG: "Co-Driver" in most units changed to "Rear Driver" to better reflect their role
CNG: Crew skills now correctly modified by crewman condition (stunned, fatigue)
CNG: Knowledge stat now applies a small bonus to all skill effects, no longer modifiers amount of XP gain
CNG: Increased effect for many skills, but increased penalty for using them while BU
CNG: Slightly decreased chance of injury for CE crewmen when tank is hit by FP
CNG: Weapon Names: Co-ax MG to CMG; Turret MG to TMG; Hull MG to BMG (Bow Machine Gun)
CNG: Unit Names: Firefly IIC to IC Hybrid
CNG: Moved skill info data into sessions object
CNG: Weather condition odds now scale based on current date in calendar, no more sharp transitions between seasons
CNG: Now possible to request resupply even if there is no clear path to friendly forces, but if there is no HQ radio connection, will require more time
CNG: Campaign option VP modifier now stored as int rather than float
CNG: Replacement crewmen now have a chance of starting at a higher level, depending on the average level of surviving crew
CNG: Reduced to-hit penalty/bonus for Very Small and Very Large targets
CNG: Removed message displayed when squadmates or other friendly units become Unspotted
CNG: Withdrawing from a battle is now a little harder, but you get a bonus for smoke or dust around the player unit
CNG: If the player has an empty commander position but a trained commander in another position, any replacement crewman for the commander position will only be trained as a gunner/driver
CNG: Main menu can now be closed by pressing key of currently active tab (so one can close the Glossary with F1, for example)
CNG: "Western Russia" region to "Western USSR"
CNG: Unspotted units now only take half FP from incoming attacks (halved just before FP is resolved)
CNG: Slightly increased odds of getting 2 or 3 units from unit support request
CNG: 'First Aider' skill now 'Medical Experience' (thanks stein!)
CNG: Unloaded passengers count as moving for their first turn in the scenario
CNG: Friendly fire air and artillery attacks much more likely to spot targets
CNG: Enemy units outside of LoS now displayed with a dark background to be easier to see on the screen but still clear that LoS is blocked
CNG: When continuing into a new campaign, the campaign options are preserved from the previous campaign
CNG: .50 cal / 12.7mm MGs now indicated as ~MG+
CNG: Battlegroup orders now applied to all friendly units, can be set in the Campaign Day layer and then changed via Commander action during a Scenario
CNG: Reduced effect of fatigue on player rolls
CNG: Overrun attacks always hit side armour of armoured target
CNG: Structure of mod folder is changed
CNG: After a campaign is finished, if the player chooses not to or cannot continue into a new campaign, the saved campaign will be retained in case they want to return to it later
CNG: Increased base chance of spotting for artillery and air attacks
CNG: Moving Target to-hit penalty for Point Fire no longer applies to defensive fire attacks
CNG: Allied units and all MG weapons can now maintain RoF

FIX: Replaced the old flashing screen lightning effect with a new animation for the Campaign Day and Scenario layers
FIX: Summer weather conditions used to end on September 31st(!)
FIX: Was possible for a 'you rejoin all your old crew' message to be displayed when none of your crew survived
FIX: Japanese Type 92 Battalion Gun was too long to be displayed in game, shortened name and added a check upon load for unit IDs longer than 25 characters
FIX: Unit Name correction: Breda Ba.65
FIX: Mladshiy Serzhant rank no longer used prior to 1940
FIX: Some unit descriptions were too long to be displayed on screen
FIX: Bug where it could be possible to change game settings from other tabs in the main menu
FIX: Minor issue with the shift key not being handled properly
FIX: Roads and rivers now correctly generated/extended when moving into a new map area
FIX: Targets of artillery support attack now correctly moved to top of stack before hit resolution
FIX: Now possible to input punctuation marks into the text input field
FIX: New crewman would never have their Morale stat randomly increased
FIX: Weapons being blocked by vehicle hull in some directions not being applied properly
FIX: AI units will no longer use AP gun attacks on an unspotted unit (they shouldn't know it's an armoured unit)
FIX: Effective FP no longer displayed when attack misses due to Hull Down
FIX: Better handling of game window being minimized or focus being lost during animations or other automatic actions
FIX: During bail-out, crewmen can pull unconscious crewmen out of the tank as long as there's an open hatch somewhere in the same location as the unconscious crewman
FIX: Looping animations no longer affected by animation speed setting
FIX: Bridges were being spawned across rivers linking land and impassible zones
FIX: Weapons that jam or break will no longer display 'Maintained Rate of Fire' and the F to Fire Again command in the attack console
FIX: Units that are pinned or reduced immediately stop moving
FIX: Campaign Options menu now uses improved key inputs, can cycle between different AI difficulty settings
FIX: Bug where friendly support units might withdraw from the scenario
FIX: Campaign Records now display three lines per entry, enough to display longer campaign names
FIX: Game will now check for mod folders and skip if folder is not present
FIX: No longer possible for crewmen to operate 2+ weapons in the same turn, even if they are in different weapon groups
FIX: Longer crew commands will now be truncated when displayed in the contextual info console
FIX: AI bug where units might sometimes not be able to pivot/rotate their turret in the same turn
FIX: Bug where the info displayed in the Final Report screen would be that of whatever crewman was currently in the commander position, rather than the Player Commander
FIX: Crewmen injuries not being cleared properly when returning from the Field Hospital
FIX: Crewmen in Field Hospital not being copied over correctly when continuing into a new campaign
FIX: In bail-out, when trying to carry an unconscious crewman to safety, if there's no eligible crewmen left to save, game will still do a roll to move to a safe location

Title: Re: Armoured Commander II
Post by: Asid on September 11, 2021, 11:53:35 PM
Update 1.0.2
Sat, September 11, 2021

This is a minor update that includes several additions and fixes that had already been added as hotfixes over the past few days.

