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Armoured Commander II – 2022 Development Roadmap

The end of 2021 seemed like a good opportunity for a longer post on my plans for the game in the new year.

Armoured Commander II was released on Steam out of Early Access in September of this year and since then has gotten quite a few updates. My current plan is to finish the game by the end of August 2022, although I’ll continue to provide bug fixes and general maintenance after that time. My hope is that by then I’ll be able to add everything I wanted to the game, and will have at least laid the groundwork for further additions in the form of community mods.

There are nine general areas where I will focus my development work over the next few months, presented here in no particular order:



Bugfixes


I have at the moment a list of a few bugs that need to be addressed in the next minor update, and I expect that bugs will continue to be reported through the new year. The Discord community has been especially helpful in this, since they can report an issue quickly and I can usually address it in a hotfix in fairly short order. As new features get added, new bugs appear, so this will be an ongoing task for me throughout the new year.

Quality of Life Improvements


Again, this is an area where the Discord and Steam communities have been very helpful, since they have suggested interface and display changes that have ended up greatly improving the game. Even minor things like changing a display colour can greatly improve the overall experience of the game. This also includes minor changes to gameplay, such as a recent change where I removed Overrun as a separate command and turned it into an action under the Drive command. The player can still perform the same type of attack, but now it’s much more flexible in terms of when and how it’s used. I’ll continue to make these sorts of changes wherever possible.

New Units


There’s still a number of unit types that have been suggested on the Discord and/or have portraits ready to go but still need to be added to the game. Many of these were historically quite common, while others were very rare, but all of them have a place in this expansive game.

Gun Towing


This is a mechanic that I’ve been working on for a while – to have gun tractors spawn with gun units, and give them the ability to tow the gun around the scenario map if needed. I’ve already added some elements of this but still need to finish it off. This will bring in some interesting game choices, such as whether it’s better to target a gun tractor first and thus remove the gun’s mobility.

South Pacific


I’ve already added a new region and two new campaigns set in the South Pacific, but there’s much more to do in this area. Although tanks were not very well suited to the terrain of the Pacific islands, they still played an important role in many important battles. Already the unique features of the region and the forces involved have created a new type of game experience in the Battle of Luzon campaigns.

Late War Campaigns


There’s a few important areas of the war that are not yet represented in the game, such as late-war Italy, and the Finnish-Soviet front. I definitely want to add these before I can call the game complete.

Campaign Random Events


This is something I may or may not end up adding, but I had an idea to have a random modifier apply to some or all campaign days. For example, you might be told that today is a decisive battle, and so receive a VP bonus; or you might be offered amphetamines for your tank crew, which reduces fatigue but increases the odds of critical failures. These would add a little more variety to different campaign days, even if you’ve played the same day mission before.

Sound Effects


There’s many aspects of the game that are either missing sound effects altogether or are still using rather generic effects. I’ll continue to add these as needed, and hopefully in time the soundscape of the game will be much more mature.

Map Panel


This is a feature from the original Armoured Commander game, which is to have a visual depiction of the region and your location within it. All campaigns currently provide a geographical location for each campaign week, so adding this should just be a matter of creating the PETSCI consoles for each region, and providing the game with the appropriate geographical references.


There’s also a few other areas that I would like to work on, but I’m not sure if I’ll be able to before the end of the summer. The Second Sino-Japanese War, the Spanish Civil War, and the Korean War are all settings that would fit well within the game. Some work on these has already been done on the Discord server, so perhaps the players will have already completed these before I can get to them myself.

In any case, it should be an eventful first half of 2022 as I continue to develop Armoured Commander II, and hopefully help it grow into the completed game that I had envisioned years ago.

Update 1.1.2

A minor update with some additions and a good number of changes and fixes. On important change is that a few commands have been changed into actions. To Unbog or Overrun, your Driver should now be on the Drive command; to Unjam a weapon, your crewman should now be on the Operate Weapon command. In the rare case that one of your crewmen is on Unbog, Overrun, or Unjam Weapon orders when you update, their order will automatically be reset to Spot.

