This week’s build has gone up early, and it’s a big one. It’s now possible to play through an entire campaign day, on either the German or Polish side. I haven’t encountered any crashes in this version but if you do, please let me know at armouredcommander [at] gmail.com – this should at least give you a good idea of where the game is going.
The Windows-packaged build is available at the usual download location.
No weekly build again this week – adding in the campaign day inferface has meant that the game has been pretty much unplayble for a while until everything gets re-integrated again. I’ve been fairly successful so far, however, in getting the campaign layer to work properly. It’s now possible to:
- select one of two campaigns set in Poland in 1939
- select your tank from a list of availible models
- select a randomly generated commander name or enter your own
- move around the campaign day map (pictured at top)
- have a battle encounter randomly trigger upon moving into an enemy-held area
- battle scenarios generate a number of enemy units based on enemy strength in that area and on their historical rarity (Polish enemies for German players and vice-versa)
- when you win a scenario, you gain control of that area and return to the campaign day map
- at any point, on either the campaign layer or the scenario layer, you can save, quit, and resume your game
Still missing are a way to end the combat day (right now the clock will advance indefinitely), a means of calculating total Victory Points earned during the day, and a means of requesting resupply to replace expended main gun shells. So again, not yet playable, but getting very close to that point.
Of course after that there’s still much to do. The empty areas on the campaign day interface pictured above will eventually show information about map areas, a list of current missions assigned to you by command, and a contextual menu screen that can show information about crew, your allies, and so on.
A new weekly build has just been uploaded to the usual download location. As usual there will be bugs and crashes so please do email me at armouredcommander [at] gmail.com if you discover any of these.
With this version I’ve added all the core elements of the “scenario” stratum of the game. There’s clearly much more that could be done but with this part working I’m going to start work on the “campaign day” map and interface, which will see your tank moving across a battlefield and possibly triggering an encounter on the scenario map. I’ve held off on some key parts of the game, including crew injuries and skills, until this is complete. I’ve started a sketch of the campaign day map in REXPaint:
In contrast to ArmCom1, where the campaign day map was made up of polygon areas, ArmCom2 will have a hex map with each hex representing an approximately 2.7 km-wide area of terrain. Each hex in the campaign day map represents an entire scenario map (hence the different hex orientation). The depiction of the enemy- and friendly-held areas will be better than that in the sketch – I think a frontline makes more sense than marking each hex individually.
Finally, brief changelog for this week’s build:
Changelog for 2018-03-17
– New menu system and turn structure: phases are gone, crewmen are automatically assigned actions when the player acts
– Added four additional keyboard mapping options
– If any turret weapon has already fired this turn, turret rotation is not allowed until next activation
– Weapon mount now displayed in context console display (upper left corner of map viewport)
– Activation order for enemy units now randomized at start of scenario
– Added additional displays and functions for stacks of units in the same hex
– Use mouse wheel to cycle top unit in stack
– Road generation will now avoid hills more often
– Small improvement in display of possible results when rolling for FP resolution effect
– Set up a proper system to avoid repeated keyboard inputs – old one would often miss inputs
– Key to proceed with attack resolution now C on QWERTY keyboards – avoids ending player activation by mistake
– Minor changes and bugfixes
Version 0.1.0-2018-03-10 is now avaialble for download from the usual location. Changes are as follows:
– HE ammo type has been added to guns, also ammo tracking
– Minor changes to interface
– Additional enemy units added: tankettes and armoured cars
– Major fix to a crash when resolving FP on infantry units
– Infantry and guns can now see 6 hexes away
– Added a check for units to regain concealment (unknown status) at the start of their turn
– Objectives will no longer be placed adjacent to a map edge
– Added a rarity rating for enemy units, rare units will be selected less frequently for enemy spawns
– Added alt+arrow keys for selecting crewman and changing action in Crew Action phase
– Critical hits with HE on infantry and guns now apply 2x effective firepower
– MG attacks within 2 hexes have a chance to penetrate armour
– Slightly reduced bonuses for firing at an acquired target
I’ve uploaded a slightly updated version of the weekly build, since I found some potentially game-crashing bugs while working on it today. Download link is the same as before. Changes are as follows:
ArmCom2 version 0.1.0-2018-03-04
– Unit portrait (if any) will now be displayed when an enemy unit is spotted
– Fixed bug where game would prompt player to fire again when an enemy unit maintained RoF
– Fixed bug where AI Loader crewmen were being set to the wrong/outdated order