1.0.2 Changelog

ADD: Additional command in bail-out procedure to push an unconscious crewman out of the vehicle
ADD: Additional command in bail-out procedure to swap positions with an unconscious or dead crewman
ADD: Vichy French nation definition, now possible to continue into Free French or (future) Vichy French campaigns from the France campaign
ADD: Display of unit TEM if any in unit info console

CNG: Updated description of Vickers 6-Ton Mark F and added hull-mounted SMG
CNG: Enemy units outside of LoS no longer count for withdraw checks
CNG: Armoured unit support will only spawn 1-2 units rather than 1-3
CNG: Artillery guns with a calibre of 40mm or lower are no longer subject to the 'Firing over Open Sights' to-hit penalty

FIX: Various minor fixes to the bail-out procedure
FIX: Bug where crew could disappear after the bail-out procedure, if it ended before all rounds were completed
FIX: Bug in bail-out procedure where it was not possible to carry unconscious crewmen to safety
FIX: Vehicle flame throwers consuming fuel when jammed
FIX: Incorrect message when an immobilized vehicle unit is forced to withdraw
FIX: Bug where gun units would just withdraw rather than move in the scenario layer
FIX: Units that deployed could still count as moving afterward
FIX: Possible display overlap in unit info display if unit in smoke and dust
FIX: When continuing into a new campaign, if current vehicle model is not included as a player unit in the new campaign, player must choose (or be assigned) a new model; check is skipped if the 'ahistorical' campaign option is active
FIX: Bug where it was not possible to swap places with a dead crewman during bailout

Title: Re: Armoured Commander II
Post by: Asid on September 19, 2021, 11:59:58 PM
Development Roadmap
Sun, September 19, 2021


It's been just over two weeks since Armoured Commander II left Early Access, and the response from new and old players alike has been really positive. As I mentioned in the release announcement, I'm not done developing the game quite yet, and still have quite a bit of new content planned. Below is my current roadmap for where I want to take the game next. All of this planned content will be free to owners of the game.

Roadmap

Ongoing: Bugfixes, crash fixes, minor Quality of Life and interface improvements
Near-term: Create modding guide, add Workshop and Nexus integration
Near-term: Add new air and ground units 1939-1945
Near-term: Minor improvements to existing campaigns
Medium-term: Spanish Civil War units and campaigns
Medium-term: Pacific and Southeast Asia units and campaigns
Medium-term: Second Sino-Japanese War units and campaigns
Long-term: Korean War units and campaigns

Title: Re: Armoured Commander II
Post by: Asid on September 29, 2021, 11:42:12 PM
Trading Cards, Badges, Emoticons, and Profile Backgrounds Now Available
Wed, September 29, 2021

A set of Steam trading cards for the game is now available. These can be crafted into five levels of profile badges, and there are also emoticons and profile backgrounds available as well.

Enjoy!

Title: Re: Armoured Commander II
Post by: Asid on October 03, 2021, 11:21:02 PM
Update 1.0.6
Sun, October 3, 2021


A minor update fixing a few issues. Please note that if you have been using mods, they should now be added to the ArmCom2/mods folder within your user folder. A Vortex extension for the game is also coming.

1.0.6 Changelog

ADD: Kingdom of Greece nation definition (not used yet)
ADD: Mods menu with list of loaded mods and any modded files that failed to load
ADD: Recon support units have a chance to spot concealed enemy units before the battle begins
ADD: Summer camo portraits for Finnish units by chri and cjprince

CNG: Recce units now have increased chance to spot, and decreased chance to be spotted
CNG: VP bonus for Enemy RoF increased to +20%
CNG: If player is ambushed in own zone before a move action, any active support requests are cancelled
CNG: Mod folder now located in user folder

FIX: Minor issue with skill selection in Add Skill menu

Title: Re: Armoured Commander II
Post by: Asid on October 10, 2021, 11:36:51 PM
Update 1.0.7
Sun, October 10, 2021


A minor but significant update with a number of additions and fixes, including quite a few flame-thrower tanks!

1.0.7 Changelog
ADD: New campaign skill for Belgian 18 Days' campaign
ADD: Flammpanzer B2 F, Flammpanzer II, Flammpanzer III M, L3 Lf, M3A1 Satan, M4 Crocodile, Matilda Frog, OT-34 M41, OT-34 M42, OT-34 M43 (early), OT-34 M43 (late), OT-34-85 (early), OT-34-85 (late), OT-130, OT-133, OT-133 (FIN), StuG III Flammpanzer, Type 91 SS-Ki, 76.2mm obr. 42, 122mm obr. 31/37, Hawker Tempest
ADD: HE FP increased in Urban Combat missions, unless another modifier (such as Airburst or Snow) applies instead

