ArmCom2 3.0.0 Release Candidate 2

I’ve uploaded a build of the new version of ArmCom2, it still needs testing but I think most of the major bugs and crashes have now been dealt with.

Posted in Uncategorized | Comments Off on ArmCom2 3.0.0 Release Candidate 2

Armoured Commander II – Update 2.0.3

Minor update to fix a crash when a critically injured crewman’s injury improves.

Posted in Uncategorized | Comments Off on Armoured Commander II – Update 2.0.3

Armoured Commander II – Update 2.0.2

Minor update to fix a crash when exporting the campaign log.

Posted in Uncategorized | Comments Off on Armoured Commander II – Update 2.0.2

Armoured Commander II – Update 2.0.1

A small update for the stable release of ArmCom2, with one small display fix and some changes to Overrun:

Campaign Day

FIX: Air Support N/A when Overcast display

Scenario

CNG: Revisions to Overrun:

  • player squad does not lose overrun status until end of enemy activation
  • tank must have at least one MG in order for command to be available
  • targets still get some entrenched/dug-in bonus
  • units on overrun attack do not receive terrain bonuses when attacked during that turn
  • attacks on player units that come from the overrun target hex that turn have a point blank range bonus (to represent defenders firing at the last moment)
Posted in Uncategorized | Comments Off on Armoured Commander II – Update 2.0.1

Armoured Commander II – Version 2.0.0

The main downloadable build for ArmCom2 has been updated to version 2.0.0, bringing a number of improvements and fixes that I’ve been working on over the past few weeks. Full changelog follows:

Version 2.0.0 Changelog

General

ADD: Load saved campaign menu
ADD: Confirmation step when starting a new campaign that would erase a saved one
ADD: “Loading…” screen when loading a saved campaign
ADD: “Shaken” condition for crewmen, slightly more likely to be injured while Shaken
ADD: British AI units: A9 Cruiser Mk I CS, Mk VI B, A13 Mk I (for player and AI), A11 Matilda, OQF 2-Pounder AT Gun, Morris CS9 (MG), Daimler Scout Car (Dingo), OQF 25-Pounder, OQF 4.5″ Howitzer, OQF 3.7″ Gun, Morris 15 cwt Truck
ADD: French units: Char B-1 bis (for player and AI), AMD 35, SA-L 34, SA 37 APX, 75mm mle 1897, 105mm C mle 1935, Laffly S20TL, Citroen 23
ADD: Check to see if a saved game would be overwritten when selecting a random campaign
ADD: Crewmen can switch to other positions within the player tank:

  • crewmen have a position that they are normally supposed to be in
  • crewman can take on any position, but if it require more training than they already have, they will suffer negative modifers to attack, move rolls, etc.
  • one crewman must be on the Switch Position command if the switch is taking place during a scenario
  • the switch position menu will pop up at the start of the Crew Action phase, before any other actions are possible
  • any crewmen that swap positions during a scenario will have their command set to None
    if the player is resupplied during a campaign day, any dead bodies in the tank will be removed
  • at end of day, crewmen move back to their usual position before new recruits are added to fill up any remaining empty positions

ADD: Historical disclaimer and copyright notice in loading logo screen
ADD: Grenades and Flame Thrower weapons for AI units
ADD: Gun weapons can define a different effective HE firepower rating than their calibre would normally use
ADD: Check to see if campaign json files can be parsed, campaign file won’t be loaded and will be skipped if not
ADD: To-hit and armour penetration modifiers for APCR and APDS ammo types
ADD: Space for a description of each campaign week
CNG: New injury and condition system for crewmen
CNG: Light and Heavy injuries will be healed at end of combat day
CNG: Injuries can now cause fatigue to accumulate
CNG: Saved games are now organized per campaign and player can keep one saved game per campaign
CNG: Player tanks can now load up to 15% more ammo per gun than safe maximum
CNG: If player tank is knocked out with extra ammo, greater chance of crew injury: if gun is <= 37mm, +1% per extra shell, otherwise +2% per extra shell
CNG: “Permadeath” campaign option now called “Player Commander”
CNG: Increased range of anti-tank rifles to 2 hexes
CNG: Removed “Field Gun” as a unit class, all now counted as “Artillery Gun”
CNG: Anti-tank Rifles now assigned to specialist teams rather than being carried by infantry squads
CNG: Minor change to Northwestern Europe regional settings to prevent chance of snow in May
FIX: No longer possible to spend advance points on dead crewmen
FIX: Was not possible to remove any shells from the Ready Rack if the general stores were already full, now there’s a 1-shell allowance beyond max+extra to allow this
FIX: Bug where switching font size would deinitialize the sound engine and mess up keyboard input
FIX: Bug where crewman bailed-out flags would not be reset about bail out procedure
FIX: If player selected an assault gun or tank destroyer, no squadmates were spawned
FIX: Removed silence at end of theme song before loop

Campaigns and Campaign Calendar

CNG: Campaigns can now define two or more enemy nations, only units of one nation will be encountered in a single scenario
CNG: Improved appearance of menus
FIX: Now actually possible to switch between guns in Ammo Load menu
FIX: Journal entries now wrap properly in the journal menu tab display

Campaign Day

ADD: Cycle selected gun command in supply menu, can display ammo for 2+ guns
ADD: Campaign weeks can modify the standard terrain type odds from the standard for that region
CNG: Crew no longer replaced during a combat day, player must end day to get replacements
CNG: Improved display layout of Movement tab of Command menu

