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Armoured Commander II News

Update 7.0.6

Some small but important fixes in this update:

Changelog for 7.0.6

CNG: Chance of zone capture check is now lower if player moved in their last action, much lower if they moved along a road
CNG: Only Guns have 0% chance of RoF if any other weapon in the unit has already fired

FIX: Small calibre to-hit modifiers not being applied properly
FIX: RoF calculations for MG weapons now have a base minimum

Update 7.0.5

A minor update today but one that includes a brand new campaign, and the first official campaign for the mid-war (1942-1943) period. Full changelog follows:

Changelog for 7.0.5

ADD: Panzer III M, Sd. Kfz. 7/1, M3A3 Stuart, M3A1 Lee, M3A3 Lee, M3A4 Lee, M3A5 Lee, M6 GMC Fargo, M3 37mm AT Gun, M13/40, M14/41, Semovente da 47/32, Semovente da 75/18, AS 42 - MG AA, AS 42 - AA, AS 42 - MG, L6/40
ADD: Operation Torch (USA) campaign
ADD: Campaign Skill: Baptism of Fire
ADD: Hotkeys to fill Ready Rack with given ammo type

CNG: River crossings on the Campaign Day map now always succeed on first attempt, but may require additional time to complete
CNG: Display character on scenario map for support weapon teams
CNG: RoF no longer possible if another weapon on the unit has already fired
CNG: Advancing Fire will now use fewer HE shells on average for guns with smaller ammo capacity

FIX: Display of Map Areas Traversed not updating properly
FIX: Battle not being triggered after withdrawing from a battle and moving into a zone with 1+ enemy units present

Update 7.0.4

A minor update today that includes a few additions and a few important bugfixes. I've added the ability to input many accented characters for crew and tank names, as long as the character is part of the IBM Code page 850 character set (which is what the internal character set is based on.)

Please report any bugs or crashes in this version in the dicussion board. Changelog follows:

Changelog for 7.0.4

ADD: Ability to input accented characters in crew and tank names
ADD: Some missing menu selection sound effects
ADD: Jagdpanzer IV/70 (A) variant to late-war campaigns
ADD: H39 (Late) to early-war campaigns and as player tank in Battle of France (France) campaign

CNG: Captured enemy unit types are less likely to be spawned than average
CNG: Modified base to-hit chances for ranged close combat weapons
CNG: Lowered cap on maximum possible RoF chance to 65%

FIX: Ranged close combat weapons like Bazookas were always hitting Rear armour facing on target
FIX: Crash when tank name was set in tank selection menu
FIX: Incorrect portrait filename for Panzer IV J

Armoured Commander 2 still has plenty left to do, but it already feels like a complete game



Today we're taking a close look at something a little different in the world of wargames. Rather than another grand strategy or hex-based tactical wargame, we're diving into the nitty gritty of combat through the lens of a humble roguelike. Roguelikes, for those unaware of the genre, are generally characterized by roleplaying game statistics, randomly generated levels, permanent death, and often minimalistic graphics.

Armoured Commander II is an Early Access throwback title bringing a traditional rouge-like to 2020. Instead of daggers, goblins, and dungeons, you're taking the role of a WWII tank commander who must survive battle after battle in a chosen campaign from 1939-45.

At first glance the simplistic graphics of Armoured Commander II might be difficult to understand, but the specks and symbols soon fade only to be replaced by the world they try to evoke. There's something especially liberating about this kind of ASCII graphic setup. Like one of the most popular ASCII games still played today, Dwarf Fortress, the trade off to Armoured Commander's graphical limitations is that there is virtually no limit on content.



Read the rest of the story...


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Update 7.0.3

A new update today (7.0.2 was just a minor fix and wasn't announced) that brings a number of new additions and fixes, including a new fog environmental condition. As always, please do report bugs and crashes on the discussion board. Full changelog follows:

Changelog for 7.0.3

ADD: Arrow keys as alternate inputs on Ammo Load menu
ADD: Fog weather conditions; can be light, regular, or heavy; affects spotting chance, fire attacks, and air support spotting chance
ADD: Missing Support Weapon Team definitions to late-war campaigns
ADD: German-service S35, R35, and H39 tanks as player tanks and enemy units in Barbarossa to Moscow campaigns
ADD: ZiS-30, T-34-57 as player tanks and enemy units in Barbarossa to Moscow campaigns
ADD: Hummel (Sd.Kfz 165) and Wespe to late-war Allied campaigns
ADD: 40mm AA Gun as enemy unit to Axis campaigns
ADD: Missing transported unit definitions for several campaigns
ADD: Rarity check for support units and for player reinforcement random event

CNG: Minor changes to river generation function
CNG: Advancing Fire now checks HE and MG capability across entire player squad, uses that to determine odds of being effective
CNG: Spotting while BU now carries a small penalty
CNG: Early-War German campaign skill is now "Combined Operations"
CNG: Air support attacks not possible during Fog conditions

FIX: Bridges no longer generated between zones on Campaign Day map if either zone is impassible
FIX: Squadmates can no longer pivot during their activation if they moved with the player earlier that turn
FIX: Crash after player immobilized by landmine