1.1.2 Changelog


ADD: Semovente da 75/34, Semovente da 90/53, Semovente 105/25
ADD: 'Very Unreliable' stat for weapons
ADD: Bonus to chance of Fire Small Arms action when player is on Overrun

CNG: Unbog and Overrun are now actions within the Drive command
CNG: Unjam Weapon now an action in the Operate Weapon command
CNG: Fire Small Arms action now takes place at the start of the Shooting Phase
CNG: Commands that require the crewman to be CE will no longer be available in positions that are always BU
CNG: More commands that require the crewman to be CE will include a warning in the Command Phase if the crewman is currently BU
CNG: Slight change to colours of to-hit/effect resolution bar graph
CNG: Slight change to layout of to-hit console
CNG: LoS depictions no longer drawn during AI attacks

FIX: Better handling of warning when crewman is unable to operate an AAMG or attempt an unjam because they are BU
FIX: Bug where immobilized armoured targets could be destroyed by HE as if they were unarmoured
FIX: Bridge generation procedure could add bridges over rivers in strange places
FIX: Shortened display of Half-Tracked movement class in unit display to avoid overlaps
FIX: SU-57 main gun changed to 57L
FIX: Display overlap with display of empty crew positions in bail-out screen

Update 1.1.1 Hotfix

Just a small hotfix to get the "On my Mark" battlegroup command working properly (hopefully!)

Update 1.1.1

Some additions, changes, and fixes in this update, including two new campaigns!

1.1.1 Changelog

ADD: New Campaigns: Operation Market Garden, Operation Grapeshot (thanks to stein!)
ADD: Nation definitions for Kingdom of Romania, Kingdom of Thailand (thanks to YARD, and to Engineer Zero for the ribbons!)
ADD: Ram Mark II (early), Small Horse Limber, Large Horse Limber
ADD: Name of weapon used in pop-up message when an AI unit is destroyed by AP
ADD: Crew nickname (if any) to memorial entry
ADD: Campaign Day mission type to After-Action Report screen
ADD: Rescue units can now start bogged down or immobilized

CNG: Updated Tutorial to use the Ram Mark II (early) tank, so that new players get used to using both HE and AP ammo in the main gun
CNG: Friendly targets (for smoke) now added to the end of the target list
CNG: Infantry anti-tank weapons now cannot be fired if the unit already moved that turn
CNG: Enemy units that are forced to abandon their gun or vehicle will now award VP
CNG: Infantry units can no longer move and fire or do harassing fire in the same turn

FIX: Unit portraits - thanks to chri
FIX: Spray and Pray skill added as an antirequisite for Gunslinger skill
FIX: Enabled sound effect for SMG close combat attack
FIX: MMG max range now 2 hexes
FIX: No longer possible for a unit to be routed multiple times
FIX: 'Penetrating Hit' message now only displayed if vehicle was not also destroyed
FIX: AI units can no longer move after attacking in the same turn
FIX: 'Aid Crewmen Bailing Out' action will no longer appear if no live, conscious crewmen remain in the vehicle
FIX: Re-use of variable name in damage roll (thanks Vanagandr!)
FIX: Transport units unloading passengers and then surrendering right away
FIX: Enemy units less likely to surrender at longer ranges from player, and in general
FIX: All T-34 models other than T-34-85 now have RST turrets
FIX: Hunker Down effect not being applied

Update 1.1.0

This is a substantial update that brings a ton of new content, features, and fixes. It does not break compatibility with saved campaigns, but it does introduce a new system for campaign records (those accessible from the main menu screen), so unfortunately any existing records will no longer be visible. If you want to view your old records, you can switch to the legacy 1.0.9 branch and view them from there. Any new records will only appear in the 1.1.0 version of the game.

This update introduces the South Pacific / Southeast Asia region, and two new campaigns set there covering the Battle of Luzon. These are just the first of many forthcoming campaigns set in the region.

As always, please report bugs or crashes on the Steam discussion board or on the Discord.

