Panzer Corps 2 - Dev Diary #1

A new story begins...
The sequel to a real classic: Panzer Corps is back!

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Ravihon
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Re: Panzer Corps 2 - Dev Diary #1

Post by Ravihon » Fri Jul 20, 2018 8:35 am

AlbertoC wrote:
Thu Jul 19, 2018 12:42 pm
That's top secret :D
Hmm as expected. What can you already share on top of the Dev Diary, that is not top secret?
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Re: Panzer Corps 2 - Dev Diary #1

Post by huckc » Fri Jul 20, 2018 11:13 am

AlbertoC wrote:
Wed Jul 18, 2018 2:15 pm
Gameplay changes
...
Many aspects of the game, including the list of unit classes and unit stats, remain unchanged, and Panzer Corps veterans will feel themselves instantly at home with the new game.
To clarify, does this mean the stat types (hard attack, soft attack, etc.) remain unchanged or the values for each unit in the equipment file?

Disappointing if it's the latter as they're outright bugged in a few cases and unrefined/inaccurate in many others.

Also would really like to see new units added.

drumars
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Re: Panzer Corps 2 - Dev Diary #1

Post by drumars » Fri Jul 20, 2018 11:47 am

Good news! It was expected. When to expect a demo? :D :roll:

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Re: Panzer Corps 2 - Dev Diary #1

Post by mrbuzzard » Sat Jul 21, 2018 12:56 pm

Will the game be available on Steam when it is released ?

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Re: Panzer Corps 2 - Dev Diary #1

Post by Patrick Ward » Sat Jul 21, 2018 2:14 pm

huckc wrote:
Fri Jul 20, 2018 11:13 am
AlbertoC wrote:
Wed Jul 18, 2018 2:15 pm
Gameplay changes
...
Many aspects of the game, including the list of unit classes and unit stats, remain unchanged, and Panzer Corps veterans will feel themselves instantly at home with the new game.
To clarify, does this mean the stat types (hard attack, soft attack, etc.) remain unchanged or the values for each unit in the equipment file?

Disappointing if it's the latter as they're outright bugged in a few cases and unrefined/inaccurate in many others.

Also would really like to see new units added.
It's the former .. although to be honest thats a little innacurate as the list has increased.
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Re: Panzer Corps 2 - Dev Diary #1

Post by jmiller23 » Sat Jul 21, 2018 6:55 pm

cant wait for a release no matter what the twek's are I have been dedicated player since panzer general. and you guys did great with panzer corp. I cant imagine going anywhere but up with this release. sounds good cant wait for a release date!! :D

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Re: Panzer Corps 2 - Dev Diary #1

Post by IainMcNeil » Tue Jul 24, 2018 3:48 pm

Patrick Ward wrote:
Sat Jul 21, 2018 2:14 pm
huckc wrote:
Fri Jul 20, 2018 11:13 am
AlbertoC wrote:
Wed Jul 18, 2018 2:15 pm
Gameplay changes
...
Many aspects of the game, including the list of unit classes and unit stats, remain unchanged, and Panzer Corps veterans will feel themselves instantly at home with the new game.
To clarify, does this mean the stat types (hard attack, soft attack, etc.) remain unchanged or the values for each unit in the equipment file?

Disappointing if it's the latter as they're outright bugged in a few cases and unrefined/inaccurate in many others.

Also would really like to see new units added.
It's the former .. although to be honest thats a little innacurate as the list has increased.
All units stats are being changed. They are being re-balanced from the ground up. We have not even used previous values as a starting point. The unit list will remain largely unchanged though there will be differences. However this is kind of necessary when making a game about WWII. People rightly expect Panzer IV variants and Sherman etc. W're working to make sure that units have more of a role so you are more interested to explore the variety as there were many units rarely if ever used.

