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 3
Most Recent Build: Weekly Build
Linux Download Alpha 3 Python Script

 

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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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Alpha 3 Release

Very pleased to announce that Alpha 3 of Armoured Commander II is now available for download. This will be the last update for a while as I face a deadline at work, but so far it seems to be mainly stable and crash-free.

Linux: Download the Python script from GitHub
Download Alpha 3 for Windows

Update: Forgot to add the changelog! It’s a doozy:

0.3.0 Changelog

General:
FIX: Numerous minor bug fixes
CNG: Altered text alignment and background of pop-up messages, also no longer darkens screen
CNG: Campaigns are now sorted by start date in campaign selection menu
ADD: Soviet nation, campaign, and player tanks
ADD: Non-combat truck units to both German and Polish orders of battle
ADD: Start of Commander and Crew menus
ADD: Keyboard options plus a space for custom keymapping in keyboard_mapping.json
ADD: Player crew wounds and status changes
ADD: Options menu to in-game menu tab
ADD: 76.2mm obr. 00/02P gun for Soviet artillery support

Campaign Day Layer:
FIX: Bug with hidden encounter modifier
ADD: Support menu, procedure to request air or artillery support to an adjacent hex
ADD: Description of campaign day, displayed during morning briefing
ADD: Dead crew will be replaced after a scenario finishes
CNG: Pop-up messages display closer to centre of screen in this layer
CNG: Combined directional commands into a new, single menu console
CNG: Standardized use of action key colour for key command display
CNG: Hidden roll against enemy strength level for whether entering an enemy-held zone triggers a scenario
ADD: Hidden modifier, increasing chance of encountering resistance each time a zone is captured without resistance

Scenario Layer:
FIX: Unarmoured vehicles can now be destroyed by fp attacks (MG, HE, etc.)
FIX: Player Hull Down direction now rotates properly when player pivots
FIX: Dead or unconscious crewmen can no longer open/close their hatch
ADD: Commander command to request an air or artillery support attack
ADD: Crew Action phase in which the Commander can select a support attack target hex
ADD: Resolution of air or artillery support attack at start of Allied Action phase
ADD: Generation and display of terrain for units on scenario map
ADD: New terrain generated for units after movement on the map, also player squad after unsuccesful move
ADD: To-hit modifiers for targets depending on their terrain
ADD: Movement chances for player unit modified by current terrain
ADD: Hull Down checks and effects for vehicle units
ADD: Attempt Hull Down action for player in movement phase
ADD: Enemy units can do choose to do harrassing fire on player if they have 1+ exposed crewmen
ADD: Scenario will end if all player crew are killed
ADD: Scenario will end if end of campaign day has been reached
CNG: Player movement will no longer shift enemy units off the map
CNG: Enemy units that do a move action taking them off the visble map are now removed from play
CNG: Less likely that enemy units will do a move action that takes them off the map
CNG: AI now has a separate disposition for attacking the player unit
CNG: Size of player squad now based on tank class (Tankette, Light, Medium)
CNG: AI units trying to move now also do hidden movement rolls
CNG: Target now moved to top of hex stack when attacked by an AI unit
CNG: Crew modifiers for actions are now affected by BU/CE status, as well as whether crewman is Stunned

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New Weekly Build / Release Candidate 2 for Alpha 3 (Updated Again)

I’ve made a few final fixes and improvements to this build, if it runs well with no serious bugs then I’ll call it Alpha 3 and send it out the door. As always, please report any crashes to me. Download here.

Update: A crash slipped through: if your version crashes during the spotting phase, redownload, saved games are compatible.

Update 2: A few more bugfixes have been applied to this version, saved games are not compatible but this should be nearly ready for Alpha 3 release.

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New Weekly Build / Release Candidate for Alpha 3 (Updated)

I’ve put together a new Windows build that should be pretty close to what I have in mind for Alpha 3. It adds a ton of new features, fixes one serious bug (armoured trucks!) and a number of minor ones, and adds a new campaign and a new nation to play. Download here

Update: I just uploaded a hotfix that fixes a typo in the code for resolving FP attacks on unarmoured vehicles that would cause a crash. Old saves are still compatible.

