Panzer Corps v1.10 Changelog

Fans of the old Panzer General series rejoice for the release of Panzer Corps. Following in the footsteps of the popular SSI masterpiece and sharing with the General series the same level of engagement and strategic depth, Panzer Corps will keep an unmistakable "PG feeling" whilst improving and refining the gameplay and balance. Panzer Corps will feature 26 scenarios on 21 unique maps, covering most major battles of the European Theatre of World War II and including a few hypothetical 'what if' scenarios based on your actions. Now expanded with a full-war mega-campaign and the Afrika Corps and Allied Corps releases!

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Scott Parrino
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Panzer Corps v1.10 Changelog

Post by Scott Parrino »

Here is the full changelog for the new v1.10 patch for Panzer Corps in preparation for the upcoming release of Afrika Korps!

Gameplay
  • 20+ new units to be used in existing scenarios and also in user mods, including minefields, gliders, flamethrowing tanks and motorcycle infantry
  • The game was extended with desert-related graphics and game rules, and is fully compatible with scenarios (both official and usernade) set in Africa theatre.
  • New weather type: sandstorm.
  • A new option to disable "Undo Move" command. Available in both single player and multiplayer.
  • Embarking and immediately disembarking on the same hex is treated as undo and does not spend unit's move.
  • Planes no longer see enemy units underneath in bad weather.

UI
  • Heroes are now shown on the map as golden dots on unit's strength plates.
  • In unit list it is now possible to hover hero portraits and see their bonuses in a tooltip.
  • Unit info screen shows not only the number of kills the unit scored, but also the number of losses it took in the course of the game.
  • Scenario briefing, as well as any messages that appear in course of a scenario (new feature, not used in old campaigns), are now included in Message log invoked via UI button of Ctrl+M shortcut.
  • Library was extended with articles about the most prominent WW2 fighters and bombers.
  • Added italian heroes and awards, and also 10 new german heroes.

AI
  • Some general improvements in AI play logic.
  • The AI can now use more unit orders, in particular drop paratroopers and switch multipurpose units.
  • The AI supports a number of new settings available to modders via the new editor.

Multiplayer
  • The patch updates the game to version 1.10 which is required to login into Multiplayer server after Afrika Korps release.
  • The game is updated to be compatible with Afrika Korps engine, so that it is possible to accept challenges and play games against opponents using Afrika Korps.
  • One more new MP scenario added: Spoils of War
  • Corrected balance in Iron Cross Red Star map.

Bug fixes
  • A number of fixes in unit icons and animations
  • Movement heroes no longer affect units in sea/air/rail transports
  • Fixed crash when using Mount and Supply hotkeys during deployment
  • Fixed strategic bombers adding white flag when bombing cities with no flags on them.
  • And much more

Editor
  • More advanced scripting. Now it is possible to trigger not only single actions but also scripts which can consist of several actions. Each script can run one or several times, and also skip a few runs before it gets executed. Also, it is now possible to run scripts not only at the end of a turn, but immediately when the required condition is met (e. g. you capture a city - this triggers an event), and also at the beginning/end of axis/allies half-turn. There are new types of actions (display message, center on hex, mark or unmark certain hex as victory objective) and conditions. Setting and checking tags allow scripts to exchange information - a certain trigger could depend on one or several scripts running prior to its execution etc.
  • A number of new AI orders. It is possible to give the units to move to a certain hex via a given trajectory, or to move to one of several hexes randomly; patrol area in different ways, or disembark on one of several given hexes randomly. Also, the AI action allows to assign all these new AI orders based on a certain trigger.
  • Unit placement randomization. Both preplaced units and reinforcements can now appear at random location - within a given radius from their original hex, or in a given zone. This allows to do pretty tricky randomizations: for example, reinforcements could come from any location on the border of the map.
  • Heroes configuration. Now it is possible to assign any heroes to any units on the map.
  • Exit zones. Available via Special Hexes layer, separately for Axis and Allies. A unit which enters such a hex is removed from the map and is placed in Reserve. It is also possible to analyze units in reserve using map condition with "Where" set to "Reserve".
  • It is now possible to set max strength on a per-unit individual basis.
  • It is now possible to have several different transports of the same type in the same scenario (e. g. normal air transports and gliders at the same time). They are configured via Transports tab in Scenario Params.
  • Theatre setting. Any scenario can be set in Europe or Africa. Depending on theatre setting the units will use appropriate camouflage.
  • In addition to cloudy weather, rain and snow, it is not possible to specify probability of sandstorms in a given scenario.
  • Share flags setting. If set, units of any nation can be purchased next to flags belonging to allied nations (e. g. german units near italian falgs if germany and italy belong to the same side).
  • "Special" check box in unit params, allowing to mark mission-critical units (the ones you need to protect, escort, destroy) with a different strength plate.
  • Generate Tiles command no longer overwrites any tiles set manually by the designer. It is possible to generate tiles on a per-layer basis.
  • It is possible to change unit type without losing its stats - just select new type and click on the unit twice (first click will select the unit, second will change the type).
  • Units should no longer lose transports after editing unit params.