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Re: Panzer Corps 2 - Dev Diary #1

Post by gaburley72 » Sun Jul 29, 2018 2:00 am

Not really digging the Panzer Corp 2 look at all, any thoughts of new original panzer corps games?

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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort » Sun Jul 29, 2018 1:31 pm

RVallant wrote:
Wed Jul 18, 2018 8:37 pm
One thing I'd like to hear more about is the balance between certain units. I remember a lot of people dropped infantry the moment the heavy tanks started coming along. Indeed, in Russia their tanks could wipe out infantry even in poor terrain (forests etc).
We consider the balance between infantry and other classes one of the most important problems to solve. There are many adjustments in game rules and formulas to achieve this goal.
RVallant wrote:
Wed Jul 18, 2018 8:37 pm
Will AT be adjusted to provide allied hex with fire support? Stuff like that.
Our current plan is that AT units give fire support against hard targets, while artillery units give fire support against soft targets.
koopanique wrote:
Fri Jul 20, 2018 7:04 am
Unit counters below the units could be bigger/more visible though.
First screenshot used a pretty extreme zoom out in order to show more of the map, but yes, we are still adjusting the curve which connects zoom level with size of counters.
koopanique wrote:
Fri Jul 20, 2018 7:04 am
For naval warfare, having ship orientation play a role is weird to me. PC is an operational game; such near-the-ground tactical decisions should not come into play, I would think. A turn in the game is generally equal to a whole day, after all. Such decisions fit an RTS better than a more abstract turn-based operational-level strategy game like PC. (Hence why I dislike artillery guns having to cool down in Order of Battle).
I understand this problem, but in reality the approach in Panzer Corps (ships firing at each other for several turns/days in a row) was not very realistic either, unless you can accept the abstract nature of the game, which cannot depict real life precisely within its turn-based hex-based framework.
Ravihon wrote:
Fri Jul 20, 2018 8:35 am
Hmm as expected. What can you already share on top of the Dev Diary, that is not top secret?
This is a very abstract question, so difficult to answer. I have already shared some more details on the game in response to various questions from the community. You can also ask more specific questions regarding the aspects which interest you.

Ravihon
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Re: Panzer Corps 2 - Dev Diary #1

Post by Ravihon » Mon Jul 30, 2018 6:06 am

@Rudankort you are right it was an abstract question...so I will try to be more specific. What are the current plans for the Special Units, in the game yes/no and if yes how will they be acquired and what will differentiate them from their normal counterparts?
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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort » Mon Jul 30, 2018 12:19 pm

Ravihon wrote:
Mon Jul 30, 2018 6:06 am
@Rudankort you are right it was an abstract question...so I will try to be more specific. What are the current plans for the Special Units, in the game yes/no and if yes how will they be acquired and what will differentiate them from their normal counterparts?
This is not set in stone, but right now I'm inclined towards removing SE units from the game. There are many ways to get unique units in the new game (prototypes, captured equipment, awards and heroes), and you can assign any skin to any unit, including "SE skin", to designate them visually. As for the bonus to occupy zero slots, it is way too powerful and unbalanced with the new system.

Ravihon
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Re: Panzer Corps 2 - Dev Diary #1

Post by Ravihon » Tue Jul 31, 2018 6:42 am

Rudankort wrote:
Mon Jul 30, 2018 12:19 pm
Ravihon wrote:
Mon Jul 30, 2018 6:06 am
@Rudankort you are right it was an abstract question...so I will try to be more specific. What are the current plans for the Special Units, in the game yes/no and if yes how will they be acquired and what will differentiate them from their normal counterparts?
This is not set in stone, but right now I'm inclined towards removing SE units from the game. There are many ways to get unique units in the new game (prototypes, captured equipment, awards and heroes), and you can assign any skin to any unit, including "SE skin", to designate them visually. As for the bonus to occupy zero slots, it is way too powerful and unbalanced with the new system.
I like this approach described by you. Especially if I can choose different skin for my troops this would be amazing in combination with prototypes, captured equipment, awards and heroes in order to create special units that really are different. Please follow this trail of thought.