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New Weekly Build

I’ve uploaded a new test build of Armoured Commander II, building upon Alpha 2 with some new features and fixes. Download it here.

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Alpha 2 Release

After a long time of being stuck on various issues having to do with the scenario map, I did some work at the start of this year to tear down the scenario layer and build it back up along the lines of ArmCom1. I’ve put together a bare-bones Windows release that should allow you to play through a single campaign day. I think it’s a huge improvement on the previous version and is bringing the sequel back toward the roots of the original. Still working on it so expect bugs and incomplete features.

Not sure about Linux compatibility right now, the last versions had some issues.

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New Build Available

It’s been some time but I have finally put together a new build of ArmCom 2 with new features and fixes. Download here as usual. The biggest change is that your crew is now vulnerable to enemy fire attacks, and can be injured and/or stunned, etc. as a result. The source script (available from GitHub) does not appear to work in Linux – perhaps because I switched to Python 3? Not sure – will investigate. Full changelog follows:

Changelog for 2018-09-29

ADD: AI units will now use small-arms attacks against unarmoured vehicles, or armoured vehicles with exposed crew
ADD: Random scenario events
ADD: Rifle fire sound effect
ADD: Command to abandon tank
ADD: Dead crewmen will be replaced after a scenario ends
ADD: Sniper attack resolution
CNG: Crew info display is now more compact, displays surname only
CNG: Elevation levels now represent 5 meters of elevation, more variation in hills generated
CNG: Enemy strength and organization levels in map zones, encounter odds and chances of number of enemy units spawned
CNG: Unit personnel now have three traits, which affect spotting and some crew skills
CNG: Message pop-up now works in any game mode, messages normally added to campaign day log as well
CNG: Units now automatically move to the top of their hex stack when spotted
CNG: Crewmen can only change Buttoned Up / Crew Exposed status if they are able to act
CNG: Crewmen who change status to Stunned, Critical, or Dead are automatically set to Buttoned Up
FIX: Handling of the Turret MG weapon type for the TK-3
FIX: Crash when HD directional arrow was being displayed
FIX: Display of to-hit / penetrate odds now overwrites previous displayed percentage properly
FIX: Campaign day log display was crashing when displaying special characters (eg. in crew names)
FIX: Erasing the saved game was not working, fixed now

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New Development Build – Air and Artillery Support

I’ve just uploaded a new development build. It’s dated June 9th since I finished it a little earlier than anticipated! The biggest change is the addition of air and artillery support options. For now, Germany has air support only and Poland has artillery support only, but eventually each will have at least some of each in their campaigns. The systems are also both very rudimentary for now, with further complexity planned for the future.

I have tested both but there’s always the possibility that either will interact with something else in an unexpected way, so if you do encounter any bugs or crashes please do report them at armouredcommander [at] gmail [dot] com. Changelog follows:

Changelog for Version 2018-06-09

ADD: Air support for German campaign, artillery support for Polish campaign
ADD: Crew skill levels, for now only the Commander skill level has any effect on gameplay
ADD: Hex zone info display when mouse cursor is over a hex in the campaign day map
ADD: Brief pop-up message when firepower is being resolved on a known unit on the viewport, showing chances of pin test, break, and destroyed results
ADD: New unit: German PSW 231 (8 rad) Armoured Car
CNG: Direct Gunner action is now Direct Fire, affects all fire attacks from tank
CNG: Dirt roads are now generated on scenario map based on road connections on the campaign day map
CNG: Player now spawns along the correct scenario map edge based on direction of travel on campaign day map
CNG: Infantry that moved and are in open ground now subject to a substantial modifier when hit by Area Fire
CNG: Display of firepower attack critical, partial, and full effects
FIX: Certain key commands that don’t change based on keyboard layout were being improperly decoded
FIX: Player tank not being correctly marked as destroyed
FIX: TK3 and TKS now have turret-mounted weapons but the turret is not rotatable
FIX: Player target Line of Sight was not being drawn properly if player pivoted or if target was not top of stack

