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

Update to 1.0.7

Minor update to correctly re-calculate capture VP values after moving to a new area on the Campaign Day map.

Posted in Uncategorized | Comments Off on Update to 1.0.7

ArmCom2 Featured in RPS’ The Flare Path

ArmCom2 was recently featured on Rock Paper Shotgun as part of a round-up of free tank-focused games, on the regular wargaming series The Flare Path.

Posted in Uncategorized | Comments Off on ArmCom2 Featured in RPS’ The Flare Path

Update to 1.0.6

The main download for ArmCom2 has been updated to version 1.0.6 with some fixes identified and suggested by players:

FIX: Combat calendar generation for Liberation campaign
ADD: Confirmation step if player proceeds past ammo load menu without loading any ammo
CNG: If player tank’s main gun only has one type of ammo, it will be automatically fully loaded with that type and the ammo load menu will be skipped
CNG: T-28’s main gun now has a base 1% chance of maintaining Rate of Fire

Posted in Uncategorized | Comments Off on Update to 1.0.6

Update to 1.0.5

ArmCom2 has been updated to fix a crash when non-combat units like trucks were involved in close combat. Version 1.0.5 is compatible with earlier saved campaigns.

Edit: Also now fixed a bug where the Canada’s Best campaign could get stuck forever on October 22nd!

Posted in Uncategorized | Comments Off on Update to 1.0.5

ArmCom2 Release 1.0.4

Armoured Commander II is out of beta with its first (hopefully!) stable release, 1.0.4. A few minor fixes from recent betas, listed below:

FIX: Hopefully fixed occasional crashes during close combat
FIX: Fixed crash when changing to a new tank from the A9 Cruiser Mk I
CNG: Some sound effects

Posted in Uncategorized | Comments Off on ArmCom2 Release 1.0.4

Update: 1.0.2-beta

Thanks very much to a player for reporting this bug, should be fixed now in 1.0.2-beta:

FIX: Crewmen being transferred to a new tank were not having their variables set properly, meaning that their position was still attached to the old, destroyed tank. This manifested itself when their visible hexes were not being set properly after the transfer.

Posted in Uncategorized | Comments Off on Update: 1.0.2-beta

Update: 1.0.1-beta

Beta 1 has been updated to fix two crashes, saved games from the 1.0.0-beta are still compatible with this new build:

FIX: Crash when trying to load ammo into a tank with no gun as main weapon
FIX: Crash when engaging an APC in close combat

Posted in Uncategorized | Comments Off on Update: 1.0.1-beta

Beta 1 Release

Armoured Commander II Beta 1.0.0 is now available to download. Lots of changes from the previous Alpha, including National Skills, a British Battle of France campaign, British tanks, and a number of other smaller improvements and fixes. I’ve tested this build quite a bit over the past few days, but any crashes please do report them to the email address in the readme file, or open an issue on the GitHub repo. Changelog follows:

General

ADD: Completed Battle of France (French) campaign
ADD: Battle of France (UK) Campaign
ADD: Campaigns can designate a list of National Skills that player crew are automatically granted at the start of the campaign. These skills cannot be otherwise added using advance points.
ADD: “Blitzkrieg” national skill for Poland Campaign
ADD: “Defend the Motherland” national skill for September Campaign
ADD: “Centralized Fire” national skill for Liberation Campaign
ADD: “Motti” national skill for Winter War (FIN) Campaign
ADD: “Defensive Strategy” national skill for Battle of France (FRA) Campaign
ADD: “To Victory!” national skill for Canada’s Best Campaign
ADD: “Superior Firepower” national skill for Patton’s Best Campaign
ADD: “Combined Bombardment” national skill for Battle of France (UK) Campaign
ADD: Master volume control to Options menu
ADD: Spearhead mission type: VP capture value of hex zones increases as player moves up hexrows
ADD: Portrait for SOMUA S35, R35 (Late)
ADD: German AI units: Panzer II F, Panzer IV D, StuG III B, Panzerjager I, SPW 251/10
ADD: Polish AI unit: Fiat 508 Taczanka
ADD: open_rear_turret stat to some vehicles, if they have no armour on the rear of the turret (eg. Panzerjager I)
ADD: Display and AP calculation for 15mm MGs as main weapon
ADD: British nation definitions
ADD: Mk VI C, A9 Cruiser Mk I, A10 Cruiser Mk II, A13 Cruiser Mk II, A12 Matilda II, OQF 18-Pounder to UK & Commonwealth forces
CNG: Ground pressure now indicated by shade of Movement Class display (lighter green = light GP, dark green = heavy GP)
CNG: Unreliable weapons now displayed in light grey
CNG: Small changes in appearance of menus and interfaces, display of unit weapons
CNG: Crewmen now begin with some resistance to fatigue, won’t affect skills right away
CNG: Re-sampled main theme music, now using all real C64 SID chip samples

Campaign Calendar

ADD: Menu tab to view campaign day journals

Campaign Day

ADD: Display of VP capture value for map zones
ADD: Randomly generated flavour text for targets of opportunity
ADD: Hovering the mouse cursor over a bridge depiction will display “Bridge” in the hex zone info console
CNG: VP capture value of different zone terrain types
CNG: Appearance of bridges on Campaign Day map
CNG: Minor changes to display and available commands depending on whether travel is possible or moving into a friendly-held zone
FIX: Enemy strength levels re-rolled and level becomes unknown to player if zone is re-captured

Scenario

ADD: If all enemy units are destroyed during random event, scenario ends immediately rather than starting a new turn
ADD: Player tank terrain and smoke level displayed more prominently in Player Info console
ADD: Player character can be saved from serious or critical wounds, or death, by a Fate Point
ADD: Shock test only applied if unit had 1+ acquired targets to begin with
ADD: Ambush check skipped if any enemies already destroyed, eg. from artillery attack
CNG: Advancing fire only effective if player tank has 1+ HE rounds available
CNG: Appearance of target recticle so as to not interfere with smoke depiction
FIX: Crash when motorcycle infantry is involved in a close assault
FIX: Crash when MG weapon was selected and crewman was set to Manage Ready Rack command
FIX: Crash when displaying message upon enemy unit withdrawing from battlefield
FIX: Squadmates not being removed properly when destroyed

Posted in Uncategorized | Comments Off on Beta 1 Release