Armoured Commander II cover
Armoured Commander II screenshot
Genre: Simulator, Strategy

Armoured Commander II

Update 1.2.7

1.2.7 Changelog



ADD: New units from YARD and cjprince - a collection of additions from two prolific modders, adding new units and minor changes to some existing units
FIX: Keyboard command not working in Crew Aswsignment menu

Update 1.2.6

This is an exciting update since it adds the first controller support to the game - I still want to add a few more Quality of Life features to help support this, but at least the game should be easier to run on the Steam Deck! Full changelog follows:

1.2.6 Changelog



ADD: Game controller support
ADD: New tutorial slide regarding game controller input

CNG: Config file now stored in user directory
CNG: Increased minimum Unbog chance

FIX: Crash in Unit Gallery when no units meet filters and Campaign Roster is selected

Update 1.2.5 Hotfix

Just a minor hotfix to address a crash, and to add a sanity check to the filtered list in the unit gallery when no unit types are being displayed.

Update 1.2.5

ADD: Weapon definitions can now include a special_ammo_regional tag: a dictionary of regions, ammo types, and rarity calendars; any ammo type found within the region of the current campaign will override the standard rarity calendar for that ammo type
ADD: Check to make sure that game has write permissions in its own directory - if not, an error message is displayed and the game closes to avoid a crash
ADD: Sanity check to avoid a crash when a non infantry/cavalry unit has its facing set to None

CNG: M3A1 Stuart now has C in South Pacific campaigns from August 12, 1942 onward

Update 1.2.4

1.2.4 Changelog



ADD: Air attacks can now be turned away by enemy AA weapons on the ground - friendly fire air attacks may also be turned away by friendly AA

CNG: Units that attempt to unbog now only having Moving status if they successfully unbog

FIX: Issue with moving AI units where they would not pivot to correct direction, and their turret (if any) could be rotated even if it were Fixed
FIX: Possible that incoming aircraft would try and spot units that had already been destroyed
FIX: Steam achievement for Polish Cross of Independence not being tracked properly
FIX: Campaign Day Random Event messages were still being added to the day log

Update 1.2.3

1.2.3 Changelog



CNG: Reverted some of the small team portraits to previous versions
CNG: Improvements to ammo loading, including a new option to have the RR automatically restocked after each scenario; thanks, Vanagandr!
CNG: Reduced base chance to hit of Bazooka, Panzerschreck, and PIAT
CNG: Reduced base AP score of early and late Bazooka
CNG: Minor changes to Poland and September campaigns

FIX: Crash during random event where an enemy UK 25-pdr is spawned

Update 1.2.2

This is a minor, mostly bugfixing update:

ADD: Attacks that miss a target due to it having no turret (sort of a reverse Hull Down) now have a more clear result displayed

CNG: Sniper attacks on player unit no longer possible in foggy conditions
CNG: Hold objectives will no longer be placed in hexrows 0-1 during Fighting Withdrawl day missions
CNG: Gunslinger and Spray and Pray crewman skills make Covering Fire from that crewman more effective during bailing out

FIX: Several hundred fixed/updated portraits by cjprince
FIX: Removed SU-12 from Barbarossa campaign
FIX: Friendly units destroyed and units destroyed during friendly fire air attacks no longer count toward Seven of Clubs Steam achievement
FIX: All 20mm autocannon weapons now have a minimum FP of 4
FIX: If a unit support category has no unit types that are available on the current date, it will not appear as an option
FIX: If player completes a campaign and chooses not to continue with the same crew into a new campaign, loading that saved campaign will now not re-roll crew decorations, add additional Steam stats, etc.

Update 1.2.1

This is a minor update that improves some QoL stuff and fixes a couple bugs:

CNG: Improved depiction of LoS for enemy units
FIX: 'Campaign Day Random Event!' message no longer added to day log
FIX: New colours for some ammo types to improve visual distinction
FIX: Was possible to generate a combat calendar of 0 days, crashing the game

1.2.0 Hotfix

A very small hotfix to try and diagnose issues with the game not starting up on certain systems

Update 1.2.0

This is a medium-sized update which does not break saved campaign compatibility, but does add a ton of improvements and fixes. As always, please report any bugs and/or crashes in the Discord or on the Steam discussion board. Full changelog follows:

1.2.0 Changelog


ADD: Major Battle campaign day mission: higher number of enemy units, higher chance of meeting resistance, +2 VP for each enemy unit destroyed, +1 VP for each captured zone, higher chance of zone capture by enemy or friendly forces, player may get free unit support and requested unit support will have +1 unit
ADD: Battle of Guadalcanal campaign (USA), Battle of Iwo Jima campaign (USA)
ADD: F4F Wildcat, SBD Dauntless, M1A1 75mm Pack Howitzer, M4A3R5 Sherman, Mitsubishi A6M, Chi-Ha (Dug In)
ADD: Campaign skill: Semper Fi
ADD: Reverse Move action for AI units
ADD: AI units with Reverse Drivers now just as likely to make a Reverse Move action
ADD: AI units will now build themselves a simple list of enemy threats to help in action scoring
ADD: AI armoured vehicle units can now pivot or reverse so that their heavier front armour is facing a threat
ADD: Info in the Battlegroup tab on whether a squadmate has a broken weapon or one that is out of ammo or fuel
ADD: Historical Rarity display in Unit Gallery can now scroll up and down
ADD: SHrapnel ammo for 75mm American Sherman guns, functions same as Canister
ADD: Enemy infantry, cavalry, and gun units that take FP in a turn when the player is overrunning their location must pass a morale check or else be routed, unless they are entrenched, fortified, or fanatic
ADD: Sound Effects: Motorcycle moving, LMG firing at low, medium, and high RoF, gun/cannon firing, gun moving without tow
ADD: Message before Campaign Day random events
ADD: Fortification zones now much less likely to spawn most very mobile enemy units
ADD: Emplacement unit category; if armoured, always counts as HD in all directions

CNG: Slightly updated fonts to improve weighting of lines (thanks cjprince!)
CNG: If a Lax AI unit spots an enemy unit, they now immediately become Alert
CNG: Greatly increased chance of a Lax enemy unit becoming Alert due to 1+ enemies already being spotted
CNG: Enemy units can now pivot to face any target, including the player, as an action during their activation
CNG: AI units now much less likely to attempt attacks with 0.5% chance of hit/effect
CNG: AI units now more likely to withdraw if they already had a good reason to do so and player is immobilized
CNG: Campaign week description in Campaign Calendar layer now has 8 additional display lines
CNG: Minor changes to Jungle Rats campaign
CNG: Molotovs and Flamethrowers can now get critical hits
CNG: Demo Charges, Flame Throwers, and Molotovs all now have lower base AP scores
CNG: Demo Charges now much more likely to cause immobilization after a penetrating hit on the player
CNG: Flame Throwers and Molotovs now much more likely to only cause Minor Damage after a penetrating hit on the player
CNG: Slight change to how crew positions and weapons are displayed in the Unit Gallery
CNG: Warning for a missing sound effect definition will only be displayed once per game session
CNG: Campaign days with Hold the Line, Counterattack, or Fighting Withdrawal missions will require less time to arrive at the front lines
CNG: All impacts on the player vehicle can now result in 1+ crewmen in the hit location being stunned or knocked unconscious by the impact

FIX: In cases where an AI unit has 2+ weapons that can be fired by the same crewman, the game will keep track of which crewmen have already acted and won't let them operate two weapons in the same turn
FIX: AI units that pivot will now not always rotate their turret to face their new hull facing direction, the turret will remain in the same relative direction
FIX: Very Large towing capacity display did not fit in Unit Gallery screen
FIX: Deleting a campaign record did not properly select another one
FIX: If first crewman had a different default command set, GUI and context console did not reflect this at start of scenario
FIX: Seasons and weather odds for South Pacific region
FIX: If a transport vehicle is abandoned by its crew, any passengers automatically bail out
FIX: During bail-out, if crewmen were killed by an explosion or incoming fire, the game would not properly end the bail-out sequence until the following turn
FIX: Unspotted enemy units that get bogged down will no longer trigger a sound effect
FIX: Vertical position of text in simple pop-up messages
FIX: Unspotted enemy units that fail a rout test (eg. after a FTR or WP attack) will no longer trigger a message for the player
FIX: Removed depiction of side skirts in DES portrait of Panzer IV H
FIX: Was possible for player unit to initiate an overrun attack when it was bogged down
FIX: If player vehicle was immobilized, chance that it would be pivoted incorrectly, leading to strange outcomes
FIX: Player could possibly add rare ammo during resupply when it was not available on current calendar date