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Armoured Commander II News

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

Update 1.2.50 Hotfix

FIX: Incorrect loader data for main gun on Marder II

Update 1.2.50

ADD: New campaign option "ACs and TDs Only": Only Armoured Cars and Tank Destroyers will be available as vehicle options for the player. If a campaign has no such vehicle options, then the player will have access to the normal full vehicle list.
ADD: Co-Loader position, used in 8.8cm FlaK 18 Sfl., Jagdtiger, Sturmtiger, etc.; both Loader and Co-Loader can provide a RoF bonus if they are reloading; this change will not apply to already spawned vehicles in an ongoing campaign

CNG: D-Pad up/down input will now repeat when scrolling through lists
CNG: AI units will now be much more likely to reposition when they have no LoS to any enemy targets
CNG: If player ends bail-out early, all crewman actions will be set to display as None for clarity

FIX: Incorrect button display for controller inputs in Shooting Phase
FIX: Weapons should now no longer select a friendly unit as the first possible target unless it's firing Smoke, or if there are no enemy targets in the covered firing area
FIX: Minor changes to some German open-topped tank destroyers, changing positions and adding forward-facing AAMGs (thanks PowderTrail!)
FIX: In bailout sequence, crew that are in Open Topped positions will no longer be labelled as No Hatch
FIX: Player vehicles that had two Loaders in the same location made crew moving positions during the bailout sequence not work properly