This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
The 1.13 cumulative patch for Panzer Corps.
Change History:
v1.13 – Feb 12th, 2013
• Tileset
o Mud/snow versions of ports are updated to match dry version
o Fixed jungle tiles showing as clear (in British India scenario)
o Other minor fixes
• Equipment file
o New units added: V1 Flying Bomb, V2Rocket, Go-229 Flying Wing Fighter,
Arado E-555 Strategic Bomber, Arado Ar-234 Tactical Bomber
o Adjusted costs of Sahariana and Chevy recon units
• UI and controls
o Minor adjustments in turn splash screen: scenario name is added to information
shown; more screen space is used for victory conditions
o Number of units in reserve is now shown as N+B, where N is the number of
normal units, and B is the number of bonus units.
o Prestige tooltip in the main UI now includes per-turn prestige bonus.
o Unit's battle history now includes unit upgrades.
o It is now possible to deploy paratroopers in the air or on the ground, using the
ground/air switch.
o Actual ground state is now shown during deploy phase.
o When both movement and attack is possible to a certain hex, the player can now
choose movement or attack using ground/air switch.
o On scenario result screen Enter now means "proceed" and "Esc means "view
battlefield".
o Once spotted, immobile structures remain spotted on the map even if there are no
units spotting them (like minefields).
o Sort order in the unit list is tweaked: now SE units are always shown after
"normal" units.
o Added hotkey for Switch: W
o On briefing/debriefing screen Enter can be used to close the screen (except when
there is a choice of the next scenario).
o In the scenario result screen Decisive victory, marginal victory and Loss now use
different images.
o The game no longer counts carriers when calculating dangerous hexes for strategic
bombers.
• Modding
o Weather action now includes sandstorms.
o It is now possible to add new custom movement types.
o Prestige condition added (via Map condition, choose "Axis prestige" or "Allied
prestige" from the list)
o New unit traits: "camo" (unit is hard tospot, like a minefield), "captureflag"
(inverts predefined class ability to capture flags: infantry/tank/recon/AT lose it,
other classes gain it), "kamikaze" (unit diesafter attack), "missile" (air unit does
not refuel on friendly airfields)
• Other
o Added "dice chess" cheat. Similar to "chess", but there is a certain limited
randomization of combat results (unit's chance to hit and suppress can vary +-20%
from its normal value).
o German localization of Africa campaign is included with this update.
o Added german Manual to german localization.
o Replaced russian Editor manual doc with pdf.
o Fixed the issue with ground units sometimes deploying on the water without
transports.
o Various small fixes inrussian localization.
v1.11 – Oct 2nd, 2012
• Bug fixes
o Fixed a crash bug related to the "Undo" option when being ambushed.
o Fixed a ZOC issues related to the "Undo" option.
o Fixed a number of map string bugs including issues in other languages and invalid
strings in save/load.
o Fixed a few issues when using PanzerCorps 1.10 with mods intended for 1.05.
o Fixed cities and airfields in muddy and frozen tilesets to match dry tileset.
• Editor
o Added all desert-related tiles tomuddy and frozen tilesets.
o Added new option to the Editor (Scenario Params, General tab): "Clean reserve
after deploy". This allows you to design campaigns with part of the core force.
o The editor now allows negative hero bonuses.
o Custom unit's max strength is now preserved after upgrade.
v1.10 – Aug 6th, 2011
• Gameplay
o 20+ new units to be used in existing scenarios and also in user mods, including
minefields, gliders, flame throwing tanks and motorcycle infantry
o The game was extended with desert-related graphics and game rules, and is fully
compatible with scenarios (both official and user made) set in Africa theatre.
o New weather type: sandstorm.
o A new option to disable "Undo Move" command. Available in both single player
and multiplayer.
o Embarking and immediately disembarking on the same hex is treated as undo and
does not spend unit's move.
o Planes no longer see enemy units underneath in bad weather.
• UI
o Heroes are now shown on the map as golden dots on unit's strength plates.
o In unit list it is now possible to hover over hero portraits and see their bonuses in a
tool-tip.
o 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.
o 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.
o Library was extended with articles about the most prominent WW2 fighters and
bombers.
o Added Italian heroes and awards, and also 10 new German heroes.
• AI
o Some general improvements in AI play logic.
o The AI can now use more unit orders, inparticular drop paratroopers and switch
multipurpose units.
o The AI supports a number of new settings available to modders via the new editor.
