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Panzer Corps 2 - Advisor clips #6 - Entrenchment, Support Fire & Surrender

We have three new Panzer Corps 2 advisor clips!

The three new clips feature Entrenchment, Support Fire, Retreat & Surrender.

https://www.youtube.com/watch?v=4MYve2VFDBE

https://www.youtube.com/watch?v=1W2hcVbFNZM

https://www.youtube.com/watch?v=tJqy_Kn_zYM

We hope you'll enjoy them. This concludes our series or advisor clips, but do let us know if you'd like a new issue on a specific feature or mechanic, and we'll consider it.

Surely many of you are eager to know what future content is coming, and when. Stay tuned, there will be news about it very soon - next week!

Panzer Corps 2 - Patch 4 is out (v1.1.1)

We are publishing a new, massive update for Panzer Corps 2.

This one is rather big, and you can find all the details below. We're looking forward to hearing about what you think: all the bug fixes and balance changes were implemented thanks to players' feedback. Your opinion is always very important for us, so we can keep making the game better.

We are now really close to announcing the first DLCs, the two which are included in the Field Marshal Edition. Stay tuned, it won't take long now!

Patch 4 Changelog
(v1.1.1)

Bug fixes:

- Fixed the game crashing on launch for a few people
- Fixed the AI getting into infinite loop under rare circumstances
- Fixed dead units sometimes interfering with mouse clicks
- Fixed switchable units being captured into two separate pools of equipment
- Fixed merge command, so that the unit automatically mounts if needed to reach the other part. Also, if split parts are too far to merge this turn, merge marker is shown in red.
- Fixed selection marker in strategic mode not working well for aircraft
- Fixed "Reduced slots" and "Zero slots" heroes refusing to unassign from units in reserve because of insufficient free slots
- Fixed workaround of "Green Army" player trait by using unit upgrade. Now, upgrades will also use green replacements when there are no elite replacements left.
- Fixed spotting issues when a unit is deployed mid-mission on a high ground hex
- Fixed spotting bug when an allied unit is destroyed near your own units
- Fixed chat not scrolling to the end automatically when a long (multi-line) message is added
- Fixed "create screenshots for saved games" option
- Fixed some issues with "Shroud" advanced option (rivers showing through shroud, minimap artefacts)
- Fixed player selection UI when a custom multiplayer scenario is selected in the list

Gameplay changes:

- All units contributing some bonus to combat will now get experience for it: 20 for mass attack and 50 for any other bonus (recon, military engineer, distraction, leadership, aiming assistance). Among other things, this allows recon planes to earn experience.
- Dismissing a hero now gives a bonus of 1000 prestige (value configurable in Rules.json file).
- Discarding organic transport now returns its cost in prestige, so it can be repurchased later.
- When a unit embarks on an air transport which cannot carry its organic transport, organic transport is discarded.
- Split units equipped with organic transport will now unmount after a short drive, as normal (non-split) units do.
- Each star will now give +10% to unit's accuracy (instead of +8%), and reduce enemy accuracy by 4% (instead of 3%).
- Units with "suppressing fire" trait will slightly (+5%) improve their chances to outright kill the target (instead of suppressing it) with each star.
- Green strategic bombers now destroy 20% of ammo (instead of 1 point) with carpet bombing, and additionally destroy 20% of target's movement points. Each star adds +10% destroyed. Overstrength/understrength also increases/decreases damage done proportionally.
- On the other hand, suppression now reduces effectiveness of carpet bombing, so AA units will provide protection from this threat as well.
- Units with "Alpine" trait (mountain infantry) are now immune to the opponent's high ground bonuses, and move faster over hills.
- Aircraft can now be upgraded and disbanded if they are assigned to an airfield which is a supply hex (being straight over it is no longer required).
- River hexes (except settlements) now have zero base entrenchment, because units don't benefit from entrenchment when they are "crossing the river".
- Units adjacent to Engineers will now ignore up to 4 points of enemy entrenchment (instead of 50% previously), which means that engineers can enable other units to fully bypass base entrenchment of any terrain (except fortifications)
- Changed rounding method to "nearest integer" when applying bonus to initiative from entrenchment. One important consequence is that forest's base entrenchment of 3 now provides +2 initiative to the defender, instead of +1.
- Weather during deployment phase is now always Clear. You can see the weather that will be on the first turn in the forecast.
- Motorcycle recon units got "close combat" trait, which makes them more useful in close terrain

UI:

- Added a new "Deployment panel" visible during the Deployment Phase. It contains mass commands (replace all, disband all, undeploy all etc.) which allow to speed up typical tasks during the Deployment Phase.

