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Roguelike Armoured Commander II - sequel to WW2 tank roguelike

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1292020/view/2971800740628911487
Update 1.0.0
This is a major update and as such breaks saved campaign compatibility.
If you are currently playing a campaign in version 8 and you want to finish it
, please follow these steps:

  1. Open the game's properties in Steam (click the gear icon in its library page, then 'Properties')
  2. Click the "Betas" tab, then in the drop-down menu, select the "legacy_8.x" branch
  3. Close the properties window and make sure that Steam updates the game


Your game will now be restored to version 8.2.3, and you can continue your campaign. When you are ready to update to 1.0.0, simply follow the same steps, but select 'None' in the Betas tab.

This update brings a huge number of changes and improvements to the game, and is intended to be the final major update before the game leaves Early Access. It's not the end of development though, and I intend on continuing to develop the game into the future.

As always, any bugs or crashes please report them on the Steam discussion boards or the Discord. I'll be online throughout today to hotfix any minor issues that pop up. Full changelog follows:

1.0.0 Changelog

ADD: Radio Comms System
- Added a Comms console to the scenario layer
- All AFVs will have a radio by default unless the no_radio tag is in their stats
- Some units will only be fitted with a radio if spawned after a certain historical date
- HQ radio link means less time for resupply on average, having a dedicated Radio Operator decreases this to minimum of 10 minutes
- Possible for player radio to be damaged/destroyed after penetrating hit (minor damage/immobilized/spalling)
- No Headquarters (HQ) radio link means support requests take 10 minutes longer, chance that message will not get through
- No Battlegroup (BG) radio link means that new commands issued to allied units during a battle may not get through
- Radio may break down or get destroyed during a scenario random event
- Damaged radios are automatically repaired at end of scenario or combat day, destroyed radios are replaced at end of combat day
- Any crewman in tank may attempt to repair a broken radio, Radio Operators get a bonus to do so
- Current squad command is displayed in the Comms console
ADD: Deployed/packed-up status for guns, HMG teams, AT Rifle teams, and mortar teams
- these units must pack-up to move, and must deploy to fire; each action takes a roll that is modified by pinned status, unit size level
- teams that spawn as passengers start packed-up, otherwise when these units spawn they will normally start deployed but might be surprised packed-up
- packed-up gun units are more likely to be destroyed by firepower attacks
- once packed-up, infantry teams and small or very small guns can move on their own, anything larger needs a tow from a gun tractor
ADD: Alternate Unit Portraits, selected based on campaign region and current date, stored in subfolders: DES desert; WIN winter; TRO tropical; MAR marines / naval units; LTW late-war
ADD: New console image for the Campaign Records screen, contributed by Engineer Zero
ADD: Many skills now have minimum stat values required before crewmen can add them
ADD: Wind weather effects: ground will dry out faster, smoke more likely to dissapate, dust more likely to settle when no wind
ADD: If player tank takes a penetrating hit during the day, it must be replaced after the combat day is over
ADD: 12x12 pixel font option
