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Author Topic: Armoured Commander II  (Read 77083 times)

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Offline Asid

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Re: Armoured Commander II
« Reply #120 on: October 13, 2024, 04:56:50 PM »
Update 1.2.56
Sun, 13 October 2024



ADD: Unit definitions in mods can now inherit key-value data from other unit definitions, syntax is the same as for nation definitions
ADD: Czechoslovakia as filter nation for unit gallery, list now sorted alphabetically

CNG: Improved messaging for effects on the Attacker Moving to-hit modifier
CNG: Some Campaign Day random events will now only affect a zone that is adjacent to the player
CNG: Amounts for the "additional support made available" random Campaign Day event now increased

FIX: Player vehicles that took a penetrating hit and were later knocked out will no longer check to see whether the PH is repaired at the end of the day
FIX: Missing base AP score for 57L gun
FIX: Crash report screen could sometimes have a red background
FIX: Rare crash when a refitting day appears at the end of the combat calendar
FIX: If player withdrew from a battle and the combat day then ended, the campaign day summary would be displayed twice
FIX: In foggy conditions, unit fortification greebles now displayed darker so as to be visible
 
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Offline Asid

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Re: Armoured Commander II
« Reply #121 on: January 06, 2025, 12:39:36 AM »
Update 1.2.58
Sun, 5 January 2025




ADD: Base AP score for 90LL gun (such as on the T26E1-1)
ADD: BT-42 as playable vehicle in Finnish Continuation War, but only available if ahistorical availability is turned on

CNG: Ultrawide fullscreen setting now divided into three settings for fullscreen aspect ratio - 16:9, 16:10, and 21:9
- note: if you previously had ultrawide fullscreen enabled, you will need to manually set this to 21:9
CNG: In Campaign Day crew menu, the 'Clear Default' controller input has been changed from clicking the left stick to clicking the right stick
CNG: Advancing fire option now resets after use

FIX: If a crewman were knocked unconscious during a defensive fire, they could still operate weapons during the overrun attack
FIX: Issue with modded nation definitions
 
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Offline Asid

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Re: Armoured Commander II
« Reply #122 on: April 14, 2025, 12:05:49 AM »
Update 1.2.60
Sun, 13 April 2025



ADD: Distinct armour save sound effect for attacks from molotov cocktails
ADD: New sound effect for demolition charge attacks
ADD: Inputs to switch between crewmen from within the crewman menu (thanks for the suggestion, Sinner6!)
ADD: When spending advance points in increasing crew stats, current value and value after spending the point are now displayed in the menu (thanks for the suggestion, Sinner6!)
ADD: 'very_reliable' stat for units, greatly decreases base chance of breakdown
ADD: Goliath 302 and 303 teams; no to-hit penalty for being a small team, lower base to-hit chance, cannot attack top armour, and only one attack before withdrawing (thanks for the suggestion and the portraits, Tesserakt!)

CNG: Replaced AT Rifle firing sound effect
CNG: Movement class modifiers now centrally defined in the game code
CNG: Unarmoured vehicles now display nothing in the armour section of the unit card, rather than 'Unarmoured' (was running into text from the movement class display)
CNG: Slightly increased the chance for very unreliable and unreliable vehicles to break down

FIX: When a HE hit was resolved on an armoured unit and the result was that the crew was taken out, the effect was not applied and the attack console remained visible
FIX: If the game is unable to load the campaign records file, it will display a message and return to the main menu instead of crashing
FIX: Panzer VD and Panzer VG renamed to Panzer V D and Panzer V G; older names will still appear in saved campaigns

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Offline Asid

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Re: Armoured Commander II
« Reply #123 on: April 27, 2025, 12:51:29 PM »
ArmCom2 Wargames Fest 2025 Community Challenge
Sun, 27 April 2025

The Steam Wargames fest is just around the corner, so on the Discord we are doing a Community Challenge, where players try their hand at a campaign and attempt to finish with the highest final VP score. For more info and to join in, please head over to the ArmCom2 Discord https://discord.com/invite/hdMyRySnRc

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Offline Asid

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Re: Armoured Commander II
« Reply #124 on: July 19, 2025, 07:08:24 PM »
Update 1.2.67
19 July 2025


ADD: American tropical and British winter unit portraits by jkprince

CNG: Updated unit data for the Japanese Type 91 Armoured Car

FIX: Changed 'tank' to 'vehicle' in several strings
FIX: When the player unit was hit by an attack and a crewman knocked unconscious, their command was not set to None, so in the case of an Overrun attack they were still able to act in that turn's Shooting phase
FIX: No longer possible to inadvertantly advance into the next Scenario phase while hex view mode is active
FIX: Expert Shot now replaces Crack Shot in a crewman's skill list
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Offline Asid

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Re: Armoured Commander II
« Reply #125 on: August 03, 2025, 04:46:21 PM »
Update 1.2.68
Sun, August 3, 2025


ADD: Unit definition tag for jet aircraft to play the correct sound effect
ADD: Jet aircraft now have no chance of being driven off by AA fire
ADD: Player can now choose to bail out when tank is bogged down, but with same VP penalty as withdrawing from the combat day early

FIX: Bonuses to withdraw from battle are now applied to the base chance, not the roll, so that effect of Commander command/skills is more clear
FIX: In the Campaign Selection screen, the player nation name is now wrapped across two lines for modded nations with longer names
FIX: In bailout screen, longer unit names of nearby allies could overwrite the list of Enemies in Sight

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