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Armoured Commander II News

Update 1.2.53

ADD: Free demo version of the game
ADD: Welcome message shown first time game is started, slightly different message for demo version
ADD: Display of relevant crewman skills that provide bonuses during bailout (Gymnast, and Spray and Pray)

FIX: If a player unit takes a penetrating hit and the player later bails out, the outcome of the day will now correctly reflect this
FIX: Slight change to layout of tutorial slides so that longer ones are now displayed properly
FIX: Spray and Pray skill now correctly improves chance of doing effective covering fire during bailout
FIX: Partial HE hits now properly have no AP chance

Update 1.2.52 Hotfix 2

A couple minor fixes:

FIX: Crewman killed by defensive fire on an overrun attack can no longer operate weapons
FIX: Another check to avoid a crash when a modded unit weapon doesn't have the correct info

1.2.52 Hotfix

Just a small fix to avoid a very rare crash when generating rare ammo amounts for modded vehicles that have incorrect gun definitions.

Update 1.2.52

ADD: Game option to force keyboard input, if enabled then the game will not activate controller input even if one is detected

CNG: Crewman skills are now more clearly flagged if the crewman is missing 1+ requirements to add it
CNG: Crewman can now add skills that they cannot use in their current position
CNG: For HE attacks, critical effect chance is now 1/10 of the chance to fully affect the target or 3%, whichever is lower, minimum of 0.5%
CNG: AI units with no LoS to any enemy units will no longer factor in current TEM when scoring a possible reposition action

FIX: Compatibility checks for configuation file entries were not being handled quite properly (it worked, but not as intended!)

Update 1.2.51

1.2.51 Changelog


ADD: Radio Operators can now use the Pass Ammo command
ADD: Driver/Gunner position, currently only used in the Char B-1 Bis

CNG: Revisions to the Char B-1 Bis (and similar revisions to the German Flammpanzer B2 F): Now fitted with a Radio; crew positions are now Commander/Gunner, Driver/Gunner, Loader, and Radio Operator; the latter two positions share access to one large hatch
CNG: Churchill III and IV now have limited APCR ammo April 1943 - June 1944, and Churchill III now has limited APDS ammo from June 1944
CNG: Tiger variants (including the T-VI) no longer have APCR ammo from January 1944, as Tungsten was too scarce by that time
CNG: Rare ammo available at start of day will now be at least half of the maximum possibly available (i.e. if max is 10, rather than roll 1-10 the game will roll 5-10)
CNG: Ballistic attacks (eg. rocket launchers and mortars) are now much less likely to score a critical hit (i.e. a direct hit on the target)

FIX: M18 Hellcat now has the correct Small unit size classification
FIX: Bug where a custom (alternate history) campaign starting in 1913 would have not appeared in the list of campaigns
FIX: Bug where maximum amounts of rare ammo were not being set properly if there were 2+ dates defined