1.1.0 Changelog


ADD: Japanese Type 92 (early), Type 92 (late), Type 95 So-Ki, Type 1 Ho-Ni I, Type 4 Ho-Ro, Type 97 Chi-Ha (late),
Type 1 Ho-Ki, Type 1 47mm AT Gun, Year-38 12cm Howitzer, Year-3 14cm Naval Gun, Type 93 AA Gun,
Type 98 20mm AA Gun, Type 96 AA Gun (Single, Double, and Triple variants), Type 10 120mm AA Gun
ADD: Renault FT Kegresse (POL), VAU-33 (early), VAU-33 (late), 9TP
ADD: Type 89 Mortar, added randomly to Japanese infantry squads
ADD: Destroyer, Cruiser, and Battleship naval artillery support unit definitions
ADD: Battle of Luzon (USA) and Battle of Luzon (Japan) campaigns
ADD: Ukraine to Stalingrad (Italy) campaign
ADD: Naval artillery support; only available in coastal map areas, naval guns re-roll failed to-effect rolls on targets
ADD: Custom icon for game window
ADD: South Pacific region definition, zone and scenario terrain types
ADD: Jungle and Bamboo Forest also apply Airburst HE FP effect
ADD: Marsh terrain HE FP effect, -25%
ADD: Message at start of Campaign Day reporting on time of sunrise and time of sunset
ADD: Special Scenario random events for South Pacific region: Japanese small team emerges from a cave; American naval artillery bombardment
ADD: enemy_fanatic and player_fanatic tags for campaigns: fanatic units will never rout and never surrender
ADD: "Mudrunner", "Spray and Pray" crewman skills
ADD: 'Stabilize Crewmen' bailout action, will add a bonus to chance for critical injuries to stabilize during the bailout minigame
ADD: Display of Open Topped and Open Rear to unit info displays
ADD: 'Fire at Will' battlegroup command, squadmates will wait until player has fired with main weapon before attacking
ADD: 'View Mode' in Campaign Day layer, allowing player to view info on map zones with keyboard alone
ADD: 'View Mode' in Scenario layer, allowing player to view info on units with keyboard alone
ADD: Crewmen in a turret with an open rear can now bail out of the rear doors
ADD: Oasis zones have a small chance of turning out to be a mirage when reconning or moving into them
ADD: New Desert unit portraits by chri
ADD: Sound effect for SMGs firing
ADD: Memorial display for KIA crewmen; memorial file stored in user folder
ADD: Tutorial slide on maintaining RoF
ADD: When a vehicle is immobilized while moving, chance that it comes to a stop facing a slightly different direction
ADD: Animated display of support request roll
ADD: Player option to attempt an immobilize attack on an armoured target
ADD: Command to view the Unit Gallery from the in-game menu
ADD: Autocannon tag for guns, gives a substantial bonus to RoF chance if reloading from Ready Rack

CNG: Increased maximum number of player squad members to three for armoured cars
CNG: Unbog chance now reflects original bog chance
CNG: Reduced odds of armoured unit surrendering, armoured units with no adjacent enemy units will no longer surrender
CNG: AI units can now potentially perform multiple actions in a single activation; infantry and gun units can only move once per activation
CNG: New morguefile used, campaign records will be reset
CNG: Base RoF chance for the 37S gun on the Renault FT now set to 15%
CNG: Much higher chance of encountering resistance when moving into certain zone types: Mountain Pass, Fortress, Fortification
CNG: If a crewman comes up for promotion and their level is higher than the minimum required for promotion to the next rank, the odds of being promoted are increased
CNG: Impassible campaign day map zone will no longer appear adjacent to each other
CNG: 'Battles Fought' stat now changed to 'Engagements Fought' throughout code
CNG: Message when AI units attack or maintain RoF now only displayed if player is the target; with the new multiple AI actions per turn, these messages were greatly slowing down the game
CNG: Campaign records now only loaded when needed, new location and data structure
CNG: Display of decoration ribbons by EngineerZero added to campaign record / final report screen
CNG: Now only possible to get 5 of the same decoration / 4 additional bars
CNG: Value of Hold objectives in a Hold the Line mission day now scale based on how many objectives are on the map

FIX: Changed more in-game references from 'tank' to 'vehicle'
FIX: Minor fixes to typos and unit definitions
FIX: The 1 in a roll of 100.0 in the bailout minigame was not being cleared from the screen properly
FIX: Enemy friendly fire air and artillery attacks would not choose units from the correct list
FIX: Critical hit odds and display bar no longer shown if attack cannot result in a critical hit
FIX: The Bishop was incorrectly tagged as open topped; hatch definitions fixed
FIX: Immobile units now cannot spawn as part of an enemy attack on a player-held zone
FIX: Units with Panzer 38(t) hulls now have the hatch correctly on the assistant driver side, rather than the driver side
FIX: Flamethrower weapons can no longer go into negative fuel through RoF attacks