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Development Build 2018-05-12

A new development build of Armoured Commander II has just been uploaded. This version builds upon Alpha 1, adding new features to the campaign day map and a few new bug fixes as well. Full changelog follows:

Changelog for 2018-05-12

– ADD: message log for the campaign day and a simple log display in the game menu
– ADD: terrain score for each scenario map hex, used to help the AI player
– ADD: terrain types for zones on the campaign day map; and this determines the type of terrain that will be generated on the scenario map
– ADD: railroads to scenario maps, no depiction on campaign day map yet
– ADD: bonus to hull down chance if railroad in hex
– ADD: very brief briefing for the start of the combat day
– ADD: sound effect for vehicle armour save
– ADD: new unit: German PSW 231(6 rad) Armoured Car
– CNG: Guns and Infantry units will now be spawned in more strategic locations at the start of the scenario
– CNG: continue key for attack displays to Tab
– CNG: roll indicator to percentage display for attack rolls
– FIX: vehicle destroyed sound was not playing until after the message display
– FIX: vehicles without turrets suddenly had them
– FIX: moving or pivoting now clears any acquired target immediately rather than at end of activation
– FIX: center objective hex will no longer have a pond generated in it

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Weekly Build 2018-04-28

Lots of additions and fixes in this week’s build, including new units, some fixes for crashes, and some minor balance changes. Download here. Changelog follows:

– Combined many instances of mouse and keyboard event polling into a single function
– Added “Direct Gunner” action for Commanders, gives a bonus to hit, but not allowed for Commander/Gunner positions, the tank must have a dedicated Commander position like in the 7TP
– Added a better description to “Direct Driver” action
– If a Commander benefits from their Direct Driver or Direct Gunner bonus during an activation, they cannot change actions until their next activation
– Added to-hit modifiers for short- and long-barreled guns at 3+ hex ranges
– Added right-click command to display info on unit at top of hex stack in scenario
– Added bonus to Hull Down chance if commander is on Direct Driver action
– If target is at a higher elevation than attacker, more likely that location hit will be hull rather than turret/superstructure
– Bonus move chance now capped at maximum 97%
– Objectives on the scenario map hav e been reworked: now only the centre hex in a map is an objective,and if the player holds it for a set amount of time they gain control of the area even if thereremain active enemy units on the map
– Fixed player LoS depiction, now hidden while attacking
– Fixed a bug where attack and penetration rolls were being re-rolled by mistake, potentially with an incorrect modifier applied
– Fixed bug where keyboard input during enemy turn would be stored and later executed; keyboard input is now flushed at start of player activation
– Fixed a crash related to Riflemen weapons not being recognized by attack calculator
– Reduced number of tanks in player battlegroup
– Added a screen update after AI units pivot or rotate turret as part of an attack
– Changed enemy unit spotted message slightly when a crewman in an allied unit did the spotting
– Added movement sounds for wheeled vehicles
– Reduced base bonus move chances slightly for all types of terrain
– Reduced base to-hit chances slightly for point fire
– If a unit is destroyed and it had been selected as the player target, the player target is now cleared
– Added an input event flush to the Wait function, should avoid the Windows spinning wheel of death again
– Changed from a “hatch open / hatch closed” system to a “Crew Exposed / Button Up” one
– If a position has no hatch, crew can only be BU
– For some weapons, crew must be CE to fire (eg. the MG on the PSW 221)
– For some very exposed open-topped vehicles, crew can only ever be CE
– Changed some code so that vehicles can have “turret”-mounted weapons without a rotatable turret, such as the Kfz 13
– Added new units:
– Polish Renault FT (37mm)
– German Kfz 13 Armoured car
– German PSW 221 Armoured car

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