1. Armoured Commander II
  2. News

Armoured Commander II News

Update 1.2.42

CNG: Updated given and family names for German crewmen (thanks JFS!)
CNG: Updated given and family names for Italian crewmen (thanks FLVFF INVICTA!)
CNG: Increased enemy aggressiveness on higher difficulty levels
CNG: Slightly reduced average number of enemy units spawned in a scenario
CNG: Slightly reduced chance of Enemy Reinforcement scenario random event
CNG: Increased protection bonus when CE crewman is on a command that does not allow spotting
CNG: Increased protection bonus for Hunker Down command
CNG: CE crewmen in an armoured vehicle now have a base protection bonus if they don't enjoy either of the above two bonuses
CNG: Heroic units will now never surrender
CNG: Deployed Guns being moved by their crew no longer have a to-hit penalty when targeted by Point Fire

FIX: Immobile guns now always spawn deployed
FIX: Immobile units will now never be spawned as reinforcements

Update 1.2.41

FIX: Crewman remaining in field hospital at end of a campaign could not continue into a new campaign with the player, additionally the process to release crewmen from the field hospital when continuing into a new campaign was bugged
FIX: Dakka Dakka! skill now correctly increases Area Fire attack chance to affect when on an Overrun attack
FIX: Crack/Expert Shot skills now correctly stack with Target Tracker, Sniper, and Target Focus
FIX: Zones with a Convoy Attack objective will no longer be selected for the craters or flooding random Campaign Day events
FIX: Sd. Kfz. 13 now correctly has no radio

1.2.40 Hotfix

CNG: Clearer message for when a gun cannot fire due to not having selected ammo type
CNG: Defensive Fire attacks can no longer maintain RoF - there's no time for more than a single shot in this situation!
CNG: Clearer message when an enemy unit attempts to engage in defensive fire

FIX: Side turret armour value for M4A3E2(75)W Sherman
FIX: Unarmed units no longer test to activate for defensive fire

Update 1.2.40

ADD: Pop-up message for when units being overrun activate for defensive fire
CNG: Increased odds of units activating for a defensive fire attack when overrun. Base chance is now 60%, -40% for Pinned units or -25% for Lax units, +25% for elite units, modified by campaign AI difficulty level

Update 1.2.39

Note: Updated data for vehicles won't apply to any unit that's already been spawned into a campaign, they will only affect newly spawned units.

FIX: Updated description and rarity factor for Churchill IV NA(75)
FIX: If combat calendar is a single day long, it's now possible to get both the King and Queen of Spades Steam achievements on the same day
FIX: Corrected rarity dates and updated BU visible zones for crew positions for Lee and Grant tanks (thanks PowderTrail!)
FIX: Corrected rarity dates, armour values, and Loader BU visibility for the Jumbo Sherman (thanks PowderTrail!)
FIX: Minor fixes for British/Commonwealth Shermans (thanks PowderTrail!)
FIX: Improved crash handling when modded unit definitions are not formatted correctly in JSON