Alpha 5 of Armoured Commander II is now available to download. Many small improvements and fixes in this version, including the start of the campaign calendar layer, which will eventually allow for multiple days of gameplay in a campaign. Note that I’ve only just started adding French units to the game, they are not playable yet. Changelog follows:

0.5.0 Changelog

General:

FIX: Main menu theme now starts and stops when sounds are enabled/disabled in options menu

ADD: French nation definitions

ADD: H35 Tank to French units

ADD: Events now logged to a single game log, timestamped and organized by calendar day

ADD: Log tab to game menu

ADD: HMG Team to Polish AI units

ADD: Buessing-NAG Truck to German AI units

ADD: Armoured Train to Polish AI units

ADD: Display of injury (if any) on personnel display

CNG: Player squad no longer refilled after each scenario, instead losses are not replaced until a random event on the campaign day layer brings reinforcements

CNG: Minor visual changes to main menu

CNG: Player records (gun hits, vehicles destroyed, etc.) now stored separately for the current combat day and for the campaign as a whole

Campaign Calendar Layer:

FIX: Change in ground conditions now properly updates the weather conditions display

ADD: Layer interface, will eventually allow player to play through multiple combat days in sequence

Campaign Day Layer:

FIX: Small change to objective hex highlight display so that it doesn’t overlap line of control display

ADD: Day mission types: Advance, Battle, Fighting Withdrawl

ADD: Different map control layouts based on day mission

ADD: VP reward and message when player captures an objective hex

ADD: Animation console with rain animation effect, displays when precipitation is Rain or Heavy Rain

ADD: Additional menu tabs in command menu

ADD: Dirt roads connecting map hexes

ADD: Wait command – no move but 15 minutes pass

ADD: Player actions can trigger a zone capture check, which may result in a friendly zone being lost, or an enemy zone being taken by allied forces

CNG: Zone capture/loss check now separate from Random Events check

CNG: Increased time between weather change checks

Scenario Layer:

ADD: Random event roll after end of enemy action

ADD: Random events: sniper attack, air and artillery attack, enemy reinforcement, enemy unit recalled

ADD: Enemy reinforcement less likely to re-occur after first time in a scenario

ADD: Flag for AI units being recalled from the battle

ADD: Animation console with rain animation effect, displays when precipitation is Rain or Heavy Rain

ADD: Support attack, gun fire, explosions, and small arms attack animations implemented in new layer

ADD: Smoke levels for units: generated at spawn, changes upon move, dissipates over time; affects air attacks, spotting, to-hit attacks, and area fire

CNG: Small change to how AP hits are processed

FIX: Crew in turret now have their visible hexes rotated properly if turret is rotated

FIX: Air attack will be aborted if cloud cover is now overcast

FIX: Hull Down status in player unit info console now updated properly after player move or pivot