AI:

- The AI can now give both green and elite replacements to its units.
- The AI will distribute fighter cover more evenly between bombers

Random maps:

- Random maps now always start with a deployment phase (using "custom army" is not needed)
- Experience growth rate is now 5x normal on random maps, so units can actually gain a few stars and maintain them with elite replacements in the course of the battle.
- Random maps now also use custom medal requirements, so it is possible to get more medals in the course of the battle. Medals can be turned off in advanced option, if needed.
- Human players can now choose their commander traits in the beginning of the game (as in the campaign). The AI will also pick some random trait(s) for itself. If this is not desirable, set number of picks to 0 in advanced options.
- It is now possible to purchase ships in random scenarios with ports (Coast, Big Island, Big Lake).
- Special challenges can now be activated for random maps in advanced options. "David vs. Goliath" only affects (makes stronger) AI units. "Europe of a Shoestring" only affects human players. "Race against time" obviously affects everyone on the map.
- When a year is specified, date is now set to 1st of July that year (mid year) instead of 1st of January.
- The generator will now give more priority to more recent units when generating starting armies, instead of using equal weight for all units available on scenario date.
- More airfields are now generated on larger maps
- In FFA, starting airfields are now defended by an AA unit
- Random scenarios can now have cloudy and rainy days (if not desired, weather can be turned off in advanced options as usual), and will display weather forecast for the next three days.
- Prestige of all opponents can now be seen in tooltips over player icons, so you can now better plan the wars of attrition with them.
- Filled some gaps in equipment in 1939: France now has a tactical bomber option, Great Britain has more choice of artillery, and Hungary has a strategic bomber option. Also, USA now has a recon option in 1942.
- Allied late war tanks (IS-3, Tortoise, T34 and T28) no longer have "no purchase" trait, and can be bought to counter German super tanks (like Tiger II, Maus and E-75) in 1945.
- Reduced number of enemy overstrength units when playing Defense and Survival missions against the AI
- Defense mission no longer has zero slots and thus allows to purchase units if the default force is disbanded
- Various tweaks in turn count, prestige and slots

Multiplayer:

- Fixed several more issues which could lead to desync in online MP mode
- Fixed replays of the opponent's turn in PBEM (only new games will show replays)
- Fixed "end turn" not working properly in coop MP when it is played in PBEM ("offline") mode
- After making a turn in a PBEM game, the player will now be returned to MP game list, not main menu
- In team games on random maps, allies will now give each other support fire and share airfields
- In random maps, AI teams no longer have "simultaneous movement" to reduce camera jumping around the map
- Fixed prestige sharing in Minsk scenario

Other:

- Changed yellow markings on Ju87 B and D, so that they are more different from contemporary fighters.
- Added hero images for US, GB, RU, IT, HU, RO factions. Heroes of other factions will display a generic hero image
- Added generic medal images which will be displayed in case there are no specialized images for a given nation
- Updated Polish localization (thanks Grzegorz Kłos!)
- In tactical puzzles undo is now set to Unlimited, so that it is much easier to experiment with different solutions.

Editor:

- Removed most "not implemented" data fields to avoid confusion and save screen space. They will return as they get implemented.
- Fixed "share prestige" and "share core slots" options for sides, and added "share auxiliary slots" and "share airfields" parameters.
- Added "prestige visible to enemies", "default experience", "max experience" and "experience growth rate" parameters to each player (advanced options section).
- Added an option to specify custom rules file. For now, custom file must be in the game's Content/Data folder.
- Added options to control what unit classes each player can purchase.
- Added options to specify custom unit skins and insignias, both on player (in Scenario Params) and individual unit (in Configure Units mode) level.
- Added a new checkbox for "Capture victory hexes" objective: "Only check at scenario end"

Panzer Corps 2 - Patch 3 is out (Improvements for AI, MP, Random Maps and more)

We are releasing Patch 3 now, and it is a big one.

It includes many improvements to Performance, AI behaviour, Random Maps mode, Multiplayer, UI and more, as well as plenty of fixes.

Most of these changes have been implemented following your feedback and suggestions: Alex, the game's designer and lead developer (better known on the forum as Rudankort) is constantly checking the forum and comments section, so if you have feedback for us, on what you would like to see changed, improved or added to the game, please let us know!