Will it be possible to create enforced bataillons (units), e.g. a bataillion of infantry that gets a company of STUG assigned to it (thus increasing Hard Attack) or a bataillion of tanks getting a company of pioneers....?
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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort » Tue Jul 31, 2018 7:13 pm

Ravihon wrote:
Tue Jul 31, 2018 6:42 am
Will it be possible to create enforced bataillons (units), e.g. a bataillion of infantry that gets a company of STUG assigned to it (thus increasing Hard Attack) or a bataillion of tanks getting a company of pioneers....?
Each unit will still have a single specific type. This is one of the corner stones of "Panzer" gameplay, where you implement combined arms tactics by utilizing several units together, and planning their coordinated moves and attacks on the map is always an interesting tactical exercise.

But I'm considering to add bonuses from adjacent units to the game, so for example Stug and pioneers can have a special trait which gives a certain bonus to adjacent infantry units.

Ravihon
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Re: Panzer Corps 2 - Dev Diary #1

Post by Ravihon » Thu Aug 02, 2018 6:26 am

Rudankort wrote:
Tue Jul 31, 2018 7:13 pm
Ravihon wrote:
Tue Jul 31, 2018 6:42 am
Will it be possible to create enforced bataillons (units), e.g. a bataillion of infantry that gets a company of STUG assigned to it (thus increasing Hard Attack) or a bataillion of tanks getting a company of pioneers....?
Each unit will still have a single specific type. This is one of the corner stones of "Panzer" gameplay, where you implement combined arms tactics by utilizing several units together, and planning their coordinated moves and attacks on the map is always an interesting tactical exercise.

But I'm considering to add bonuses from adjacent units to the game, so for example Stug and pioneers can have a special trait which gives a certain bonus to adjacent infantry units.
The adjacency bonus approach is indeed a better more PG like solution, which would add more depth to the positioning of units and army composition plus helping with the late game infantry weakness problem, a clear thumbs up for this.

Are you and the team already able to play a scenario against the AI at the current stage of development? Saw the linked unit image and have to say they look great, the question it raised to is if there is a plan to make the map more plastic...currently it looks a bit flat...the style itself is good just the depth is missing?
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Re: Panzer Corps 2 - Dev Diary #1

Post by CarbonatedPork » Sat Aug 04, 2018 2:24 pm

@Rudankort, how will this game run on older PCs? The graphics are really whiz-bang and I love the style. Obviously, the game is going to be more taxing than the first on the graphics card, but have you been testing it on a box with, say, integrated graphics? Looks super good and I'm excited!

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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort » Mon Aug 06, 2018 10:43 am

CarbonatedPork wrote:
Sat Aug 04, 2018 2:24 pm
@Rudankort, how will this game run on older PCs? The graphics are really whiz-bang and I love the style. Obviously, the game is going to be more taxing than the first on the graphics card, but have you been testing it on a box with, say, integrated graphics? Looks super good and I'm excited!
It is too early to give any system requirements, and promise that the game will run fine on build-in video cards, because we are still tweaking the graphics, and we will kick off serious optimization only after we are done. For now I can say that I'm doing development on a 7 years old machine, and unoptimized game runs ok for me at high graphics settings and full HD resolution. It will get better, but how much better is hard to predict. :)

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Re: Panzer Corps 2 - Dev Diary #1

