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