Panzer Corps v1.02 Now Available
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Panzer Corps v1.02 Now Available
Panzer Corps Gets a Hotfix
A quick but effective update to remedy a bug in the campaign
Slitherine, Matrix Games, and The Lordz Games Studio announce the release of the comprehensive 1.02 hotfix for Panzer Corps. The update fixes an issue where some users were unable to progress past a certain point in the campaign. Get the update from Gamer’s Hell, Atomic Gamer, or Patches Scrolls.
About Panzer Corps
Panzer Corps is a brand new turn-based strategy game that reinvents a classic genre. Produced and developed by a team of experts and brought to perfection by a community of hundreds of fans, the game has evolved over 2 years to become what can be defined as a modern classic!
Set in World War II, Panzer Corps puts the player in charge of Axis armies, taking their core force with them through the entire war. The use of combined-arms tactics requires each general to make use of the strengths and exploit the weaknesses of their opponents.
Its multiplayer mode, an improved version of Slitherine’s award winning PBEM++ system, allows players to easily find opponents anywhere in the world enjoy playing them with none of the hassle.
Panzer Corps is designed to replicate the feeling of a classic wargame, but brings it up to 21st century standards and to a whole new generation of gamers.
The update is comprehensive and will bring all previous version of Panzer Corps to 1.02. Get more information on Panzer Corps from its official on the Slitherine site or on the Matrix Games site.
Changes in v1.02
===============================
Fixed a serious bug that prevented you continuing campaigns in the mid to late game.
Changes in v1.01
===============================
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,
2 HW British, 1 British Engineer, US Rangers, 2 Recons and
3 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
-88 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
A quick but effective update to remedy a bug in the campaign
Slitherine, Matrix Games, and The Lordz Games Studio announce the release of the comprehensive 1.02 hotfix for Panzer Corps. The update fixes an issue where some users were unable to progress past a certain point in the campaign. Get the update from Gamer’s Hell, Atomic Gamer, or Patches Scrolls.
About Panzer Corps
Panzer Corps is a brand new turn-based strategy game that reinvents a classic genre. Produced and developed by a team of experts and brought to perfection by a community of hundreds of fans, the game has evolved over 2 years to become what can be defined as a modern classic!
Set in World War II, Panzer Corps puts the player in charge of Axis armies, taking their core force with them through the entire war. The use of combined-arms tactics requires each general to make use of the strengths and exploit the weaknesses of their opponents.
Its multiplayer mode, an improved version of Slitherine’s award winning PBEM++ system, allows players to easily find opponents anywhere in the world enjoy playing them with none of the hassle.
Panzer Corps is designed to replicate the feeling of a classic wargame, but brings it up to 21st century standards and to a whole new generation of gamers.
The update is comprehensive and will bring all previous version of Panzer Corps to 1.02. Get more information on Panzer Corps from its official on the Slitherine site or on the Matrix Games site.
Changes in v1.02
===============================
Fixed a serious bug that prevented you continuing campaigns in the mid to late game.
Changes in v1.01
===============================
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,
2 HW British, 1 British Engineer, US Rangers, 2 Recons and
3 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
-88 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
-
Blathergut
- Field Marshal - Elefant

- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
-
Blathergut
- Field Marshal - Elefant

- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
-
Blathergut
- Field Marshal - Elefant

- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
When I go here:
http://slitherine.com/news/item401
and click on 'more info' I am taken to a Battle Academy screen.
http://slitherine.com/news/item401
and click on 'more info' I am taken to a Battle Academy screen.
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
-
Blathergut
- Field Marshal - Elefant

- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
Blathergut wrote:When I go here:
http://slitherine.com/news/item401
and click on 'more info' I am taken to a Battle Academy screen.
When I go to the 'latest news,' the second blurb down is "PanzerCorps gets hotfix 1.02." But when I click 'more info' the Battle Academy screen pops up.
I just went to website instead. But unlike FoG PC, the in-game updater is slow. Will try the website option next time around.
Bug Report
I have downloaded v 1.02 and installed it, I started from a fresh brand new standalone scenario (no use of any saved game).
Stalingrad scenario is still bugged, this problem is known for a long time now...
The game stops with a victory when you capture all VHs but those located in the Caucasus.
It is very sad to be forced to stop the game when I have all units and the remaining turns needed (9 remaining turns in my case) to capture the Caucasus VHs (I had already captured Maikop).
I think it is high time to correct the victory conditions of this standalone scenario (the best one of the game according to me BTW).
The way the scenario is designed now forces the player to capture the Caucasus VHs first and then Astrakkhan (the VH located well after Stalingrad in the East).
Second point: what is mentionned in Wikipedia is wrong and I have the confirmation from people of the Belgian, French and British army: the Do 335 Pfeil was NEVER used as fighter-bomber, is was used as fighter and more rarely as night fighter.
The e-file should be adapted accordingly (BTW the original PG and Allied General and PG2 and PGIII have never put the Do 335 in the same class as the Stuka!
I have downloaded v 1.02 and installed it, I started from a fresh brand new standalone scenario (no use of any saved game).
Stalingrad scenario is still bugged, this problem is known for a long time now...
The game stops with a victory when you capture all VHs but those located in the Caucasus.
It is very sad to be forced to stop the game when I have all units and the remaining turns needed (9 remaining turns in my case) to capture the Caucasus VHs (I had already captured Maikop).
I think it is high time to correct the victory conditions of this standalone scenario (the best one of the game according to me BTW).
The way the scenario is designed now forces the player to capture the Caucasus VHs first and then Astrakkhan (the VH located well after Stalingrad in the East).
Second point: what is mentionned in Wikipedia is wrong and I have the confirmation from people of the Belgian, French and British army: the Do 335 Pfeil was NEVER used as fighter-bomber, is was used as fighter and more rarely as night fighter.
The e-file should be adapted accordingly (BTW the original PG and Allied General and PG2 and PGIII have never put the Do 335 in the same class as the Stuka!
I've just tested, and KV2 tank is playing the sound when moving. It could have been momentously override by other sound.Shrike wrote:After patching to 1.02 the KV2 tank no longer has any movement sound. I encountered this during a PBEM game.
Maybe it's a sign that you should try and use Real Sound Mod...
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am






