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Armoured Commander II News

Update 7.2.0

A medium-sized update today that brings three new campaigns and a bunch of new units, as well as some minor improvements and fixes. As always, please report bugs and/or crashes on the discussion board. Changelog follows:

Changelog for 7.2.0

ADD: Afrika Korps on the Retreat campaign
ADD: Nation definition for Empire of Japan, correct display of Japanese names (surname first)
ADD: Japanese units: Type 94 Te-Ke, Type 97 Te-Ke (MG), Type 97 Te-Ke (37mm), Type 95 Ha-Go, Type 89 I-Go, Type 97 Chi-Ha, Type 91 Armoured Car, Type 93 Armoured Car, Type 94 37mm AT Gun, Type 11 37mm Infantry Gun, Type 92 70mm Battalion Gun, Type 41 75mm Mountain Gun, Type 94 75mm Mountain Gun, Type 38 75mm Field Gun, Type 90 75mm Field Gun, Type 91 10cm Howitzer, Type 92 10cm Cannon, Type 38 15cm Howitzer, Type 4 15cm Howitzer, Type 96 15cm Howitzer, Type 88 75mm AA Gun, Type 94 Truck, Type 95 Scout Car, Kawasaki Ki-32
ADD: Khalkhin Gol (Japan) and (Soviet Union) campaigns
ADD: StuG III E, F, F (late), PaK 97/38, 2cm FlaK 38
ADD: Finnish versions of existing units: 75 PstK/97-38, 75 PstK/40, 20 ItK/38, 40 ItK/38
ADD: Soviet GAZ-4M-AA, ZIS-42-AA, 37mm ZP obr. 39, 76.2mm ZP obr. 38, 85mm ZP obr. 39, T-35
ADD: If a corrupted savefile is found, and no backup is available, player is now given in-game option to delete it
ADD: If a transport unit is destroyed, chance that its transported passengers can bail out alive (but will start pinned)
ADD: During player bail-out procedure, chance each turn tank is on fire that it will explode

CNG: Ballistic attacks now much less likely to get a direct hit, but get higher bonuses from acquired target levels
CNG: Minor changes to available units in multiple campaigns
CNG: Player now given a chance to reassign crewmen to their normal positions before empty positions are given new crewmen
CNG: Crew position-related skills now displayed in position swap menu

FIX: Enemy class spawn odds modifiers in the first week of a campaign now applied properly
FIX: Axis vehicles now reset to normal reliability after October 1, 1941
FIX: Backups for saved games are now also deleted when saved game is deleted
FIX: Bug where calendar week would not be set properly if more than 7 days passed at once in combat calendar

Update 7.1.3

This update brings a number of additions, changes, and fixes. The late-war Canada's Best campaign, for example, is now finally complete, with all the narrative and game data now in place. As always, please report bugs and crashes on the discussion boards. Changelog follows:

Changelog for 7.1.3

ADD: As AI units: Flakpanzer 38(t), Flakpanzer IV Wirbelwind, Flakpanzer IV Mobelwagen
ADD: AMC 35 and FCM 36 tanks as player and AI units to Battle of France campaigns
ADD: Panzer IV A and C as player tanks in Poland Campaign
ADD: Sound effect for infantry moving
ADD: Medium & Heavy Mortars, Motorcycle MG Teams, SMG Squads to existing campaigns where appropriate
ADD: Geographic locations, week descriptions, additional player tank selections to Canada's Best campaign
ADD: 'Asian Steppes' region definitions
ADD: 'Imperial Ambitions' campaign skill

CNG: If player has a broken gun, a broken sole weapon, or any dead/removed crewmen, no VP is forfeited when returning to base
CNG: Unarmoured vehicles hit by HE and not destroyed will either be immobilized or possibly (if an AI unit) stunned; Stunned AI units cannot act until they recover and may surrender
CNG: Enemy units withdrawing due to the end of the combat day much less likely to surrender
CNG: Crewmen not on Spot command now have a small penalty to spot

FIX: Minor fixes to unit availability in many campaigns
FIX: Repeated combat calendar dates in Operation Torch (Germany)
FIX: Visible hex display not being updated properly when crew have a default command/hatch status set
FIX: Hull-mounted turreted MGs on A9 Cruiser now have proper entries and covered hexes

Development Roadmap

Just a quick note to say that although I haven't released any updates in a few weeks, I am working on a minor update that will fill in some missing units and details for existing campaigns that should be out before Christmas. I will also return to releasing regular additions of new content once the winter holiday season has begun. My next priorities will be creating new units and campaigns for the mid-war Eastern Front, and then finishing up the mid-war desert campaigns. You should see a few substantial updates around the end of 2020 and into the new year.

If you haven't already, check out the Discord channel where updates and new features are often announced before they appear in the game.

Update 7.1.2

A minor update that adds a new campaign, a few new units, and several fixes and improvements. Changelog follows:

Changelog for 7.1.2

ADD: Operation Torch (Germany) Campaign
ADD: Sherman IIC 'Firefly', Ram Kangaroo, Daimler Armoured Car, M1A1 90mm Gun
ADD: Enemy units can surrender, more likely when routed or reduced, awards bonus VP if Gun or Vehicle

CNG: AI update - friendly support units more likely to move into range of an enemy unit
CNG: Molotovs have a chance to hit the top armour of an armoured target
CNG: Reduced odds of fog generation

FIX: Accented characters now displayed properly in campaign week titles and week descriptions
FIX: Unit definition for M8 HMC 'Scott' and added as player tank in Patton's Best campaign
FIX: Removed AT rifle teams from late-war campaigns

Update 7.1.1

Some minor but important fixes in this update, thanks to everyone who reported issues on the discussion board or on Discord!

Changelog for 7.1.1

CNG: Number of refit days in the combat calendar proportionally reduced for shorter campaigns
CNG: SMG squads can now have special weapons
CNG: Reduced units are now also Pinned and lose Acquired Targets
CNG: If player withdraws from battle into a zone with enemy units present, advancing fire won't be used
CNG: Routed units can no longer reposition nor pivot to face player
FIX: Ammo Load wanring now checks across all player guns
FIX: Player tank status/terrain no longer displayed in tank selection menu
FIX: The first combat day following a refit day is no longer skipped