Armoured Commander II 5.0.0 Released

I’ve just uploaded the new 5.0.0 version of the game to Steam, after the version was tested in the alpha branch for a few days. Full changelog follows:

Changelog for 5.0.0


ADD: North Africa region and terrain types for Campaign Day map
ADD: “Delete Saved Campaign” command in Load Campaign menu
ADD: Player Tanks for Italian campaign: L3/35, L3 cc, M11/39, M13/40, 105/28 gun for arty support
ADD: British AI units for North Africa: Stuart I, A10 Mk IA CS, 2 pdr Portee
ADD: French AI unit for Battle of France (Germany) campaign: Autocanon de 75mm
ADD: Indication of ‘None’ for injuries in Crew Menu
ADD: Interpreter exception catching and writing error message to boot log before exit
ADD: Crewmen Grit stat will reduce average length of stay in Field Hospital
CNG: Modified front facing to now be between 330 and 30 degrees
CNG: Crewmen no longer have a ‘Normal Position’, instead a skill is required to work a commander/gunner/driver position without penalty, and another skill required to gain skills specific to that position
CNG: Greatly increased chance of crewmen being sent to field hospital for Heavy or Serious injuries
CNG: Increased base firepower destruction odds for unarmoured vehicles
CNG: Minor display changes for clarity
FIX: Bug where returning crewmen from Field Hospital could not use their Advance Points
FIX: Crash when trying to change master volume level with sounds off


ADD: Option of playing a campaign of fewer days
ADD: Option of adding a chance in campaign weeks for combat days to take place along coast
ADD: Check to make sure that saved game structure is sane, and display a notification if not
ADD: Check to make sure no repeated dates are added to the combat calendar, which leads to time loops
ADD: Display list of crew positions in right column of tank selection menu
ADD: Display of current progress in the combat calendar (Day x/y)
ADD: Display of Day Ended in main panel
ADD: Player has a chance to swap crew positions after getting a new tank but before fresh crewmen are assigned to empty positions
ADD: Campaign option to ignore rarity factors of units
ADD: New Campaign Skill for early-war Italy: “Audacia”
ADD: ‘Natural Leader’ skill for Commanders
ADD: ‘Cautious Driver’ skill for Drivers
ADD: Can tag unit types as ‘captured’
ADD: Can set earliest date that enemy unit types can spawn in campaign
ADD: Display of renderer used, automatic disabling of fullscreen if SDL2 or OPENGL2 not in use
CNG: The final day of a refit period is now used for the calendar, in case a tank model only becomes available to the player later in the refit period
CNG: Player tank selections can now be restricted to only after particular dates, in addition to regular unit rarity factor restrictions
CNG: National Skills now called Campaign Skills

Campaign Day

ADD: Maximum number of certain terrain types on CD map can be limited
ADD: Maps in North Africa now have neutrally-controlled zones, only some zones can be captured by either side
ADD: Zone capture VP values in North Africa increased
ADD: Check when generating map that it can be traversed
ADD: Ocean zone type, only spawned when combat day is along the coast
ADD: Chance of being attacked while waiting for resupply, random time required before resupply arrives
ADD: Key command to clear the current default command and hatch status for a crewman
ADD: Chance of landmines present in a map zone
ADD: Pop-up message if player tank was immobilized, ending combat day
ADD: Temperature for day: hot/cold influences crewman fatigue, extreme heat or cold makes weapon and vehicle breakdowns more likely
ADD: Notification of number of HE rounds used during Advancing Fire
ADD: Loading screen before starting a battle on the tactical/scenario map
ADD: Fatigue check on player crew when moving on Campaign Day map
ADD: Crewman can rest, have chance to lose fatigue, if player Waits in place
CNG: Slight change to map generation procedure
CNG: Minor changes to how certain zones on the map are displayed
CNG: Made display of extra ammo in Ammo Load menu more clear
CNG: Reorganized display of crewmen slightly
CNG: Removed Targets of Opportunity, replaced with Objectives
CNG: Depiction of zone control no longer obscures rivers and bridges on hex zone borders
FIX: Bug where enemy strength levels would not be generated after moving to a new map area
FIX: Bug where player location may be set to enemy control after moving to a new map area
FIX: Advancing fire no longer possible if gun is Broken


ADD: Unit destruction VP values in North Africa increased
ADD: Target line turned grey if targetting an enemy out of Line of Sight
ADD: New hex depiction for North Africa
ADD: Woods and Hamada firepower effect for HE hits, display in attack console
ADD: Can set a default hatch status and command for crewmen at start of scenarios
ADD: To-Hit bonus when firing Smoke
ADD: Units cannot test to recover from being pinned in the same turn as they took an effective firepower attack
ADD: Player can choose target terrain type when repositioning
ADD: AI units now take into account chances of armour penetration when choosing attacks
ADD: Console display with info about current map zone
ADD: Type of gun used in artillery support attack now displayed to player
ADD: Sound effects for when player pivots tank, rotates turret, landmine explosion
ADD: Additional detail to decriptions of crew commands
ADD: Nickname or common name of unit displayed in unit info console
CNG: Button Up command now Button/Close Up command
CNG: Ground cover and fortified etc. firepower modifiers no longer stack for HE hits
CNG: Hull Down now only effective 95% of the time for hits incoming from same direction as HD, 80% for one sextant to each side
CNG: Targets hit by HE now only have one of the following applied (if any): Fortified, Entrenched, Dug-In, Airburst Effect, Hamada Effect, Deep Snow, Muddy/Snow
CNG: Targets hit by Area Fire now only have one of the following applied (if any): Fortified, Entrenched, Dug-In, or Terrain Modifier
CNG: Concealed enemy units no longer have a sound effect played when moving
CNG: Adjusted RoF chance calculations slightly
CNG: Withdraw command can now be used when 1+ enemies are within 2 hexes, but the more enemies that are still nearby, the greater chance that action will not succeed
CNG: Slightly increase odds of crew injury if CE when tank is hit by a firepower attack
CNG: New procedure for resolving HE hits on unarmoured vehicles
CNG: To-Hit and To-Effect chances can now range from 0.5% to 99.5%
CNG: Critical Hit / Effect not possible if original odds were <= 3.0%
CNG: Fate point use no longer allowed for AP rolls
CNG: Enemy AI units more likely to attack player if the player has Acquired Target on them
FIX: Smoke hits no longer have possiblity of being critical, and Hull Down save against Smoke ammo is not allowed
FIX: Enemy units being spawned dug-in in terrain where digging-in is not allowed
FIX: Hull Down restriction for firing hull-mounted weapons more precise now
FIX: Operation of AA MG no longer possible while crewman is BU
FIX: To-hit bonuses for Very Long guns at medium and long ranges
FIX: HD can no longer save against Close Combat attacks
FIX: Rare crash when player’s selected target was not cleared properly
FIX: Player’s moving status not being update properly in Player Info console
FIX: Pivoting now maintains order of unit stacks
FIX: AI units not losing Fortified status after moving

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