Armoured Commander II

Animated title screen

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

Windows Builds Most Stable Build: Alpha 6
Most Recent Build: Alpha 6
Linux

Most Stable: Alpha 6
Most Recent: Alpha 6

 

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Alpha 6

Armoured Commander II Alpha 6 is now available to download. Lots of bug fixes and improvements in this version, change log follows:

0.6.0 Changelog

General:
ADD: Fast turret traverse, currently only Panzer III and IV: lower penalty for changing turret facing before firing
ADD: Decoration can be awarded at end of campaign based on total VP (single day for now)
CNG: Reduced volume of main theme music

Campaign Calendar Layer:
FIX: Day summary now hidden after day has ended

Campaign Day Layer:
CNG: Support requests removed, moved to Scenario layer
CNG: Road generation procedure improved, village hexes linked to main road
CNG: Slightly changed the Battle day mission set-up
CNG: Zone capture odds
CNG: In Fighting Withdrawl mission, more likely that player’s location will be attacked
ADD: Defend map zone objectives in Battle and Fighting Withdrawl day missions
ADD: Sound effects for adding/removing ammo
ADD: Confirmation step to ‘Wait’ action
FIX: Bug where player could still capture a zone if they abandoned their tank
FIX: Road movement bonus not being applied correctly

Scenario Layer:
ADD: AP bonus if rear armour facing was hit
ADD: Linked hatches on player unit are now opened/closed as a group
ADD: Support attacks now requested in scenario layer via commander
ADD: Breakdown possible for vehicles when moving or attempting HD, cancels a successful move roll
ADD: Effects of unreliable stat: breakdown more likely
ADD: Effects of gun shield on incoming fp attacks
ADD: To-hit effect of Commander directing fire, driver Knowledge bonus to movement chance
CNG: Support attacks take time to arrive, but will continue every turn until no more target units are in target hex
CNG: Support attacks only target one hex, which moves/rotates if player moves/rotates, is highlighted on GUI
CNG: Support attacks automatically end at end of attack if all targets in hex were destroyed
CNG: Acquired Targets now stored by weapon rather than by unit
CNG: If turret rotates and a weapon on the turret fires, all weapons on the turret lose any acquired target
FIX: Bug where attack animation could overlap attacking unit’s depiction
FIX: Missing definitions for Marsh terrain
FIX: Support attacks not being delayed properly
FIX: Bug where support attack target was not being displayed properly when player pivoted
FIX: Updating context console after a player RoF attack
FIX: Enemy gun units will no longer be recalled – no way for them to move at the moment

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New Development Build Available

I’ve put together a new development build of the in-progress Alpha 6. A good number of new additions and fixes are included.

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Alpha 5

Alpha 5 of Armoured Commander II is now available to download. Many small improvements and fixes in this version, including the start of the campaign calendar layer, which will eventually allow for multiple days of gameplay in a campaign. Note that I’ve only just started adding French units to the game, they are not playable yet. Changelog follows:

0.5.0 Changelog

General:
FIX: Main menu theme now starts and stops when sounds are enabled/disabled in options menu
ADD: French nation definitions
ADD: H35 Tank to French units
ADD: Events now logged to a single game log, timestamped and organized by calendar day
ADD: Log tab to game menu
ADD: HMG Team to Polish AI units
ADD: Buessing-NAG Truck to German AI units
ADD: Armoured Train to Polish AI units
ADD: Display of injury (if any) on personnel display
CNG: Player squad no longer refilled after each scenario, instead losses are not replaced until a random event on the campaign day layer brings reinforcements
CNG: Minor visual changes to main menu
CNG: Player records (gun hits, vehicles destroyed, etc.) now stored separately for the current combat day and for the campaign as a whole

Campaign Calendar Layer:
FIX: Change in ground conditions now properly updates the weather conditions display
ADD: Layer interface, will eventually allow player to play through multiple combat days in sequence

Campaign Day Layer:
FIX: Small change to objective hex highlight display so that it doesn’t overlap line of control display
ADD: Day mission types: Advance, Battle, Fighting Withdrawl
ADD: Different map control layouts based on day mission
ADD: VP reward and message when player captures an objective hex
ADD: Animation console with rain animation effect, displays when precipitation is Rain or Heavy Rain
ADD: Additional menu tabs in command menu
ADD: Dirt roads connecting map hexes
ADD: Wait command – no move but 15 minutes pass
ADD: Player actions can trigger a zone capture check, which may result in a friendly zone being lost, or an enemy zone being taken by allied forces
CNG: Zone capture/loss check now separate from Random Events check
CNG: Increased time between weather change checks

