HI guys
a new beta version is available. Check the top thread for links.
Changelog:
* Changed weather settings for most scenarios
* Various text corrections
* Fixed an issue with Falaise where scenario ended prematurely
* Fixed an issue with Eindhoven where scenario awarded incorrect victories
* All entries in pzloc files are now single line entries only with no breaks
* Fixed some issues with german flags not functioning properly
* Added some visual polish to maps, task still in progress
* Changed all Market Garden scenarios so that if bridges are destroyed, they are REMOVED in the following scenarios!
* This means there is 1 Arnhem scenario, 2 Nijmegen Scenarios (Arnhem bridge destroyed or intact), and 4 Eindhoven scenarios (all bridges intact, all bridges destroyed, only Arnhem intact, only Nijmegen bridges intact)
Missions
* Anzio: Added some text about Panzer Grenadiers, added a few allied infantry units
* Cassino: Added two victory hexes to capture, added some Allied defenders to these positions, added some initial allied aircraft, reduced turn total by 2
* Monte Cassino: reduced turn total by 3, added a lot of Free Polish units around Cassino, added several polish assault teams to put more initial pressure on Monte Cassino positions, added several allied aircraft to initial wave
* Beaches of Normandy: added several allied warships, added some experience to allied aircraft, doubled size of invasion fleet, added two extra waves of allied aircraft, added updates for beach control, added text pop ups to confirm player control of beaches that have achieved temporary control status, buffed German AUX defenses slightly
* Bayeux: reduced turn count by 2
* Villers-Bocage: Reduced turn count by 4, removed 1 command vehicle, lowered commando vehicle defense bonus from 30 to 10, reduced special tiger attack bonus from 50 to 20
* Caen: reduced turn count by 1, added a few allied infantry units
* Toulon: added a few infantry units to invading force
* Montelimar: added a few US 43 engineers to allied defensive lines, added a paragraph to debriefing explaining left over aux transport units are free to be used or disbanded for prestige
* Falaise: increased turn count by 2 to 20 total
* Eindhoven: increased turn count to 30 total turns
44 West Beta 2 available!
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Re: 44 West Beta 2 available!
Some comments about the state of the DLC.
Thanks for all the feedback, we hope we've been putting it to good use with these updates. We're looking forward to our first weekend and a lot of feedback based on these changes!
The most important items to note is the difficulty increase in the first few scenarios, we need to make sure they aren't TOO difficult now, so we are looking out for that feedback. The other important item is we need more late scenario feedback. Falaise is working properly now, and we really want more feedback on the three Market Garden scenarios. We put in the proper scenario branching now, covering all possibilities of bridge destruction as described above in the notes.
Visually, it looks a little something like this:

As you can see, somewhat unorthodox, and we want your thoughts!
Cosmetic work such as terrain improvement and setting days per turn and turns per day is ongoing. Thanks again for all your help, keep that feedback coming!
Thanks for all the feedback, we hope we've been putting it to good use with these updates. We're looking forward to our first weekend and a lot of feedback based on these changes!
The most important items to note is the difficulty increase in the first few scenarios, we need to make sure they aren't TOO difficult now, so we are looking out for that feedback. The other important item is we need more late scenario feedback. Falaise is working properly now, and we really want more feedback on the three Market Garden scenarios. We put in the proper scenario branching now, covering all possibilities of bridge destruction as described above in the notes.
Visually, it looks a little something like this:

As you can see, somewhat unorthodox, and we want your thoughts!
Cosmetic work such as terrain improvement and setting days per turn and turns per day is ongoing. Thanks again for all your help, keep that feedback coming!
Re: 44 West Beta 2 available!
That was what I thought you were shooting for given the briefing in beta 1. I think the idea is cool, and would have worked in many places throughout PC.As you can see, somewhat unorthodox, and we want your thoughts!
I have played a few beta 2 scenarios so far, also with reduced prestige (Rommel) and the stock core. And they are indeed tougher! Will start posting in those threads.
Re: 44 West Beta 2 available!
Hello, I've been trying to play through the Arnhem branches to see if it works. But, it seems I can't lose Arnhem, just get DV or MV. Is this intentional? I noticed the yellow 'loss' line on the flowchart, but I can't achieve a loss. (I must be a rare day when a person in these forums complains he can't lose) Is it designed in such a way that the player cannot lose this scenario? This means a player could have an MV here without deploying any forces, which seems a bit unlikely to me. I also tried losing the bridge and having units on the 'A' hexes, same result, an MV, which seems to be correct.
At first I assumed what is happening is that when the Allied take the three victory hexes, the three become two, and this screws with the victory conditions. But I checked with the editor, I'm no scenario modder so I might have misread the conditions in the editor, but I saw as only loss condition:
"nr. of allied flags in primary objectives is more than 0"
which I achieved (Allied held both remaining victory hexes each time).
but the first MV condition is "nr. of axis flags in primary objectives is less than 3" which also accounts for the situation where the Axis player controls zero, one or two victory hexes, so this seems like a conflict if the Allies have one or two hexes taken (three is not really possible I assume)? Does it perhaps default to the first outcome that matches the criteria if two match at the same time? That would make a loss impossible and explain the lack of losses I am experiencing. Just being curious, as it seems more complicated due to the high number of possible combinations and only five allowed outcomes in the editor.
At first I assumed what is happening is that when the Allied take the three victory hexes, the three become two, and this screws with the victory conditions. But I checked with the editor, I'm no scenario modder so I might have misread the conditions in the editor, but I saw as only loss condition:
"nr. of allied flags in primary objectives is more than 0"
which I achieved (Allied held both remaining victory hexes each time).
but the first MV condition is "nr. of axis flags in primary objectives is less than 3" which also accounts for the situation where the Axis player controls zero, one or two victory hexes, so this seems like a conflict if the Allies have one or two hexes taken (three is not really possible I assume)? Does it perhaps default to the first outcome that matches the criteria if two match at the same time? That would make a loss impossible and explain the lack of losses I am experiencing. Just being curious, as it seems more complicated due to the high number of possible combinations and only five allowed outcomes in the editor.



