Panzer Corps v1.10 Changelog

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ScottP
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Panzer Corps v1.10 Changelog

Post by ScottP » Thu Aug 02, 2012 4:58 pm

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.
Equipment changes
  • Series concept introduced for: Italy, Great Britain, United States, Soviet Union. So, these nations can now get proper discounted upgrades.
  • 5 cm Pak 38 change availability date from 17.4.1941 to 23.3.1941.
  • Berseglieri renamed to Bersaglieri.
  • Wurfrahmen 40 changed movement type from tracked to half-tracked.
  • Changed Italian equipment to disapear in 1946.
  • Cromwell Mk.IV Previous In/HA/GD was 7/8/8 changed to 8/10/14.
  • Cromwell Mk.VII Previous In/HA/GD was 7/8/14 changed to 8/12/16.
  • Churchill Mk.VI Previous SA/HA was 8/8 changed to 9/9.
  • Churchill Mk,VII Previous HA was 8 changed to 10.
  • Piaggio P.108 price change from 406 to 426.
  • Breda Ba.65 fuel change from 34 to 54.
  • Bf 109K fuel change from 36 to 56.
  • MC.205 Veltro availability date changed from 13.6.1943 to 19.4.1942
  • M40 da 75/18 got "fortkiller" trait. Previous HA 4 changed to 6.
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).
  • 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, heroes and battle history.
  • "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 directly here.
Public Relations Manager
Slitherine/Matrix Games

deducter
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Re: Panzer Corps v1.10 Changelog

Post by deducter » Thu Aug 02, 2012 7:30 pm

Some general improvements in AI play logic.
Do these improvements apply to the existing contents (vanilla campaign, GC39-45)? For instance, will we see the AI use artillery better, move its transports more intelligently once we update?
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, heroes and battle history.
Awesome feature! However, the player should have to pay prestige to repurchase the unit if it is at 0 strength. So you don't just get to use normal reinforcements to bring a unit back during the deployment stage for 0 cost. A unit with a special strength of 0 needs to be coded such that it always cost the purchase price to be rebought. Given that you can carry over your heroes, I think the cost should be higher than just buying a new unit. Ideally there'd be a way to specify what this prestige cost is in the gamerules.pzdat file, or even an additional parameter specifying whether heroes can be carried over or not.

Lastly, does v1.10 still reread equipment files in between scenarios like in v1.05b?

krugec
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Re: Panzer Corps v1.10 Changelog

Post by krugec » Thu Aug 02, 2012 7:37 pm

I cant seem to download the patch, my d/l speed is only 30kb/s, and it stopped downloading after 23mb.
Also my game updater crashes when I try to use it.

I love all the changes and can't wait for the expansion on the 6th.

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Thu Aug 02, 2012 7:42 pm

deducter wrote:
Some general improvements in AI play logic.
Do these improvements apply to the existing contents (vanilla campaign, GC39-45)? For instance, will we see the AI use artillery better, move its transports more intelligently once we update?
Yes, these changes should work in existing campaigns too. The only thing which old content will not benefit from (unless we update it) is the new AI orders available in the editor.
deducter wrote: Awesome feature! However, the player should have to pay prestige to repurchase the unit if it is at 0 strength. So you don't just get to use normal reinforcements to bring a unit back during the deployment stage for 0 cost. A unit with a special strength of 0 needs to be coded such that it always cost the purchase price to be rebought. Given that you can carry over your heroes, I think the cost should be higher than just buying a new unit. Ideally there'd be a way to specify what this prestige cost is in the gamerules.pzdat file, or even an additional parameter specifying whether heroes can be carried over or not.
As things stand now, you pay full price for reforming the unit, but nothing extra. I played around with removing the heroes, but it created some weird effects. Thus, if you had enough kills, you would get new heroes on the unit instantly. But removing kills would mean losing part of unit's combat history, and would interfere with getting further awards. I did not want to make it too complicated, hence the current implementation. I agree that from a strict balance point of view extra cost for heroes makes sense, but on the other hand, losing the unit till the end of the battle, losing all exp on it, and spending full price to reform it is a big enough punishment. After all, sometimes the difference between losing the unit, or keeping it with 1 strength point is a matter of one lucky die roll.
deducter wrote: Lastly, does v1.10 still reread equipment files in between scenarios like in v1.05b?
Yes it does.

Shrike
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Re: Panzer Corps v1.10 Changelog

Post by Shrike » Thu Aug 02, 2012 7:42 pm

My download went on for hours and then just quit at 226MB. A suggestion: make this 596MB patch available on Bittorrent!

VPaulus
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Re: Panzer Corps v1.10 Changelog

Post by VPaulus » Thu Aug 02, 2012 7:50 pm

You've to be patient. A lot of people is downloading it at the same time.
We don't use torrents, but you can expect, as usual, the existence of mirrors.

deducter
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Re: Panzer Corps v1.10 Changelog

Post by deducter » Thu Aug 02, 2012 7:51 pm

The reform unit feature is so awesome I don't know why it's relegated to something accessed via the cheat codes. At the least I'd figure this would be a game option checkbox or even in the game by default. I'd imagine most players would want to play with that feature in SP. I for one most certainly will, mostly because I love to look at the history of my units. Reforming destroyed units with new recruits is also very historical. I do wish there were some way to tweak the heroes of reformed units (ideally, I think the unit should re-earn them, but since heroes and kills are tied to one another I guess this is impossible). So this feature is very nice!

