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Armoured Commander II News

Update 6.0.2

A small but important QoL and bugfix update:

[h2]Changelog for 6.0.2[/h2]
ADD: "Drive Into Terrain" command for Driver, if selected and tank moves, will prompt player for a desired new terrain type
CNG: Drive command no longer promptes player for desired destination terrain
FIX: Broken weapons were not being displayed correctly right away after returning to the campaign day interface
FIX: Crash upon artillery fire resolution

Update 6.0.1

Issued a quick fix for a minor but annoying issue with the in-game messages:

[h2]Changelog for 6.0.1[/h2]

ADD: Western Russia region definitions
FIX: If "Must Dismiss Messages" game option was active, game may not display some messages properly
FIX: Removed some debug console messages that had been left in by accident

Update 6.0

Update 6.0 is now live on the main branch. Please note that saved campaigns started with the previous 5.x version are not compatible with this major update. If you want to finish up a campaign that you were playing in the previous 5.x version, you must open the game's properties on Steam, navigate to the Betas tab, and opt-in to the legacy_5.x branch. You can then continue your campaign with the previous version of the game. Please do report any bugs or crashes in the discussion boards. Full changelog for 6.0 follows.

Changelog for 6.0.0

ADD: Saved campaigns are now automatically backed up, and if a save is corrupted, the player will have option of restoring the backup
ADD: New campaign options, revised campaign options menu
ADD: Optional creator field for campaigns
ADD: Advanced versions of skills can remove obsolete version when purchased
ADD: Message with info on how many advances surviving crew receive when continuing in a new campaign
ADD: Moon phase calculated for each combat day, no game effect yet but is displayed in end-of-day screen
ADD: King Tiger as enemy unit in Canada's Best and Patton's Best campaigns
ADD: New bail-out procedure with its own rounds and crew actions
ADD: More details after-action report after each combat day
ADD: Display of number of maps traversed, direction arrows for direction of new map area, to Campaign Day interface
ADD: Animated transition when entering into a scenario from the Campaign Day map
ADD: After a successful move action on the scenario map, player can try to move into a particular type of terrain (similar to the reposition menu), squadmates will also attempt to move into this terrain type
ADD: Dust status for units on the Scenario map - only possible in dry ground conditions, doesn't stack with Smoke but has similar effects, more likely when moving and in sand/hamada terrain, much less likely if not Vehicle
ADD: Game option to have all messages require keyboard input to be dismissed; gives players as much time as they need to read the message
ADD: Lake terrain type for Campaign Day map, impassible
ADD: New Skill: "Eye for Terrain": for drivers, increases chance of moving or repositioning into desired terrain type
ADD: New Skill: "Explorer": increases chance that a crossing will be found when fording a river on the Campaign Day map
ADD: New Skill: "Tactical Retreat": bonus chance to withdraw from a battle when Directing Movement
ADD: New Skill: "Mechanic": decreases chance of engine stall when moving on the Scenario map
ADD: New Skill: "Shell Tosser": increases RoF chance bonus from Pass Ammo command
ADD: New Skill: "Gun Maintenance": reduces chance of weapon jam and breakdown when Loader is reloading the weapon
ADD: Option to keep current tank after a campaign is finished and continuing into a new campaign
ADD: Reassign crewmen menu, used for when crewmen return from the field hospital and when transferring to a new tank with fewer positions than previous model
ADD: "Fixed" turret type for vehicles that don't have a rotatable turret but still have a superstructure location where the main gun is mounted
ADD: Confirmation step before abandoning tank

