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Armoured Commander II News

Update 1.2.24

CNG: Increased effect and VP modifier of Realistic Injuries campaign option
CNG: AI units will now focus on the biggest threats, should improve behaviour when facing 5+ enemies
CNG: AI gun units will now be more likely to dig in if possible

FIX: Minor fixes to how turretless vehicles are handled
FIX: Positions with a grouped hatch were not having their visible hexes updated correctly
FIX: Window resizing now properly disabled when toggling ultra widescreen mode
FIX: Gun tractors should now move properly with towed units
FIX: Renaming of American ranks above Sergeant

Update 1.2.23 Hotfix

Update to fix the end of day screen appearing twice when a campaign day ends during a scenario.

Update 1.2.23

1.2.23 Changelog


ADD: Small chance of an unarmoured locomotive being spawned with a Light Artillery Car
ADD: Chance of an Infantry Train Car being spawned with a Light Artillery Car, transports one squad of Riflemen
ADD: Attack animation and sound effects for Molotovs attack
ADD: Left or Right trigger on game controller can also be used to initiate player attacks

CNG: A number of improvements to how the Crew Action and Shooting phase inputs are handled, including highlighting the weapon operated by the currently selected crewman (Thanks Vanagandr!)
CNG: Better calculation and display of to-hit odds when target is HD (Thanks Vanagandr!)
CNG: Minor change to the Acknowledgements screen

FIX: After a scenario finishes, game will check for player withdrawal before apply special outcome for Fighting Withdrawl day missions
FIX: If Player Commander returns from field hospital and is assigned a new vehicle, surviving crew can now be assigned to the new vehicle before new crewmen are spawned to fill any empty positions

Update 1.2.22

This update adds some wonderful new portraits for infantry and cavalry units by cjprince, but if you prefer the classic ones, you can select this in the Options menu. Also new is a set of modding tools by Vanadandr. Also a number of improvements and fixes! As always, please report bugs or crashes on the Steam discussion board or on the Discord.

1.2.22 Changelog


ADD: Set of modding tools to examine how units and portraits are used in different mods (thanks Vanagandr!)
ADD: New nation-specific infantry and cavalry unit portraits by cjprince; use of these portraits can be disabled in the game options
ADD: Full functionality for View Mode when using gamepad input
ADD: Rear MG (RMG) definition for units, this is for fixed, rear-facing MGs (thanks Vanagandr!)

CNG: Rain to-hit or to-effect penalty not longer applied if Fog is also in effect
CNG: Purple Hearts and Wound Badges now only awarded for injuries that send the crewman to the field hospital (otherwise it was just a scratch!)

FIX: T-35 definitions improved (thanks Vanagandr!)
FIX: Display of large numbers of awarded decorations will no longer overflow the screen
FIX: Air and artillery attacks that occurred during a scenario will no longer try and target units outside of the visible scenario map
FIX: Minor fixes to improve legibility of text on Steam Deck, improving tutorial slide text, replacing keyboard control prompts in controller mode
FIX: Friendly rescue units will no longer withdraw from the battlefield

Update 1.2.21

1.2.21 Changelog


CNG: Layout of Assign Crew Positions menu, so that crewmen with large number of skills don't end up overflowing the display area
FIX: Hull-mounted weapons on AI units could in some cases fire out of facing
FIX: Friendly reinforcement units can now be spawned with passengers
FIX: Infantry and Guns will now reposition much less often when out of LoS of enemies
FIX: Enemy trucks in a Convoy Attack objective are now spawned in a separate procedure, should avoid having objectives with no trucks in them
FIX: Controller button input in Swap Crewmen Positions menu was not working correctly