Armoured Commander II will have its first release on Steam on 14th May 2020. I’m keeping the game tagged as Early Access since I do plan on continuing to expand and develop it further, and all future additions will be free to player who own the game already. Thanks to all the fans who helped to test the game these past few months/years!
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A few bugs fixed in this minor update, saved campaigns from the previous 3.0.x versions are still compatible:
Version 3.0.2 Changelog
FIX: Bug where advancing fire would still occur even if enemy forces had advanced into player’s zone FIX: Rare crash when trying to load a saved campaign that had corrupted data
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A few bugs fixed in this minor update, saved campaigns from the previous 3.0.0 version are still compatible:
Version 3.0.1 Changelog
ADD: Enemy spotted message now specifies if it was a squadmate who did the spotting ADD: Pop-up message when a crewman recovers from an injury at the end of the combat day, and is not heading to the field hospital FIX: LoS Blocked and dug-in/entrenched/fortified displays overlapping in unit info console
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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
General
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
Scenario
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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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)
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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
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