• Multiplayer
o The patch updates the game to version 1.10 which is required to login into
Multiplayer server after Afrika Korps release.
o The game is updated to be compatible with Afrika Korps engine, so that it is
possible to accept challenges and playgames against opponents using Afrika
Korps.
o One more new MP scenario added: Spoils of War
o Corrected balance in Iron Cross Red Star map.
• Bug fixes
o A number of fixes in unit icons and animations
o Movement heroes no longer affect units in sea/air/rail transports
o Fixed crash when using Mount and Supply hotkeys during deployment
o Fixed strategic bombers adding white flag when bombing cities with no flags on
them.
o And much more
• Editor
o 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.
o A number of new AI orders. Itis possible to give the unitsto 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 assigning all these new AIorders based on a certain trigger.
o Unit placement randomization. Both deployed 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 prettytricky randomizations: for example,
reinforcements could come from any location on the border of the map.
o Heroes configuration. Now it is possible toassign any heroes to any units on the
map.
o Exit zones. Available via Special Hexes layer, and 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".
o It is now possible to set max strength on a per-unit individual basis.
o 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.
o Theatre setting. Any scenario can be set in Europe or Africa. Depending on theatre
setting the units will use appropriate camouflage.
o In addition to cloudy weather, rain and snow, it is not possible to specify
probability of sandstorms in a given scenario.
o 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 flags if Germany and
Italy belong to the same side).
o "Special" check box in unit params, allowing you to mark mission-critical units
(the ones you need to protect, escort, or destroy) with a different strength plate.
o Generate Tiles command no longer overwrites any tiles set manually by the
designer. It is possible to generate tiles on a per-layer basis.
o It is possible to change unit type without losing its stats - justselect new type and
click on the unit twice (first click will select the unit, second will change the type).
o Units should no longer lose transports after editing unit params.
• Other
o French and Russian localizations included with this patch.
o It is now possible to reduce the gamememory footprint by running it with a
/nocache command line switch. This might beuseful if you are using heavy mods,
or simply have very little memory on your PC.
o 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.
o 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).
o New unit traits: minefield, minesweeper, minekiller, glider, nozoc, reconmove.
o 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.
o It is now possible to exclude any unit from any theatre of operation in the
equipment table.
o Multiple nation campaigns are now supported - just list all nations separated with
commas in the campaign.pzdat file.
o The game can now play voiceovers not only for pre-scenario, but also for post-scenario briefings.
o Switch command should now work between planes (i. e. switch ground to air and
vice versa).
o Added "kills X" cheat. Allows setting any number of kills on a unit.
o 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.
o "all eqp" cheat now also allows to purchase bonus and captured units.
o Removed "air", "sea' and "rail" cheats.
v1.05 – Dec 7th, 2011
• 4 new MP maps
• Added a number of new Soviet units - IS1, KV85, BS3, 85mmM1939, Soviet guards,
Soviet SMG and Soviet conscripts
• New layer in the tileset used for custom hex markings
• Fixed a number of strings issues in English and German versions
• Fixed window mode turning on by itself occasionally
• Various other bug fixes
v1.04 – Oct 26, 2011
• Massive list of changes in eqp file (cost tweaks, stats tweaks, even a few game rules
tweaks) to improve overall unit balance.
• Support for additional DLC packs.
• Mechanism to transfer your core from one campaign to another, used in Grand Campaign.
• It is now possible to add new units on triggers in the mission. This allows for example a
location to be occupied and a captured enemy general to be placed. Who must then be
extracted to complete a mission.
• The new unit function also allows for captured units to be enabled. A range of captured
Polish and French units have beenadded to the equipment file.
• A far more extensive range of mission objectives are now possible and the Grand
Campaign ’39 and Grand Campaign ’40 packs make good use of these.
• Overall the scenario design options have beengiven a huge boost so expect modders and
designers to have a field day.
v1.03 – Oct 20, 2011
• German language support and English-German switch.
v1.02 – Oct 4, 2011
• Bug Fixes
o Fixes an issue with saved games not allowing progress in campaigns after a certain
point.
v1.01 – Sept 20, 2011
• New features
o "Restart Scenario" option from in game menu
o Window mode from in game menu
o Editor: Reinforcements are configured in unit details popup. Use "Edit trigger"
button.
o Editor: AI actions are configured on the Actions tab in Edit->Scenario Params
screen. Use "Add AI Action" to create anaction that will dynamically change AI
behavior.