CNG: Gun Maintenance skill now also available to Gunner/Loaders
CNG: Guns that are spawned in enemy or neutral territory will always start packed-up
CNG: Units that are spawned in enemy or neutral territory can no longer start dug-in, entrenched, or fortified
CNG: References to 'Tank Exterior' changed to 'Vehicle Exterior'
CNG: Belgium now has unique decorations
CNG: Improved descriptions for HE FP modifiers, but modifier won't be displayed for unspotted enemy targets

FIX: A number of typos and minor mistakes
FIX: Rotate Turret command now only active when a crewman in thr turret is on an Operate weapon command
FIX: End of Day screen was being displayed briefly when loading a game saved in the scenario layer, and where the time of day is later than the end of the combat day
FIX: Enemy nations were being selected during weeks when they should not be available
FIX: Recon unit support spotting could happen even if support did not arrive

Title: Re: Armoured Commander II
Post by: Asid on October 19, 2021, 11:52:42 PM
Update 1.0.9
Tue, October 19, 2021

1.0.9 Changelog

ADD: Panzer II A (late), replacing the Panzer II F in earlier campaigns
ADD: Tutorial slide for when support attacks destroy all enemy units before first turn

CNG: Slightly reduced "Firing over Open Sights" to-hit penalty
CNG: Improvement to poppy ascii art on main menu

FIX: Overrun command not being available if an enemy unit was spotted by Recon support units
FIX: Penetrating hit on player tank was not immediately resolved if player was sent to Field Hospital


Title: Re: Armoured Commander II
Post by: Asid on January 02, 2022, 03:54:53 AM
Update 1.1.3
Sat, January 1, 2022

Some important fixes and changes in this update:

1.1.3 Changelog

CNG: List of crew skills in Add Skill menu now ordered alphabetically
CNG: AI units can no longer Surrender if they've already performed 1+ actions that turn

FIX: Possible crash due to unit support menu not returning proper result when support request is cancelled
FIX: AI units can no longer attack targets in the 4th hex ring of the scenario map
FIX: Road depictions now run through fields rather than under them
FIX: Player unit types being incorrectly identified as obsolete when moving into a new campaign
FIX: Possible that no battle was triggered upon moving into a zone with a Rescue objective
FIX: Fully implemented bogging down and unbog attempts for AI units; bogged-down AI units can no longer move until they unbog
 

Title: Re: Armoured Commander II
Post by: Asid on April 03, 2022, 04:53:01 PM
Update 1.1.5
Sat, 2 April 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_1e0761fce19ff4bce6b738f2e92337f3a9a72e72.jpg)

This is a minor update fixing a few bugs and adding some helpful features:

1.1.5 Changelog
ADD: Much improved Field Hospital console image by Allie
ADD: Tab key can now be used to cycle through active tab in in-game menu
ADD: Pop-up message in bail-out when trying to rescue an unconscious crewman but they have no hatch or their hatch is shut
ADD: Ultrawide fullscreen option for 21:9 displays
ADD: Command to delete a campaign record

CNG: New/old sound effect for recon action

FIX: Extended characters now displayed properly in crewmen memorial menu
FIX: Purple Hearts now correctly awarded for Heavy or Serious injuries
 
Title: Re: Armoured Commander II
Post by: Asid on April 15, 2022, 12:17:47 AM
Update 1.1.6
Thu, 14 April 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_6745cf5258957cd30cb1ab83951bfa9d7f3edd99.jpg)

Update 1.1.6 brings a number of additions and fixes, most importantly the addition of gun tractors, one of the major development goals for this year.

As always, please report bugs and crashes on the Steam discussion boards or on the Discord. Full changlog follows:

1.1.6 Changelog
ADD: Gun Towing and Gun Tractors
- mobile gun units may be spawned with a randomly selected tractor, chance is high if unit is attacking a zone, low if it is defending
- good chance of gun being spawned hooked up to its tractor if attacking, very small chance if defending
- if gun is spawned deployed, it won't be hooked up to a tractor
- units that are towing or being towed have a much higher chance of being spotted
- towing units may be targeted and destroyed, if a tractor or gun is destroyed the link to its gun/tractor is broken
- immobile guns and mobile guns that are not limbered cannot withdraw from a battle, they must be abandoned (and thus award VP)
- limbered guns need to unlimber before attempting to deploy and/or fire; if successful, they may also attempt to deploy and/or fire in the same activation
- Very Small and Small gun units can fire while packed-up, but there is a to-hit penalty, and RoF is not allowed
- gun units cannot pivot on their own while being towed
- tractor units are defined per nation; campaign files do not need to include them
- game will roll against current rarity when spawning tractor units, also has to have enough towing capacity for that gun
- towing units have a towing_capacity stat with the maximum size of gun that can be towed
- gun tractors always act last during the Allied or Enemy action phases
- gun tractors with no friendly guns that they could tow will usually withdraw from the battle
- gun units that are trying to withdraw will try to pack-up, and will normally not abandon their gun if there is a friendly tractor available that could tow it
- gun tractors towing a gun can withdraw from the battle and take the gun with them
ADD: New Units: C2P, C2P (GER), C4P, C4P (Heavy), C7P, C7P (GER), C7P (SOV), Laffly S15T, Renault UE, Renault UE (GER),
RSO, M4 HST, Loyd Carrier TT, CMP FAT, Morris C8 FAT
ADD: Towing capacity to: Laffly S20TL, MG Carrier, Bren Gun Carrier
ADD: Campaign Records can now display multiple pages of data
ADD: Amphibious stat for units; if all units in player squad are amphibious, no extra time required to cross rivers on the Campaign Day map
ADD: Command to Mods menu to scan modded campaigns for common issues, any found are listed in console
ADD: New Skill: The Immobilizer: Reduces penalty to hit when attempting to immobilize a target vehicle
ADD: PgUp/PgDn commands to scroll Campaign Day journal by 5 entries at a time
ADD: Description for Stabilize Crewman bail-out action