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Thu Aug 02, 2012 8:00 pm

deducter wrote:The reform unit feature is so awesome I don't know why it's relegated to something accessed via the cheat codes. At the least I'd figure this would be a game option checkbox or even in the game by default.
When this feature was discussed in the past, I was under impression that most people were against it. That's the reason why I consider it experimental for now, and did not give it an official checkbox. But if this mode is popular, it might well move into a more official status in the future, and even work by default on certain (lower) difficulties.

Shrike
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Re: Panzer Corps v1.10 Changelog

Post by Shrike » Thu Aug 02, 2012 8:05 pm

Well of course I'll be patient, but why not consider the Bittorrent protocol? It's exactly what you need for this kind of file sizes which generate a massive download frenzy. No more saturating your (and any mirror's) bandwidth. No worries about disconnects without resume function either ... which will all result in us getting into PBW again much faster :wink:

deducter
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Re: Panzer Corps v1.10 Changelog

Post by deducter » Thu Aug 02, 2012 8:14 pm

A few more questions: Are the new SE Planes also available as new rewards in all existing content? And adding a nopurchase flag to SE units prevent them from being awarded, correct?

Edit: also the reconmove unit trait, does that allow any unit with that trait to move like a recon unit?

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Thu Aug 02, 2012 8:34 pm

deducter wrote:A few more questions: Are the new SE Planes also available as new rewards in all existing content? And adding a nopurchase flag to SE units prevent them from being awarded, correct?
SE planes are not available in Europe by default, because they are excluded from "Europe" theatre. SE infantry is excluded from Africa. SE tanks are available in both.

"nopurchase" flag means a unit cannot be purchased, nothing more. To prevent SE units from being awarded, you need to remove "bonus" trait from them.
deducter wrote:Edit: also the reconmove unit trait, does that allow any unit with that trait to move like a recon unit?
Yes. Or, if applied to recon, cancel its special ability.

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Thu Aug 02, 2012 8:46 pm

Edit: added a list of changes in the eqp file to the first post.

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Re: Panzer Corps v1.10 Changelog

Post by VPaulus » Thu Aug 02, 2012 8:58 pm

deducter wrote:The reform unit feature is so awesome I don't know why it's relegated to something accessed via the cheat codes. At the least I'd figure this would be a game option checkbox or even in the game by default. I'd imagine most players would want to play with that feature in SP. I for one most certainly will, mostly because I love to look at the history of my units. Reforming destroyed units with new recruits is also very historical. I do wish there were some way to tweak the heroes of reformed units (ideally, I think the unit should re-earn them, but since heroes and kills are tied to one another I guess this is impossible). So this feature is very nice!
I'm also considering to play with it enable. I think it's a good idea.

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Re: Panzer Corps v1.10 Changelog

Post by VPaulus » Thu Aug 02, 2012 9:04 pm

Shrike wrote:Well of course I'll be patient, but why not consider the Bittorrent protocol? It's exactly what you need for this kind of file sizes which generate a massive download frenzy. No more saturating your (and any mirror's) bandwidth. No worries about disconnects without resume function either ... which will all result in us getting into PBW again much faster :wink:
I would rather prefer to see these patches released simultaneously in several mirrors.
72% now after 3 hours of downloading. I'm praying that my connection doesn't break. :P

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Thu Aug 02, 2012 9:22 pm

VPaulus wrote:I'm also considering to play with it enable. I think it's a good idea.
Guys, after you've tried it, please share your experience - how it changed the gameplay for you, and if it was a positive change or not. Thx! :)

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Re: Panzer Corps v1.10 Changelog

Post by VPaulus » Thu Aug 02, 2012 10:19 pm

Here's a mirror that I just checked:
http://www.telefragged.com/files/99273/ ... patch-1-10
At least it's quicker than official server.

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Re: Panzer Corps v1.10 Changelog

Post by orlinos » Thu Aug 02, 2012 10:34 pm

1. More infantry to play with! And they are born to be wild, yikes! 8)
(Yes, I'm one of the people who are rather playing "Infantry Corps". It will be more of a "Beer Drinkers & Hell Raisers Corps" from now on).

2. In 1024x768 the "New Game" screen has the Grand Campaign envelope half way "hidden" in the border. Not really a problem for me (it's not like I spend all my time there), and maybe it is not a very popular resolution anymore. I just hope guys at tech support do not get too many "where have my Grand Campaigns gone???!!!" questions. :wink:

Image

3. I see that there are new icons for airports. And towns?

EDIT:
4. Why has the air cheat been removed? It was useful for deploying paratroopers directly on the ground on the first turn (without buying trucks).
Piotr 'Orlinos' Kozlowski

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Thu Aug 02, 2012 10:46 pm

orlinos wrote:4. Why has the air cheat been removed? It was useful for deploying paratroopers directly on the ground on the first turn (without buying trucks).
air cheat was removed, because there is no single air transport assigned to a side any more, you could have several different ones. I did not realize many people used it. :)

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Re: Panzer Corps v1.10 Changelog

Post by robman » Fri Aug 03, 2012 1:37 am

I hate to be so clueless, but what is the cheat code to enable the recovery of destroyed units?

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Re: Panzer Corps v1.10 Changelog

Post by VPaulus » Fri Aug 03, 2012 1:43 am

robman wrote:I hate to be so clueless, but what is the cheat code to enable the recovery of destroyed units?
I think it's:
reform units

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