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Armoured Commander II News

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

Update 7.1.0

This is a medium-sized update that adds five new campaigns, a number of new units (bringing the total to 325), and some new features, in addition to bug and crash fixes. As always, please report bugs or crashes in the Steam discussion boards, and my thanks to everyone on the Discord server who tested this build out yesterday (invite link to the Discord server). Changelog follows:

Changelog for 7.1.0


ADD: Crash message screen with location of crash log and instructions to report the crash
ADD: New Campaigns: Afrika Korps on the Advance, Ariete on the Advance, Desert Rats Victorious, The Continuation War (Finland), The Continuation War (USSR)
ADD: New Generic units: Medium Mortar Team, Heavy Mortar Team
ADD: New British units: 6 Pdr Portee, Churchill IV NA(75)
ADD: New Finnish units: T-26 M33 (FIN), T-26 M37/39 (FIN), T-28E M40 (FIN), BT-42, BA-10 (FIN), 37 PstK/37, 45 PstK/32, 50 PstK/38, 76 RK/27, 105 H/33, 122 H/38, 150 H/40
ADD: New Soviet units: BA-10, T-70, 85mm obr. 1939, Mark II (Matilda II), Mark II 76mm (Matilda II CS), Mark III (Valentine II)
ADD: New Italian unit: AS 42 - AT
ADD: Missing portrait for Typhoon
ADD: Display for resolution of HE hits on unarmoured vehicles

CNG: Combat days now start no earler than 4:00 and end no later than 22:00
CNG: If player attempts and fails to withdraw from a battle, player unit and squad counts as moving, may move into new terrain, may have new LoS, etc.
CNG: Allied AI units should now act more often
CNG: Removed action modifier for AI units at medium and long ranges
CNG: AI units no longer allowed to pivot when conducting defensive fire

FIX: In RoF calculation, to avoid penalty, the Loader on reload command must be in same location as gun
FIX: Missing APCR ammo entry for BA-6
FIX: Campaign locations and times in extreme north in summer will no longer crash the game
FIX: Options menu can now handle lists of options longer than 26 items
FIX: Some roads to edge of map were being drawn with incorrect colour in North African maps
FIX: Date and time console being incorrectly drawn between Campaign Day and Scenario layers
FIX: No longer possible to operate a gun in a RST while CE on first turn when default status is set to CE
FIX: Fill Ready Rack hotkey will now work even if there are not enough shells available to completely fill Ready Rack