ADD: Effects of a position having a large hatch: bonus to spot when CE, bonus to bail out of a large hatch, more vulnerable to FP attacks when CE, bonus to sniper attacks on crewman in position with a large hatch
ADD: Healed crewman injuries can leave scars
ADD: Highlight if crewman current has 1+ advance points to spend
ADD: New Skill: Only a Scratch: Less chance of being sent to the Field Hospital for an injury
ADD: New Skill: Steady Hands: Reduces movement penalty when firing an MG
ADD: New Skill: Fighting Spirit: Chance that crewman breaks out of Field Hospital and returns to duty before minimum period is up
ADD: New Skill: Gunslinger: Small arms attacks from your vehicle are more effective
ADD: Vehicle-Mounted Flamethrowers, if weapon does not have an external fuel tank, increased chance of fire/explosion if fuel is carried
ADD: Campaign Option: May include armoured cars as possible player vehicles if option is enabled and campaign includes them
ADD: Display of vp modifier (if any) for current tank when refitting
ADD: Display of current odds to withdraw from battle
ADD: Display of Standard/Custom campaign to campaign selection menu
ADD: Command in bail-out game for commander to throw smoke grenade, any smoke around the player tank will reduce chance of any incoming FP attacks
ADD: If player is attacked while waiting for resupply, if they survive and don't withdraw resupply arrives after the scenario is over
ADD: Appropriate MG / HE explosion sound effects when using Advancing Fire
ADD: If player attempts to go HD, squadmates will also attempt if possible
ADD: Player can save and apply gun loadouts in the Ammo Loading menu
ADD: Stielgranate 41 HEAT round to PaK 35/36 from March 1943 onward; max range is 1 hex and accuracy is reduced
ADD: CE crewmen can make small-arms attacks on non-vehicle targets within 1 hex during the crew action phase
ADD: Armoured unit support category, automatically generated based on player unit list
ADD: Enemy units that are the last survivors of a battle will be more likely to withdraw
ADD: Rescue units will be less likely to move toward enemy units
ADD: Rear-facing turret CMGs to: T26, BT-5, BT-7, BT-7A, T-28, KV series
ADD: enemy_fortifications tag for campaign weeks, means that enemy units much more likely to be spawned fortified, entrenched, or dug-in
ADD: Possible that air or artillery support spotters reveal one or more enemy units during support attack
ADD: New sound effects: canister ammo hit
ADD: Late-war Soviet infantry now have a chance of being spawned with captured Panzerfausts
ADD: Armoured Cars and other-non tanks as optional player units, thanks to flori2412
ADD: Difficulty levels for all campaigns
ADD: Hearts Steam achievements
ADD: Extra Large size category, applied to armoured train units
ADD: Initial data structures to handle gun tractors and towing guns
ADD: Additional sound effects, including sound for weapon jam
ADD: Display of terrain effects modifier in Reposition menu
ADD: Contextual description for different AI Difficulty settigns in the Campaign Options menu
ADD: During Crew Action Phase, any crewman on a command that requires player input will be highlighted in the crew info console
ADD: Campaign Option to enable RoF for all enemy units
ADD: Now possible to dismiss pop-up messages early using the Tab or Enter key
ADD: New Units: Panzer II D/E, Churchill Crocodile, AMR 33, AMR 35, AMR 35 (Late), Laffly W15T, Renault FT (POL),
Renault FT (MG, POL), R35 (POL), Panzer I A, Panzer VIp, Renault FT (FIN), Renault FT (MG, FIN), T-37A (FIN),
T-34 M40 (FIN), SU-76M (FIN), ISU-152 (FIN), Panzer IV J (FIN), StuG III G (FIN), R35 (ITA),
SU-152 (Late), Ram Mk I, Target units, Hs 123, Sd. Kfz. 10

