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Armoured Commander II News

Update 7.0.10

This is a minor update that fixes a number of minor bugs and makes some improvements to the game. Thanks to everyone who reported issues and made suggestions on the discussion board.

Unless any game-stopping bugs emerge from this update, my plan now is to work on a medium-sized update that will add about four new campaigns, and which will lay the groundwork for the mid-war Eastern Front campaigns.

Full changelog follows:

Changelog for 7.0.10

ADD: Player crew can now lose some fatigue after moving into an oasis zone and finding no resistance
ADD: Message for when a replacement crewman joins your crew
ADD: SMG Squad, Sd. Kfz. 139 Marder III (w/ 76mm gun) unit definition (not used yet)
ADD: Player can now activate unit support when waiting in own zone, and will be requested if player is subsequently attacked by enemy forces

CNG: Autofill Ready Rack hotkey now empties Ready Rack first
CNG: Clearer displays for support options in Movement menu tab of Campaign Day interface
CNG: No longer possible to selected a direction on the Campaign Day map that leads off the map

FIX: Incorrect/missing unit entries in Afrika Korps campaign
FIX: Incorrect screen fade-in effect when starting a new day in fullscreen display mode
FIX: Broken/Jammed guns not being skipped/selected properly in Shooting phase
FIX: Recon reports being displayed when attacked in own zone
FIX: When transferring to a new tank, crewmen will first be assigned to positions that they are trained for

Update 7.0.9

Today's update brings a new mid-war campaign by flori2412, a bunch of new units (bringing the total number in the game to 300!) as well as some minor additions and fixes.

New in this update is support for SDL2, which is required by some computers that do not have a separate graphics card. If a graphics card is available, however, the game should automatically render using OpenGL, so most players should not notice any changes in the frame rate or appearance of the game window.

As always, please report bugs or crashes on the discussion board. Changelog follows:

Changelog for 7.0.9

ADD: HEAT ammo to Semovente da 75/18
ADD: Desert Rats Fight On campaign
ADD: Stuart III, AEC I, Bishop, Crusader II, Crusader II CS, Crusader III, Valentine III, IV, V, VIII, IX, X, XI
ADD: If player waits in their zone and is attacked during a Fighting Withdrawal or Counterattack mission, they are awarded 3 VP
ADD: Command to clear all campaign records
ADD: Display of historical availability to Unit Gallery
ADD: JSON files with modded unit type definitions can now be placed in the unit_mods directory; unit types will overwrite an existing entry, or add a new entry

CNG: Increased base chance of Firepower attack having an effect, decreased base Destroy chance when resolving firepower, increased chance of a Pin result on infantry/guns
CNG: Smoke now has full effect on attacker's to-hit / to-effect chance as well
CNG: Improved appearance of Add Skill menu

FIX: Line of Sight not being displayed properly when player/squad is on Overrun
FIX: Added missing Driver hatches to Valentine tank models
FIX: Renderer now defaults to SDL2, but will use OpenGL if possible

Update 7.0.8

Some minor but important fixes in this update, plus some new late-war units:

Changelog for 7.0.8

ADD: American M3 GMC to Operation Torch
ADD: American M4(105) Sherman and M4A3(105) Sherman to late-war campaigns
ADD: Missing portrait for Ju 87B Stuka

FIX: Crewmen commands not being updated properly during the bail-out minigame
FIX: Crash when crossing a river on the campaign map

Update 7.0.7

A minor update today to fix some bugs and add a little new functionality:

Changelog for 7.0.7

ADD: "Contemporary 1989-" category for user-created campaigns
CNG: Unit types for enemy reinforcements in battles can now be copied from those in adjacent zones
FIX: Missing unit support levels for Winter War (Soviet Union) campaign
FIX: Minor display issues

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