Armoured Commander II

Animated title screen

Armoured Commander II is an in-development tank commander roguelike game set in the Second World War. 

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Alpha 9.2

A crash upon getting the allied air or artilerry attack as a random event during a scenario has been fixed. Games saved under Alpha 9 and 9.1 are both compatible with this new version. Download Alpha 9.2 here.

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Alpha 9.1

Two fixes have been applied to the game, thanks to Rafał Karczmarczyk for the bug reports! Download link for Alpha 9.1 is the same, campaigns begun with Alpha 9 are also compatible with 9.1

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Alpha 9

Alpha 9 is now available for download. There’s likely to still be some bugs and crashes present, so please do let me know about them via email (address in readme) or by posting an issue on the GitHub page. Changelog follows:

General

ADD: Canadian nation definitions, Canada’s Best campaign, Commonwealth Sherman II, V, and VC units
ADD: AI units to Patton’s Best and Canada’s Best campaigns: Panzer VIe Tiger, Panzer VIb King Tiger, Marder III M, Jagdpanzer IV, Jagdpanzer 38(t), PSW 234/2 Puma
ADD: AI unit to Poland and Liberation campaigns: Renault FT (MG)
ADD: Unit portraits for: PaK 43, 8.8cm FlaK 18 o. 36, 76.2mm obr. 00/02P
ADD: “Enemy Spotted!” skill; less chance of being ambushed at start of scenario
ADD: Game option to set pause length when a message window is displayed
ADD: Additional portraits for Sherman variants
ADD: Snow and Deep Snow ground conditions
ADD: Light Snow, Snow, and Blizzard precepitation and animations
ADD: Campaigns now set regions that determine terrain types on campaign map, seasons, and weather conditions for each season
ADD: 7.5cm leIG 18 Infantry Gun for German forces
ADD: Artillery support in Poland Campaign
CNG: Tank portrait for main menu now randomly selected from all tanks and tank destroyers in unit list
CNG: Removed campaign log; instead records for each campaign day are recorded for the campaign and exported at end
CNG: Campaign ends if commander is killed or seriously injured
CNG: Revised VP award amounts
CNG: Small changes to campaign day mission parameters
CNG: Completed list of combat calendar weeks for Patton’s Best and Canada’s Best campaigns

Campaign Calendar

ADD: Command to set tank name if none set already
ADD: ‘end_date’ for campaign weeks; can end a combat week before the full 7 days passes
ADD: Additional weeks to Patton’s Best calendar
ADD: Refit weeks, during which player can switch to a new tank model
FIX: Message removed when player’s tank is repaired after being immobilized – was causing incorrect screen display

Campaign Day

ADD: Animation when player moves into a new zone
ADD: If player reaches top row of map (or bottom in Fighting Withdrawl), map is scrolled up/down, new map objectives are generated
ADD: Counterattack day mission
ADD: Option to use Advancing Fire when entering an enemy-held zone: uses HE rounds but may pin enemy infantry and gun units if a scenario occurs
CNG: Resupply command tab is now Main Gun tab, allows player to manage Ready Rack for main gun
CNG: 2+ zones can be captured in a single action by enemy in Battle and Fighting Withdrawl missions
CNG: Support attacks now reverted to earlier design, except that player must commit to request attempt and then move without knowing outcome

Scenario

ADD: Message for when vehicles are unaffected by firepower resolution
ADD: Possible ambush at start of scenario if zone is enemy-controlled: enemy units more likely to spawn behind player, and they activate first
ADD: AP impact may knock weapons off target, clearing all acquired targets
ADD: Sound effect when changing crew command
ADD: Chance of player getting bogged down after moving or pivoting, drive can attempt unbog in next turn
ADD: Animation and effects for Light Snow, Snow, and Blizzard precipitation
ADD: Ready rack contents and Rate of Fire odds display to contextual console
ADD: Option of reloading from Ready Rack, effects, command to manage RR contents
CNG: End of campaign day no longer ends a scenario; instead, enemy units start to withdraw from the battlefield
CNG: Light Artillery Car now spawned along with an armoured locomotive
CNG: Acquired Target bonus for point fire and area fire slightly higher at long range
CNG: Armour Penetration checks can now be modified to 0% or 100% chance, meaning that penetration is impossible or automatic, no roll required
CNG: Minor display and layout changes
FIX: Bug where unarmoured vehicles would not be affected at all by AP hits
FIX: Bug where smoke on player units could disperse right at start of first turn
FIX: Rare crash upon trying to spawn enemy units

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Alpha 9 Release Candidate 1

I’ve uploaded RC 1 for Alpha 9 to the usual development build location. It includes a number of new features and fixes, full changelog to follow once I’ve had a chance to properly test it. There’s likely still bugs and crashes present but I’ll do some unit testing over the next few days and try to iron them out.