CNG: Squadmates won't re-attempt HD if they are already HD in a direction that covers the player's current facing
CNG: AI units that are deployed and must deploy to fire will reposition less often; if they do reposition, they cannot act again that turn
CNG: Guns that are being manhandled (deployed, must be deployed to fire, and attempting to reposition) have a greater chance of bogging down
CNG: Enemy AT Rifle and HMG teams will now be more likely to close the distance with the player
CNG: Slight increase to base crewman promotion chance
CNG: At end of scenario, critical injuries now much less likely to result in crewman death
CNG: Player Commanders have a much higher chance of being promoted when eligible
CNG: Enemy vehicle units armed with flame throwers now more likely to close distance with player
CNG: Unbogging has been rebalanced, and should be easier overall

FIX: Packed-up gun units can no longer be spawned dug-in, entrenched, or fortified
FIX: Squadmates now gain HD in same direction as player if they are also successful
FIX: Minor typo in tutorial slides
FIX: Passengers that are unloaded from transports now have their AI statuses correctly set
FIX: All variants of the Stuart now have a Commander/Loader and Gunner
FIX: Several errors in the unit definition for the Stuart VI
FIX: Panzer VG now has a fast turret
FIX: AI units that attempt to reposition now also do a bog check
FIX: Panzer III: Small changes to max ammo amounts for main guns, removed hull hatches, added Gunner and Loader side hatches, added commander cupola
FIX: StuG III and vehicles that use the StuG III hull: Removed hull hatches
FIX: Panzer IV: Added Gunner and Loader side hatches
FIX: Tiger I and II now correctly have Loader hatches
FIX: PSW 222, Semovente da 90/53 turret position definitions
FIX: Campaign day journal entries could have been displayed outside of correct area
FIX: Unit Gallery command key in the in-game menu conflicted with new Ultrawide setting
FIX: HD direction now correctly displayed in unit info pop-up window
FIX: Stabilize Crewman bail-out action should now appear and apply properly

Title: Re: Armoured Commander II
Post by: Asid on May 08, 2022, 05:44:16 PM
Update 1.1.8
Sun, May 8, 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_354f25de5833c8cc6211f95d40778212a6edccdc.jpg)

This is a regular update with a lot of fixes and minor improvements to the game. My thanks to the players on the Discord for suggesting many of these improvements and for testing out this update on the preview branch. As always, please report any bugs or crashes on the Discord or on the Steam discussion forums. Changelog follows:

1.1.8 Changelog

ADD: Firing a Gun in Dry ground conditions has a small chance of kicking up dust around the attacker (max 2)
ADD: Possibility of a partial hit result when firing HE; partial hits apply less FP, have no AP effect, and have less chance of causing dust on target
ADD: Different display colours for ranges of travel times on the Campaign Day layer
ADD: Crewman CE display highlighted in yellow if especially vulnerable to incoming attacks (on order that allows spotting)
ADD: Bonus to affect moving deployed guns with area fire attacks
ADD: Wadis: dry riverbeds that can appear on North African campaign day maps. Take much less time to cross than rivers.
ADD: Attempt Hull Down command now greyed out if player unit is already HD in current facing
ADD: New Skill: Leadfoot: Increases chance of an extra move when driving a Fast Tank or Fast Wheeled vehicle.
ADD: AI units that are Lax and have an allied unit in the same hex that is Alert will automatically change statue to Alert upon activation

CNG: Campaign Day map area can now sometimes have 4 or 5 objectives
CNG: Effect of "The Immobilizer" skill more clear now
CNG: Area fire attack penalty for vehicle-mounted weapons reduced
CNG: Any concealed unit that initiates an overrun attack is automatically spotted
CNG: Firepower applied to unspotted targets is now halved (fractions rounded up) when applied, not when resolved
CNG: River crossing check now takes place after breakdown + sandstorm checks
CNG: Fighting Withdrawal day missions:
- any zone that is above the player's current hex row will automatically be captured by enemy forces if possible
- capturing (or defending) a zone awards 2x normal VP
- after winning a scenario, the player will be awarded VP for capturing a zone, but must then automatically move to a zone in a lower hexrow
CNG: Increased chance of becoming Stunned or Unconscious as a result of an injury, but also increased protective effect of Grit stat against this
CNG: Small change to effect of gun shields and movement chances
CNG: Minor change to background of Campaign Day layer display

