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Armoured Commander II News

Update 1.1.10

This is mainly a bugfix update, with a few additions that are not yet fully implemented, including a number of new units. These will be added to campaigns in a future update, but I wanted to get this update out mainly to fix a display bug when resolving an HE hit on an armoured target. Full changelog follows:

1.1.10 Changelog


Note: New units are mostly not used yet

ADD: AB Lancia 1Z, L5/30 (Fiat 3000), L3/38, P26/40, Panzer L38 733, Panzer P40 737, StuG M42 mit 75/18 850, StuG M42 mit 75/34 851, StuG M43 mit 105/25 853
ADD: M2A4 Light Tank, M2A4 Light Tank (UK)

ADD: restricted_traverse stat for MGs and other area fire weapons; penalty when firing at a moving target
ADD: Unit Support selection will be saved for game session, and if possible will automatically be selected next time Unit Support is requested
ADD: Improved moon phase visual indicators

CNG: Minor changes to Jungle Rats, Polish campaigns
CNG: Vehicles with no gun or flamethrower weapons on board now have a much lower chance of exploding upon a KO hit
CNG: During player RoF attacks, either F or Tab can be used to fire again; ESC will now end the attack
CNG: Convoy Attack objectives now limited to max 1 per map area, less chance of appearing
CNG: Increased speed of in-game animations
CNG: Flamethrower and Combat Engineer Teams will no longer be set as the unit id for a given class when spawning enemy units; means they will not appear in groups of 2+ units nearly as often
CNG: Improved look of tabs in in-game menu (thanks Vanagandr!)
CNG: Replaced MAR portrait variants (never used) with ELW (Early War)

FIX: Partial and Full effect chances were being displayed during armour penetration roll caused by an HE hit
FIX: Updated gun definition for Panzer II J

Update 1.1.9

A small but important update this week, which fixes a few bugs and adds some nice Quality of Life functionality to the game. As always, please do report bugs and crashes on the Discord or on the Steam discussions boards. Changelog follows:

1.1.9 Changelog

ADD: New Unit: L3 Lf (Trailer)
ADD: New Skill: "Unsticky Situation": improves unjam chance, available to all crewmen, replaces unjam bonus previous given by "Mechanic" and "Gun Maintenance"
ADD: New Skill: "Reverse!": increases chance of a successful reverse move action
ADD: 8x8 and 16x16 font files for REXPaint to /src folder - these are the base font files that can be used by REXPaint; the game uses an extended set with additional gylphs
ADD: Unit Gallery now includes a command to display a list of campaigns where a given unit type appears
ADD: Option to join a campaign that has already started when continuing into a new campaign

CNG: Movement chance increased by 30% (before fatigue effects) if Driver is CE
CNG: In Shooting Phase when cursor is not over a map hex, info on a currently targeted unit will be displayed in the unit info console
CNG: Key repeating now allowed in glossary, message log, unit gallery, and add skill menus

FIX: Small transports like Jeeps and Kubelwagons will no longer be spawned as trucks in Convoy Attack objectives
FIX: Battle of Luzon (Japan) had incorrect enemy air support data
FIX: Minor change to rarity factors for Sd. Kfz. 13

Update 1.1.8

This is a regular update with a lot of fixes and minor improvements to the game. My thanks to the players on the Discord for suggesting many of these improvements and for testing out this update on the preview branch. As always, please report any bugs or crashes on the Discord or on the Steam discussion forums. Changelog follows:

1.1.8 Changelog


ADD: Firing a Gun in Dry ground conditions has a small chance of kicking up dust around the attacker (max 2)
ADD: Possibility of a partial hit result when firing HE; partial hits apply less FP, have no AP effect, and have less chance of causing dust on target
ADD: Different display colours for ranges of travel times on the Campaign Day layer
ADD: Crewman CE display highlighted in yellow if especially vulnerable to incoming attacks (on order that allows spotting)
ADD: Bonus to affect moving deployed guns with area fire attacks
ADD: Wadis: dry riverbeds that can appear on North African campaign day maps. Take much less time to cross than rivers.
ADD: Attempt Hull Down command now greyed out if player unit is already HD in current facing
ADD: New Skill: Leadfoot: Increases chance of an extra move when driving a Fast Tank or Fast Wheeled vehicle.
ADD: AI units that are Lax and have an allied unit in the same hex that is Alert will automatically change statue to Alert upon activation

CNG: Campaign Day map area can now sometimes have 4 or 5 objectives
CNG: Effect of "The Immobilizer" skill more clear now
CNG: Area fire attack penalty for vehicle-mounted weapons reduced
CNG: Any concealed unit that initiates an overrun attack is automatically spotted
CNG: Firepower applied to unspotted targets is now halved (fractions rounded up) when applied, not when resolved
CNG: River crossing check now takes place after breakdown + sandstorm checks
CNG: Fighting Withdrawal day missions:
- any zone that is above the player's current hex row will automatically be captured by enemy forces if possible
- capturing (or defending) a zone awards 2x normal VP
- after winning a scenario, the player will be awarded VP for capturing a zone, but must then automatically move to a zone in a lower hexrow
CNG: Increased chance of becoming Stunned or Unconscious as a result of an injury, but also increased protective effect of Grit stat against this
CNG: Small change to effect of gun shields and movement chances
CNG: Minor change to background of Campaign Day layer display

