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Armoured Commander II News

Preview of 7.0 Now Available

A preview of the upcoming major update 7.0 is now available for all players to test out. To enable it, open the game's properties, click on the "Betas" tab, and select the 7.0_preview branch from the drop-down menu.

Please note! - this branch is only for testing, and you will not be able to continue campaigns started on this branch after the full 7.0 update goes live. The update has been tested and debugged over the past couple weeks but there might be a few lingering issues, so if you do test it out and find something wrong, please do let me know on the discussion board.

Update 6.1.3

A minor update today with one new campaign and a few changes and fixes:

[h2]Changelog for 6.1.3[/h2]

ADD: Barbarossa to Moscow (Soviet Union) campaign
ADD: Ineffective firepower attacks (including missed HE shots) now have a small chance in increasing chance that target is spotted next turn, as if they had been hit by firepower
ADD: Bail-out command to attempt to bail out through a hatch in the other location (turret/hull) from the crewman's position
FIX: Displayed value for player unit VP modifier was sometimes 1% off the actual value
FIX: Bug in firepower resolution where destroy odds for small teams could be > 100%

Update 6.1.2

A small but important fix today:

[h2]Changelog for 6.1.2[/h2]

FIX: Added missing driver hatches for German tank destroyers and assault guns including Marders

Update 6.1.1

A small update today to fix some bugs in the most recent medium-sized update:

[h2]Changelog for 6.1.1[/h2]

CNG: Player unit VP modifier now displayed as a percentage change in tank selection menu
FIX: Enabled movement sound effect for Tank Destroyers
FIX: Loader hatch incorrectly included on the Sherman V
FIX: Added HE ammo to the Churchill IV for late-war

Update 6.1.0

A medium-sized update today, it doesn't break saved game compatibility, but there's a ton of new content that's now been added. Most important are a pair of new late-war campaigns that allow you to fight on the Western Front on either the British or German side, between June 1944 and March 1945. A number of new tank models are also now available to the player, including Churchills, Cromwells, Panthers, and Tigers, and will also appear as enemy units where appropriate. The two existing late-war campaigns have also been updated with lots of new enemy units and a few more player choices. With this update, the game now has 254 unit types.

Any bugs or crashes, please report them in the discussion boards. Changelog follows:

[h2]Changelog for 6.1.0[/h2]
ADD: Western Front Campaign - late-war German forces on the Western Front, June 1944 to March 1945 (thanks flori2412!)
ADD: Monty's Best Campaign - late-war British forces on the Western Front, June 1944 to March 1945 (thanks flori2412!)
ADD: Churchill IV, Churchill V, Churchill VI, Churchill VII, Churchill VIII, Churchill AVRE, 3in SPM M10, Achilles
ADD: Cromwell I, Cromwell VI, Challenger, Valentine XI, AEC II, AEC III, Otter, Sexton, Staghound I
ADD: M7 and M7B1 Priest, M3 halftrack, M3A1 halftrack, Ford F15, Willys MB, M29 Weasel
ADD: OQF 6-Pounder, OQF 17-Pounder
ADD: Free French nation definition
ADD: Quick Reflexes, Lightning Reflexes crewman skills
ADD: Support for arrow key input for WASD key inputs
CNG: Additional enemy units and support for Patton's Best and Canada's Best campaigns (thanks flori2412!)
CNG: When enemy units attack the player's zone, guns and armoured train cars are now much less likely to spawn in the battle that follows
CNG: Minor changes to unit spawn chances for Soviet enemy units, class spawn chances in the Barbarossa (Germany) campaign
CNG: Message in contextual console when in Command Phase and selected crewman is dead
CNG: Crew menu default activation key now E
FIX: Number of scenarios fought was not being recorded properly for Steam achievement
FIX: Concealment check now skipped at end of scenario if all enemies have been destroyed
FIX: Crash when resupply arrived and tried to take away the body of a dead crewman
FIX: Crash after end of a scenario when there is an empty position in the tank
FIX: Bug where crewmen would not recover from Shaken, Stunned, or Unconscious status after a Scenario
FIX: Bug where crewmen could close a hatch that had already been opened in the bail-out minigame