This update introduces a new (and hopefully better) system for handling keyboard, mouse, and gamepad input, including better handling of multiple game controllers. If you have any issues with input in this update, please do report them on the Discord or the Steam discussion board. Full changelog follows:
1.2.19 Changelog
ADD: After moving, all guns on the player unit will switch to not using their Ready Rack if they have one (since RoF won't be possible anyway) CNG: Players can now switch between keyboard and game controller input during the game, and player can choose between multiple connected controllers FIX: Game now detects when a game controller is connected or disconnected FIX: Improved deadzone handling for left gamepad stick on Campaign Day layer
Update 1.2.18
This is a minor bugfix update, any crashes please report them on the Discord or the Steam forums. Changelog follows:
1.2.18 Changelog
CNG: Successful small arms attacks from the player on enemy units will now cause them to become Alert if Lax CNG: Any small arms attacks from the player unit will activate any squadmates on 'On my Mark' command and change it to 'Fire at Will' CNG: Gun units that deploy will automatically face one of the closest enemy units CNG: Enemy units slightly less likely to withdraw by default
FIX: When trying to add 10 rounds of rare ammo to vehicle but fewer than 10 are available, game will add as many as possible FIX: Squadmates now properly count as moving after the player initiates an Overrun attack FIX: Non-tractor units with towing capacity were not using the correct AI behaviour FIX: Regional rare ammo definitions were not properly restricting ammo as rare if it was unlimited by default FIX: If an AI unit pivoted to move but then the move was not successful, its weapons were still covering their old direction
Updated Quickstart Guide
I've uploaded a new quickstart guide to YouTube for those of you who maybe picked up the game but never really got into it. It covers the basics of starting a new campaign and some of the essential elements of combat:
Update 1.2.17
This is a minor bugfixing update, the first bit of work in the final phase of ArmCom2's development! Changelog follows:
1.2.17 Changelog
CNG: AI units that are Pinned will automatically become Alert if they were Lax FIX: Incorrect definition data for Sd. Kfz. 10/4 FIX: Incorrect prompts and input displays when gamepad active FIX: Crash when certain characters were entered for tank name
Many Tanks
Dear Friends,
Thank you all so much for enjoying and contributing to Armoured Commander II over the past few years. Back in 2016 I set out to make a game that I wanted to play, and I put it on Steam in the hope that maybe a few dozen others would enjoy it as well. It's since gone on to sell more than 7700 copies, becoming more successful than I had every thought possible for such a weird little niche game. The contributions submitted by players have been invaluable; without them, this game would not be half as good as it is.
I still have a fairly long list of minor additions, changes, and bugfixes still to do, and even after those are done, I will continue to maintain the game indefinitely by fixing bugs as they are reported. Future substantial content additions to the game will be to the mod authors, and I will be open to making reasonable suggested changes to the code in order to support mods.
I will not, however, be making an Armoured Commander III. I've already made the game I wanted to make, and I simply don't have the inspiration nor the energy to start the whole process over for this particular project. If there is anyone who has been part of the community for some time who wants to lead such a project, I would be happy to give them my blessing, but I will not be involved in such a project.
Thank you all again. For me, this continues to be an incredibly enjoyable experience with a great community of folks. I look forward to completing the development of ArmCom2, and am curious to see whether anyone is serious about taking on the challenge of creating a sequel.
Gregory "Sudasana" Scott
1.2.16 Hotfix
Fixes the application not responding bug when starting Soviet campaigns with the Random Vehicle Model campaign option enabed.
Update 1.2.16
This is mainly a bugfixing update, but it also adds some excellent Early War portraits by cjprince. Join us on the Discord server if you want to stay up to date with all the mods and other stuff in development!
1.2.16 Changelog
ADD: Additional info to crash log ADD: Bazooka Team as extremely rare support weapon team for USSR ADD: Updated early war French unit portraits by cjprince
CNG: No longer possible to request support when current level is 0% CNG: Crewmen will no longer be promoted beyond the current rank of the player commander CNG: Random Vehicle campaign option now gives player 3-5 options based on Player Commander rank CNG: Removed Sd. Kfz. 13 from all player unit lists post-1941 CNG: Friendly forces can now capture zones in the second hexrow during a Hold the Line day mission
FIX: Enemy units in invisible 4th hex ring no longer count as units in LoS for player bail-out FIX: Display/input bug when player weapon maintained RoF but broke down during an attack FIX: All keyboard input prompts should now be hidden when controller is active FIX: Incorrect button inputs in Conceal/Reveal Self menu FIX: Config file was being saved in incorrect location, game will check for this and move config file if required (thanks Vanagandr!) FIX: Changed name of highest USA medal to just 'Medal of Honor' - legacy medals will still have old name
Update 1.2.15
1.2.15 Changelog
ADD: Updated Early War and Tropical unit portraits by cjprince
CNG: Removed Sd. Kfz. 13 from list of player units for Afrika Korps campaigns after 1941 CNG: Reduced the rarity of Horse Limber and Large Horse Limber units for North Africa to 10%
FIX: Incorrect dedicated Radio Operator modifier for support requests FIX: Wound Badges were not triggering a notification for the player FIX: Bug where unit mix in player squad would not be set up properly (Vangandr)
Update 1.2.14
1.2.14 Changelog
ADD: Rifle weapons can apply an AP hit on an armoured target if the attack range is <= 1 hex, and the final result is FULL EFFECT or CRITICAL EFFECT; base AP is 2 ADD: Gamepad input for 'Save Current Loadout' in Ammo Load menu
CNG: Improvements to Campaign Day movement and GUI by Vanagandr
FIX: Modded campaigns were not properly being saved in separate folders
Update 1.2.13 Hotfix
Just a minor update to fix inputting spaces in crew names, and gamepad input with the on-screen keyboard