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

Armoured Commander II

1.2.28 Hotfix

Minor hotfix to address a few typos and minor bugs in the game

Update 1.2.28

1.2.28 Changelog



ADD: Operation Jubilee one-day campaign
ADD: Unit definition for Churchill II Special, new definition for Churchill III (was previously included in IV)
ADD: Campaigns may include a epilogue_text tag, which will be displayed at the end of a campaign, before the final campaign report
ADD: Campaign weeks may include a new_region stat, which changes the region of the campaign from that week onward
ADD: Campaign weeks may include a mission_days dictionary, which will always select the given campaign day mission for the given date
ADD: Campaign weeks may include a early_day_end dictionary, which will set the time that the given combat days end
ADD: Amphibious Assault day mission
ADD: Beach zone type, deep sand terrain type
ADD: Gun Tractor movement sounds

CNG: Reorganized Mods menu, added a 'Check Unit Definitions' tool

FIX: AP hits on the rear turret of units tagged as Open Turret Rear now correctly count as hitting an unarmoured location
FIX: Towed units now properly set as moving when towed (Thanks PowderTrail!)
FIX: Crusader I now has a TMG and an Assistant Driver to operate it rather than a BMG (Thanks PowderTrail!)
FIX: Incorrect button assignment for Recon action in controller mode

Update 1.2.27

ADD: Now possible to knock out an open-topped or open rear turret armoured vehicle target with a partial HE hit; effect on player unit is unchanged
ADD: Total number of enemies destroyed across the campaign is now saved in the campaign record and included in the final campaign log
ADD: Campaigns can now include a nation_class_mods dictionary, which modifies the base chance of encountering an enemy unit class based on its nationality; this can reflect different nations having more types of units in their deployed forces

CNG: HD saves are now calculated as part of the to-hit/to-effect process, meaning that AI units will make better choices about attacking HD targets
CNG: Adjusted controller stick deadzone slightly
CNG: Reorganized content of Radio Comms console slightly
CNG: Units spawning into a battle where their side attacked will always start out moving; increased odds of defending units having HD upon spawn
CNG: 'Hold the Line' day mission objective zones and player starting point moved further down the Campaign Day map

FIX: LoS now required for small arms attacks from player crew, harrassing fire on player during bailout
FIX: Minor corrections to unit defs (Thanks 13th Bee!)

Update 1.2.26

1.2.26 Changelog



ADD: Campaigns can include a 'final_evacuation' tag, which means that all vehicles were left on the battlefield at the end, and the player won't be able to keep theirs if they continue into a subsequent campaign
ADD: Additional colour highlights for Unit Info console
ADD: Campaign options are now saved in a JSON file in the user directory, and loaded as defaults when starting a new campaign
ADD: New sound effects for opening and closing a hatch
ADD: AI units will better handle assessing attacks that require a hull pivot due to the turret otherwise being blocked

CNG: Decreased base chance for units passing a Morale check
CNG: Decreased AI chance of using AP or HEAT against non-vehicle targets

FIX: Replaced movement sounds with voices in background

NOTE: Alt codes on international keyboards can't be supported for text input, please use the on-screen character input for these instead

1.2.25 Hotfix

ADD: Display of sunrise and sunset times in the left and right of the time bar
FIX: Belgian decorations were not named in such a way that the correct ribbon would be displayed
FIX: Units with turrets were being spawned with no turret direction set

Update 1.2.25

1.2.25 Changelog



ADD: Additional information and highlighting in Bailout layer
ADD: If the player is attacked in a friendly-controlled or neutral zone, there is a chance of an enemy air and/or artillery attack. Air attacks are less likely if the player has a high amount of air support. Artillery attacks are more likely the stronger the surrounding enemy strength is.
ADD: If the player successfully defends a friendly-controlled zone, they receive 1/3 of the normal VP value of that zone, rounded up
ADD: Additional information to skill definitions regarding limitations on use
ADD: Enemy artillery near-misses or direct hits on the player have a chance of causing crewmen to become Shaken
ADD: Player crewmen have a chance to button up (or hunker down if always CE) before an enemy air or artillery attack, chance is based on their Perception stat
ADD: Music during player bailout procedure
ADD: Mods may now provide .ogg tracks to be played in the background of the campaign day and scenario layers. Files should be located in cd_music and scen_music folders