FIX: Unbog attempt now clears all acquired targets and sets moving status
FIX: Gun units can no longer attempt to deploy/unlimber or pack-up while Pinned
FIX: Convoy Attack objective zones sometimes had few or no trucks spawned
FIX: Longstanding bug in calculating full and critical effect chances for area fire and flame thrower attacks
FIX: AAMGs on pivot mounts no longer affected by negative modifiers for pivoting or turret rotation
FIX: Unit destruction sound no longer played when a unit withdraws
FIX: Too much time was being added for crossing rivers on the Campaign Day map
FIX: Convoy Attack objective now only failed if any enemy trucks remain in the zone after withdrawing
FIX: Campaign records now sorted by total VP
FIX: Bug where a new crewman would not be assigned if Player Commander continued into a new campaign, kept the same vehicle, and there was 1+ crewmen who were KIA while the Player Commander was in the Field Hospital
FIX: Miscalculation of the full and critical effect chance for Area Fire and Flamethrower attacks
FIX: Crash when Player Commander stayed in Field Hospital until end of campaign, but final possible day of campaign wasn't in the Combat Calendar

Update 1.1.7 Hotfix

Just a minor update to add a few things in advance of the Community Challenge (see the Discord for details!)

1.1.7 Hotfix Changelog

ADD: Chance to display a variant portrait of the unit on the main menu
ADD: Display of list of modifiers to support request rolls
ADD: TRO variant portraits for Stuart I and Stuart I (JP)
CNG: Removed the now-redundant message after a failed support request roll

Update 1.1.7

This update brings two new campaigns set in Burma in 1942, and a number of improvements and fixes. As always, please report bugs and/or crashes on the Steam discussion forums or on the Discord. Full changelog follows:

1.1.7 Changelog


ADD: "Jungle Rats", "Up The Irrawaddy" campaigns (Burma 1942)
ADD: Special random scenario event for UK forces in Southeast Asia: 25-pdr reinforcement unit arrives
ADD: Southeast Asian region with unique seasons, swamp zones more likely during rainy season
ADD: 'Fighting Qualities' campaign skill
ADD: USA Winter unit portraits by chri
ADD: Animation for demolition charge close combat attack
ADD: 'Nikuhaku' suicide anti-tank teams w/demo charges on poles
- critical hit means that the explosive was dropped into an open hatch or open top, automatically KIA for all crew
- unit likely destroyed whether attack succeeds or not
ADD: Captured Stuart I in Japanese service
ADD: T-26 M33 (ROC), Bren Gun Carrier (ROC), Henschel 33 Truck (ROC), 2.5 Ton Truck (ROC), Jeep (ROC), 7.5cm leIG 18 (ROC), Oerlikon 20mm AA Gun, 7.5cm Krupp M08 (ROC)
ADD: On Campaign Day map, if no zone is under the mouse cursor, Zone Info console will display info on any zone currently selected for recon or travel
ADD: Sound effects for various bail-out actions and events, unbog attempt
ADD: Front Gunner, MG Gunner, etc. positions can now use the Pass Ammo command
ADD: Wound Badge for German crewmen
ADD: Crewmen may turn a knock-out hit into a penetrating hit if their Morale is high and the player vehicle has no penetrating hits yet
ADD: Convoy Attack campaign map objective: mostly enemy trucks will be present, worth 4 VP each if destroyed
ADD: Nightfall check once end of campaign day has occured, may end a scenario right away

CNG: Slight change to key commands for view mode on the Scenario layer
CNG: When resupplying, small amounts (1-3 rounds) of non-APCR/APDS rare ammo will now be made available to the player
CNG: Improved tractor portraits by cjprince
CNG: Harrassing Fire random scenario event can now activate any enemy infantry or cavalry unit armed with small arms or a MG weapon as its main weapon
CNG: In Shooting phase, targets now sorted by distance and direction from player
CNG: Current season now displayed in weather info consoles
CNG: Pinned, non-heroic units now much more likely to surrender if trying to withdraw
CNG: Capture objectives have a higher VP reward, higher average resistance level, and will always trigger a battle
CNG: Gun units spawned as reinforcements will always spawn with a tractor
CNG: River crossing times reduced and normalized overall
CNG: 40+ FP on a unit will now result in a 99.5% chance of unit destruction

FIX: Additional checks for Rear Driver position
FIX: Destroyed passenger units now included in the campaign day tally of destroyed enemy units
FIX: Crash when random friendly air support event results in a friendly fire attack on the player
FIX: If player weapon breaks down after an attack, the RoF prompt is now no longer displayed
FIX: Issue/crash with handling modified enemy nation odds
FIX: Patrol day mission description being too long
FIX: Player squad will now also have their guns and flamethrowers reloaded when player is resupplied
FIX: Was possible to reveal/conceal oneself from units in the 4th hex ring on the Scenario map
FIX: Player squad members can no longer become Heroic
FIX: Minor update to BA-64B definition
FIX: Bug where Withdraw chance could end up being less than 0%