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Armoured Commander II News

Update 5.0.5

A small update today, but one that fixes a possible crash when an armoured train was spawned as an enemy reinformfcent during a scenario. Changelog follows:

Changelog for 5.0.5

ADD: Pass Ammo command for Assistant Drivers, increases chance of RoF for guns when not using the Ready Rack
CNG: Layout of campaign options menu
CNG: Fate Points must now be set to off for campaign to be entered into campaign records
CNG: Slightly increased odds of repositioning into target terrain type
CNG: Armoured trains can no longer be spawned as enemy reinformcents, was causing a crash due to also spawning a locomotive unit

Update 5.0.4

Some minor additions and fixes in this update, including some new units and other things that are not yet available in the game, since I still need to finish the early-war Afrika Korps campaign! As always please report bugs and crashes in the discussion forum.

Changelog for 5.0.4


ADD: Autocannone da 20/65, 20/65 AA Gun, 47/32 AT Gun
ADD: Marmon-Herrington II and III
ADD: Unit definitions for Panzer III G, Panzer III H, Panzer IV E
ADD: Panzer II F to Battle of France (Germany) player tanks
ADD: 'Unique Opportunities' campaign skill
ADD: Campaign Day mission: Patrol
ADD: Axis vehicles in North Africa prior to October 1941 all are automatically Unreliable
ADD: (u) indicator after movement class if vehicle is unreliable
ADD: Zone capture check if player moves into a new zone and no battle was triggered
ADD: Exception catch when the main menu checks to see whether 1+ saved campaigns are available
CNG: "Cycle Selected Gun" now greyed out in Ammo Load menu if tank only has one gun
CNG: Redesigned campaign selection menu to allow for more information to be displayed in the future
CNG: Campaigns in selection menu now categorized by starting year
CNG: Separated campaign options to their own menu, to allow for more options in the future
FIX: Crewmen must now be CE to throw a smoke grenade

Update 5.0.3

Some minor but important fixes in this update, as well as two new enemy units:

Changelog for 5.0.3

ADD: Matilda II CS, Valentine II to AI units
ADD: Operate MG command not available if crewman is BU and only available MG is AA MG
ADD: Message in Contextual Console (above and to the left of the scenario map) if no target currently selected
CNG: Revisions to Rate of Fire calculations
FIX: Incorrect dates for Patton's Best campaign calendar
FIX: Bug where impossible weather conditions for current region/season could be generated
FIX: Player Commander stay in Field Hospital not being handled properly

Update 5.0.2

Some minor fixes and additions for today, as always please report any bugs and/or crashes in the discussion forum:

Changelog for 5.0.2


ADD: TK-3 and TKS as playable tanks in the September Campaign
ADD: Weapons on a turret that has rotated that turn will have a lower RoF chance
ADD: Guns between 15 and 40mm have a higher base RoF chance, to reflect autocannons and much quicker pace of reloading
ADD: British AI unit for Via della Vittoria campaign: Rolls Royce Armoured Car
ADD: Handling of weapons mounted on rear of turret
ADD: Remaining historical notes to unit definitions
ADD: Chance that crewmen will become Shaken if a squadmate tank is destroyed
CNG: VP scores required for Via della Vittoria campaign decorations
FIX: Incorrect refitting date (1944!) for Battle of France (UK) campaign
FIX: Missing campaign skill in Via della Vittoria

Update 5.0.1

A minor update today with some fixes and additions. As always, please report bugs and crashes in the discussion boards. This update is compatible with saved campaigns from 5.0.0.

Changelog for 5.0.1


ADD: Display of fate points remaining in attack console if player is able to use one
ADD: New French AI units: 105mm L mle 1913, 155mm C mle 1917, 20mm mle 1939 AA, 25mm mle 1938 AA
ADD: Additional detail to modifier list descriptions, possible to wrap description across two lines
ADD: Check for old config file and automatic update to avoid a crash
ADD: Additional historical notes for units
ADD: AI units may pivot but not attack, in order to get a better attack next turn
CNG: Modified enemy spawn odds for Canada's Best campaign slightly
CNG: Modified base Fatigue gain odds slightly
FIX: Bug where crewman birthdays could be set to day 0 of the month
FIX: Bug where campaign day map zones recaptured by enemy forces would have their strength already known to player
FIX: Empty "long_range" field for some 75mm guns in unit definitions
FIX: VP from Hold objectives not being awarded at end of combat day
FIX: Stun checks from saved AP hits not actually applying a Stunned condition to crewmen
FIX: Crewmen can now only manage the ready rack of the gun in their tank location (turret/hull)