Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

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MarcoT.
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Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by MarcoT. »

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Good morning Generals!

We love the smell of coffee and cigarettes in the morning (yes, that’s our usual breakfast) and here we are with the third and final dev diary, ready to go balls to the walls!

First things first — mark your calendars. Panzer Corps 2: Frontlines - Cyrenaica DLC launches on March 11th. Stay tuned and don't miss it.

So, no more chatter—or as we say in Italian, "bando alle ciance"—let’s jump straight into the major features we’ve introduced in this DLC.

Side note: This diary will tend to be more technical.

MAJOR FEATURES
First of all, let’s take a look at the features that apply to both campaigns.

New weather condition
We’re in the desert, and what’s worse than something unpleasant, tedious, and unavoidable like sand? A storm of sand.
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That’s why we’re excited to introduce a new weather condition: the Sandstorm.
Gameplay-wise, it will do what a sandstorm does: be a pain in the... ahem... reducing visibility, slowing down unit movement, and preventing airplanes from flying.
Of course, it will also come with brand-new and beautiful VFX, with the usual two weather effects options: subtle and strong.

New gameplay dynamics/Custom Objectives
We’ve also managed to introduce new types of gameplay dynamics, such as intercepting enemy units, escaping, and finding lost units, alongside the already familiar ones like deploying mines, protecting or destroying units, and much more. In short, we’ve included a variety of missions that make the gameplay dynamic and never repetitive.
But let’s dive a little bit deeper on the new ones: escape, intercept and find lost units.

Escape
In this type of mission, you’ll need to move specific auxiliary units to designated escape hexes.
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Once they reach one of the designated hexes, they will disappear, and a message will update you on the current Objective status. Protecting those units is a key factor to complete the mission.

Intercept
On the other hand, you’ll need to intercept some units that are trying to escape or reach specific hexes.
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Their behaviour remains the same as the escape: the unit disappears, and the current Objective status updates. They can be very deceitful.

Find lost units
Last but not least, as we mentioned in the previous dev diary, you’ll need to locate some lost units in the desert.
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In both campaigns, you’ll need to find them before the enemy does, or… well, let’s just say it could get worse.

Adaptive AI
What we mean by adaptive AI is that it dynamically adjusts its behavior based on your performance and the evolving situation in the game. For instance, if you're performing exceptionally well and overpowering your opponents, the AI may escalate its response by calling for reinforcements, or switching to more aggressive tactics to regain control of the situation.
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Conversely, if the AI finds itself in a losing position, it might prioritize defensive strategies, such as taking cover, retreating to a more secure location, or regrouping with allies to form a stronger front. This type of AI doesn’t just react passively but actively tries to adapt to your style of play, challenging you in new and unpredictable ways.

Integrated Image System
Thanks to the addition of this system in Fall of Poland, we are excited to include the image system in our DLC as well!

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We are happy to use it since it enhances the immersion and conveys the events in a more visual and compelling way.

ITALIAN CAMPAIGN - UNIQUE FEATURES
Now let’s land on the Italian perspective and see what are the unique features that characterize this campaign.
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New Mechanic: Core Slot Reduction
This is the first time this type of mechanic is used in Panzer Corps 2.
We aim to reflect the struggles of the Italian army and replicate their massive losses. As a result, during the Italian campaign, starting from the Operation Compass (scenario 5), the number of Core Slots will be reduced from one scenario to the next.
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Don’t panic! We know you may feel like General Graziani in this portrait, but by completing secondary objectives, you’ll be able to gain bonus Core Slots. Additionally, some hero traits, like Zero-Slot, will help you compensate for these losses.

