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Armoured Commander II News

Update 1.2.19 Hotfix

Should fix the slightly inaccurate mouse cursor location detection in fullscreen mode. Also corrects MG sound effects for captured units (thanks Vanagandr!)

Update 1.2.19 Take Two!

Ok this version should fix the mouse cursor location bug - any issues please do let me know!

Rollback to 1.2.18

I've had to rollback the game to 1.2.18 because there are still issues with the mouse cursor in 1.2.19. Will investigate and try and find a fix for this.

Update 1.2.19

This update introduces a new (and hopefully better) system for handling keyboard, mouse, and gamepad input, including better handling of multiple game controllers. If you have any issues with input in this update, please do report them on the Discord or the Steam discussion board. Full changelog follows:

1.2.19 Changelog

ADD: After moving, all guns on the player unit will switch to not using their Ready Rack if they have one (since RoF won't be possible anyway)
CNG: Players can now switch between keyboard and game controller input during the game, and player can choose between multiple connected controllers
FIX: Game now detects when a game controller is connected or disconnected
FIX: Improved deadzone handling for left gamepad stick on Campaign Day layer

Update 1.2.18

This is a minor bugfix update, any crashes please report them on the Discord or the Steam forums. Changelog follows:

1.2.18 Changelog

CNG: Successful small arms attacks from the player on enemy units will now cause them to become Alert if Lax
CNG: Any small arms attacks from the player unit will activate any squadmates on 'On my Mark' command and change it to 'Fire at Will'
CNG: Gun units that deploy will automatically face one of the closest enemy units
CNG: Enemy units slightly less likely to withdraw by default

FIX: When trying to add 10 rounds of rare ammo to vehicle but fewer than 10 are available, game will add as many as possible
FIX: Squadmates now properly count as moving after the player initiates an Overrun attack
FIX: Non-tractor units with towing capacity were not using the correct AI behaviour
FIX: Regional rare ammo definitions were not properly restricting ammo as rare if it was unlimited by default
FIX: If an AI unit pivoted to move but then the move was not successful, its weapons were still covering their old direction