FIX: Unbog attempt now clears all acquired targets and sets moving status
FIX: Gun units can no longer attempt to deploy/unlimber or pack-up while Pinned
FIX: Convoy Attack objective zones sometimes had few or no trucks spawned
FIX: Longstanding bug in calculating full and critical effect chances for area fire and flame thrower attacks
FIX: AAMGs on pivot mounts no longer affected by negative modifiers for pivoting or turret rotation
FIX: Unit destruction sound no longer played when a unit withdraws
FIX: Too much time was being added for crossing rivers on the Campaign Day map
FIX: Convoy Attack objective now only failed if any enemy trucks remain in the zone after withdrawing
FIX: Campaign records now sorted by total VP
FIX: Bug where a new crewman would not be assigned if Player Commander continued into a new campaign, kept the same vehicle, and there was 1+ crewmen who were KIA while the Player Commander was in the Field Hospital
FIX: Miscalculation of the full and critical effect chance for Area Fire and Flamethrower attacks
FIX: Crash when Player Commander stayed in Field Hospital until end of campaign, but final possible day of campaign wasn't in the Combat Calendar

Title: Re: Armoured Commander II
Post by: Asid on May 14, 2022, 11:42:11 PM
Update 1.1.9
Sat, 14 May 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_0ac6c45c045e9bc5627320e8e3f01e6a488e659d.jpg)

A small but important update this week, which fixes a few bugs and adds some nice Quality of Life functionality to the game. As always, please do report bugs and crashes on the Discord or on the Steam discussions boards. Changelog follows:

1.1.9 Changelog
ADD: New Unit: L3 Lf (Trailer)
ADD: New Skill: "Unsticky Situation": improves unjam chance, available to all crewmen, replaces unjam bonus previous given by "Mechanic" and "Gun Maintenance"
ADD: New Skill: "Reverse!": increases chance of a successful reverse move action
ADD: 8x8 and 16x16 font files for REXPaint to /src folder - these are the base font files that can be used by REXPaint; the game uses an extended set with additional gylphs
ADD: Unit Gallery now includes a command to display a list of campaigns where a given unit type appears
ADD: Option to join a campaign that has already started when continuing into a new campaign

CNG: Movement chance increased by 30% (before fatigue effects) if Driver is CE
CNG: In Shooting Phase when cursor is not over a map hex, info on a currently targeted unit will be displayed in the unit info console
CNG: Key repeating now allowed in glossary, message log, unit gallery, and add skill menus

FIX: Small transports like Jeeps and Kubelwagons will no longer be spawned as trucks in Convoy Attack objectives
FIX: Battle of Luzon (Japan) had incorrect enemy air support data
FIX: Minor change to rarity factors for Sd. Kfz. 13

Title: Re: Armoured Commander II
Post by: Asid on May 23, 2022, 11:47:27 PM
Update 1.1.10
Mon, 23 May 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_9ac26aa47e608a3f7054cdba4dd33b3c46257c2e.jpg)

This is mainly a bugfix update, with a few additions that are not yet fully implemented, including a number of new units. These will be added to campaigns in a future update, but I wanted to get this update out mainly to fix a display bug when resolving an HE hit on an armoured target. Full changelog follows:

1.1.10 Changelog

Note: New units are mostly not used yet

ADD: AB Lancia 1Z, L5/30 (Fiat 3000), L3/38, P26/40, Panzer L38 733, Panzer P40 737, StuG M42 mit 75/18 850, StuG M42 mit 75/34 851, StuG M43 mit 105/25 853
ADD: M2A4 Light Tank, M2A4 Light Tank (UK)

ADD: restricted_traverse stat for MGs and other area fire weapons; penalty when firing at a moving target
ADD: Unit Support selection will be saved for game session, and if possible will automatically be selected next time Unit Support is requested
ADD: Improved moon phase visual indicators

CNG: Minor changes to Jungle Rats, Polish campaigns
CNG: Vehicles with no gun or flamethrower weapons on board now have a much lower chance of exploding upon a KO hit
CNG: During player RoF attacks, either F or Tab can be used to fire again; ESC will now end the attack
CNG: Convoy Attack objectives now limited to max 1 per map area, less chance of appearing
CNG: Increased speed of in-game animations
CNG: Flamethrower and Combat Engineer Teams will no longer be set as the unit id for a given class when spawning enemy units; means they will not appear in groups of 2+ units nearly as often
CNG: Improved look of tabs in in-game menu (thanks Vanagandr!)
CNG: Replaced MAR portrait variants (never used) with ELW (Early War)

FIX: Partial and Full effect chances were being displayed during armour penetration roll caused by an HE hit
FIX: Updated gun definition for Panzer II J

Title: Re: Armoured Commander II
Post by: Asid on June 19, 2022, 08:39:22 PM
Update 1.2.0
Sun, 19 June 2022

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_9ac26aa47e608a3f7054cdba4dd33b3c46257c2e.jpg)

This is a medium-sized update which does not break saved campaign compatibility, but does add a ton of improvements and fixes. As always, please report any bugs and/or crashes in the Discord or on the Steam discussion board. Full changelog follows:

1.2.0 Changelog
ADD: Major Battle campaign day mission: higher number of enemy units, higher chance of meeting resistance, +2 VP for each enemy unit destroyed, +1 VP for each captured zone, higher chance of zone capture by enemy or friendly forces, player may get free unit support and requested unit support will have +1 unit
ADD: Battle of Guadalcanal campaign (USA), Battle of Iwo Jima campaign (USA)
ADD: F4F Wildcat, SBD Dauntless, M1A1 75mm Pack Howitzer, M4A3R5 Sherman, Mitsubishi A6M, Chi-Ha (Dug In)
ADD: Campaign skill: Semper Fi
ADD: Reverse Move action for AI units
ADD: AI units with Reverse Drivers now just as likely to make a Reverse Move action
ADD: AI units will now build themselves a simple list of enemy threats to help in action scoring
ADD: AI armoured vehicle units can now pivot or reverse so that their heavier front armour is facing a threat
ADD: Info in the Battlegroup tab on whether a squadmate has a broken weapon or one that is out of ammo or fuel
ADD: Historical Rarity display in Unit Gallery can now scroll up and down
ADD: SHrapnel ammo for 75mm American Sherman guns, functions same as Canister
ADD: Enemy infantry, cavalry, and gun units that take FP in a turn when the player is overrunning their location must pass a morale check or else be routed, unless they are entrenched, fortified, or fanatic
ADD: Sound Effects: Motorcycle moving, LMG firing at low, medium, and high RoF, gun/cannon firing, gun moving without tow
ADD: Message before Campaign Day random events
ADD: Fortification zones now much less likely to spawn most very mobile enemy units
ADD: Emplacement unit category; if armoured, always counts as HD in all directions

CNG: Slightly updated fonts to improve weighting of lines (thanks cjprince!)
CNG: If a Lax AI unit spots an enemy unit, they now immediately become Alert
CNG: Greatly increased chance of a Lax enemy unit becoming Alert due to 1+ enemies already being spotted
CNG: Enemy units can now pivot to face any target, including the player, as an action during their activation
CNG: AI units now much less likely to attempt attacks with 0.5% chance of hit/effect
CNG: AI units now more likely to withdraw if they already had a good reason to do so and player is immobilized
CNG: Campaign week description in Campaign Calendar layer now has 8 additional display lines
CNG: Minor changes to Jungle Rats campaign
CNG: Molotovs and Flamethrowers can now get critical hits
CNG: Demo Charges, Flame Throwers, and Molotovs all now have lower base AP scores
CNG: Demo Charges now much more likely to cause immobilization after a penetrating hit on the player
CNG: Flame Throwers and Molotovs now much more likely to only cause Minor Damage after a penetrating hit on the player
CNG: Slight change to how crew positions and weapons are displayed in the Unit Gallery
CNG: Warning for a missing sound effect definition will only be displayed once per game session
CNG: Campaign days with Hold the Line, Counterattack, or Fighting Withdrawal missions will require less time to arrive at the front lines
CNG: All impacts on the player vehicle can now result in 1+ crewmen in the hit location being stunned or knocked unconscious by the impact

FIX: In cases where an AI unit has 2+ weapons that can be fired by the same crewman, the game will keep track of which crewmen have already acted and won't let them operate two weapons in the same turn
FIX: AI units that pivot will now not always rotate their turret to face their new hull facing direction, the turret will remain in the same relative direction
FIX: Very Large towing capacity display did not fit in Unit Gallery screen
FIX: Deleting a campaign record did not properly select another one
FIX: If first crewman had a different default command set, GUI and context console did not reflect this at start of scenario
FIX: Seasons and weather odds for South Pacific region
FIX: If a transport vehicle is abandoned by its crew, any passengers automatically bail out
FIX: During bail-out, if crewmen were killed by an explosion or incoming fire, the game would not properly end the bail-out sequence until the following turn
FIX: Unspotted enemy units that get bogged down will no longer trigger a sound effect
FIX: Vertical position of text in simple pop-up messages
FIX: Unspotted enemy units that fail a rout test (eg. after a FTR or WP attack) will no longer trigger a message for the player
FIX: Removed depiction of side skirts in DES portrait of Panzer IV H
FIX: Was possible for player unit to initiate an overrun attack when it was bogged down
FIX: If player vehicle was immobilized, chance that it would be pivoted incorrectly, leading to strange outcomes
FIX: Player could possibly add rare ammo during resupply when it was not available on current calendar date


Title: Re: Armoured Commander II
Post by: Asid on July 26, 2022, 10:36:40 PM
Update 1.2.2
Mon, 25 July 2022


This is a minor, mostly bugfixing update:

ADD: Attacks that miss a target due to it having no turret (sort of a reverse Hull Down) now have a more clear result displayed

CNG: Sniper attacks on player unit no longer possible in foggy conditions
CNG: Hold objectives will no longer be placed in hexrows 0-1 during Fighting Withdrawl day missions
CNG: Gunslinger and Spray and Pray crewman skills make Covering Fire from that crewman more effective during bailing out

FIX: Several hundred fixed/updated portraits by cjprince
FIX: Removed SU-12 from Barbarossa campaign
FIX: Friendly units destroyed and units destroyed during friendly fire air attacks no longer count toward Seven of Clubs Steam achievement
FIX: All 20mm autocannon weapons now have a minimum FP of 4
FIX: If a unit support category has no unit types that are available on the current date, it will not appear as an option
FIX: If player completes a campaign and chooses not to continue with the same crew into a new campaign, loading that saved campaign will now not re-roll crew decorations, add additional Steam stats, etc

Title: Re: Armoured Commander II
Post by: Asid on August 10, 2022, 11:23:21 PM
Update 1.2.4
Tue, 9 August 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_03225fe55b1b2880575459aa9e532d320a3b679e.jpg)

1.2.4 Changelog

ADD: Air attacks can now be turned away by enemy AA weapons on the ground - friendly fire air attacks may also be turned away by friendly AA