CNG: Final VP score also added to player records regardless of campaign options
CNG: Campaign options apply a modifier to VP score instead
CNG: Start and end time for combat days is now automatically calculated based on calendar day and geographic location
CNG: Class for all small team units to "Support Weapons Team"
CNG: Rivers on the Campaign Day map are not no longer impassible, but require move travel time,
and there's a chance that the time will be spent but the player is unable to find a crossing point
CNG: Zone capture across rivers much less likely now
CNG: Ballistic weapons (eg. mortars) cannot be used in close combat defensive fire
CNG: Smoke and Dust in attacker's location affect fire attacks much less than when smoke/dust are in target location
CNG: Smoke Grenades and Smoke Mortar Rounds now tracked over each Campaign Day, replenished after a successful Resupply attempt and at start of new day
CNG: Message pop-ups can now display crewmen names with full extended characters
CNG: Hull MGs only blocked if facing same direction as HD
CNG: Reorganized campaign calendar menu to display longer week descriptions
CNG: Player Commander names now displayed in gold color
CNG: Revised AI system
CNG: When resolving firepower and a Reduced result is rolled for, Small Teams are Destroyed instead
CNG: Player can now abandon tank when any weapon is broken

FIX: Crewmen who swap into a position that has no hatch will no longer bring their CE status with them
FIX: Incorrect calendar week dates in Patton's Best
FIX: Incorrect visible hexes for crewmen in open topped or always exposed positions
FIX: Guns on Jagdpanzer IV and 38(t) now reloaded by Loader
FIX: Campaign week not being updated when Player Commander returns from a Field Hospital stay
FIX: Was possible to continue an incompatible saved campaign from the main menu, even though the key command was greyed out
FIX: Continuing into a new campaign no longer possible if a Player Commander is dead
FIX: Withdrawing from a battle did not correctly trigger end of the Campaign Day if sunset had already arrived
FIX: Artillery attacks now correctly apply firepower on vehicle targets (including player)
FIX: Scenario will now end right away if all enemy units destroyed by initial air or artillery support attack
FIX: Player gun will now switch to general stores right after last shell in Ready Rack is fired
FIX: Rear-facing AA MGs will now have their covered hexes set properly

Update 6.0 - Preview

A preview of the upcoming Major Update 6.0 is now available for testing. To enable it, you will need to open the game properties on Steam, open the Betas tab, select the preview branch, and let the game update itself.

Please note that this is only a preview, and any campaigns started with this version will not be able to be continued once the update is moved to the default branch, or if I need to apply a major fix. It's intended for testing only. Also - if you save a campaign in the 6.0 preview, it will overwrite any previous saved campaign of that type, so be sure to protect any campaigns from 5.x that you are still playing through. The full roll-out of Update 6.0 should happen within the next week, if all goes well with the preview.

Lots of additions, changes, and fixes in this version (full changelog to come with the full roll-out), but the most significant changes at the moment are:
  • A new campaign options system, which applies Victory Point modifiers depending on which options are active
  • Addition of a bail-out mini game, used when the player tank is knocked out or the player abandons their tank
  • Revised AI system, which should be more responsive and agressive overall
  • Six new skills for crewmen
  • Combat day start and end times are now automatically generated based on the geographic location and calendar day

I've opened up a thread in the discussion boards for any bug or crash reports. Enjoy!

Update on 6.0 Progress

Hi everyone,

Just wanted to give you an update on what's been going on the past few weeks: even though there haven't been any updates to the main Steam branch for a while, I have been working behind the scenes on the next major update, 6.0. So far everything is going well, with a number of fixes, improvements, new crew skills, and other additions already in place. One major change is the addition of a bail-out mini-game, where you must direct your crew out of your tank and into safety, all while nearby enemy units continue to threaten you.

The last major feature for 6.0 that I need to work on is revising the AI, which I'll work on this week. If all goes well I hope to have a preview of 6.0 available for players by the end of this weekend, although it might take a little longer if the AI work turns out to be especially tricky. I'll keep posting screenshots of my work in progress in the meantime.

As with all major updates, campaigns started under 5.x can't be continued in the 6.0 version of the game, but like before I will keep a 5.x legacy branch active on Steam, so that players can complete their campaigns before upgrading.

Rev. Sudasana