I had some time to further develop ArmCom2 today so I put together a new weekly build to show it off. Changelog follows:

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Changelog for 2018-04-07

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– Added a line re: key commands for switching active menu in scenario action menu

– All scenario map hex console images are now procedurally generated

– Added a simple victory point system

– Added a directional line to the campaign day map when setting a direction to recon or travel

– Enemy units are now spawned facing player location

– Added attack chance penalties for when attacker pivoted; rotated turret

– Roads are now generated on the campaign day map, travel time to an adjacent zone is different depending on whether or not there is a road link

– Added dummy units back in; two additional dummy units will be spawned at start of scenario regardless of how many real enemies were generated

– Added Hull Down status

– Can be gained by vehicles on spawn or upon moving into a new hex

– Player can command unit to attempt a HD position in the current facing direction

– Cannot do as a bonus move – needs more time to manuever

– Unit counts as moving and its move ends whether or not attempt is successful

– Chance is determined by terrain in hex as well as by vehicle size

– Any point fire hit through the target’s HD direction or one hexside to either side will

instead result in a miss

– Hull-mounted weapons cannot fire through a direction that is covered by HD status

– Hull-located crew are unable to see through directions blocked by HD

– Added simple notifation of final VP total when campaign day ends

– Small change to scenarios: clock will advance one minute per side turn, so 2 minutes per

player turn