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Development Build – 30 November 2019

I’ve updated the current development build with a few fixes and new features, including:

Permadeath: If your commander dies or is seriously injured, your campaign ends
Campaign Day Map Scrolling: If you reach the final row of the campaign day map, a new region will be generated
Bogging: Player tank may get bogged down after movement, odds depend on ground conditions and starting terrain

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Development Build – 16 November 2019

I’ve uploaded a new work-in-progress development build, as I work toward Alpha 9. An initial changelog follows to highlight what is new from Alpha 8:

General

ADD: Canadian nation definitions, Canada’s Best campaign, Commonwealth Sherman II, V, and VC units
ADD: AI units to Patton’s Best and Canada’s Best campaigns: Panzer VIe Tiger, Panzer VIb King Tiger, Marder III M, Jagdpanzer IV, Jagdpanzer 38(t), PSW 234/2 Puma
ADD: AI unit to Poland and Liberation campaigns: Renault FT (MG)
ADD: Unit portraits for: PaK 43, 8.8cm FlaK 18 o. 36, 76.2mm obr. 00/02P
ADD: “Enemy Spotted!” skill; less chance of being ambushed at start of scenario
ADD: Game option to set pause length when a message window is displayed
ADD: Additional portraits for Sherman variants
CNG: Tank portrait for main menu now randomly selected from all tanks and tank destroyers in unit list
CNG: Removed campaign log; instead records for each campaign day are recorded for the campaign and exported at end

Campaign Calendar

ADD: Command to set tank name if none set already
ADD: ‘end_date’ for campaign weeks; can end a combat week before the full 7 days passes
ADD: Additional weeks to Patton’s Best calendar
ADD: Refit weeks, during which player can switch to a new tank model
FIX: Message removed when player’s tank is repaired after being immobilized – was causing incorrect screen display

Campaign Day

ADD: Animation when player moves into a new zone

Scenario

ADD: Message for when vehicles are unaffected by firepower resolution
ADD: Possible ambush at start of scenario if zone is enemy-controlled: enemy units more likely to spawn behind player, and they activate first
ADD: AP impact may knock weapons off target, clearing all acquired targets
ADD: Sound effect when changing crew command
CNG: Reduced time required to get a response from a support request
CNG: End of campaign day no longer ends a scenario; instead, enemy units start to withdraw from the battlefield
CNG: Light Artillery Car now spawned along with an armoured locomotive
CNG: Acquired Target bonus for point fire and area fire slightly higher at long range
CNG: Armour Penetration checks can now be modified to 0% or 100% chance, meaning that penetration is impossible or automatic, no roll required
CNG: Minor display and layout changes

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Alpha 8

Alpha 8 is now available to download. I also recorded a quick play-through of one day of the Polish campaign.

Update: Packaged version has been updated to Alpha 8.1, incorporating recent fixes (thanks, Dan!). Saved games from Alpha 8.0 can still be loaded.

Changelog follows:

General

ADD: Game can now handle multiple combat days in a campaign
ADD: USA nation definitions
ADD: Patton’s Best campaign
ADD: M4, M4A1, M4A3, M4A3(75)W, M4A3E2(75)W “Jumbo”, M4A3E2(76)W “Jumbo”, M4A1(76)W, and M4A3(76)W “Easy Eight” Sherman unit definitions and portrait
ADD: Turret-mounted smoke mortar fired by Loader to M4A3(75)W, M4A3E2(75)W, M4A3E2(76)W
ADD: Powerful Engine stat for M4A3 Sherman, effects, display
ADD: HVSS stat handling, effects for unit types that may have it
ADD: Wet Stowage stat and effect (lower chance of burn-up)
ADD: P-47 Thunderbolt to American air support
ADD: Panzer IV H, Panzer VG ‘Panther’, STuG IIIG, Marder II, PaK 38, PaK 40, PaK 43 to AI units
ADD: Unit portrait for Panzer IV H
ADD: Turntable bonus for AT guns firing after pivoting
ADD: Sound effect for adding a skill or increasing a stat
ADD: Player tank menu discards options that are not yet available in calendar
ADD: Fast mode debug flag for quicker testing
CNG: Sound effect for loading shells
CNG: Enemy unit class spawn odds now stored in campaign object, any new data in a subsequent campaign day will update odds for that class
CNG: Removed op_value stat from units, was never used
CNG: New method for handling unit type rarity, can include different values for different date ranges
CNG: Font extended with special Polish glyphs, can now be displayed in crew names
CNG: Improved pop-up message console display
CNG: Improved appearance of environmental conditions display console
CNG: Campaign days now randomly generated, campaigns define set of parameters per week of campaign
CNG: Campaign names now displayed in standard orange colour
CNG: Unit type nicknames (eg. Firefly, Panther) now stored and displayed separately