Post by CarbonatedPork » Mon Aug 06, 2018 11:34 pm

Rudankort wrote:
Mon Aug 06, 2018 10:43 am
CarbonatedPork wrote:
Sat Aug 04, 2018 2:24 pm
@Rudankort, how will this game run on older PCs? The graphics are really whiz-bang and I love the style. Obviously, the game is going to be more taxing than the first on the graphics card, but have you been testing it on a box with, say, integrated graphics? Looks super good and I'm excited!
It is too early to give any system requirements, and promise that the game will run fine on build-in video cards, because we are still tweaking the graphics, and we will kick off serious optimization only after we are done. For now I can say that I'm doing development on a 7 years old machine, and unoptimized game runs ok for me at high graphics settings and full HD resolution. It will get better, but how much better is hard to predict. :)
That's so exciting! That actually makes me super happy to hear that you're developing on an older machine. Can't wait to play it on my potato laptop (but on the go!). Still got a lot of PC1 campaign to tide me over while you work, though! Will definitely be a release day PC2 player! :D

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Re: Panzer Corps 2 - Dev Diary #1

Post by Molve » Mon Aug 13, 2018 5:50 pm

AlbertoC wrote:
Wed Jul 18, 2018 2:15 pm
Captured units. Captured units in Panzer Corps campaigns were so popular, we’ve decided to make them a part of core game mechanics. When you force enemy unit to surrender, its equipment is captured and added to a pool. Later you can use this pool to create new units or replenish existing ones for free. This adds yet another tactical consideration: shall I destroy this unit, or try to make it surrender instead?
Oh no!

I'm afraid you got it backwards. Captured units are popular yes, but because of the casino nature of finding them: as rewards for conquering secondary targets or slightly whimsical exploration. If you can count on capturing them, the magic is gone. Instead you will encourage simple minmaxing (trying to capture German Tigers to use instead of your own crappy Shermans for example).

Besides, I don't think any commander ever chose to go soft on the enemy to not break its toys...

Please reconsider - please keep captured units as the jokers and "gift boxes" of the game.

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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort » Mon Aug 13, 2018 6:25 pm

Molve wrote:
Mon Aug 13, 2018 5:50 pm
I'm afraid you got it backwards. Captured units are popular yes, but because of the casino nature of finding them: as rewards for conquering secondary targets or slightly whimsical exploration. If you can count on capturing them, the magic is gone. Instead you will encourage simple minmaxing (trying to capture German Tigers to use instead of your own crappy Shermans for example).
Different players have different preferences. Many people don't want to take any chances and in fact get annoyed when they miss a certain cool unit in their campaign. This is exactly the reason why topics like this exist. This approach is also not so good from replayability perspective, because you always get the same thing on every play through. Ultimately, many people like captured units because they like to have something cool and unique in their cores.
Molve wrote:
Mon Aug 13, 2018 5:50 pm
Besides, I don't think any commander ever chose to go soft on the enemy to not break its toys...
Forcing the enemy to surrender is not equal to "go soft" on him, and no sane commander would insist on fighting and taking losses when he could avoid it and still defeat the opposing enemy force.
Molve wrote:
Mon Aug 13, 2018 5:50 pm
Please reconsider - please keep captured units as the jokers and "gift boxes" of the game.
There will be enough random events in the new game (in particular, heroes clearly fall into this category). In any event, nothing is set in stone, and we will keep watching player's feedback. Also, this feature will likely be optional, so you can turn it off if you don't like it.

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Re: Panzer Corps 2 - Dev Diary #1

Post by Steelslayer » Tue Nov 13, 2018 7:12 pm

Along the lines of splitting units, and I may have mentioned this before. Have you considered allowing "attachments" that would reflect smaller more specialized units that would be of say Company, or Brigade sized unit. They would be purchased with regular prestige and become part of your core force but can be attached and removed at the start of each a scenario. They would alter or modify the attacking/defence/spotting characteristics of the units that they were attached. For example, Heavy Tank Co or Anti-tank co would change the hard attack number of the base unit. An engineer co would enhance the defensive numbers of the base unit to reflect the engineers capabilities to make defensive improvements. Going back to some of the original games, I used to use the PzIV's as infantry killers so with that in mind, I could further enhance its soft target attack by say attaching a co of motorized rocket artillery. The player could really tailor his force to the scenario and perhaps use less prestige

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