Hero-Based Gameplay
Since these operations involved many Italian generals, we designed the gameplay, objectives, and rewards based on actual figures who fought or were prominent in these operations, included as Heroes. Therefore, in the Italian campaign, Heroes are a key feature that allow you to create synergy in your army by exploiting their traits, while also helping to manage enemy units. Finally, to stay as historically accurate as possible, the hero traits are primarily based on the characteristics and actions they performed on the battlefield.
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For example, General Annibale 'Electric Whiskers' Bergonzoli was partly known, after recognising that the situation in Bardia was hopeless and that it would fall into enemy hands, for having traveled on foot through the desert, retreating toward Tobruk with a few thousand soldiers with him.
As a result, the traits we assigned to him reflect these actions, with Fast Retreat and Phased Movement.

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Another example is Enrico Pitassi Mannella, an artillery specialist known among his colleagues as the ‘King of Artillerymen’.
Consequently, the traits we assigned to him are Lethal Attack and Expert Support.

To summarize, in the Italian campaign, you will find many Heroes who will be useful for managing different dynamics, with each one specializing in specific areas, as reflected by their traits.

Retreat and destroy
A general dynamic of the Italian campaign is what we called Retreat and Destroy.

Throughout the Italian campaign, the general feeling will be to retreat toward friendly lines and… destroy. Destroy? While retreating? Well, yes. On some occasions, there were back-and-forth battles where you will be tasked with destroying some enemy units, but also missions that require you to destroy your own supplies, with one of the most notable being the scuttling of the San Giorgio, which we’ve included as a special type of mission.

New bonus mission
As mentioned in the previous Dev Diary, we’ve added a mission specifically for the Italian campaign, that replicates the dynamic of the ship San Giorgio.
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Just to refresh your memory, during the attack on Tobruk, the San Giorgio was surrounded by British ships and remained stationary in the port of Tobruk. In order to prevent the resources from falling into British hands, the decision was made to scuttle it.

Therefore, we replicated this dynamic, abstracting it and dividing it into two steps: we assigned a specific truck to collect the materials needed to scuttle the ship—namely explosives—and then deliver them to the area around the ship in the port to sink it.

And then…Kaboom!
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BRITISH CAMPAIGN - UNIQUE FEATURES
Landing on the opposite side, let’s see what characterizes the British campaign.
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Coordinate multiple factions
To be accurate, instead of talking about the British faction, it is more correct to talk about the British Commonwealth and its colonies and allies, which includes a vast array of nations supporting them. During this period and in the area of conflict we are covering, we can find some of them: Free France (allied), British India (colony), and Australian divisions (part of the Commonwealth).
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For this reason, you'll encounter these factions in some scenarios, allowing you to purchase their units as support and include them in your army.

Scenario Consequences
Consequences will stem from your actions in the current scenario and/or the next one, depending on whether or not you completed the Bonus Objectives.
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For example, in this case, defeating the unit led by the hero Enrico Pitassi Mannella not only grants a prestige reward but also causes the morale of the other Italian artillery to drop, lowering their strength, reflecting the chaos and sense of disorientation caused by the lack of leadership—as if they didn’t already lack it…

Completing some Bonus Objectives will not only reward you instantly, but also influence future scenarios, creating tactical and strategic advantages. Sometimes, even failing an Objective could have consequences.

Protect and destroy
A general dynamic of the British campaign is what we called Protect and Destroy.
Throughout the British campaign, in addition to the more common objectives related to cities, there will be objectives focused on protecting your units in the early stages of the campaign, gradually shifting more toward the offensive phase, where you'll focus on destroying enemies, as well as supply dumps, ships, minefields, and anything else that might hinder your progress toward your goal. All for a greater good, of course.

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Additionally, on a couple of occasions, you'll be tasked through Bonus Objectives to defeat or destroy some Italian Hero units. Sometimes they’ll try to fight you, and sometimes they’ll prefer to escape.

So, unlike the Italian campaign, which is much more focused on defense and retreat, the British campaign is much more centered around invasion, which we've reflected through more attack-focused objectives.

As they say, the best defense is a good offense, right?