CNG: Decorations
- possible decoration awards are now checked for at the start of a new calendar month and at the end of a campaign
- decorations are awarded per crewman
- odds are based on the average VP per combat day to that point in the campaign, or the maximum one-day VP since last check, player commanders are slightly more likely to be awarded one
- each crewman's decorations are displayed in the crewman menu
- American crewmen will be awarded a Purple Heart for Heavy or Serious injuries (max one per day)
CNG: Crew injuries now start as Fresh, can be Patched Up during a battle or at the end, and then will be Healing for some days afterward
CNG: Injuries once healed can leave scarring, which reduces the chance of future injury to that location, but also reduces a random stat by 1 (won't reduce to lower than 3 though)
CNG: First Aid is now an active command with input from the player during the Crew Action phase; can attempt to stabilize or patch up oneself or another crewman
CNG: Vehicle breakdowns can occur during scenarios, making the vehicle immobile until the end of the scenario
- player vehicle is automatically repaired after the scenario is over
- any squadmate that breaks down will drop out of the squad, but if they survive, they will be repaired and rejoin squad after scenario is over
- small possibility that breakdown is serious and vehicle is immobilized for the rest of the day
- breakdown checks also occur when moving on the Campaign Day map; breakdown results in additional travel time, immobilization ends the campaign day
CNG: Unit portraits now stored in data/unit_portraits; any old duplicate portraits in the data directory will be removed when game starts
CNG: Redesigned Swap Position menu
CNG: Redesigned Assign Position menu
CNG: Redesigned Add Skill menu
CNG: Redesigned Bail-Out minigame so that action descriptions and modifiers are more clear to player
CNG: Player Armoured Cars, Tankettes, Light Tanks, and Tank Destroyers now more likely to be knocked out rather than suffer minor damage, immobilization, etc. on a penetrating AP hit
CNG: Crewman injuries from a knock-out hit in Armoured Cars, Tankettes, Light Tanks, and Tank Destroyers now more likely to be serious
CNG: "Co-Driver" in most units changed to "Rear Driver" to better reflect their role
CNG: Crew skills now correctly modified by crewman condition (stunned, fatigue)
CNG: Knowledge stat now applies a small bonus to all skill effects, no longer modifiers amount of XP gain
CNG: Increased effect for many skills, but increased penalty for using them while BU
CNG: Slightly decreased chance of injury for CE crewmen when tank is hit by FP
CNG: Weapon Names: Co-ax MG to CMG; Turret MG to TMG; Hull MG to BMG (Bow Machine Gun)
CNG: Unit Names: Firefly IIC to IC Hybrid
CNG: Moved skill info data into sessions object
CNG: Weather condition odds now scale based on current date in calendar, no more sharp transitions between seasons
CNG: Now possible to request resupply even if there is no clear path to friendly forces, but if there is no HQ radio connection, will require more time
CNG: Campaign option VP modifier now stored as int rather than float
CNG: Replacement crewmen now have a chance of starting at a higher level, depending on the average level of surviving crew
CNG: Reduced to-hit penalty/bonus for Very Small and Very Large targets
CNG: Removed message displayed when squadmates or other friendly units become Unspotted
CNG: Withdrawing from a battle is now a little harder, but you get a bonus for smoke or dust around the player unit
CNG: If the player has an empty commander position but a trained commander in another position, any replacement crewman for the commander position will only be trained as a gunner/driver
CNG: Main menu can now be closed by pressing key of currently active tab (so one can close the Glossary with F1, for example)
CNG: "Western Russia" region to "Western USSR"
CNG: Unspotted units now only take half FP from incoming attacks (halved just before FP is resolved)
CNG: Slightly increased odds of getting 2 or 3 units from unit support request
CNG: 'First Aider' skill now 'Medical Experience' (thanks stein!)
CNG: Unloaded passengers count as moving for their first turn in the scenario
CNG: Friendly fire air and artillery attacks much more likely to spot targets
CNG: Enemy units outside of LoS now displayed with a dark background to be easier to see on the screen but still clear that LoS is blocked
CNG: When continuing into a new campaign, the campaign options are preserved from the previous campaign
CNG: .50 cal / 12.7mm MGs now indicated as ~MG+
CNG: Battlegroup orders now applied to all friendly units, can be set in the Campaign Day layer and then changed via Commander action during a Scenario
CNG: Reduced effect of fatigue on player rolls
CNG: Overrun attacks always hit side armour of armoured target
CNG: Structure of mod folder is changed
CNG: After a campaign is finished, if the player chooses not to or cannot continue into a new campaign, the saved campaign will be retained in case they want to return to it later
CNG: Increased base chance of spotting for artillery and air attacks
CNG: Moving Target to-hit penalty for Point Fire no longer applies to defensive fire attacks
CNG: Allied units and all MG weapons can now maintain RoF