CNG: Units that attempt to unbog now only having Moving status if they successfully unbog

FIX: Issue with moving AI units where they would not pivot to correct direction, and their turret (if any) could be rotated even if it were Fixed
FIX: Possible that incoming aircraft would try and spot units that had already been destroyed
FIX: Steam achievement for Polish Cross of Independence not being tracked properly
FIX: Campaign Day Random Event messages were still being added to the day log

Title: Re: Armoured Commander II
Post by: Asid on August 27, 2022, 02:40:17 AM
Update 1.2.6
Fri, 26 August 2022

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_a35b599563f45504aa2b94b13336ea6515bdfe54.jpg)

This is an exciting update since it adds the first controller support to the game - I still want to add a few more Quality of Life features to help support this, but at least the game should be easier to run on the Steam Deck!

Full changelog follows:

1.2.6 Changelog

ADD: Game controller support
ADD: New tutorial slide regarding game controller input

CNG: Config file now stored in user directory
CNG: Increased minimum Unbog chance

FIX: Crash in Unit Gallery when no units meet filters and Campaign Roster is selected

Title: Re: Armoured Commander II
Post by: Asid on September 11, 2022, 10:00:26 PM
Update 1.2.9
Fri, 9 September 2022

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_6aa538d653b91d936c243ab3d86e5ea74705e1c0.jpg)

ADD: Special display characters for gamepad inputs
ADD: Campaign journal entry for immobilization event during Campaign Day map travel
ADD: Sub-menu for increasing a crewman's stats
ADD: Steam Deck default controller config now uses right trackpad to control mouse cursor

CNG: Moved game settings to its own menu tab in the in-game menu
CNG: Renamed "Acclimatized (Desert)" skill to "Acclimatized (Heat)"
CNG: If player is Ambushed, all enemy units automatically have their AI state set to Alert
CNG: More gradual gradient effects (by Vanagandr)

FIX: Crewmen now lose any old campaign skills when continuing into a new campaign
FIX: Time on Target skill now correctly requires target to be stationary
FIX: Char D1, D2, and D2 (Late) incorrectly had no radio
FIX: Player weapons that have already been fired will now be skipped when scrolling through ammo types / weapons (by Vanagandr)
FIX: Crash when player cancels Tutorial campaign from the Vehicle Selection menu
FIX: BMG for Jagdpanzer IV now operated by Loader, has 2 FP

Title: Re: Armoured Commander II
Post by: Asid on October 12, 2022, 02:25:44 AM
Update 1.2.13
Tue, 11 October 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_3a5b57fc8bd3bb33c1bf56ee57635ce54d5c8af4.jpg)

1.2.13 Changelog

CNG: Removed the to-hit bonus for ballistic attacks (other than rockets)
CNG: Spaces no longer allowed in crew given names, surnames, and nicknames

FIX: Crash when an AI unit that was off the visible map attempted to move
FIX: Crash when a crewman with an obsolete skill name was brought into a new campaign
FIX: Key inputs no longer displayed in game menu tabs if game controller is active
FIX: AI units may skip the check to surrender or dig in (Vanagandr)
FIX: KO hits being incorrectly re-rolled before resolution of effects on crew (Vanagandr)
FIX: Crash when scrolling through portrait variants on the Unit Gallery using gamepad input (Vanagandr)

Title: Re: Armoured Commander II
Post by: Asid on November 15, 2022, 11:19:20 PM
Update 1.2.15
Tue, 15 November 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_15e3f5a740c5ef722bbc4fa3a4819b768992598f.jpg)

1.2.15 Changelog

ADD: Updated Early War and Tropical unit portraits by cjprince

CNG: Removed Sd. Kfz. 13 from list of player units for Afrika Korps campaigns after 1941
CNG: Reduced the rarity of Horse Limber and Large Horse Limber units for North Africa to 10%

FIX: Incorrect dedicated Radio Operator modifier for support requests
FIX: Wound Badges were not triggering a notification for the player
FIX: Bug where unit mix in player squad would not be set up properly (Vangandr)


Title: Re: Armoured Commander II
Post by: Asid on November 28, 2022, 12:10:37 AM
Many Tanks
Sun, November 27, 2022


Dear Friends,

Thank you all so much for enjoying and contributing to Armoured Commander II over the past few years. Back in 2016 I set out to make a game that I wanted to play, and I put it on Steam in the hope that maybe a few dozen others would enjoy it as well. It's since gone on to sell more than 7700 copies, becoming more successful than I had every thought possible for such a weird little niche game. The contributions submitted by players have been invaluable; without them, this
game would not be half as good as it is.

I still have a fairly long list of minor additions, changes, and bugfixes still to do, and even after those are done, I will continue to maintain the game indefinitely by fixing bugs as they are reported. Future substantial content additions to the game will be to the mod authors, and I will be open to making reasonable suggested changes to the code in order to support mods.

I will not, however, be making an Armoured Commander III. I've already made the game I wanted to make, and I simply don't have the inspiration nor the energy to start the whole process over for this particular project. If there is anyone who has been part of the community for some time who wants to lead such a project, I would be happy to give them my blessing, but I will not be involved in such a project.

Thank you all again. For me, this continues to be an incredibly enjoyable experience with a great community of folks. I look forward to completing the development of ArmCom2, and am curious to see whether anyone is serious about taking on the challenge of creating a sequel.