CONCLUSION
Thanks again for joining us for this third and last Developer Diary on the latest upcoming Panzer Corps 2 DLC Frontlines - Cyrenaica.
You now have what it takes to enter the fray and guide your army to victory… or almost!

Are you ready to bite the bullet, Generals?

Panzer Corps 2 DLC Frontlines - Cyrenaica on Slitherine store and Steam.
Tassadar
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by Tassadar »

11th March? Nice, I should finish Headquarters World War II - Ardennes by then just in time. :)

Looking at this overall, that's more new features than I initially thought, fingers crossed! I did not expect a new weather effect, that's for sure. Seems also that the campaign has a chance to be much more dynamic then existing ones. The base game just has relatively simple objectives and 1-2 directions of approach, but that's understandable, it was meant to be accessible and teach how to master the rules. Then AO came along and expended upon things with a lot of variable bonus objectives, some more dynamic than others (Teruel, Raate Road, Battle of Pindus and Lublin come to mind, but there were many more interesting ones that break the usual pace). It also introduces bonus objectives that felt fair to skip. Then Bulge and Fall of Poland added their own ways to mix and match the pace of mission and this DLC is exploring it's own pace. One thing is for sure, it never gets boring with new ideas and the DLC are everchanging, subtly evolving in unexplored directions.
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by terminator »

Do the Free France (allied) and the British India (colony) infantery have specific models ?

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Bee1976
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by Bee1976 »

Adaptive AI ? YES ohhhh yes!
DefiantXYX
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by DefiantXYX »

Bee1976 wrote: Thu Feb 27, 2025 7:51 pm Adaptive AI ? YES ohhhh yes!
Well, I might wait for some reviews and give it a try...havent played this game for a long time ;)

But some features are stolen from the modding guys here...I hope they get some credits for that.
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by Tassadar »

Bee1976 wrote: Thu Feb 27, 2025 7:51 pm Adaptive AI ? YES ohhhh yes!
That's probably some more scripts written in the lua file and in the map settings, but as long as it works, I won't complain what the method is to achieve that.
terminator
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by terminator »

Bee1976 wrote: Thu Feb 27, 2025 7:51 pm Adaptive AI ? YES ohhhh yes!
Adaptive AI is the latest form of artificial intelligence that learns, adapts and improves as it encounters changes, both in data and the environment. It is the next evolutionary step in AI, combining artificial intelligence with a more advanced and responsive way of autonomously learning. Systems that utilize adaptive AI can quickly adapt to changes in circumstances that were not available during initial AI development.
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by ElLobo »

New Mechanic: Core Slot Reduction
This is the first time this type of mechanic is used in Panzer Corps 2.
We aim to reflect the struggles of the Italian army and replicate their massive losses. As a result, during the Italian campaign, starting from the Operation Compass (scenario 5), the number of Core Slots will be reduced from one scenario to the next.

Sounds intressting, but would be not easier regulating the ammount of Units by Prestige?
Well is true on the other side when you have Prestige and you can´t buy Units it´s a matter of distance from the support hex to the frontline!!!

Anyway i can´t wait playing it!!!!!!
:D
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by terminator »

ElLobo wrote: Sun Mar 02, 2025 11:47 am New Mechanic: Core Slot Reduction
Sounds intressting, but would be not easier regulating the ammount of Units by Prestige?
The most powerful units are the most expensive in Prestige and those that require the most Core slots
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by Tassadar »

terminator wrote: Sun Mar 02, 2025 2:47 pm
ElLobo wrote: Sun Mar 02, 2025 11:47 am New Mechanic: Core Slot Reduction
Sounds intressting, but would be not easier regulating the ammount of Units by Prestige?
The most powerful units are the most expensive in Prestige and those that require the most Core slots
It's a feature I could see partially implemented in Panzer Coprs 3 one day in ever more expanded form.

