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 inUncategorized|Comments Off on Development Build – 9 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 inUncategorized|Comments Off on Development Build – 4 April 2020
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
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.
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:
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
ADD: Menu tab to view campaign day journals
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
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