Other
  • French and Russian localizations included with this patch.
  • It is now possible to reduce the game memory footprint by running it with a /nocache command line switch. This might be useful if you are using heavy mods, or simply have very little memory on your PC.
  • In Data folder there is a new file called diff.pzdat. This file contains all settings for all difficulty levels. So it is now possible to customize difficulty as you want. Also, the modders can include a custom diff.pzdat with their campaigns, thus making difficulty levels which are more suited to their content.
  • Movement tables can now use fractional movement costs (with one digit after decimal sign, e. g. 1.1 or 1.5, but not 1.25).
  • heroes and battle history.
  • New unit traits: minefield, minesweeper, minekiller, glider, nozoc, reconmove.
  • It is now possible to configure which transports a unit can use, on a per-unit basis, and also create new transport subclasses within primary transport classes (land, sea, air and rail) in the equipment table.
  • It is now possible to exclude any unit from any theatre of operation in the equipment table.
  • Multiple nation campaigns are now supported - just list all nations separated with commas in the campaign.pzdat file.
  • The game can now play voiceovers not only for pre-scenario, but also for post-scenario briefings.
  • Switch command should now work between planes (i. e. switch ground to air and vice versa).
  • Added "kills X" cheat. Allows to set any number of kills on a unit.
  • Added "reform units" cheat. When this mode is active (entering the cheat code again deactivates it), all killed units move to reserve with zero strength and can be reformed before the next scen. Killed unit loses all experience, but preserves name, awards,
  • "all eqp" cheat now also allows to purchase bonus and captured units.
  • Removed "air", "sea' and "rail" cheats.

Get the update either through the auto-update in the game menu or through Panzer Corps' downloads section here.
Scott Parrino
Public Relations Manager
Slitherine/Matrix Games
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Dragoon.
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RE: Panzer Corps v1.10 Changelog

Post by Dragoon. »

I encountered a strange bug. I'm playing the English version. After I finish a mission in the DLC campaign and it load the next map the terrain help text switch to Russian. I mean the text below the unit interface buttons on the right side which include the hex coordinates, it's in cyrillic letters.
However when I go back to main menu and load a save it's back to english.[&:]

Also huge thanks for this. After all this years [;)]

ORIGINAL: Scott Parrino

UI
  • Heroes are now shown on the map as golden dots on unit's strength plates.
  • In unit list it is now possible to hover hero portraits and see their bonuses in a tooltip.
  • Unit info screen shows not only the number of kills the unit scored, but also the number of losses it took in the course of the game.
  • Scenario briefing, as well as any messages that appear in course of a scenario (new feature, not used in old campaigns), are now included in Message log invoked via UI button of Ctrl+M shortcut.
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Rudankort
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RE: Panzer Corps v1.10 Changelog

Post by Rudankort »

ORIGINAL: Dragoon

I encountered a strange bug. I'm playing the English version. After I finish a mission in the DLC campaign and it load the next map the terrain help text switch to Russian. I mean the text below the unit interface buttons on the right side which include the hex coordinates, it's in cyrillic letters.
However when I go back to main menu and load a save it's back to english.[&:]


In what DLC and what scenario exactly does this happen?
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Dragoon.
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RE: Panzer Corps v1.10 Changelog

Post by Dragoon. »

ORIGINAL: Rudankort

ORIGINAL: Dragoon

I encountered a strange bug. I'm playing the English version. After I finish a mission in the DLC campaign and it load the next map the terrain help text switch to Russian. I mean the text below the unit interface buttons on the right side which include the hex coordinates, it's in cyrillic letters.
However when I go back to main menu and load a save it's back to english.[&:]


In what DLC and what scenario exactly does this happen?

Grand Campaign '42 and I noticed it the first time at the transition from Ilovlya to Buzinovka Depot and it happen everytime since then. Quite possible it happen before and I didn't notice it. I mean how often you check this particular text unless to look for city names. BTW city names are OK. Only the terrain text is in Cyrillic and only when going from one scenario to an other. When loading a save or restarting the scenario the text is english again.