Gregory "Sudasana" Scott

Title: Re: Armoured Commander II
Post by: Asid on January 29, 2023, 10:51:18 PM
Updated Quickstart Guide
Sat, 28 January 2023

I've uploaded a new quickstart guide to YouTube for those of you who maybe picked up the game but never really got into it.

It covers the basics of starting a new campaign and some of the essential elements of combat:

https://youtu.be/rGQFQPqWvtA

Title: Re: Armoured Commander II
Post by: Asid on February 02, 2023, 12:04:08 AM
Update 1.2.18
Wed, 1 February 2023

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_07c6b76107d6be3f7a911443d2325b30d70359fb.jpg)

This is a minor bugfix update, any crashes please report them on the Discord or the Steam forums. Changelog follows:

1.2.18 Changelog
CNG: Successful small arms attacks from the player on enemy units will now cause them to become Alert if Lax
CNG: Any small arms attacks from the player unit will activate any squadmates on 'On my Mark' command and change it to 'Fire at Will'
CNG: Gun units that deploy will automatically face one of the closest enemy units
CNG: Enemy units slightly less likely to withdraw by default

FIX: When trying to add 10 rounds of rare ammo to vehicle but fewer than 10 are available, game will add as many as possible
FIX: Squadmates now properly count as moving after the player initiates an Overrun attack
FIX: Non-tractor units with towing capacity were not using the correct AI behaviour
FIX: Regional rare ammo definitions were not properly restricting ammo as rare if it was unlimited by default
FIX: If an AI unit pivoted to move but then the move was not successful, its weapons were still covering their old direction

Title: Re: Armoured Commander II
Post by: Asid on February 06, 2023, 12:21:20 AM
Update 1.2.19
Sun, February 5, 2023

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_fcfb84d956bf9e2a50aa319f56d702b2494e54e4.jpg)

This update introduces a new (and hopefully better) system for handling keyboard, mouse, and gamepad input, including better handling of multiple game controllers. If you have any issues with input in this update, please do report them on the Discord or the Steam discussion board. Full changelog follows:

1.2.19 Changelog
ADD: After moving, all guns on the player unit will switch to not using their Ready Rack if they have one (since RoF won't be possible anyway)
CNG: Players can now switch between keyboard and game controller input during the game, and player can choose between multiple connected controllers
FIX: Game now detects when a game controller is connected or disconnected
FIX: Improved deadzone handling for left gamepad stick on Campaign Day layer

Title: Re: Armoured Commander II
Post by: Asid on February 11, 2023, 12:13:27 AM
Update 1.2.20
Fri, 10 February 2023

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_885874bf6875bea499105273c36ff55dc533cf7b.jpg)

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

Title: Re: Armoured Commander II
Post by: Asid on February 16, 2023, 11:40:31 PM
Update 1.2.21
Thu, 16 February 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_21a874b20f4e1862bdc3c6c2969a46166a1f4ed7.jpg)

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

Title: Re: Armoured Commander II
Post by: Asid on March 27, 2023, 01:25:36 AM
Update 1.2.23
Sat, 25 March 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_94a02574abc003c9afeb5002d0f14567b8c57264.jpg)

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

Title: Re: Armoured Commander II
Post by: Asid on April 09, 2023, 10:46:38 PM
Update 1.2.25
Sat, 8 April 2023

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_4b900ded452407da9e159df3cfb8e816c92757ea.jpg)

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
 
Title: Re: Armoured Commander II
Post by: Asid on April 30, 2023, 08:25:04 PM
Update 1.2.28
Sun, 30 April 2023

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_21a874b20f4e1862bdc3c6c2969a46166a1f4ed7.jpg)

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

Title: Re: Armoured Commander II
Post by: Asid on May 14, 2023, 03:09:12 PM
Update 1.2.29
Sun, 14 May 2023

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_3a5b57fc8bd3bb33c1bf56ee57635ce54d5c8af4.jpg)

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

Title: Re: Armoured Commander II
Post by: Asid on May 28, 2023, 12:12:57 AM
Update 1.2.31
Sat, 27 May 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_6aa538d653b91d936c243ab3d86e5ea74705e1c0.jpg)

- 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

Title: Re: Armoured Commander II
Post by: Asid on September 10, 2023, 12:56:11 AM
Update 1.2.37
Sat, 9 September 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_07c6b76107d6be3f7a911443d2325b30d70359fb.jpg)

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

Title: Re: Armoured Commander II
Post by: Asid on November 26, 2023, 11:34:23 PM
Update 1.2.41
Sat, 25 November 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1292020/ss_3a5b57fc8bd3bb33c1bf56ee57635ce54d5c8af4.jpg)

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


Title: Re: Armoured Commander II
Post by: Asid on December 24, 2023, 11:02:50 PM
Update 1.2.43
Sat, 23 December 2023

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_21a874b20f4e1862bdc3c6c2969a46166a1f4ed7.jpg)

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

Title: Re: Armoured Commander II
Post by: Asid on March 02, 2024, 07:13:38 PM
Update 1.2.45
Sat, 2 March 2024

(https://cdn.akamai.steamstatic.com/steam/apps/1292020/ss_6aa538d653b91d936c243ab3d86e5ea74705e1c0.jpg)


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

Title: Re: Armoured Commander II
Post by: Asid 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