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Armoured Commander II News

Development Roadmap

It's been just over two weeks since Armoured Commander II left Early Access, and the response from new and old players alike has been really positive. As I mentioned in the release announcement, I'm not done developing the game quite yet, and still have quite a bit of new content planned. Below is my current roadmap for where I want to take the game next. All of this planned content will be free to owners of the game.

Roadmap


  • Ongoing: Bugfixes, crash fixes, minor Quality of Life and interface improvements
  • Near-term: Create modding guide, add Workshop and Nexus integration
  • Near-term: Add new air and ground units 1939-1945
  • Near-term: Minor improvements to existing campaigns
  • Medium-term: Spanish Civil War units and campaigns
  • Medium-term: Pacific and Southeast Asia units and campaigns
  • Medium-term: Second Sino-Japanese War units and campaigns
  • Long-term: Korean War units and campaigns

Update 1.0.4

Another small update today with some fixes and additions.

1.0.4 Changelog

ADD: PgUp/PgDn to skip 5 in Add Skill menu
ADD: Numerical keys 1-0 are now quick-select keys for most commonly-used crew commands; reference guide added to in-game menu
ADD: Hatches to MG turret positions on T-28 models
ADD: Check for late-war portraits based on current date
ADD: Late-war portraits by chri and cjprince

CNG: HD protection now only half as effective if being overrun
CNG: Snow now not possible during summer season

FIX: MG operation now excluded from Untrained Crewman penalty
FIX: Incorrect rank displayed during promotion pop-up message
FIX: Rearranged Unit Info console slightly to avoid overlaps

1.0.3 Hotfix

Some minor fixes:

1.0.3 Hotfix Changelog


CNG: Motorcycle teams will now use infantry TEM if stationary, vehicle TEM if moving
CNG: Updated T-28 definitions to include a radio, corrected the gun info for T-28 M34
CNG: USA squads now have increased chance of MOL
CNG: Toggle RR action now hidden when select weapon does not have a Ready Rack
FIX: Quite a few typos

Update 1.0.3

A small update today, making minor changes and fixes to the game:

1.0.3 Changelog


ADD: Display of effective firepower for HE, etc. hits in attack console
ADD: Possible to destroy a motorcycle team with a critical hit from an AP round
ADD: New hex depiction for winter with no snow ground cover
ADD: Broken Down and Penetrating Hit as valid reasons for abandoning the vehicle; players with a penetrating hit can also return to base without forfeiting VP
ADD: Finnish armoured train as very rare encounter to Soviet Winter and Continuation War campaigns
ADD: Display of current phase to top of Command Menu, will also display during phases in which player cannot act

CNG: Expected enemy resistance now combines multiple instances together, eg. "2x Infantry Squad"
CNG: Enemy Anti-Tank Rifle Teams, HMG Teams, Medium Mortar Teams, amd Heavy Mortar Teams can now be unloaded from transports when further away from the player
CNG: Withdraw chance now improved if commander is on Direct Movement command
CNG: Added hatch (really a door) to wz. 34
CNG: Molotov Cocktails now only added to infantry squads before 1940 if Japanese; higher chance for Soviet and Finish units
CNG: First Aid crew action now has its own pop-up menu

FIX: Four of Spades achievement now only triggered when attack came from player
FIX: Modifiers to HE FP values now correctly displayed in attack console
FIX: Canister firepower now applied properly

Update 1.0.2

This is a minor update that includes several additions and fixes that had already been added as hotfixes over the past few days.

1.0.2 Changelog


ADD: Additional command in bail-out procedure to push an unconscious crewman out of the vehicle
ADD: Additional command in bail-out procedure to swap positions with an unconscious or dead crewman
ADD: Vichy French nation definition, now possible to continue into Free French or (future) Vichy French campaigns from the France campaign
ADD: Display of unit TEM if any in unit info console

CNG: Updated description of Vickers 6-Ton Mark F and added hull-mounted SMG
CNG: Enemy units outside of LoS no longer count for withdraw checks
CNG: Armoured unit support will only spawn 1-2 units rather than 1-3
CNG: Artillery guns with a calibre of 40mm or lower are no longer subject to the 'Firing over Open Sights' to-hit penalty

FIX: Various minor fixes to the bail-out procedure
FIX: Bug where crew could disappear after the bail-out procedure, if it ended before all rounds were completed
FIX: Bug in bail-out procedure where it was not possible to carry unconscious crewmen to safety
FIX: Vehicle flame throwers consuming fuel when jammed
FIX: Incorrect message when an immobilized vehicle unit is forced to withdraw
FIX: Bug where gun units would just withdraw rather than move in the scenario layer
FIX: Units that deployed could still count as moving afterward
FIX: Possible display overlap in unit info display if unit in smoke and dust
FIX: When continuing into a new campaign, if current vehicle model is not included as a player unit in the new campaign, player must choose (or be assigned) a new model; check is skipped if the 'ahistorical' campaign option is active
FIX: Bug where it was not possible to swap places with a dead crewman during bailout