Scenario Layer:
ADD: Random event roll after end of enemy action
ADD: Random events: sniper attack, air and artillery attack, enemy reinforcement, enemy unit recalled
ADD: Enemy reinforcement less likely to re-occur after first time in a scenario
ADD: Flag for AI units being recalled from the battle
ADD: Animation console with rain animation effect, displays when precipitation is Rain or Heavy Rain
ADD: Support attack, gun fire, explosions, and small arms attack animations implemented in new layer
ADD: Smoke levels for units: generated at spawn, changes upon move, dissipates over time; affects air attacks, spotting, to-hit attacks, and area fire
CNG: Small change to how AP hits are processed
FIX: Crew in turret now have their visible hexes rotated properly if turret is rotated
FIX: Air attack will be aborted if cloud cover is now overcast
FIX: Hull Down status in player unit info console now updated properly after player move or pivot

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Alpha 5 RC 2

I’ve put together a Windows build of Alpha 5 release candidate 2, meaning that it should be bug- and crash-free but I’m still testing out all the new and changed features. For Linux users, this is also the most current version on the master branch.

I won’t be able to fix any outstanding bugs or crashes until the week of 29th July, but it seems to be stable enough for the moment to try out.

EDIT: The Polish campaign was broken (no friendly zones would ever be taken) so I’ve fixed that now in RC 2, same download link.

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New Development Build

I just uploaded a new development build to the usual location. Includes fixes and additions from the previous build, including unit-level smoke, new day missions, and a new system for zone loss/gain on the Campaign Day map.

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New Development Build

I’ve put together a quick build of what I’ve been working on over the past few weeks. This one introduces an animation layer, the start of a campaign calendar, and a number of small additions and improvements. Download from the usual link.

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Alpha 4 Release

After fixing a few bugs in the release candidate, I’m happy to present Armoured Commander II Alpha 4 for your downloading pleasure. Changelog follows:

0.4.0 Changelog

General:
CNG: Game no longer loads all sound effects at start, instead each is loaded just before it is played
CNG: Crew positions with no hatch are now displayed as — rather than BU
ADD: Can set crew nicknames, but once set cannot be changed
ADD: Tank/AFV tab to main game menu, shows current ammo stores for main gun
FIX: Minor bugfixes, mainly relating to properly updating display consoles

Campaign Day Layer:
ADD: Random events may be triggered after each player action in this layer
ADD: Ammo load/unload menu for player tank: player must load ammo at start of day and can load/unload HE and/or AP ammo when being resupplied
ADD: 1-3 Fate Points for player unit per day: each will silently turn one high-calibre AP hit into a miss, or one low-calibre hit into an armour save
ADD: Additional details in morning briefing
ADD: Weather Conditions
ADD: Display of weather info in Campaign Day interface
ADD: Weather generation at start of day
ADD: Conditions will change randomly throughout the day
ADD: Overcast cloud cover prevents air support from being requested
ADD: Muddy ground increases travel time between zones

Scenario Layer:
ADD: Bail-out procedure for when player tank is destroyed
ADD: Right-click on a friendly or spotted enemy unit for additional info
ADD: Successful player unit armour saves may still cause crew to be Stunned
ADD: Abandon Tank command, unlocked when 1+ crewmen are critical or dead
ADD: Weather conditions
ADD: Rain and Heavy Rain make spotting more difficult, especially at longer ranges
ADD: Rain and Heavy Rain apply a negative to-hit modifier for Direct Fire
ADD: Muddy ground reduces chances of player move success
ADD: Muddy ground makes HE less effective against infantry and guns
CNG: Support attacks are now resolved automatically at the start of a scenario
CNG: Player shooting phase now skipped if no crewman on an appropriate command
CNG: Less likely that enemy units will spawn behind the player
CNG: Changed AI slightly so that AP attacks are more likely on armoured targets than HE
FIX: Player gun hits for the day now recorded properly

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Alpha 4 Release Candiate 1

I’ve packaged up a version that I think is ready to be called Alpha 4. One important new addition is weather conditions, which are randomly set at the start of the day and can change during the day. As always, please let me know of any bugs/crashes that you encounter. Download here.

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New Weekly Build 2019-03-23

A new Windows build is now available at the usual link. This one includes a number of small improvements and fixes.

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New Weekly Build

I’ve just uploaded a new weekly build with a number of new features. I haven’t fully tested all of them yet, so please do report any bugs or crashes that you encounter. Download here.

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