Armoured Commander II – Version 3.0.0

Version 3.0.0. is now available for download. This will be the last freely available build as the game will be moving to Steam later this year, but the source code for the core game will always be available on the GitHub repo.

Version 3.0.0 Changelog


ADD: Full campaign day journal now included in exported campaign log at end of campaign
ADD: Debug command to select a crewman, select an injury location, and apply a selected injury level
FIX: Improved appearance of diagonal arrows in both 8×8 and 16×16 font sets
FIX: Bug where player would not have to select a new tank after abandoning it during a scenario

Campaigns and Campaign Calendar

ADD: Field Hospital:

  • new command menu tab and display in the campaign calendar layer
  • chance at end of day that a crewman with one or more Heavy or serious injuries are sent to field hospital for up to one week
  • odds and possible length of time increase with number and severity of injuries
  • player can view crewmen currently in hospital, but no advances can be used until the crewman returns to active service
  • once minimum hospital time has passed, crewmen in field hospital have a chance to return to active duty each day
  • at the end of their hospital stay, crewman may rejoin the player tank at the start of the next day in the combat calendar
  • player can compare returning crewman, choose which position they would take
  • if they reach the maximum possible time in hospital, they automatically return to duty
  • if “Player Commander” is activated and player crewman is sent to field hospital, the player misses that time in the campaign and has to start with a new crew
  • if length of stay extends past end of campaign, then your campaign is over
  • otherwise you return to active duty with a new tank and crew

CNG: If game tries to read a campaign .json file and fails, full error message is displayed for debugging purposes
CNG: End of Day display moved to trigger after return from the Campaign Day interface rather than as part of starting a new day
CNG: Improvements to End of Day display
CNG: Small change to order of events when proceeding from the current day to the combat day
CNG: Campaigns now have a set length of total combat days, but the combat calendar is still randomly generated for each campaign

Campaign Day

CNG: Zones with a Target of Opportunity now have their enemy strength level increased
FIX: Bug where no AI zone captures were possible during a ‘Spearhead’ mission day


ADD: “No effect” message displayed if firepower resolution on player unit had no effect
ADD: Player units that are Fast moving and/or Recce have a chance of making 1+ extra move actions
ADD: Indicator of player’s spotted/unspotted status at bottom of time console
ADD: Additional factors now influence the Ambush roll at start of battle
CNG: Spotting system:

  • Player and squad start scenarios unspotted to enemy
  • Player crewmen now only attempt to spot one random possible target per turn
  • Allied and enemy AI units do their own spotting before their activation
    CNG: Units now have blocked or clear Lines of Sight between them
  • initial LoS between units is generated at the start of the scenario, before the first spotting round
  • LoS is always the same both ways (if unit A has LoS to unit B, then unit B has LoS to unit A)
  • friendly units in the same hex always have LoS to each other
  • LoS is regenerated when a unit moves or repositions
  • chance of LoS affected by terrain for both units and range between them
  • if LoS is blocked, no attacks are possible, and no spotting checks are possible
  • AI units with no LoS to any enemies will try and reposition, guns have no choice but to wait
  • if a new unit is spawned (unloaded passenger or reinforcement), it is added to LoS table of every existing unit
  • if player unit is on Overrun attack, all enemy units in hex ahead of them are automatically in LoS

CNG: No attack console display if an unspotted unit is firing at the player
CNG: No RoF chance if weapon is gun and unit has moved
CNG: Increased bonus to RoF chance when a dedicated loader is working the gun, added penalty when no loader working the gun
CNG: Reposition now part of the Movement Phase rather than being a separate command
CNG: Decreased odds of unit smoke upon spawn or after moving
CNG: Reduced movement chance modifiers of Muddy/Snow and Deep Snow ground conditions
FIX: Bug where enemy reinforcements could arrive pinned due to player’s earlier advancing fire
FIX: Bug where enemy units would not attempt to recover from being Pinned
FIX: Enemy units that try to move but are not successful will still have a new terrain, LoS, etc. generated
FIX: Firepower resolution odds can no longer total more than 100%
FIX: Attack procedure would always assume that the first position that could operate the weapon was doing so, and use the crewman in that position for skill modifiers; now it checks and finds the first crewman on the correct command and assumes that they are operating the weapon
FIX: Crash when abandoning tank during a scenario
FIX: Bug where squadmates would be recalled after campaign day was over but scenario still continued

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