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Armoured Commander II News

Update 1.2.43

ADD: Separate volume settings for music and sound effects
CNG: North African zones that don't normally have a capture VP value with a road in them are now worth 2 VP if captured by the player

FIX: Controller inputs to change battlegroup command were not being recognized in the Battlegroup menu tab on the Campaign Day layer
FIX: Keyboard inputs were not being handled properly in View Mode on the Campaign Day map

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