We hope you will like this patch.

Changelog:


Bug fixes:
- Fixed the problem with start of turn autosaves not writing for some players
- Fixed bug with units losing medal effects when going to the next mission in the campaign
- Fixed "Low Altitude Attack" trait in Anti-air vs. aircraft combats
- Fixed destroyers not attacking coastal hexes
- Fixed transport options for captured towed guns
- Fixed high ground status getting lost after split
- Fixed "Reduced Slots" and "Zero Slots" heroes incorrectly changing slots of units in Reserve
- Fixed display of captured strength in on-screen notification
- Fixed units in reserve triggering "below maximum strength" warning when ending the Deployment Phase
- Fixed entrenchment sometimes going over maximum
- Fixed autosave filtering in localized versions (will only work with new autosaves)
- Fixed unit trait icons being mirrored in the right UI panel
- Fixed the problem in Persia map where soviet aircraft crashed to the ground even though there are other soviet airfields available
- Fixed "script not found" error when running custom campaigns from Documents/My Games/Panzer Corps 2/Campaigns

Performance:
- Added a new setting to control number of trees (Options -> Video -> Forest Quality)
- Optimized all landscape materials
- Added FPS display to Options (bottom-right corner) so that it's easier to see what effect various settings have

AI changes:
- Order in which the AI moves its units has been improved
- Improved value calculation when deciding if a combat is favorable or not
- The AI will now put more emphasis on escorting its bombers with fighters
- The AI now understands how to use mount-move-unmount action
- Attacker AI will now try to rebase aircraft closer to the front line
- The AI will now switch units more often
- The AI can now use "Forced March" ability
- Improved AI usage of phased movement
- The AI will now approach victory hexes, supply hexes, flags and river crossings hidden in the fog more carefully
- The AI will now prefer to force retreats into disadvantageous terrain
- The AI will now prefer to force a surrender instead of outright killing a unit
- The AI now better understands the value of reducing entrenchment
- Units with "hold position (active)" order will capture flags if presented with an opportunity

Random maps:
- Random map interface has been improved, and the following new options added:
-- Year - select any year from 1939 to 1945 for the upcoming battle, or use "no year" to have access to all equipment (as it worked before)
-- Player factions. Each player can be assigned a specific or random faction
-- More factions: Poland (in 1939) and France and Hungary (in 1939-1940) can also be selected. Italy is available till 1944. USA is available starting from 1942.
- Starting force on random maps now includes a random number of aircraft
- The AI will purchase units in FFA missions
- Distribution of victory hexes has been made more uniform
- Random map is now assigned random location and season
- Starting prestige and prestige per turn generally increased
- Prestige income from all flags increased in FFA missions
- Number of slots increased on most map sizes
- Victory conditions and unit generation logic reworked for all mission types

Multiplayer:
- All Multiplayer games now allow to specify a number of advanced options: randomness, weather, supply, fog of war, shroud, custom army.
- Random maps can now be created for up to 8 human players in FFA mode (Survival, Attack and Defense are still limited to two human players)
- Random maps now support team mode where two people can play in coop as a team, or several teams of two players each can compete with each other in FFA
- Fixed several more issues which could prevent old games from loading
- Fixed a random crash which could happen in Multiplayer game list
- Fixed damage and combat event popups sometimes appearing in the fog when two enemies are fighting each other
- Fixed occasional camera jumps into the fog when two enemies are fighting each other there
- Fixed units purchased by the opponent sometimes visible through the fog of war
- Finished games now have "VIEW" button to review game ending
- Added a button ("-") to hide MP games from the list. Can be used to hide abandoned games and reduce the clutter in the list.

Interface:
- Added new option Display/UI -> Mouse Interface. One-Button mode works as before. Two-button mode allows to select units with left button and give orders with right button. Choose the mode which works best for you.
- Added tooltips to unit class, movement type and target type icons in Unit Details
- Added a UI button and a hotkey (7) to toggle the Minimap
- The game will now remember and restore in every mission open state of Stats Panel, Overview and Minimap
- Added a new hotkey (G) to toggle hex grid
- Added a new hotkey (H) to toggle hex names
- Added a new hotkey (V) for moving a unit from/to Reserve (since these commands are mutually exclusive, they are tied to the same button)
- Understrength units are now shown in Unit List with red strength number, so its easier to see which unit requires replacements

- Improved chat flow in-game, so you can quickly send a message without using the mouse:
-- Press Enter to open Chat panel
-- When Chat is open, keyboard focus is automatically set to input box, so you can instantly start typing message
-- Press Enter to send the message, and you can start typing the next one
-- Pressing Enter when input box is empty will close Chat panel

Editor:
- Added functionality to rearrange the order of players (Edit->Scenario Params..., Players tab, click player header with down arrow to invoke move menu)
- The Editor will now offer to save custom scenarios in the appropriate folder.

