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
I’ve made some minor changes to the Beta 1 release candidate, but unfortunately they are incompatible with saved games from the earlier version. Fixed a crash when a crewman was put on a Manage Ready Rack action, but a non-gun weapon was selected. Also added the beginnings of a combat journal, which can be reviewed through the Campaign Calendar interface.
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I’ve updated the development build to reflect the fact that I’m preparing for ArmCom2’s first full beta version. Only minor changes from previous dev builds, but two crashes (reported on the Bay 12 forum) have been fixed in this version.
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Players now have the option to enable permadeath and/or Fate Points at the start of their campaign. Permadeath means that if your Commander is killed or seriously injured, your campaign ends. Fate Points are hidden from the player but will turn a potentially deadly hit on the player tank into a miss, a few times per day.
The Armour Penetration procedure has been revised and improved
Enemy trucks and half-track transports may now be spawned carrying infantry, which they will unload next to the player if they can
Player squad members are now tracked individually, and may be different tank models than that of the player
Fixed a serious bug where crewmen who were killed when the player’s tank was knocked out were brought back to life after the End of Day screen was shown
Objectives on the Campaign Day map are now Targets of Opportunity, which are spawned randomly but still provide a Victory Point bonus for capture
Units can engage in Close Combat; the player can attack enemy units in the hex directly in front of them if the Driver is on a Drive command, and enemy infantry squads can assault the player squad
Enemy infantry and guns can be dug-in, entrenched, or fortified, making them much more difficult to destroy
Pop-up messages can now highlight a hex on the Campaign Day or Scenario map. The animation needs improvement but it does a better job of indicating where on the map the event is taking place
Fixed a serious bug where enemy units that moved off the Scenario map caused the game to crash. Units will now leave the battlefield properly.
Added a few French units for 1940 but the full campaign is not yet ready, the Battle for France campaigns will be added in future development builds and will be available for play from Alpha 13
ADD: Smoke rounds for some tank models, mostly in Late War ADD: Display of fatigued status for crewmen ADD: German Motorcycle Infantry to September Campaign ADD: Finnish 76 K/02 Gun ADD: Light/Heavy ground pressure to some vehicles, modifies bog chance ADD: Campaign Options: player can choose whether to enable commander permadeath and/or fate points at start of campaign ADD: French H35, H35 (Late), SOMUA S35, and R35 (Late) tanks ADD: Half-Tracked movement class ADD: SPW 251/1 to German AI units ADD: Some messages will pause on the screen for longer: sniper attacks, gun breakdown CNG: Appearance of campaign selection menu CNG: Revised AP calculation procedure CNG: Trucks will now either be transporting an infantry squad or HMG team, or be carrying cargo. Certain types of cargo are worth bonus VP when destroyed. CNG: Broken or jammed weapons now indicated in unit info display CNG: Player squad members now tracked individually, can be different models from player tank FIX: Added missing stone road generation odds for Nordic region FIX: Dead crewmen now have fatigue set to 0 FIX: Fighting Withdrawl -> Fighting Withdrawal FIX: Dead crewmen now properly shown as such on End of Day screen FIX: Dead crewman miraculously recovering after End of Day screen is shown
ADD: Crewmen may lose fatigue points during resupply ADD: Stone/improved roads on CD map ADD: Pop-up messages can now highlight a hex zone on the Campaign Day map and appear adjacent to it CNG: Main Gun menu tab now “Supply”, removed Support tab CNG: Support options now hidden when moving into friendly zone on Campaign Day map CNG: Objectives now Targets of Opportunity: added via random event, always in high enemy strength zones but provide substantial VP bonus if captured
ADD: Close Combat procedure for player squad; phase and command appears when driver is on Drive command and there are 1+ infantry or gun units in hex immediately in front of player squad ADD: Dug-in and entrenched status for AI infantry and guns; less likely to move, units can be spawned as such or can attempt to dig-in during their activation; reduces effectiveness of firepower attacks; status lost if unit moves ADD: Fortified status for AI infantry and guns; small arms and MGs much less effective, HE hits may destroy fortifications ADD: Rubble terrain type ADD: Possible to use Fate Point if player character is hit by a sniper, turned into a near-miss ADD: Range AP modifiers for AT rifles ADD: New random events: Enemy air attack on player, enemy artillery attack on player ADD: First Aid command, gives bonus to any other crewman trying to recover from Critical Wound, being Stunned, or Unconscious ADD: Small chance of weapon breakdown after use for player ADD: New random event; enemy infantry assault on player ADD: Pop-up messages can now highlight a hex zone on the scenario map and appear adjacent to it CNG: Improved appearance of unit smoke CNG: Modified success odds and effect of air and artillery attacks CNG: Slightly decreased chance of a direct hit from air/arty attack CNG: Slightly increased base length of time that pop-up messages are displayed FIX: Bug where firepower for air and artillery attacks was not actually applied FIX: Bug where enemy unit spawn would freeze game if 2+ units of the same class were rolled FIX: Crash upon a crewman getting hit by a sniper FIX: Bug where RoF bonuses were not stacking properly FIX: Crewmen with Critical Wounds now check for death/recovery properly each turn FIX: Bug where AI units were not accumulating move bonuses properly FIX: Crash when attempting to remove AI units that had moved off the scenario map FIX: No shock test if player tank has been destroyed
The development build has been updated to Alpha 12 Release Candidate 1. This means that all the features and fixes are in place for Alpha 12, but it still needs some more testing before I can make it more generally available. This version fixes a couple long-standing bugs: a crash that occurred when AI units moved beyond the edge of the scenario map, and another bug where crewmen would rise from the dead upon the start of a new campaign day.
I’ve added a few French tanks but the full Battle of France campaign isn’t ready yet (it needs quite a few new German AI units) so that will have to wait for a post-Alpha 12 development build.
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