– Enemy spawning is now done in a more intelligent fashion
I’ve just updated the weekly build, downloadable from the usual location. I have tested it on Windows 10 and it works. That’s not to say there won’t be other bugs and crashes, but at least Win10 players can progress past the main menu now. Changelog follows:
– Added a fix for the crash on Windows 10, it’s a temporary fix but should work for now
– Area Fire (MG) attacks now more likely to have an effect, and different levels of effects
are possible: partial, full, and critical
– Area Fire attacks now include negative modifiers for firing at a target in higher elevation,
and for vehicle size class if they target is Known
– Changed the style of the hex highlight when pop-up message is displayed, and also had the message switch to the bottom of the viewport if it would otherwise cover up the highlighted hex
– Fixed a few display bugs
– Changed the penalty for chance of additional extra moves beyond the first
– Added the option to switch to a half-size font, making the game window smaller
– Started to add crew statuses; no effect yet
– Added possibility of Rate of Fire for player; if the weapon is a Gun, there must be a
Loader on Reload action
– Added arrow keys as alternates for WASD
Just a quick note that the current weekly build crashes consistently on Windows 10 right upon starting a new game – I’ve figured out the problem though and the next weekly build, with updates and new features, should work fine on Windows 10. I should post the new weekly build on the 3rd March after I do some additional work on the AI and some playtesting.
A new weekly build is available from the usual download location. The biggest change from last week is the addition of machine guns and Firepower attacks. These will not (yet) harm an armoured target, but are effective against infantry. Infantry are also armed with anti-tank rifles which have a small but significant chance of penetrating your tank. Each individual crewman or personnel within a unit now has his own morale value, the average of which is used to calculate an overall morale rating for the unit. When non-armoured units are hit by FP attacks, they may be forced to test against their morale to avoid being Pinned. Additional possible effects, including Breaking and Reduction, are planned.
A number of minor bugs and crashes have also been fixed, but there’s still much to be done. The result display for resolving FP attacks on a target in particular is not yet very clear in how it presents the information.
At the beginning of this year I took a hard look at the state of Armoured Commander II and decided to start fresh. I wasn’t happy with how the game was developing and I had learned a lot over the previous few months that would be difficult to implement in an established code base. So I started with a new, empty Python file and copied over each element of the game piece by piece, making changes and improvements along the way. Today I’m posting the first weekly in-progress build in a long time because I’m pretty pleased with how it is now coming along. The current game is still very limited but the core elements are in place. Many of the features I was working on late last year haven’t yet been re-added, but they are on their way.
More than anything else with this re-start I wanted to re-integrate your tank’s crew into the game, so I devoted a good chunk of the screen to them, and I went back to a modified crew action system similar to that in ArmCom1. This brings the focus of the game back to the men in the tank, including yourself as the commander, which I think was one of the strengths of ArmCom1. You can see details about your crew in the F3 menu; only the perception stat is used for now, others will be important later on.
The weekly build is available at the usual location. I’ve used a different packager this time from previously (PyInstaller) so if it doesn’t run on your machine please email me and let me know. I will continue to work with the packager options to try to produce a cleaner and more compatible build. If you don’t run Windows you can always download the source from GitHub.
EDIT: I’ve just uploaded a hotfix that should prevent crashes when displaying crew names with non-ascii characters.
Two recent developments in ArmCom2: I’ve re-done the spotting system, changing it from a deterministic system (units are always spotted given a set of conditions) to a roll-based one with a couple automatic cases. Each crewman has a chance to spot unknown enemy units in his line of sight, which depends on his position in the tank and his hatch status. The roll is based on the crewman’s Perception stat plus modifiers such as range, intervening terrain, etc. This means that all units in the game will need fully modeled crew so that eventually all units will use the same system. In addition, there’s a couple situations in which units are always automatically revealed, such as moving in the open, or firing within close range of an enemy unit.
I’ve also added a new pop-up message window system, initially for use with spotting messages. I think it’s a big improvement on the pop-ups in ArmCom 1, since the window only appears in one of two positions (top half or bottom half of map viewport) rather than popping up anywhere on the map view. My plan is to use this for most messages during scenarios, with additional details logged to the message log.
I need to do a bit more work first but I should be able to compile a new Windows build soon for players to try out.