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Armoured Commander II News

Update 5.2.4

A few minor fixes, and two substantial additions in today's update: cavalry units and light mortar teams. Cavalry work similarly to infantry, except they are more likely to move around the map, are difficult to hit when they are moving, and you can't do an overrun attack on them unless they are stationary. For now they are also armed with anti-tank grenades, but this will be modified later on once I revise all the close combat weapons.

I've also added light mortars and a new ballistic weapon type, which will be used for larger mortars and similar weapons in the future. These have a greater chance to hit, but unless it's a critical hit, the firepower effect is lessened. Critical hits on armoured targets, however, are applied to the top armour, so if you get unlucky there's a very good chance of one of these cracking open your tank from above.

Cavalry units appear in the Poland campaigns, and light mortar teams have been added to every campaign.

I've tested both of these, but as always if you encounter any crashes or bugs, please report it in the discussion boards.

Changelog for 5.2.4

ADD: Rifle Cavalry unit definitions, movement, to-hit, etc. handling for new unit category
ADD: Light Mortar Team and Light Mortar weapon definitions, can attack without LoS at a penalty
ADD: Attack procedure for ballistic weapons:
- higher chance to hit, but reduced firepower effect from HE hits
- gun calibre modifiers do not apply
- lower target terrain effect on to-hit chance
- critical hit is considered a direct hit, and full effect is applied
- increased firepower effect if direct hit on target that is entrenched or dug-in
- normal "hits" from ballistic weapons have no chance of armour penetration
- critical/direct hits on armoured vehicles are applied to top armour, which is half of the hull side armour rating
CNG: Guns being attacked in overrun are no longer allowed to change facing before their defensive fire attack
CNG: Hull-mounted Turret MGs can now fire when blocked by HD direction
CNG: Increased chance of harrassing fire from infantry/small teams
FIX: Only vehicles can now be Hull Down

Update 5.2.3

Some minor but important fixes in this update, changelog follows:

Changelog for 5.2.3

ADD: Animation speed game setting
ADD: BT-7A as player tank to Liberation Campaign, Winter War (Soviet Union) Campaign
ADD: Message when player tries to go Hull Down and is already Hull Down
CNG: Units that are pinned lose any acquired target status on other units, but they remain as acquired targets for others
FIX: Possible improvement in window freezing / spinning mouse cursor of death during longer animations (air and arty attacks)
FIX: Field hospital time not being applied properly for Player Commander
FIX: Crash when scrolling combat journal

Update 5.2.2

A quick few fixes today, most notable fixing the keypress input bug introduced with the last update:

Changelog for 5.2.2

ADD: Display of firepower rating for weapons in the contextual info console
CNG: Animation skipping disabled for now until can fix a keyboard input problem
FIX: Direct Fire command not having an effect for Commander/Gunner position

Update 5.2.1

A minor update today with some small changes and fixes. Changelog follows:

Changelog for 5.2.1

ADD: Player can skip animations by pressing Tab or Enter
ADD: Chance of Stone Building unit terrain in Villages zones
ADD: Missing crewmen in T-28 M34
CNG: If player is in a Heavy Tank, maximum squad size increased to three total
FIX: Corrections to weapon RoF ratings
FIX: Input prompt displays on attack console not being cleared after RoF attack starts
FIX: Player squadmates being spawned before they were historically available
FIX: If player tank was knocked out after being immobilized, don't display message that it was recovered
FIX: Incorrect air support level defined for one week of the Desert Rats campaign, which can lead to a crash

Update 5.2.0

A major-minor update today, a few minor changes and fixes, plus the addition of the Desert Rats campaign covering September 1940 - December 1941. As always, please report crashes and bugs in the discussion board. Changelog follows:

Changelog for 5.2.0

ADD: Desert Rats campaign, September 1940 - December 1941
ADD: German Unit definitions: 15cm sIG 33, 10.5cm leFH 18, 10cm sK 18, 15cm sFH 18
CNG: Fate Points campaign option is now optional for entry into campaign records
CNG: Removed breakdown check during reposition move actions (including overrun)
CNG: Close combat attacks now use rear armour value of armoured target
FIX: Animation locations when unit is on overrun