I made two screenshots so you don't call me crazy. :)
http://imgur.com/2hikd,DhqC9
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Dumnorix
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RE: Panzer Corps v1.10 Changelog

Post by Dumnorix »

Sounds good ! I hope also the main bug is eliminated and The AI dont run with transport units in the enemy lines.

1. Do the different air transports also run different in game - can I use also different air transport units, when I start in game from airfield ? BTW - Most frature would be most imortant for my Modern War Corps.

2. Can we set own tiles (like hammada, cactus fields, plantages in tunesia etc) for Africa Corps with new parameters ??? Can we mod new movement parameters and tile parameters ??? I will set my own terrain tiles and also my own 3D units ! Looks better. I like your units, but they have a to low detail (I know, you used low poly models and have't enough resources for more) and not exactly camo, also some units have different textures and the most have to much different scale.

3. You wrote that we have now Italy and german Heros, Can we set also more than exist hero pictures and use them in the editor or do we have an limitation. Thats most imortant to set US, GB and all other nation heros. Or do we must wait for your Allied Corps to use all hero classified in nations ?

4. Can we hope, to see different camo files also for winter and late war camo in the future addons ? I like to use my units with different camo style.

5. Whats going on with a most imortant feature to destroy bridges with engineers ???

6. I like to use more of my animations for all units. Now we have only attack/fire possible. Can I set alo my own running/drive, destroy,fidget etc. animations in future versions ?

7. Can we use our own briefing video clips for post and pre briefings in future ?

8. Can we add more unit classes, like helicopters, amphibian, bicycle and motorcycle yet ??? Or is this again hard coded ?

9. Do the AI support more than your mini map size or can I have fun also on my big HPS maps yet ?

10. Most imortant - I like to see a new unit trait for HQ units - to use my own division, corps amd army HQ units with some effects like gives every round prestige for own units and/or some other Benefits in range ?

11. Also nice would be to see the divisional sign in the same way like the new hero sign on battlefield to see the different formations.

12. Is it possible to switch also transport units yet ? I need this feature to switch some weapons for my Modern War Corps.

13. Can we mod different street movement for your 2 street typs for all unit movement classes ? I like to use an faster move on the fast road Via Balbia and all others on more unpaved roads.


Thank you !
H.Balck
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Dumnorix
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RE: Panzer Corps v1.10 Changelog

Post by Dumnorix »

Where is the support for Africa Corps here ??? Can you give us some answers ! Halloooo !!!

H.Balck
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Dumnorix
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RE: Panzer Corps v1.10 Changelog

Post by Dumnorix »

2 days after release and no answers here - looks like some questions are uncomfortable. Guys - I have no interest to play your little Africa Corps, but I would buy the good looking patch 1.10 with Africa Corps to set an new improved version. But I need some answers !

H.Balck
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VPaulus
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RE: Panzer Corps v1.10 Changelog

Post by VPaulus »

It's not your questions that are uncomfortable, it's you and your derogative choice of words that make things uncomfortable for anyone.
You're just an asshole. Not a little but a big asshole.
Boy! I'm glad I'm not a moderator here and I'm just another user.
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Dumnorix
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RE: Panzer Corps v1.10 Changelog

Post by Dumnorix »

No comments - little jealous boy. I've offended anyone here, but you're just doing this with your last words !!!
BTW you are an moderator at Slitherines forum , but you follow only your own interests - the modding ways of other communitys dont interest you.
If you are an Gladiator like me - you can fight with me in an real Arena - on September our german group (Junkelmann + Legio Gemina) are 1 week on Ibiza - Come to the island and fight against me - I tear down your little head - stupid Viriathus !

H.Balck
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VPaulus
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RE: Panzer Corps v1.10 Changelog

Post by VPaulus »

Are you menacing me like you've done in Civ forums to other people?
You've quite a reputation.
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Erik Rutins
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RE: Panzer Corps v1.10 Changelog

Post by Erik Rutins »

Hi guys - the only reason for the delay is that Iain is away on vacation, I just returned from vacation and I didn't see the post until late yesterday. I was speaking with the developer about your questions and planning to post a response. Patience is generally a virtue on these and suggesting that there are "uncomfortable" questions, I'm not sure what that is even about.

With that said, at this point forum rules have been broken. VPaulus, I don't know what kind of baggage may be involved here, but insulting another forum user is strictly against the rules and despite Dumnorix's last post there was nothing that would warrant that kind of response. Dumnorix, insults and personal threats against another forum user are also strictly against the rules and responding to a verbal insult with threats of violence is not acceptable here either.

Both of you are warned and this thread is locked. If you break the forum rules again, you will get a ban to reconsider the rules. I'll post a separate reply to the original questions once I have it ready.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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