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Armoured Commander II News

Update 1.2.28

1.2.28 Changelog


ADD: Operation Jubilee one-day campaign
ADD: Unit definition for Churchill II Special, new definition for Churchill III (was previously included in IV)
ADD: Campaigns may include a epilogue_text tag, which will be displayed at the end of a campaign, before the final campaign report
ADD: Campaign weeks may include a new_region stat, which changes the region of the campaign from that week onward
ADD: Campaign weeks may include a mission_days dictionary, which will always select the given campaign day mission for the given date
ADD: Campaign weeks may include a early_day_end dictionary, which will set the time that the given combat days end
ADD: Amphibious Assault day mission
ADD: Beach zone type, deep sand terrain type
ADD: Gun Tractor movement sounds

CNG: Reorganized Mods menu, added a 'Check Unit Definitions' tool

FIX: AP hits on the rear turret of units tagged as Open Turret Rear now correctly count as hitting an unarmoured location
FIX: Towed units now properly set as moving when towed (Thanks PowderTrail!)
FIX: Crusader I now has a TMG and an Assistant Driver to operate it rather than a BMG (Thanks PowderTrail!)
FIX: Incorrect button assignment for Recon action in controller mode

Update 1.2.27

ADD: Now possible to knock out an open-topped or open rear turret armoured vehicle target with a partial HE hit; effect on player unit is unchanged
ADD: Total number of enemies destroyed across the campaign is now saved in the campaign record and included in the final campaign log
ADD: Campaigns can now include a nation_class_mods dictionary, which modifies the base chance of encountering an enemy unit class based on its nationality; this can reflect different nations having more types of units in their deployed forces

CNG: HD saves are now calculated as part of the to-hit/to-effect process, meaning that AI units will make better choices about attacking HD targets
CNG: Adjusted controller stick deadzone slightly
CNG: Reorganized content of Radio Comms console slightly
CNG: Units spawning into a battle where their side attacked will always start out moving; increased odds of defending units having HD upon spawn
CNG: 'Hold the Line' day mission objective zones and player starting point moved further down the Campaign Day map

FIX: LoS now required for small arms attacks from player crew, harrassing fire on player during bailout
FIX: Minor corrections to unit defs (Thanks 13th Bee!)

Update 1.2.26

1.2.26 Changelog


ADD: Campaigns can include a 'final_evacuation' tag, which means that all vehicles were left on the battlefield at the end, and the player won't be able to keep theirs if they continue into a subsequent campaign
ADD: Additional colour highlights for Unit Info console
ADD: Campaign options are now saved in a JSON file in the user directory, and loaded as defaults when starting a new campaign
ADD: New sound effects for opening and closing a hatch
ADD: AI units will better handle assessing attacks that require a hull pivot due to the turret otherwise being blocked

CNG: Decreased base chance for units passing a Morale check
CNG: Decreased AI chance of using AP or HEAT against non-vehicle targets

FIX: Replaced movement sounds with voices in background

NOTE: Alt codes on international keyboards can't be supported for text input, please use the on-screen character input for these instead

1.2.25 Hotfix

ADD: Display of sunrise and sunset times in the left and right of the time bar
FIX: Belgian decorations were not named in such a way that the correct ribbon would be displayed
FIX: Units with turrets were being spawned with no turret direction set

Update 1.2.25

1.2.25 Changelog


ADD: Additional information and highlighting in Bailout layer
ADD: If the player is attacked in a friendly-controlled or neutral zone, there is a chance of an enemy air and/or artillery attack. Air attacks are less likely if the player has a high amount of air support. Artillery attacks are more likely the stronger the surrounding enemy strength is.
ADD: If the player successfully defends a friendly-controlled zone, they receive 1/3 of the normal VP value of that zone, rounded up
ADD: Additional information to skill definitions regarding limitations on use
ADD: Enemy artillery near-misses or direct hits on the player have a chance of causing crewmen to become Shaken
ADD: Player crewmen have a chance to button up (or hunker down if always CE) before an enemy air or artillery attack, chance is based on their Perception stat
ADD: Music during player bailout procedure
ADD: Mods may now provide .ogg tracks to be played in the background of the campaign day and scenario layers. Files should be located in cd_music and scen_music folders

CNG: Increased base difficulty for crewmen to recover from Shaken, Stunned, and Unconscious statuses
CNG: Critical hits with MGs now only add an AP bonus of half the base AP score
CNG: Target size to-hit modifiers now halved at close range for both point fire and area fire
CNG: Penetrating hits from MG weapons now much less likely to knock out the player
CNG: AI units now much less likely to withdraw from battle
CNG: When player is attacked in own zone, enemy units are now spawned facing the player and already moving
CNG: Player and squad will always start moving when fighting in an enemy-controlled or neutral zone

FIX: Added an additional check to avoid fixed-turret vehicles ending up with their turret rotated somehow
FIX: Updated the description for the Nikuhaku Team unit
FIX: Starting and stopping the main menu music should be handled better now
FIX: Lightning effect should no longer appear outside the main display area and not later be erased
FIX: Artillery near-hits were also applying a direct hit on vehicles