FIX: Replaced the old flashing screen lightning effect with a new animation for the Campaign Day and Scenario layers
FIX: Summer weather conditions used to end on September 31st(!)
FIX: Was possible for a 'you rejoin all your old crew' message to be displayed when none of your crew survived
FIX: Japanese Type 92 Battalion Gun was too long to be displayed in game, shortened name and added a check upon load for unit IDs longer than 25 characters
FIX: Unit Name correction: Breda Ba.65
FIX: Mladshiy Serzhant rank no longer used prior to 1940
FIX: Some unit descriptions were too long to be displayed on screen
FIX: Bug where it could be possible to change game settings from other tabs in the main menu
FIX: Minor issue with the shift key not being handled properly
FIX: Roads and rivers now correctly generated/extended when moving into a new map area
FIX: Targets of artillery support attack now correctly moved to top of stack before hit resolution
FIX: Now possible to input punctuation marks into the text input field
FIX: New crewman would never have their Morale stat randomly increased
FIX: Weapons being blocked by vehicle hull in some directions not being applied properly
FIX: AI units will no longer use AP gun attacks on an unspotted unit (they shouldn't know it's an armoured unit)
FIX: Effective FP no longer displayed when attack misses due to Hull Down
FIX: Better handling of game window being minimized or focus being lost during animations or other automatic actions
FIX: During bail-out, crewmen can pull unconscious crewmen out of the tank as long as there's an open hatch somewhere in the same location as the unconscious crewman
FIX: Looping animations no longer affected by animation speed setting
FIX: Bridges were being spawned across rivers linking land and impassible zones
FIX: Weapons that jam or break will no longer display 'Maintained Rate of Fire' and the F to Fire Again command in the attack console
FIX: Units that are pinned or reduced immediately stop moving
FIX: Campaign Options menu now uses improved key inputs, can cycle between different AI difficulty settings
FIX: Bug where friendly support units might withdraw from the scenario
FIX: Campaign Records now display three lines per entry, enough to display longer campaign names
FIX: Game will now check for mod folders and skip if folder is not present
FIX: No longer possible for crewmen to operate 2+ weapons in the same turn, even if they are in different weapon groups
FIX: Longer crew commands will now be truncated when displayed in the contextual info console
FIX: AI bug where units might sometimes not be able to pivot/rotate their turret in the same turn
FIX: Bug where the info displayed in the Final Report screen would be that of whatever crewman was currently in the commander position, rather than the Player Commander
FIX: Crewmen injuries not being cleared properly when returning from the Field Hospital
FIX: Crewmen in Field Hospital not being copied over correctly when continuing into a new campaign
FIX: In bail-out, when trying to carry an unconscious crewman to safety, if there's no eligible crewmen left to save, game will still do a roll to move to a safe location
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Joined
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Messages
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1292020/view/2972927185733715337
Armoured Commander II now out of Early Access
I've now released Armoured Commander II out of Early Access, and it will be on sale for the next week. This does not mean that development of the game has ended - it's not the end, but rather the end of the beginning. I will continue to expand the game further, with more focus now on new unit types, campaigns, and the like, rather than major gameplay changes.

