The main downloadable build for ArmCom2 has been updated to version 2.0.0, bringing a number of improvements and fixes that I’ve been working on over the past few weeks. Full changelog follows:

Version 2.0.0 Changelog

General

ADD: Load saved campaign menu

ADD: Confirmation step when starting a new campaign that would erase a saved one

ADD: “Loading…” screen when loading a saved campaign

ADD: “Shaken” condition for crewmen, slightly more likely to be injured while Shaken

ADD: British AI units: A9 Cruiser Mk I CS, Mk VI B, A13 Mk I (for player and AI), A11 Matilda, OQF 2-Pounder AT Gun, Morris CS9 (MG), Daimler Scout Car (Dingo), OQF 25-Pounder, OQF 4.5″ Howitzer, OQF 3.7″ Gun, Morris 15 cwt Truck

ADD: French units: Char B-1 bis (for player and AI), AMD 35, SA-L 34, SA 37 APX, 75mm mle 1897, 105mm C mle 1935, Laffly S20TL, Citroen 23

ADD: Check to see if a saved game would be overwritten when selecting a random campaign

ADD: Crewmen can switch to other positions within the player tank:

crewmen have a position that they are normally supposed to be in

crewman can take on any position, but if it require more training than they already have, they will suffer negative modifers to attack, move rolls, etc.

one crewman must be on the Switch Position command if the switch is taking place during a scenario

the switch position menu will pop up at the start of the Crew Action phase, before any other actions are possible

any crewmen that swap positions during a scenario will have their command set to None

if the player is resupplied during a campaign day, any dead bodies in the tank will be removed

if the player is resupplied during a campaign day, any dead bodies in the tank will be removed at end of day, crewmen move back to their usual position before new recruits are added to fill up any remaining empty positions

ADD: Historical disclaimer and copyright notice in loading logo screen

ADD: Grenades and Flame Thrower weapons for AI units

ADD: Gun weapons can define a different effective HE firepower rating than their calibre would normally use

ADD: Check to see if campaign json files can be parsed, campaign file won’t be loaded and will be skipped if not

ADD: To-hit and armour penetration modifiers for APCR and APDS ammo types

ADD: Space for a description of each campaign week

CNG: New injury and condition system for crewmen

CNG: Light and Heavy injuries will be healed at end of combat day

CNG: Injuries can now cause fatigue to accumulate

CNG: Saved games are now organized per campaign and player can keep one saved game per campaign

CNG: Player tanks can now load up to 15% more ammo per gun than safe maximum

CNG: If player tank is knocked out with extra ammo, greater chance of crew injury: if gun is <= 37mm, +1% per extra shell, otherwise +2% per extra shell

CNG: “Permadeath” campaign option now called “Player Commander”

CNG: Increased range of anti-tank rifles to 2 hexes

CNG: Removed “Field Gun” as a unit class, all now counted as “Artillery Gun”

CNG: Anti-tank Rifles now assigned to specialist teams rather than being carried by infantry squads

CNG: Minor change to Northwestern Europe regional settings to prevent chance of snow in May

FIX: No longer possible to spend advance points on dead crewmen

FIX: Was not possible to remove any shells from the Ready Rack if the general stores were already full, now there’s a 1-shell allowance beyond max+extra to allow this

FIX: Bug where switching font size would deinitialize the sound engine and mess up keyboard input

FIX: Bug where crewman bailed-out flags would not be reset about bail out procedure

FIX: If player selected an assault gun or tank destroyer, no squadmates were spawned

FIX: Removed silence at end of theme song before loop

Campaigns and Campaign Calendar

CNG: Campaigns can now define two or more enemy nations, only units of one nation will be encountered in a single scenario

CNG: Improved appearance of menus

FIX: Now actually possible to switch between guns in Ammo Load menu

FIX: Journal entries now wrap properly in the journal menu tab display

Campaign Day

ADD: Cycle selected gun command in supply menu, can display ammo for 2+ guns

ADD: Campaign weeks can modify the standard terrain type odds from the standard for that region

CNG: Crew no longer replaced during a combat day, player must end day to get replacements

CNG: Improved display layout of Movement tab of Command menu

Scenario

ADD: Crewmen with head/neck injury that is Heavy or worse have a penalty to spot

ADD: Crewmen with leg/foot injuries that are Heavy or worse have a penalty to bailing out

ADD: Crewmen with arm/hand injuries that are Heavy or worse have a penalty to gun/MG attacks

ADD: Firepower resolution pop-up window

ADD: Infantry and Guns can be Reduced as a result of firepower; greater chance of being destroyed in future, and attacks from them are less effective

ADD: Infantry and Guns can be Routed as a result of firepower; will not attack and can only move further away

ADD: Overrun attack for player: must have 1+ enemy infantry or gun units in front of player:

no other movement possible but player and rest of squad counts as moving

any MG attacks against targets in front of player are more effective

target’s gun shield, entrenched, or dug-in modifiers do not apply

ADD: Close Combat weapon type and attack procedure

mostly initiated by enemy infantry squads, using grenades

must be within 1 hex to attack, count as moving after the attack

attack will apply firepower on infantry/guns, AP hit on vehicles

always count as hitting the side of a target vehicle

modifiers slightly different from point fire and area fire attacks

enemy infantry will tend to avoid close combat attacks, since it makes them more vulnerable, especially if they are already fortified

if a crewman is CE during a close combat attack and the tank is knocked out, greater chance of being injured as a result

only applicable against targets in adjacent hex immediately forward of player

player and squad count as moving for that turn but will not move into a new hex

Overrun area fire attacks against spotted enemy guns or infantry suffer no movement/turret rotation/pivot penalties, and targets get no bonus from being dug-in or entrenched

ADD: During allied action and enemy action phase, the context console displays info about ongoing attacks

ADD: Crewmen in area of tank (either hull or turret/superstructure) that was hit by AP round knocking it out are more likely to be injured as a result

ADD: If player tank is knocked out by a Flame Thrower, very high chance that tank will burn up

ADD: Movement bonus for vehicles with Off Road capability

ADD: Portrait for unspotted enemy units

CNG: Enemy guns are abandoned if the unit was routed and the crew move away, no VP awarded

CNG: Enemy units hit by firepower are no longer automatically spotted next turn, but they are easier to spot

CNG: Slightly increased chance of pinning infantry and gun units

CNG: Hull-mounted guns now have a higher penalty for firing at a moving target

CNG: Guns with turntables (or similar fast rotation) have a lower penalty for firing at a moving target

CNG: Adjusted base fp to-destroy chance on infantry and guns

CNG: Right-click unit info pop-up now also displays the unit type description

FIX: Added missing terrain effect modifiers for vehicles for some terrain types

FIX: Slightly changed order of sound effect and message when a unit is destroyed, fixes bug where notification of truck contents would appear before message about it being destroyed

FIX: Missing movement bonus for Fast Wheeled vehicles

FIX: Bug where fate points would save player from AP but the displayed AP roll would appear to have passed

FIX: Minor display errors







