Panzer Corps Patch Changelog

What's new in Panzer Corps Patch 1.10

Aug 3, 2012
  • 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.

New in Panzer Corps Patch 1.04 (Nov 16, 2011)

  • The update includes a massive list of tweaks on unit costs, stats, and even a few game rule tweaks to improve balance. Also included are a large range of new scenario design options and extended support for modders and scenario creators to enjoy, including things like the ability to enable captured units. It also includes German language support.

New in Panzer Corps Patch 1.02 (Oct 7, 2011)

  • This patch fixes a bug that prevents you from progressing from a certain point in the campaign. You can upgrade to version 1.02 from either version 1.00 or 1.01 , there is no need to download & install both patches.

New in Panzer Corps Patch 1.01 (Sep 21, 2011)

  • New features
  • "Restart Scenario" option from in game menu
  • Window mode from in game menu
  • Editor : Reinforcements are configured in unit details popup. Use "Edit trigger" button.
  • Editor : AI actions are configured on the Actions tab in Edit->Scenario Params screen. Use "Add AI Action" to create an action that will dynamically change AI behavior.
  • Technical issues fixed:
  • PBEM : Some MP games getting "dead" (the game freezes when trying to load the game).
  • Note: Existing "dead" games should load with 1.01 too. However, some of such existing games may not be able to show replay of the opponent's turn.
  • PBEM : Claim button does not work
  • SE units cannot be deployed if deployed last.
  • Units with zero ammunition still contribute as mass attackers.
  • Forts can be upgraded and given transports.
  • On a joint rail/naval port, it is possible to load infinite naval transports under certain conditions.
  • Turning supply off allows recon units to move an unlimited amount of hexes.
  • Multiple ranged leaders allows half tracks to engage in range combat.
  • Recon units with some remaining moves are not indicated with arrow and included in next unit sequence
  • Hidden ground units stop moving ships, and vice versa
  • Under certain circumstances the AI can assume control of player's units
  • A lot of other minor issues (strings, cosmetics etc.)
  • Graphics/sfx issues fixed
  • KV-2 has wrong icon
  • Stuka D has wrong icon
  • M12 GMC has wrong movement sound
  • On ultra high-resolution screens (like 1980x1200) game setup and main screens have horizontal lines
  • Italy-Sicily crossing not indicated in any way
  • Scenario issues fixed
  • Stalingrad victory conditions are wrong
  • A lot of other minor issues (strings, cosmetics etc.)
  • Scenario, equipment game rule balancing
  • Kursk scen
  • Corrected spelling Ponyn to Ponyri
  • Balaton scen
  • Two IS-2 tanks replaced for two T-34/85
  • Added custom strings for Lake Balaton tiles
  • Bagration
  • Five IS-2 tanks replaced for seven T-34-85
  • Initial prestige for Axis increased for 200p
  • Per turn prestige for Axis increased for 30p
  • Fixed victory conditions for stand alone mode, Axis victory if all Allied units are killed
  • Sealion 40
  • London strenghten with two HW infantry, one paratrooper and one artillery
  • Germany (West)
  • Increase in Allied air force
  • Two P-51D, one P-47D, one Meteor
  • Added 4 Free French infantry
  • Fixed victory conditions for stand alone mode, Axis victory if all Allied units are killed
  • Germany
  • Added three Free French infantry
  • Fixed victory conditions for stand alone mode, Axis victory if all Allied units are killed
  • Germany (East)
  • Fixed victory conditions for stand alone mode, Axis victory if all Allied units are killed
  • Moscow 43
  • Soviet defense strenghten with 10 auxiliary strongpoints
  • Gustav Line
  • Scenario parameters changed from 9 days per turn to 8 days per turn
  • Core units for Allies set to 48 instead of 34
  • Allied force strengthned with 2 Free French infantry,
  • HW British, 1 British Engineer, US Rangers, 2 Recons and
  • Artillery
  • Italy
  • Fixed victory conditions for stand alone mode, Axis victory if all Allied units are killed
  • Added "OR" condition for campaign. Decisive victory if all Allied units are killed
  • Overlord
  • Fixed victory conditions for stand alone mode, Axis victory if all Allied units are killed
  • Stalingrad
  • Fixed victory conditions
  • e-file
  • Addition of Free French changing equipment depending on year
  • SA+2 for machine gun mounted fighting vehicles (M20 LAC, BA-64, Dingo, Matilda I)
  • British, Soviet, US forces got late engineers with small adjustments to early ones
  • Increased defense: Comet I, Challanger (A30), Sherman Firefly, Achilles, Archer, Nashorn, Marder IIA, Marder IID, Marder IIIH, Marder IIIM, SU-76
  • Reduced initiative for AA, -1 light, -2 medium, -3 heavy
  • reduced AA when in anti tank mode
  • M3 Halftrack got "passive" air attack
  • increased AD for hard target land transport
  • Early engineers replaced with late ones on following maps:
  • Kursk
  • Moscow 43
  • Bagration
  • Balaton
  • Germany (East)
  • Germany (West)
  • Germany
  • Ardennes
  • Overlord
  • Gustav Line
  • Italy
  • USA East Coast
  • Gamerules
  • Low altitude penalty -5 instead of -6