This game had a very long development period - I started this project on February 23, 2016, and restarted it from scratch several times afterward. It was released into Early Access on May 14, 2020, and over the past year player feedback and contributions have been crucial in getting the game to where it is today.

My sincere thanks to everyone who helped along the way!

e00d36f11fc22bd896c0a7083ec7a000c419fc6c.png
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
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Messages
19,353
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1292020/view/3133937847607932861
Update 1.1.0
This is a substantial update that brings a ton of new content, features, and fixes. It does not break compatibility with saved campaigns, but it does introduce a new system for campaign records (those accessible from the main menu screen), so unfortunately any existing records will no longer be visible. If you want to view your old records, you can switch to the legacy 1.0.9 branch and view them from there. Any new records will only appear in the 1.1.0 version of the game.

This update introduces the South Pacific / Southeast Asia region, and two new campaigns set there covering the Battle of Luzon. These are just the first of many forthcoming campaigns set in the region.

As always, please report bugs or crashes on the Steam discussion board or on the Discord.
1.1.0 Changelog

ADD: Japanese Type 92 (early), Type 92 (late), Type 95 So-Ki, Type 1 Ho-Ni I, Type 4 Ho-Ro, Type 97 Chi-Ha (late),
Type 1 Ho-Ki, Type 1 47mm AT Gun, Year-38 12cm Howitzer, Year-3 14cm Naval Gun, Type 93 AA Gun,
Type 98 20mm AA Gun, Type 96 AA Gun (Single, Double, and Triple variants), Type 10 120mm AA Gun
ADD: Renault FT Kegresse (POL), VAU-33 (early), VAU-33 (late), 9TP
ADD: Type 89 Mortar, added randomly to Japanese infantry squads
ADD: Destroyer, Cruiser, and Battleship naval artillery support unit definitions
ADD: Battle of Luzon (USA) and Battle of Luzon (Japan) campaigns
ADD: Ukraine to Stalingrad (Italy) campaign
ADD: Naval artillery support; only available in coastal map areas, naval guns re-roll failed to-effect rolls on targets
ADD: Custom icon for game window
ADD: South Pacific region definition, zone and scenario terrain types
ADD: Jungle and Bamboo Forest also apply Airburst HE FP effect
ADD: Marsh terrain HE FP effect, -25%
ADD: Message at start of Campaign Day reporting on time of sunrise and time of sunset
ADD: Special Scenario random events for South Pacific region: Japanese small team emerges from a cave; American naval artillery bombardment
ADD: enemy_fanatic and player_fanatic tags for campaigns: fanatic units will never rout and never surrender
ADD: "Mudrunner", "Spray and Pray" crewman skills
ADD: 'Stabilize Crewmen' bailout action, will add a bonus to chance for critical injuries to stabilize during the bailout minigame
ADD: Display of Open Topped and Open Rear to unit info displays
ADD: 'Fire at Will' battlegroup command, squadmates will wait until player has fired with main weapon before attacking
ADD: 'View Mode' in Campaign Day layer, allowing player to view info on map zones with keyboard alone
ADD: 'View Mode' in Scenario layer, allowing player to view info on units with keyboard alone
ADD: Crewmen in a turret with an open rear can now bail out of the rear doors
ADD: Oasis zones have a small chance of turning out to be a mirage when reconning or moving into them
ADD: New Desert unit portraits by chri
ADD: Sound effect for SMGs firing
ADD: Memorial display for KIA crewmen; memorial file stored in user folder
ADD: Tutorial slide on maintaining RoF
ADD: When a vehicle is immobilized while moving, chance that it comes to a stop facing a slightly different direction
ADD: Animated display of support request roll
ADD: Player option to attempt an immobilize attack on an armoured target
ADD: Command to view the Unit Gallery from the in-game menu
ADD: Autocannon tag for guns, gives a substantial bonus to RoF chance if reloading from Ready Rack

CNG: Increased maximum number of player squad members to three for armoured cars
CNG: Unbog chance now reflects original bog chance
CNG: Reduced odds of armoured unit surrendering, armoured units with no adjacent enemy units will no longer surrender
CNG: AI units can now potentially perform multiple actions in a single activation; infantry and gun units can only move once per activation
CNG: New morguefile used, campaign records will be reset
CNG: Base RoF chance for the 37S gun on the Renault FT now set to 15%
CNG: Much higher chance of encountering resistance when moving into certain zone types: Mountain Pass, Fortress, Fortification
CNG: If a crewman comes up for promotion and their level is higher than the minimum required for promotion to the next rank, the odds of being promoted are increased
CNG: Impassible campaign day map zone will no longer appear adjacent to each other
CNG: 'Battles Fought' stat now changed to 'Engagements Fought' throughout code
CNG: Message when AI units attack or maintain RoF now only displayed if player is the target; with the new multiple AI actions per turn, these messages were greatly slowing down the game
CNG: Campaign records now only loaded when needed, new location and data structure
CNG: Display of decoration ribbons by EngineerZero added to campaign record / final report screen
CNG: Now only possible to get 5 of the same decoration / 4 additional bars
CNG: Value of Hold objectives in a Hold the Line mission day now scale based on how many objectives are on the map

