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Armoured Commander II News

Update 5.1.2

Some minor changes and fixes in this update, and one long awaited addition: at the end of campaign you will have the option of starting a new campaign with your surviving crew, if there is a later campaign for the same nation available. I've tested this out and it seems to work fine, but please do treat it as a bit of an experimental feature, and do report any weirdness you see happening when continuing into a new campaign. Changelog follows:

Changelog for 5.1.2

ADD: Key input reminders for scrolling through campaign categories on campaign selection menu
ADD: Possible for player unit to explode upon being knocked out, chance increases if KOed by a hull hit, if hit by large-calibre gun, and if carrying extra ammo, if no protected storage for ammo
ADD: After campaign is finished, option of continuing in a later campaign with surviving crewmen
CNG: Unit type definitions now loaded once and stored in session object, should be faster
FIX: Multiple commands being added to a crewman's command list, which could result in inability to scroll through list past the double command
FIX: Improved objective placement function, should be a little faster and should not place objectives in bad locations
FIX: Possible bug if player replaces their tank, new tank may not be recognizes as being the player unit for game purposes

Update 5.1.1

A minor update today with a few minor changes and some bugfixes:

Changelog for 5.1.1

CNG: Odds of a sniper attack on the player reduced in North African region
CNG: 'Hold' objectives can now be captured by enemy forces, no longer disappear if player re-captures the zone
FIX: Incorrect APC entry for enemy spawn table in September Campaign
FIX: Terrain types not present in North Africa no longer given as options when repositioning in a scenario that takes place in that region
FIX: Incorrect message at start of scenario, would report than enemy units were pinned by advancing fire no matter how they were pinned
FIX: Support attacks no longer possible when player's zone is attacked and it triggers a battle
FIX: Incorrect colours on Scenario map during Deep Snow ground conditions

Update 5.1.0

What's larger than a minor update but doesn't break your saved campaign like a major update? A major-minor update! 5.1.0 is now live, bringing a few changes, fixes, and additions, including a new campaign covering the early battles of the German Afrika Korps. For the moment, this campaign only runs until the end of 1941, but in the future you will be able to continue with your crew into 1942 and 1943. As always, please post bug and crash reports in the discussion forums. Changelog follows:

Changelog for 5.1.0

ADD: Afrika Korps 1941 Campaign
ADD: Display of relative facing of enemy units in unit info console
ADD: British AI Units: Bren Gun Carrier, AT Rifle Carrier, Humber II, Crusader I CS
ADD: Hull-mounted weapons can be set to have a larger field of view than just the front facing (eg. Crusader I Hull MG)
ADD: Random scenario event: enemy infantry or HMG teams may fire at player to harrass them, can cause injury to exposed crewmen
CNG: Capture VP value for a zone only displayed if it can be captured (eg. not for most zones on desert maps)
CNG: Capture VP calculation for zones in Spearhead mission
CNG: Changed odds of weather change, should avoid odd weather developing during the day
CNG: Close Combat hits on armoured vehicles also apply firepower
CNG: HE hits on armoured vehicles also apply firepower
FIX: Enemy units could dig-in when they were already entrenched or fortified
FIX: If player withdrew from a battle and there were no adjacent friendly-controlled zones, they wouldn't go anywhere
FIX: Enemy units now moved to top of their hex stack before activation
FIX: Crash when Player Commander was sent to field hospital for a period beyond end of campaign calendar
FIX: Incorrect handling of Grazing Hit injury result

Update 5.0.5

A small update today, but one that fixes a possible crash when an armoured train was spawned as an enemy reinformfcent during a scenario. Changelog follows:

Changelog for 5.0.5

ADD: Pass Ammo command for Assistant Drivers, increases chance of RoF for guns when not using the Ready Rack
CNG: Layout of campaign options menu
CNG: Fate Points must now be set to off for campaign to be entered into campaign records
CNG: Slightly increased odds of repositioning into target terrain type
CNG: Armoured trains can no longer be spawned as enemy reinformcents, was causing a crash due to also spawning a locomotive unit

Update 5.0.4

Some minor additions and fixes in this update, including some new units and other things that are not yet available in the game, since I still need to finish the early-war Afrika Korps campaign! As always please report bugs and crashes in the discussion forum.

Changelog for 5.0.4


ADD: Autocannone da 20/65, 20/65 AA Gun, 47/32 AT Gun
ADD: Marmon-Herrington II and III
ADD: Unit definitions for Panzer III G, Panzer III H, Panzer IV E
ADD: Panzer II F to Battle of France (Germany) player tanks
ADD: 'Unique Opportunities' campaign skill
ADD: Campaign Day mission: Patrol
ADD: Axis vehicles in North Africa prior to October 1941 all are automatically Unreliable
ADD: (u) indicator after movement class if vehicle is unreliable
ADD: Zone capture check if player moves into a new zone and no battle was triggered
ADD: Exception catch when the main menu checks to see whether 1+ saved campaigns are available
CNG: "Cycle Selected Gun" now greyed out in Ammo Load menu if tank only has one gun
CNG: Redesigned campaign selection menu to allow for more information to be displayed in the future
CNG: Campaigns in selection menu now categorized by starting year
CNG: Separated campaign options to their own menu, to allow for more options in the future
FIX: Crewmen must now be CE to throw a smoke grenade