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Armoured Commander II News

Update 1.2.68

ADD: Unit definition tag for jet aircraft to play the correct sound effect
ADD: Jet aircraft now have no chance of being driven off by AA fire
ADD: Player can now choose to bail out when tank is bogged down, but with same VP penalty as withdrawing from the combat day early

FIX: Bonuses to withdraw from battle are now applied to the base chance, not the roll, so that effect of Commander command/skills is more clear
FIX: In the Campaign Selection screen, the player nation name is now wrapped across two lines for modded nations with longer names
FIX: In bailout screen, longer unit names of nearby allies could overwrite the list of Enemies in Sight

Update 1.2.67

ADD: American tropical and British winter unit portraits by jkprince

CNG: Updated unit data for the Japanese Type 91 Armoured Car

FIX: Changed 'tank' to 'vehicle' in several strings
FIX: When the player unit was hit by an attack and a crewman knocked unconscious, their command was not set to None, so in the case of an Overrun attack they were still able to act in that turn's Shooting phase
FIX: No longer possible to inadvertantly advance into the next Scenario phase while hex view mode is active
FIX: Expert Shot now replaces Crack Shot in a crewman's skill list

ArmCom2 is Now Rated Overwhelmingly Positive

[p]With 500 Steam reviews and 98% of those positive, Armoured Commander II is now rated by Steam as Overwhelmingly Positive. My sincere thanks to everyone who helped make this the game that it is.[/p][p]I continue to fix and polish the game, and plan on adding some more (optional) visual improvements as well as a few new campaigns over this Summer.[/p]

Update 1.2.66

ADD: Additional glossary entries
FIX: Corrected ammo capacity for the SU-76M
FIX: Changed "PaK 36" unit name to "7.62 cm PaK 36(r)" and updated description
FIX: Added end dates for Tractor rarity factors so that they don't appear in mods set in the 1950s and later

Update 1.2.65

ADD: If player connects a new game controller during play, the game will prompt them whether they want to switch control to it

CNG: Slightly different order of crew commands as they appear during the Command Phase
CNG: Small change to the message displayed when units are routed by an attack
CNG: Added higher AP values for HE hits for calibres of 150 and above

FIX: NR## and Rd (Radio damaged) displays used to overlap on player unit card
FIX: Support recon units will no longer do a recon check at the start of a scenario if player was already knocked out
FIX: Added more space for the list of crewmen returning from the field hospital, reorganized menu
FIX: HD bar in odds graph could extend too far