FIX: Changed more in-game references from 'tank' to 'vehicle'
FIX: Minor fixes to typos and unit definitions
FIX: The 1 in a roll of 100.0 in the bailout minigame was not being cleared from the screen properly
FIX: Enemy friendly fire air and artillery attacks would not choose units from the correct list
FIX: Critical hit odds and display bar no longer shown if attack cannot result in a critical hit
FIX: The Bishop was incorrectly tagged as open topped; hatch definitions fixed
FIX: Immobile units now cannot spawn as part of an enemy attack on a player-held zone
FIX: Units with Panzer 38(t) hulls now have the hatch correctly on the assistant driver side, rather than the driver side
FIX: Flamethrower weapons can no longer go into negative fuel through RoF attacks
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Joined
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Armoured Commander II – 2022 Development Roadmap

The end of 2021 seemed like a good opportunity for a longer post on my plans for the game in the new year.

Armoured Commander II was released on Steam out of Early Access in September of this year and since then has gotten quite a few updates. My current plan is to finish the game by the end of August 2022, although I’ll continue to provide bug fixes and general maintenance after that time. My hope is that by then I’ll be able to add everything I wanted to the game, and will have at least laid the groundwork for further additions in the form of community mods.

There are nine general areas where I will focus my development work over the next few months, presented here in no particular order:

e6eaa770702ce270eaf428a12646b3610aaff02a.png


Bugfixes

I have at the moment a list of a few bugs that need to be addressed in the next minor update, and I expect that bugs will continue to be reported through the new year. The Discord community has been especially helpful in this, since they can report an issue quickly and I can usually address it in a hotfix in fairly short order. As new features get added, new bugs appear, so this will be an ongoing task for me throughout the new year.

Quality of Life Improvements

Again, this is an area where the Discord and Steam communities have been very helpful, since they have suggested interface and display changes that have ended up greatly improving the game. Even minor things like changing a display colour can greatly improve the overall experience of the game. This also includes minor changes to gameplay, such as a recent change where I removed Overrun as a separate command and turned it into an action under the Drive command. The player can still perform the same type of attack, but now it’s much more flexible in terms of when and how it’s used. I’ll continue to make these sorts of changes wherever possible.

New Units

There’s still a number of unit types that have been suggested on the Discord and/or have portraits ready to go but still need to be added to the game. Many of these were historically quite common, while others were very rare, but all of them have a place in this expansive game.

Gun Towing

This is a mechanic that I’ve been working on for a while – to have gun tractors spawn with gun units, and give them the ability to tow the gun around the scenario map if needed. I’ve already added some elements of this but still need to finish it off. This will bring in some interesting game choices, such as whether it’s better to target a gun tractor first and thus remove the gun’s mobility.

South Pacific

I’ve already added a new region and two new campaigns set in the South Pacific, but there’s much more to do in this area. Although tanks were not very well suited to the terrain of the Pacific islands, they still played an important role in many important battles. Already the unique features of the region and the forces involved have created a new type of game experience in the Battle of Luzon campaigns.

Late War Campaigns

There’s a few important areas of the war that are not yet represented in the game, such as late-war Italy, and the Finnish-Soviet front. I definitely want to add these before I can call the game complete.

Campaign Random Events

This is something I may or may not end up adding, but I had an idea to have a random modifier apply to some or all campaign days. For example, you might be told that today is a decisive battle, and so receive a VP bonus; or you might be offered amphetamines for your tank crew, which reduces fatigue but increases the odds of critical failures. These would add a little more variety to different campaign days, even if you’ve played the same day mission before.

Sound Effects

There’s many aspects of the game that are either missing sound effects altogether or are still using rather generic effects. I’ll continue to add these as needed, and hopefully in time the soundscape of the game will be much more mature.