• Technical issues fixed:
o PBEM: Some MP games getting "dead" (thegame 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.
o PBEM : Claim button does not work
o SE units cannot be deployed if deployed last.
o Units with zero ammunition still contribute as mass attackers.
o Forts can be upgraded and given transports.
o On a joint rail/naval port, it is possible to load infinite naval transports under
certain conditions.
o Turning supply off allows recon units to move an unlimited amount of hexes.
o Multiple ranged leaders allows half tracks to engage in range combat.
o Recon units with some remaining moves are not indicated with arrow and
included in next unit sequence
o Hidden ground units stop moving ships, and vice versa
o Under certain circumstances the AI canassume control of player's units
o A lot of other minor issues (strings, cosmetics, etc.)
• Graphics/sfx issues fixed
o KV-2 has wrong icon
o Stuka D has wrong icon
o M12 GMC has wrong movement sound
o On ultra high-resolution screens (like 1980x1200) game setup and main screens
have horizontal lines
o Italy-Sicily crossing not indicated in any way
o Wrong copyright notice in the main menu :)
• Scenario issues fixed
o Stalingrad victory conditions are wrong
o A lot of other minor issues (strings, cosmetics etc.)
• Scenario, equipment game rule balancing
o Kursk scen
ƒ Corrected spelling Ponyn to Ponyri
o Balaton scen
ƒ Two IS-2 tanks replaced for two T-34/85
ƒ Added custom strings for Lake Balaton tiles
o Bagration
ƒ Five IS-2 tanks replaced for seven T-34-85
ƒ Initial prestige for Axis increased for 200p
ƒ Per turn prestige for Axis increased for 30p
ƒ Fixed victory conditions for stand alonemode, Axis victory if all Allied
units are killed
o Sealion 40
ƒ London strenghten with two HW infantry, one paratrooper and one
artillery
o Germany (West)
ƒ Increase in Allied air force
ƒ Two P-51D, one P-47D, one Meteor
ƒ Added 4 Free French infantry
ƒ Fixed victory conditions for stand alonemode, Axis victory if all Allied
units are killed
o Germany
ƒ Added three Free French infantry
ƒ Fixed victory conditions for stand alonemode, Axis victory if all Allied
units are killed
o Germany (East)
ƒ Fixed victory conditions for stand alonemode, Axis victory if all Allied
units are killed
o Moscow 43
ƒ Soviet defense strenghten with 10 auxiliary strongpoints
o Gustav Line
ƒ Scenario parameters changed from 9 days per turn to 8 days per turn
ƒ Core units for Allies set to 48 instead of 34
ƒ Allied force strengthned with 2 Free French infantry,
ƒ 2 HW British, 1 British Engineer, US Rangers, 2 Recons and
3 Artillery
o Italy
ƒ Fixed victory conditions for stand alonemode, Axis victory if all Allied
units are killed
ƒ Added "OR" condition for campaign. Decisive victory if all Allied units
are killed
o Overlord
ƒ Fixed victory conditions for stand alonemode, Axis victory if all Allied
units are killed
o Stalingrad
ƒ Fixed victory conditions
o e-file
ƒ Addition of Free French changing equipment depending on year
SA+2 for machine gun mounted fighting vehicles (M20 LAC, BA-64,
Dingo, Matilda I)
ƒ British, Soviet, US forces got late engineers with small adjustments to
early ones
ƒ Increased defense: Comet I, Challanger (A30), Sherman Firefly, Achilles,
Archer, Nashorn, Marder IIA, Marder IID, Marder IIIH, Marder IIIM, SU-76
ƒ Reduced initiative for AA, -1 light, -2 medium, -3 heavy
ƒ 88 reduced AA when in anti tank mode
ƒ M3 Halftrack got "passive" air attack
ƒ increased AD for hard target land transport
o Early engineers replaced withlate ones on following maps:
ƒ Kursk
ƒ Moscow 43
ƒ Bagration
ƒ Balaton
ƒ Germany (East)
ƒ Germany (West)
ƒ Germany
ƒ Ardennes
ƒ Overlord
ƒ Gustav Line
ƒ Italy
ƒ USA East Coast
o Gamerules
ƒ Low altitude penalty -5 instead of -6
v1.00 – July 11, 2011
• Initial Release