Scenario

ADD: Crewmen with head/neck injury that is Heavy or worse have a penalty to spot
ADD: Crewmen with leg/foot injuries that are Heavy or worse have a penalty to bailing out
ADD: Crewmen with arm/hand injuries that are Heavy or worse have a penalty to gun/MG attacks
ADD: Firepower resolution pop-up window
ADD: Infantry and Guns can be Reduced as a result of firepower; greater chance of being destroyed in future, and attacks from them are less effective
ADD: Infantry and Guns can be Routed as a result of firepower; will not attack and can only move further away
ADD: Overrun attack for player: must have 1+ enemy infantry or gun units in front of player:

  • no other movement possible but player and rest of squad counts as moving
  • any MG attacks against targets in front of player are more effective
  • target’s gun shield, entrenched, or dug-in modifiers do not apply
  • ADD: Close Combat weapon type and attack procedure
  • mostly initiated by enemy infantry squads, using grenades
  • must be within 1 hex to attack, count as moving after the attack
  • attack will apply firepower on infantry/guns, AP hit on vehicles
  • always count as hitting the side of a target vehicle
  • modifiers slightly different from point fire and area fire attacks
  • enemy infantry will tend to avoid close combat attacks, since it makes them more vulnerable, especially if they are already fortified
  • if a crewman is CE during a close combat attack and the tank is knocked out, greater chance of being injured as a result
  • only applicable against targets in adjacent hex immediately forward of player
  • player and squad count as moving for that turn but will not move into a new hex
  • Overrun area fire attacks against spotted enemy guns or infantry suffer no movement/turret rotation/pivot penalties, and targets get no bonus from being dug-in or entrenched

ADD: During allied action and enemy action phase, the context console displays info about ongoing attacks
ADD: Crewmen in area of tank (either hull or turret/superstructure) that was hit by AP round knocking it out are more likely to be injured as a result
ADD: If player tank is knocked out by a Flame Thrower, very high chance that tank will burn up
ADD: Movement bonus for vehicles with Off Road capability
ADD: Portrait for unspotted enemy units
CNG: Enemy guns are abandoned if the unit was routed and the crew move away, no VP awarded
CNG: Enemy units hit by firepower are no longer automatically spotted next turn, but they are easier to spot
CNG: Slightly increased chance of pinning infantry and gun units
CNG: Hull-mounted guns now have a higher penalty for firing at a moving target
CNG: Guns with turntables (or similar fast rotation) have a lower penalty for firing at a moving target
CNG: Adjusted base fp to-destroy chance on infantry and guns
CNG: Right-click unit info pop-up now also displays the unit type description
FIX: Added missing terrain effect modifiers for vehicles for some terrain types
FIX: Slightly changed order of sound effect and message when a unit is destroyed, fixes bug where notification of truck contents would appear before message about it being destroyed
FIX: Missing movement bonus for Fast Wheeled vehicles
FIX: Bug where fate points would save player from AP but the displayed AP roll would appear to have passed
FIX: Minor display errors



Posted in Uncategorized | Comments Off on Armoured Commander II – Version 2.0.0

Armoured Commander II is coming to Steam

Armoured Commander II is coming to Steam later this year! The store page is now up and I’ll be working on integrating all the Steam features like the in-game overlay and cloud saves for this release.

The source code for the core ArmCom2 game will always be available on GitHub, but some future game content (new units, campaigns, etc.) will only be available through the Steam release.

Posted in Uncategorized | Comments Off on Armoured Commander II is coming to Steam

ArmCom2 2.0.0 Release Candidate 2

I’ve updated the downloadable development build to 2.0.0 release candidate 2. This update fixes a crash that occured when enemy trucks tried to unload passengers, and also includes a few other minor fixes and updates.

Posted in Uncategorized | Comments Off on ArmCom2 2.0.0 Release Candidate 2

ArmCom2 2.0.0 Release Candidate 1

I’ve uploaded a release candidate for the first major update to Armoured Commander II, available to download from the usual development build link. Version 2.0.0 will bring a number of new features and fixes to the game, but still needs some testing to ensure that it’s mostly bug- and crash-free. Feel free to try it out, however, if you want a taste of what’s to come in the next stable release. Full changelog to follow with the stable release.

Posted in Uncategorized | Comments Off on ArmCom2 2.0.0 Release Candidate 1

Development Build – 9 April 2020

A new work-in-progress development build is now available for download. I’m still working on a number of fixes and improvements for version 2, but this can give you a taste of what’s to come. Notably new in this version: overloading gun ammo, crew position swapping, and flamethrowers.

Posted in Uncategorized | Comments Off on Development Build – 9 April 2020

Development Build – 4 April 2020

I’ve put together a new development build that includes some new fixes and features that I’ve been working on for the next major update to the game. The system for organzing saved games is completely new, so saved campaigns from 1.0.7 are not compatible with this development version. Some highlights:

  • Saved games are now organized per campaign, and the player can have one saved game per campaign
  • Completely new injury and condition system for crewmen, with six separate body locations
  • Additional outcomes for firepower resolution and a pop-up window showing odds of each outcome and final result
Posted in Uncategorized | Comments Off on Development Build – 4 April 2020