Map Panel

This is a feature from the original Armoured Commander game, which is to have a visual depiction of the region and your location within it. All campaigns currently provide a geographical location for each campaign week, so adding this should just be a matter of creating the PETSCI consoles for each region, and providing the game with the appropriate geographical references.


There’s also a few other areas that I would like to work on, but I’m not sure if I’ll be able to before the end of the summer. The Second Sino-Japanese War, the Spanish Civil War, and the Korean War are all settings that would fit well within the game. Some work on these has already been done on the Discord server, so perhaps the players will have already completed these before I can get to them myself.

In any case, it should be an eventful first half of 2022 as I continue to develop Armoured Commander II, and hopefully help it grow into the completed game that I had envisioned years ago.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Update 1.1.6
Update 1.1.6 brings a number of additions and fixes, most importantly the addition of gun tractors, one of the major development goals for this year. As always, please report bugs and crashes on the Steam discussion boards or on the Discord. Full changlog follows:
1.1.6 Changelog
ADD: Gun Towing and Gun Tractors
- mobile gun units may be spawned with a randomly selected tractor, chance is high if unit is attacking a zone, low if it is defending
- good chance of gun being spawned hooked up to its tractor if attacking, very small chance if defending
- if gun is spawned deployed, it won't be hooked up to a tractor
- units that are towing or being towed have a much higher chance of being spotted
- towing units may be targeted and destroyed, if a tractor or gun is destroyed the link to its gun/tractor is broken
- immobile guns and mobile guns that are not limbered cannot withdraw from a battle, they must be abandoned (and thus award VP)
- limbered guns need to unlimber before attempting to deploy and/or fire; if successful, they may also attempt to deploy and/or fire in the same activation
- Very Small and Small gun units can fire while packed-up, but there is a to-hit penalty, and RoF is not allowed
- gun units cannot pivot on their own while being towed
- tractor units are defined per nation; campaign files do not need to include them
- game will roll against current rarity when spawning tractor units, also has to have enough towing capacity for that gun
- towing units have a towing_capacity stat with the maximum size of gun that can be towed
- gun tractors always act last during the Allied or Enemy action phases
- gun tractors with no friendly guns that they could tow will usually withdraw from the battle
- gun units that are trying to withdraw will try to pack-up, and will normally not abandon their gun if there is a friendly tractor available that could tow it
- gun tractors towing a gun can withdraw from the battle and take the gun with them
ADD: New Units: C2P, C2P (GER), C4P, C4P (Heavy), C7P, C7P (GER), C7P (SOV), Laffly S15T, Renault UE, Renault UE (GER),
RSO, M4 HST, Loyd Carrier TT, CMP FAT, Morris C8 FAT
ADD: Towing capacity to: Laffly S20TL, MG Carrier, Bren Gun Carrier
ADD: Campaign Records can now display multiple pages of data
ADD: Amphibious stat for units; if all units in player squad are amphibious, no extra time required to cross rivers on the Campaign Day map
ADD: Command to Mods menu to scan modded campaigns for common issues, any found are listed in console
ADD: New Skill: The Immobilizer: Reduces penalty to hit when attempting to immobilize a target vehicle
ADD: PgUp/PgDn commands to scroll Campaign Day journal by 5 entries at a time
ADD: Description for Stabilize Crewman bail-out action

CNG: Squadmates won't re-attempt HD if they are already HD in a direction that covers the player's current facing
CNG: AI units that are deployed and must deploy to fire will reposition less often; if they do reposition, they cannot act again that turn
CNG: Guns that are being manhandled (deployed, must be deployed to fire, and attempting to reposition) have a greater chance of bogging down
CNG: Enemy AT Rifle and HMG teams will now be more likely to close the distance with the player
CNG: Slight increase to base crewman promotion chance
CNG: At end of scenario, critical injuries now much less likely to result in crewman death
CNG: Player Commanders have a much higher chance of being promoted when eligible
CNG: Enemy vehicle units armed with flame throwers now more likely to close distance with player
CNG: Unbogging has been rebalanced, and should be easier overall