- regular mass produced units - as per usual, no restriction.
- units produced in lower numbers (Elephant, Sturmtiger, Me 262) - as per Limited Stock Feature.
- prototypes and one-off series - elite objective awards and commendation point exchange.

Beyond that have prestige costs reflect unit power relative to the year it is introduced and production complexity (meaning Shermans cheap, Tigers much more expensive) while core slot cost reflecting ease of maintenance and over reliability (again, Shermans cheap, Tigers a pain in the a$$). This could then be universally applied and help work around the natural limitations of the core slot system.
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by adiekmann »

DefiantXYX wrote: Fri Feb 28, 2025 9:04 am
Bee1976 wrote: Thu Feb 27, 2025 7:51 pm Adaptive AI ? YES ohhhh yes!
Well, I might wait for some reviews and give it a try...havent played this game for a long time ;)

But some features are stolen from the modding guys here...I hope they get some credits for that.
NO NEED TO WAIT!!

As one of the testers, I can confidently claim that this is the best DLC (outside of AO of course) by far! It is REALLY GOOD and no, I do not own any stock in Slitherine. :lol: That's probably as much as I dare to say until March 11th...
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by gadflyjs »

Can this adaptive AI beening use in the base game, dlc, and other mods?
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by ElLobo »

Tassadar wrote: Sun Mar 02, 2025 3:58 pm
terminator wrote: Sun Mar 02, 2025 2:47 pm
ElLobo wrote: Sun Mar 02, 2025 11:47 am New Mechanic: Core Slot Reduction
Sounds intressting, but would be not easier regulating the ammount of Units by Prestige?
The most powerful units are the most expensive in Prestige and those that require the most Core slots
It's a feature I could see partially implemented in Panzer Coprs 3 one day in ever more expanded form.

- regular mass produced units - as per usual, no restriction.
- units produced in lower numbers (Elephant, Sturmtiger, Me 262) - as per Limited Stock Feature.
- prototypes and one-off series - elite objective awards and commendation point exchange.

Beyond that have prestige costs reflect unit power relative to the year it is introduced and production complexity (meaning Shermans cheap, Tigers much more expensive) while core slot cost reflecting ease of maintenance and over reliability (again, Shermans cheap, Tigers a pain in the a$$). This could then be universally applied and help work around the natural limitations of the core slot system.
OOOhhh thats what i like!!!!

On the other hand, as fewer you have makes the one you loose more painfull!!!
Tassadar
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Re: Frontlines - Cyrenaica | Dev Diary #3 - Major Features and release date

Post by Tassadar »

ElLobo wrote: Wed Mar 05, 2025 8:39 pm OOOhhh thats what i like!!!!

On the other hand, as fewer you have makes the one you loose more painfull!!!
It should feel like this, since it not only adds more consequence to mistakes, but it also makes the player appreciate better units even more. Panzer Corps came a long way since Panzer General days to make things more interesting and not just limited to prestige and having the best units in terms of stats each time, but it can do even more. Some of the best memories from the game for me is fine tuning specific units to have heroes and unique roles in my core force,. Various form of limited supply of these makes it feel even more tense and special. There are different limits players can use - traits, special rules like Collector or simply self-impose them on themselves, but I feel this has even more potential. I'd love to see the core game acknowledge scarcity of supply and ease of maintenance as part of its basic unit roster rules, but that a thought for the next installment, as it would require redoing the whole units list and carefully reviewing exiting data. Converting it this way would not really balance existing content well. Still, I appreciate how the DLC attempt experimental ways to test out ideas in a smaller scope. We already had prototypes (even in the base game), then gift units that cannot be bought, units with cheaper core slot for a similar stat level to represent something unique, units that can be fielded only with partial power or ones that cost insurmountable amounts of prestige compared to more usual ones. Most of these are universally good things and adds tons of replay value. Some have been abandoned, but the basic principle is the same - while having ten 5 star Tigers might be powerful, it strips away the challenge and longevity of any game in this genre.
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