Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
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New Start and a New Weekly Build
Posted on February 18, 2018 by Rev_Sudasana
At the beginning of this year I took a hard look at the state of Armoured Commander II and decided to start fresh. I wasn’t happy with how the game was developing and I had learned a lot over the previous few months that would be difficult to implement in an established code base. So I started with a new, empty Python file and copied over each element of the game piece by piece, making changes and improvements along the way. Today I’m posting the first weekly in-progress build in a long time because I’m pretty pleased with how it is now coming along. The current game is still very limited but the core elements are in place. Many of the features I was working on late last year haven’t yet been re-added, but they are on their way.
More than anything else with this re-start I wanted to re-integrate your tank’s crew into the game, so I devoted a good chunk of the screen to them, and I went back to a modified crew action system similar to that in ArmCom1. This brings the focus of the game back to the men in the tank, including yourself as the commander, which I think was one of the strengths of ArmCom1. You can see details about your crew in the F3 menu; only the perception stat is used for now, others will be important later on.
The weekly build is available at the usual location. I’ve used a different packager this time from previously (PyInstaller) so if it doesn’t run on your machine please email me and let me know. I will continue to work with the packager options to try to produce a cleaner and more compatible build. If you don’t run Windows you can always download the source from GitHub.
EDIT: I’ve just uploaded a hotfix that should prevent crashes when displaying crew names with non-ascii characters.
Beta 1 Release
Posted on February 27, 2020 by Rev_Sudasana
Armoured Commander II Beta 1.0.0 is now available to download. Lots of changes from the previous Alpha, including National Skills, a British Battle of France campaign, British tanks, and a number of other smaller improvements and fixes. I’ve tested this build quite a bit over the past few days, but any crashes please do report them to the email address in the readme file, or open an issue on the GitHub repo. Changelog follows:
General
ADD: Completed Battle of France (French) campaign
ADD: Battle of France (UK) Campaign
ADD: Campaigns can designate a list of National Skills that player crew are automatically granted at the start of the campaign. These skills cannot be otherwise added using advance points.
ADD: “Blitzkrieg” national skill for Poland Campaign
ADD: “Defend the Motherland” national skill for September Campaign
ADD: “Centralized Fire” national skill for Liberation Campaign
ADD: “Motti” national skill for Winter War (FIN) Campaign
ADD: “Defensive Strategy” national skill for Battle of France (FRA) Campaign
ADD: “To Victory!” national skill for Canada’s Best Campaign
ADD: “Superior Firepower” national skill for Patton’s Best Campaign
ADD: “Combined Bombardment” national skill for Battle of France (UK) Campaign
ADD: Master volume control to Options menu
ADD: Spearhead mission type: VP capture value of hex zones increases as player moves up hexrows
ADD: Portrait for SOMUA S35, R35 (Late)
ADD: German AI units: Panzer II F, Panzer IV D, StuG III B, Panzerjager I, SPW 251/10
ADD: Polish AI unit: Fiat 508 Taczanka
ADD: open_rear_turret stat to some vehicles, if they have no armour on the rear of the turret (eg. Panzerjager I)
ADD: Display and AP calculation for 15mm MGs as main weapon
ADD: British nation definitions
ADD: Mk VI C, A9 Cruiser Mk I, A10 Cruiser Mk II, A13 Cruiser Mk II, A12 Matilda II, OQF 18-Pounder to UK & Commonwealth forces
CNG: Ground pressure now indicated by shade of Movement Class display (lighter green = light GP, dark green = heavy GP)
CNG: Unreliable weapons now displayed in light grey
CNG: Small changes in appearance of menus and interfaces, display of unit weapons
CNG: Crewmen now begin with some resistance to fatigue, won’t affect skills right away
CNG: Re-sampled main theme music, now using all real C64 SID chip samples
Campaign Calendar
ADD: Menu tab to view campaign day journals
Campaign Day
ADD: Display of VP capture value for map zones
ADD: Randomly generated flavour text for targets of opportunity
ADD: Hovering the mouse cursor over a bridge depiction will display “Bridge” in the hex zone info console
CNG: VP capture value of different zone terrain types
CNG: Appearance of bridges on Campaign Day map
CNG: Minor changes to display and available commands depending on whether travel is possible or moving into a friendly-held zone
FIX: Enemy strength levels re-rolled and level becomes unknown to player if zone is re-captured
Scenario
ADD: If all enemy units are destroyed during random event, scenario ends immediately rather than starting a new turn
ADD: Player tank terrain and smoke level displayed more prominently in Player Info console
ADD: Player character can be saved from serious or critical wounds, or death, by a Fate Point
ADD: Shock test only applied if unit had 1+ acquired targets to begin with
ADD: Ambush check skipped if any enemies already destroyed, eg. from artillery attack
CNG: Advancing fire only effective if player tank has 1+ HE rounds available
CNG: Appearance of target recticle so as to not interfere with smoke depiction
FIX: Crash when motorcycle infantry is involved in a close assault
FIX: Crash when MG weapon was selected and crewman was set to Manage Ready Rack command
FIX: Crash when displaying message upon enemy unit withdrawing from battlefield
FIX: Squadmates not being removed properly when destroyed