FIX: Packed-up gun units can no longer be spawned dug-in, entrenched, or fortified
FIX: Squadmates now gain HD in same direction as player if they are also successful
FIX: Minor typo in tutorial slides
FIX: Passengers that are unloaded from transports now have their AI statuses correctly set
FIX: All variants of the Stuart now have a Commander/Loader and Gunner
FIX: Several errors in the unit definition for the Stuart VI
FIX: Panzer VG now has a fast turret
FIX: AI units that attempt to reposition now also do a bog check
FIX: Panzer III: Small changes to max ammo amounts for main guns, removed hull hatches, added Gunner and Loader side hatches, added commander cupola
FIX: StuG III and vehicles that use the StuG III hull: Removed hull hatches
FIX: Panzer IV: Added Gunner and Loader side hatches
FIX: Tiger I and II now correctly have Loader hatches
FIX: PSW 222, Semovente da 90/53 turret position definitions
FIX: Campaign day journal entries could have been displayed outside of correct area
FIX: Unit Gallery command key in the in-game menu conflicted with new Ultrawide setting
FIX: HD direction now correctly displayed in unit info pop-up window
FIX: Stabilize Crewman bail-out action should now appear and apply properly
 

jebsmoker

Arcane
Patron
Joined
Nov 17, 2019
Messages
2,599
Insert Title Here Strap Yourselves In I helped put crap in Monomyth
been playing this a ton lately. i'm in love with it, but i don't like how at guns were rebalanced with a new patch: they cannot move at all unless if there's an artillery tractor present. this rubs my autism the wrong way for several reasons:

while this makes sense for something like a flak 88, pak 36's/door knockers or other at guns with a similar weight can be moved around quickly by a competent crew

having static at guns makes them less of a threat and more boring to fight against

edit:


nvm i was misinformed; certain at guns that are small enough can easily move around if they're small enough
 
Last edited:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,353
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1292020/view/3483000339653639422
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
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,644
Location
Asspain
I purchased this last week and I'm having a blast. The game has this perfect balance of being easy to play and giving you enough tools to make meaningful choices most of the time. Of course the experience can change a lot depending on your vehicle, enemy and theater, but in general it seems balanced in the right ways.

RNG so far feels like it's the kind that spices things up rather then being complete bullshit. Even when two allied bombers knocked out two tanks in my BT-7 platoon by mistake it simply led to a different tactical situation.

I wonder if there is a mod scene for this game. Seems like it would be very easy to make mods involving other eras or settings, but I can barely find anything.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,849
Kind of reminds me of Tank 1990. Sadly tank isn't modelled properly on the in-game map...
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,353
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1292020/view/4164216798682645385
Update 1.2.50

ADD: New campaign option "ACs and TDs Only": Only Armoured Cars and Tank Destroyers will be available as vehicle options for the player. If a campaign has no such vehicle options, then the player will have access to the normal full vehicle list.
ADD: Co-Loader position, used in 8.8cm FlaK 18 Sfl., Jagdtiger, Sturmtiger, etc.; both Loader and Co-Loader can provide a RoF bonus if they are reloading; this change will not apply to already spawned vehicles in an ongoing campaign

CNG: D-Pad up/down input will now repeat when scrolling through lists
CNG: AI units will now be much more likely to reposition when they have no LoS to any enemy targets
CNG: If player ends bail-out early, all crewman actions will be set to display as None for clarity

FIX: Incorrect button display for controller inputs in Shooting Phase
FIX: Weapons should now no longer select a friendly unit as the first possible target unless it's firing Smoke, or if there are no enemy targets in the covered firing area
FIX: Minor changes to some German open-topped tank destroyers, changing positions and adding forward-facing AAMGs (thanks PowderTrail!)
FIX: In bailout sequence, crew that are in Open Topped positions will no longer be labelled as No Hatch
FIX: Player vehicles that had two Loaders in the same location made crew moving positions during the bailout sequence not work properly
 

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