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Armoured Commander II News

Update 6.1.2

A small but important fix today:

[h2]Changelog for 6.1.2[/h2]

FIX: Added missing driver hatches for German tank destroyers and assault guns including Marders

Update 6.1.1

A small update today to fix some bugs in the most recent medium-sized update:

[h2]Changelog for 6.1.1[/h2]

CNG: Player unit VP modifier now displayed as a percentage change in tank selection menu
FIX: Enabled movement sound effect for Tank Destroyers
FIX: Loader hatch incorrectly included on the Sherman V
FIX: Added HE ammo to the Churchill IV for late-war

Update 6.1.0

A medium-sized update today, it doesn't break saved game compatibility, but there's a ton of new content that's now been added. Most important are a pair of new late-war campaigns that allow you to fight on the Western Front on either the British or German side, between June 1944 and March 1945. A number of new tank models are also now available to the player, including Churchills, Cromwells, Panthers, and Tigers, and will also appear as enemy units where appropriate. The two existing late-war campaigns have also been updated with lots of new enemy units and a few more player choices. With this update, the game now has 254 unit types.

Any bugs or crashes, please report them in the discussion boards. Changelog follows:

[h2]Changelog for 6.1.0[/h2]
ADD: Western Front Campaign - late-war German forces on the Western Front, June 1944 to March 1945 (thanks flori2412!)
ADD: Monty's Best Campaign - late-war British forces on the Western Front, June 1944 to March 1945 (thanks flori2412!)
ADD: Churchill IV, Churchill V, Churchill VI, Churchill VII, Churchill VIII, Churchill AVRE, 3in SPM M10, Achilles
ADD: Cromwell I, Cromwell VI, Challenger, Valentine XI, AEC II, AEC III, Otter, Sexton, Staghound I
ADD: M7 and M7B1 Priest, M3 halftrack, M3A1 halftrack, Ford F15, Willys MB, M29 Weasel
ADD: OQF 6-Pounder, OQF 17-Pounder
ADD: Free French nation definition
ADD: Quick Reflexes, Lightning Reflexes crewman skills
ADD: Support for arrow key input for WASD key inputs
CNG: Additional enemy units and support for Patton's Best and Canada's Best campaigns (thanks flori2412!)
CNG: When enemy units attack the player's zone, guns and armoured train cars are now much less likely to spawn in the battle that follows
CNG: Minor changes to unit spawn chances for Soviet enemy units, class spawn chances in the Barbarossa (Germany) campaign
CNG: Message in contextual console when in Command Phase and selected crewman is dead
CNG: Crew menu default activation key now E
FIX: Number of scenarios fought was not being recorded properly for Steam achievement
FIX: Concealment check now skipped at end of scenario if all enemies have been destroyed
FIX: Crash when resupply arrived and tried to take away the body of a dead crewman
FIX: Crash after end of a scenario when there is an empty position in the tank
FIX: Bug where crewmen would not recover from Shaken, Stunned, or Unconscious status after a Scenario
FIX: Bug where crewmen could close a hatch that had already been opened in the bail-out minigame

Update 6.0.9

Another minor update with some additions and bugfixes today:

[h2]Changelog for 6.0.9[/h2]

ADD: M3A1 Stuart, M1 57mm AT Gun, M5 3-inch AT Gun, M2A1 105mm Howitzer, M1 155mm Howitzer (not used yet)
ADD: Stuart VI (not used yet)
ADD: M5A1 Stuart and M24 Chaffee as player tanks in Patton's Best campaign
ADD: SPW 251/22, Kfz 1 "Kubelwagen"
ADD: Open nearby hatch command in bail-out minigame
FIX: Dead crewmen can no longer be given an order in the bail-out minigame

Update 6.0.8

Some minor additions and fixes in this update, including some units that are being added for a future, yet-to-be-added campaign.

[h2]Changelog for 6.0.8[/h2]

ADD: Sturmpanzer IV, Panzer IV F2, Panzer IV G, Marder III, Marder III H (not used yet)
ADD: M8 HMC 'Scott', M8 Greyhound (not used yet)
ADD: Steam achievements for 5-7 of Diamonds
ADD: Visual variation in tree colours on the Campaign Day map for Spring and Autumn seasons
ADD: Prepared Positions campaign skill (not used yet)
CNG: Air/Artillery Support levels only displayed in Campaign Day interface if actually available for that campaign week
FIX: Final campaign decoration text moved down one line so as to not overwrite background text
FIX: Key command to add a crew skill now set to 'E', had conflicted with the new Set First Name command