Campaign Calendar

ADD: Display of day description
ADD: Confirmation step when requesting resupply
ADD: Debug command to proceed to next day (disabled in distribution versions)
ADD: End of day display, crew roll to recover from Light Wounds and roll for advances
ADD: Critical wounds automatically become Serious at end of day
ADD: Procedure for player to select a new tank after one is destroyed
ADD: Crewmen recover from being stunned or unconscious at end of day
ADD: If tank was destroyed during day, no longer displayed in menu
ADD: Immobilized tanks repaired for next combat day
CNG: Start of day animation now shown before entering campaign calendar interface
CNG: Player tank portrait no longer displayed in top part of screen (tank menu has been added for that)
FIX: Bug where screen would not be drawn if player saved at end of day and then continued game

Campaign Day

ADD: Map hexes on edge of map with only one dirt road link will have also have road drawn to edge of map
ADD: Display of main gun ammo levels to Supply menu tab
CNG: Calculation of travel time between zones

Scenario

ADD: New procedure for requesting and delivering support attacks
ADD: Target terrain modifier to spotting checks
ADD: Message for when FP is being resolved on an unarmoured vehicle target
CNG: Targets now selected and stored separately for each weapon on player unit
CNG: Unit smoke concealment now tracked by hexside, lasts slightly longer
FIX: Crash when trying to display a Hull Down direction of 1 in the unit info console
FIX: Movement class modifiers now applied for AI units moving
FIX: AA MG not being able to fire all round
FIX: Gun hits now properly applied to unarmoured targets
FIX: Armour AP modifier calculations, better now for large armour values

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New Development Build – 21-09-19

I’ve uploaded a new development build to the usual download location. I’m working on a number of fixes and additions, but the biggest addition is a work-in-progress Pattons’ Best campaign set in 1944. Expect bugs and crashes as there’s lots still to test and add for Alpha 8.

EDIT: A few crashes fixed and more features added in the 22-09-19 version, same download link as before

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Alpha 7

Armoured Commander II Alpha 7 is now available to download. I had some trouble with the recent development builds since some required files were missing, so if you tried one and it crashed to desktop, do please give Alpha 7 a try. Changelog follows:

ArmCom2 Alpha 7 Changelog

General

ADD: New crewman menu, accessible from multiple layers
ADD: Crewman now start with 2 free advances if commander, 1 if in another position
ADD: Initial crew skill definitions in a JSON file
ADD: Crew advance menu: can spend advance points to increase stats or add new skills
ADD: Command to select and start a random campaign from list
ADD: Log export at end of campaign
CNG: In-game menu now simplified and reorganized for clarity
CNG: Crew stats now start at 1 and two randomly selected stats are increased to 3
CNG: Lengthened combat days for all campaigns
FIX: Bug where list of unit weapons would extend outside of limited area
FIX: Bug in Soviet campaign where support level for campaign day was not set properly

Campaign Calendar

ADD: Menu to view list of crew positions and open crewman menu for any filled position
ADD: Set nickname command in crew menu tab
ADD: Title and instructions in Command Menu
CNG: Crew menu tab display reorganized, combined with tank info
FIX: Rare bug where map generator would try to add a road link to a non-existant map hex

Campaign Day

ADD: Total number of battles during the day now recorded
ADD: Crew list in crew menu tab
ADD: Option to spend 15 minutes requesting additional air/artillery support
ADD: If player tank was immobilized during a scenario, the campaign day ends
ADD: Dead or seriously wounded crew now replaced after a scenario, even if campaign day has ended
ADD: Traveling to front lines at start of day takes a random amount of time
CNG: Resized and reorganized direction control and command display consoles
CNG: Player squad now brought back to full strength after every scenario, removed from random events
CNG: Increased base travel time to 20 minutes, 15 minutes if by dirt road
FIX: Bug where increase of support level random event would increase level beyond initial value
FIX: Campaign name not being wrapped in the campaign day summary window
FIX: Very minor bug in greeble generation, may improve performance slightly

Scenario

ADD: Crew skill effects
ADD: Current target name to weapon information in contextual console
ADD: Message when firepower effects are resolved on a non-vehicle unit
ADD: Fatigue level for non-vehicle units, increases when subject to firepower and make future destruction more likely
ADD: Penetration of player tank has different possible outcomes: minor damage, tank immobilized, spalling, or destroyed
ADD: Crew can abandon tank if it is immobilized
ADD: Open crewman menu command in Command Phase
CNG: Player crew actions now reset to “spot” at start of new scenario
CNG: How weapon operation commands are assigned to crewmen
CNG: Resized unit info console
CNG: Integrated directional display into Movement tab in command console
FIX: Added additional console flushes to avoid spinning wheel of death during automatic events
FIX: Crash when trying to initiate player bail-out, also buggy display of bail out procedure

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Alpha 7 RC 1

I’ve uploaded a build of release candidate 1 for Alpha 7 to the usual location. LOTS of bugfixes in this version, including a bunch of stuff that was broken in the past few builds, now hopefully working as intended.

UPDATE: The final version of Alpha 7 (with a changelog) is now available for download

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