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Armoured Commander II News

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

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.