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

Armoured Commander II

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

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

Update 1.2.38

ADD: Longer lists of possible support units can now be scrolled up and down in the Unit Support selection menu
FIX: List of possible armoured support units is now regenerated at start of every campaign week, will now include units that become available during the campaign

Update 1.2.37 Hotfix

FIX: Crash when a crewman with an extended character in their name was shot at by a sniper

Update 1.2.37

ADD: Description for Acclimatized (Desert) skill, added by some modded campaigns

CNG: Immobilization attempts on Wheeled targets are now only -25 to hit, and on Half-Tracked targets -35 to hit; all other targets still -50 to hit
CNG: Penetrating hits on the player vehicle that don't knock it out can still cause spalling injuries to crew in the hit location
CNG: For guns where RoF is NA and there's one or more dedicated Loaders, there is now a penalty to hit if the Loader is / Loaders are not on Reload orders (player unit only)

FIX: Stock and captured Crusader III availability began too early (thanks Marsouin!)
FIX: Hull Loaders in Grant tanks can now no longer fire the turret smoke mortar; does not apply to units spawned before the update is applied (thanks Marsouin!)
FIX: 'Advanced Gyro Use' skill now properly replaces the basic version
FIX: Occasional crash after final campaign log is exported
FIX: Changed requirements for adding 'Coordination' skill, since previously 'Natural Leader' was a prerequisite but could be replaced by 'Inspiring Leader'
FIX: When a crewmen gained familiarly with a crew position, the previous level of the skill that it replaced was not removed

Let's Play Armoured Commander II - Episode 100!

Catman_Iron over on YouTube has been recording and posting playthroughs of the game for some time now, and they have just posted the 100th episode, fittingly enough part of a Canada's Best campaign! Please do head over and give this series a look.



You can view the entire playlist here!