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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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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