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Armoured Commander II News

1.0.3 Hotfix

Some minor fixes:

1.0.3 Hotfix Changelog


CNG: Motorcycle teams will now use infantry TEM if stationary, vehicle TEM if moving
CNG: Updated T-28 definitions to include a radio, corrected the gun info for T-28 M34
CNG: USA squads now have increased chance of MOL
CNG: Toggle RR action now hidden when select weapon does not have a Ready Rack
FIX: Quite a few typos

Update 1.0.3

A small update today, making minor changes and fixes to the game:

1.0.3 Changelog


ADD: Display of effective firepower for HE, etc. hits in attack console
ADD: Possible to destroy a motorcycle team with a critical hit from an AP round
ADD: New hex depiction for winter with no snow ground cover
ADD: Broken Down and Penetrating Hit as valid reasons for abandoning the vehicle; players with a penetrating hit can also return to base without forfeiting VP
ADD: Finnish armoured train as very rare encounter to Soviet Winter and Continuation War campaigns
ADD: Display of current phase to top of Command Menu, will also display during phases in which player cannot act

CNG: Expected enemy resistance now combines multiple instances together, eg. "2x Infantry Squad"
CNG: Enemy Anti-Tank Rifle Teams, HMG Teams, Medium Mortar Teams, amd Heavy Mortar Teams can now be unloaded from transports when further away from the player
CNG: Withdraw chance now improved if commander is on Direct Movement command
CNG: Added hatch (really a door) to wz. 34
CNG: Molotov Cocktails now only added to infantry squads before 1940 if Japanese; higher chance for Soviet and Finish units
CNG: First Aid crew action now has its own pop-up menu

FIX: Four of Spades achievement now only triggered when attack came from player
FIX: Modifiers to HE FP values now correctly displayed in attack console
FIX: Canister firepower now applied properly

Update 1.0.2

This is a minor update that includes several additions and fixes that had already been added as hotfixes over the past few days.

1.0.2 Changelog


ADD: Additional command in bail-out procedure to push an unconscious crewman out of the vehicle
ADD: Additional command in bail-out procedure to swap positions with an unconscious or dead crewman
ADD: Vichy French nation definition, now possible to continue into Free French or (future) Vichy French campaigns from the France campaign
ADD: Display of unit TEM if any in unit info console

CNG: Updated description of Vickers 6-Ton Mark F and added hull-mounted SMG
CNG: Enemy units outside of LoS no longer count for withdraw checks
CNG: Armoured unit support will only spawn 1-2 units rather than 1-3
CNG: Artillery guns with a calibre of 40mm or lower are no longer subject to the 'Firing over Open Sights' to-hit penalty

FIX: Various minor fixes to the bail-out procedure
FIX: Bug where crew could disappear after the bail-out procedure, if it ended before all rounds were completed
FIX: Bug in bail-out procedure where it was not possible to carry unconscious crewmen to safety
FIX: Vehicle flame throwers consuming fuel when jammed
FIX: Incorrect message when an immobilized vehicle unit is forced to withdraw
FIX: Bug where gun units would just withdraw rather than move in the scenario layer
FIX: Units that deployed could still count as moving afterward
FIX: Possible display overlap in unit info display if unit in smoke and dust
FIX: When continuing into a new campaign, if current vehicle model is not included as a player unit in the new campaign, player must choose (or be assigned) a new model; check is skipped if the 'ahistorical' campaign option is active
FIX: Bug where it was not possible to swap places with a dead crewman during bailout

Armoured Commander II now out of Early Access

I've now released Armoured Commander II out of Early Access, and it will be on sale for the next week. This does not mean that development of the game has ended - it's not the end, but rather the end of the beginning. I will continue to expand the game further, with more focus now on new unit types, campaigns, and the like, rather than major gameplay changes.

This game had a very long development period - I started this project on February 23, 2016, and restarted it from scratch several times afterward. It was released into Early Access on May 14, 2020, and over the past year player feedback and contributions have been crucial in getting the game to where it is today.

My sincere thanks to everyone who helped along the way!

Update 1.0.1

Update 1.0.1 is a minor update with quite a few improvements and bugfixes, most of which had already been implemented as hotfixes over the past few days. My thanks to everyone who reported issues in the discussion boards or on the Discord.

1.0.1 Changelog


ADD: Additional winter camo portraits

CNG: Much greater chance of enemy units being spotted during air and artillery support attack spotting rounds
CNG: Crewmen can no longer get a KIA result during the training mission
CNG: Minor changes to 18 Days' and Battle of France (Germany) campaigns
CNG: Crew chatter data moved to a JSON file
CNG: KIA or Field Hospital injury results no longer possible in tutorial campaign

FIX: Possible to receive a decoration even if no VP at all was earned
FIX: Pressing tab to dismiss a pop-up message could sometimes dismiss the next message too
FIX: Crewmen in open top positions being restricted by RST
FIX: Saved campaigns not being erased properly after end of campaign
FIX: Crash if player pressed Escape during tank selection menu in tutorial campaign
FIX: Crash if player unit armed with AT Rifle was knocked out while carrying extra ammo
FIX: Duplicate entries for T15 LCT
FIX: Minor issues with ammo lists and spotting directions in some unit definitions
FIX: Destruction odds possibly being 110% on unarmoured vehicle targets
FIX: Crash when player was penetrated by an attack that maintained RoF and had Fate Points enabled
FIX: Was possible for crewmen to be given campaign skills 2+ times
FIX: A dead or unconscious crewman could break the Button Up / Open Up command