Localization:
- Polish localization has been updated (thanks Grzegorz Kłos!)
- Shop will now display localized unit class names

Other:
- Major difficulty has been made easier
- Added two more tactical advisor clips to "Tutorial" section of the game
- Updated "Double Strike" puzzle to eliminate possible shortcuts in the solution
- Added "cheat AllEqp" cheat code which unlocks all equipment for the current player
- Added "cheat AddMedal " cheat code which gives specified medal to the currently selected unit. Possible options for medals are:
-- HeroicDefenseMedal
-- UnstoppableOffensiveMedal
-- AntiInfantryVeteranMedal
-- AntiTankVeteranMedal
-- AerialAceMedal
-- DependableSupportMedal
-- UrbanLegendMedal
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Advisor clips #4 - Terrain & Air warfare

We have two new advisor clips for you!

The first one focuses on Terrain and how it affects strategy in Panzer Corps 2. The second one is about Air warfare.

https://www.youtube.com/watch?v=IEzi-vRnVYQ
https://www.youtube.com/watch?v=3ErZaNOv5iE

Let us know what you think and if you have further questions.

A look to the future...

Hello All! This is Alex, lead developer of the Panzer Corps series. Panzer Corps 2 released three weeks ago (time flies), and we can already draw some first conclusions.
On the whole, we are really happy with how the game has been received. Metascore reached 84 and all 13 critic reviews were positive, which is very rare for a niche wargame, and an improvement over the prequel. User reactions have also been positive overall, and many war-hardened veterans of this genre told us that Panzer Corps 2 was the best game which they ever played, and better than the predecessor in every way.

Although it is 2020 and we had to update the graphics to modern standards, it’s very satisfying to hear that the new game does not only stand out because of the graphics, but also because of advancements in gameplay. In particular, players feel that the new game is more deep and tactical, without losing its charm and simplicity; that all unit classes are now useful; that the game rewards varied army composition and combined arms approach like never before, and that the number of available options allows to adapt the game to any playing style and provides a lot of replayability.

However, we will readily admit that it’s not all perfect, and there are definitely issues and things to improve. Upon release, the game has some stability issues, performance issues and bugs, especially in Multiplayer. We apologise for these defects, consider them all a top priority, and are working on them right now.

⦁ We are getting all crash reports in real time and collect them all in a big database. In each patch we address at least some of the most common crashes, and then watch how the number of events drops, so stability of the game is quickly improving. If you are playing Panzer Corps 2 and get a crash, please do press “Send & Close” button to send a report to us, and ideally also add a short description of what you were doing when the problem occurred.
⦁ There are no simple methods to improve game performance, so we are already working on a deep refactoring of the engine to provide good performance on a wider spectrum of PCs, even not the most recent or top-of-the-line models. Preliminary results look promising.
⦁ As for Multiplayer, this is where most of the time of the whole team goes right now. We are not only fixing problems, like annoying desyncs in online games. There are also several major features in the pipeline, in particular tournaments, ranked games and more content, both competitive and co-op. Panzer Corps was primarily a single player game, but we want Panzer Corps 2 to shine in Multiplayer as well.

Although many players eagerly embraced Panzer Corps 2, some others remain unconvinced. I read everything posted in player reviews and on the forums, and so I’m aware of all concerns which people voice. For example: the map looks blurry, units are hard to recognize in 3d, some mechanics could use more balancing (e. g. heroes), there is not as much content as Panzer Corps had, random maps need more options, and so on. All these concerns are perfectly understandable and valid. We will always keep them in mind and will likely address most them as we develop the series further. Our goal is to make Panzer Corps 2 a game for everyone, a definitive experience for all fans of this genre.

From experience we know that such games have a long life span and get even better over time. Panzer Corps is a prime example here; it enjoyed a record-breaking 1000+ online players this February. Not bad for a 9 years old game! We are confident that the release of Panzer Corps 2 is also just the beginning of a long and exciting journey, which we will happily share with our vibrant player community.