CNG: Increased base difficulty for crewmen to recover from Shaken, Stunned, and Unconscious statuses
CNG: Critical hits with MGs now only add an AP bonus of half the base AP score
CNG: Target size to-hit modifiers now halved at close range for both point fire and area fire
CNG: Penetrating hits from MG weapons now much less likely to knock out the player
CNG: AI units now much less likely to withdraw from battle
CNG: When player is attacked in own zone, enemy units are now spawned facing the player and already moving
CNG: Player and squad will always start moving when fighting in an enemy-controlled or neutral zone

FIX: Added an additional check to avoid fixed-turret vehicles ending up with their turret rotated somehow
FIX: Updated the description for the Nikuhaku Team unit
FIX: Starting and stopping the main menu music should be handled better now
FIX: Lightning effect should no longer appear outside the main display area and not later be erased
FIX: Artillery near-hits were also applying a direct hit on vehicles

Update 1.2.24

CNG: Increased effect and VP modifier of Realistic Injuries campaign option
CNG: AI units will now focus on the biggest threats, should improve behaviour when facing 5+ enemies
CNG: AI gun units will now be more likely to dig in if possible

FIX: Minor fixes to how turretless vehicles are handled
FIX: Positions with a grouped hatch were not having their visible hexes updated correctly
FIX: Window resizing now properly disabled when toggling ultra widescreen mode
FIX: Gun tractors should now move properly with towed units
FIX: Renaming of American ranks above Sergeant

Update 1.2.23 Hotfix

Update to fix the end of day screen appearing twice when a campaign day ends during a scenario.

Update 1.2.23

1.2.23 Changelog



ADD: Small chance of an unarmoured locomotive being spawned with a Light Artillery Car
ADD: Chance of an Infantry Train Car being spawned with a Light Artillery Car, transports one squad of Riflemen
ADD: Attack animation and sound effects for Molotovs attack
ADD: Left or Right trigger on game controller can also be used to initiate player attacks

CNG: A number of improvements to how the Crew Action and Shooting phase inputs are handled, including highlighting the weapon operated by the currently selected crewman (Thanks Vanagandr!)
CNG: Better calculation and display of to-hit odds when target is HD (Thanks Vanagandr!)
CNG: Minor change to the Acknowledgements screen

FIX: After a scenario finishes, game will check for player withdrawal before apply special outcome for Fighting Withdrawl day missions
FIX: If Player Commander returns from field hospital and is assigned a new vehicle, surviving crew can now be assigned to the new vehicle before new crewmen are spawned to fill any empty positions

Update 1.2.22

This update adds some wonderful new portraits for infantry and cavalry units by cjprince, but if you prefer the classic ones, you can select this in the Options menu. Also new is a set of modding tools by Vanadandr. Also a number of improvements and fixes! As always, please report bugs or crashes on the Steam discussion board or on the Discord.

1.2.22 Changelog



ADD: Set of modding tools to examine how units and portraits are used in different mods (thanks Vanagandr!)
ADD: New nation-specific infantry and cavalry unit portraits by cjprince; use of these portraits can be disabled in the game options
ADD: Full functionality for View Mode when using gamepad input
ADD: Rear MG (RMG) definition for units, this is for fixed, rear-facing MGs (thanks Vanagandr!)

CNG: Rain to-hit or to-effect penalty not longer applied if Fog is also in effect
CNG: Purple Hearts and Wound Badges now only awarded for injuries that send the crewman to the field hospital (otherwise it was just a scratch!)

FIX: T-35 definitions improved (thanks Vanagandr!)
FIX: Display of large numbers of awarded decorations will no longer overflow the screen
FIX: Air and artillery attacks that occurred during a scenario will no longer try and target units outside of the visible scenario map
FIX: Minor fixes to improve legibility of text on Steam Deck, improving tutorial slide text, replacing keyboard control prompts in controller mode
FIX: Friendly rescue units will no longer withdraw from the battlefield