Changes in beta 4
- Soft cap rules were changed a bit. It no longer calculates unspent prestige and units in reserve at all.
- Disbanding aux units is allowed again.
- Range penalty for artillery was removed. While reasonable mechanic on its own, our equipment file is not ready for it. It penalizes units which are already weak, and does not penalize units which are too strong. Maybe it will stay as a modding option. 2x entrenchment rule remained.
- Close terrain bonus vs. planes was reduced to 4.
- I removed "Upgrading a unit also adds replacements" rule, because it induced players to use upgrade instead of replacements, which is meaningless.
- Overstrength is lost after upgrade, but this rule does not apply when upgrading transport, or upgrading within a series.
- Replacements come suppressed, but I tweaked the engine so that air and naval units behave like ground ones (suppression is removed after one hand-to-hand attack).
List of changes between 1.13 and 1.20
The list is actual for 1.20 beta 4.
Most changes are probably self-explanatory, but some are explained in more detail below (marked with *).
- Prestige soft cap (*)
- Class-specific experience effects (*)
- Forcing enemy units to surrender earns you prestige (*)
- Overstrength is progressively more expensive with every point applied (*)
- Initiative heroes are limited to +1 bonus
- Entrenchment gives 2x defense bonus against ranged attacks
- Close terrain now gives +4 defense bonus to ground units vs. fighter and tactical bomber attack
- Overstrength is lost after upgrade (*)
- Replacements come suppressed (*)
- Train transportation takes 2 turns instead of 3 (*)
Prestige soft cap
This is a mechanics which, in its current form, came up in our Snowball effect discussion thread. I've posted a test version there, but there was no feedback on it, so it is now part of the new Allied beta. Here is a description of this new feature, taken from the snowball thread.
- I've set two parameters in the game: normal prestige per slot (NormalPrestige) and max prestige per slot (MaxPrestige). The former is equal to 400 and the latter to 800. These values are of course very arbitrary. In the future we may need to deduce them from game's data and change them from scenario to scenario (depending on available equipment etc.). But for now, they should give us a start. 400 prestige points accomodate all but high end units in each class, and 800 is enough to buy most units in the game, including OS.
- As long as player's prestige is below normal, he gets full prestige, just a now.
- When player's prestige gets above normal, all prestige earnings are reduced using a koefficient: (MaxPrestige-Prestige)/(MaxPrestige-NormalPrestige). In other words, the closer we get to MaxPrestige, the less prestige we earn.
- The koefficient never drops below 0.2, so 1/5 of normal prestige income is the slowest earning possible. It is perfectly possible to get above MaxPrestige, and thus get all Tiger II force, but it will take more time than now, and after that prestige will accumulate very slowly too.
- Player's prestige is calculated as follows. For each core unit its cost is UnitCost+TransportCost, adjusted to unit's strength. So, a normal 10-strength unit at full OS is 1.5 of its normal cost. Unspent prestige and units in reserve are not counted. This means that the game allows to accumulate more prestige if it remains "passive" (does not actively participate in the battles). Bonus units are not taken into account at all.
- Player's prestige is recalculated every time he gets income, not just at the beginning of a scenario etc., so it does not help in any way to keep units in reserve and deploy later etc. In particular, prestige bonus for DV comes at the end of the battle, when all the units which actually contributed to this outcome are deployed. We might need to adjust this on the maps with exit zones, but this should be good enough for a test.
- Difficulty adjustment is done before the koefficient is applied. This means that player on Rommel will hit the cap later than on Colonel.
- Soft cap affects only single player campaign games, and only the side whcih plays the campaign (germans in all the official content).
The idea of this mechanics is to slow down core progression in case it happens too fast. High end units are still the most desirable (which makes sense, I'm sure real commanders would love to have an army consisting solely of the best equipment), but the player should not be able to get them all at once. In this game prestige is supposed to provide a quality cap, so as long as it remains limited, quality cap should work. At the same time, player is still motivated to earn as much prestige as he can, and with as small force as possible. This is pure theory though. How it works in practice remains to be seen.
Class-specific experience effects
Another major change. It is a common complaint that some unit classes do not benefit enough from experience. Infantry in particular suffered from this. We wanted to address these problems, but also, we wanted to further stress the roles of different unit classes in the game. So, we have added a big table to the game, specifying what bonuses each unit class gets to each of the 8 primary combat stats, per star. This table is fully moddable btw, and is located in Data/exp.pzdat. Here are all the bonuses, shown in a convenient tabular form.

This is just the first pass on this table, and we are very much interested in your feedback. Which bonuses shall be increased? Which bonuses shall be reduced? Let us know!
Forcing enemy units to surrender earns you prestige
I wanted to add one more non-trivial way to earn prestige to the game, and this is it. When you force a unit to surrender, you earn additional praise from High Command, and also capture some equipment which would be useful in the future. To model this, the game will award you with half cost of the surrendering unit (adjusted to its strength). For example, if you force 6 points of a unit to surrender, you will get 0.5*(6/10)=0.3 from its normal cost.
Overstrength is progressively more expensive with every point applied
It has been noted that OS in general is underpriced, and the last 1-2 points in particular make units over-powered. So, every point of OS gets progressively more expensive than the previous one.
- First point costs the same as a point of normal elite replacements
- Second point costs 1.5 of that amount
- Third point: 2x
- Fourth point: 2.5x
- Fifth point: 3x
Overstrength is lost after upgrade
This one might sound harsh, but this change is closely related to the previous one. In 1.13 upgrading 10-strength or 15-strength unit costs the same, so you get 5 points of upgraded unit for free. Since OS is often considered over-powered, especially in the late game, getting it for free does not sound logical. I could adjust the rules to make OS upgrades more expensive. But instead I decided to give the player a choice: to pay less and lose OS, or to pay extra and restore it on the unit.
Replacements come suppressed
In 1.13 a crippled unit can be freely replaced from 1 to 10 strength in front of the enemy, without the need to retreat behind the line for refitting. This strategy is still possible in 1.20, but it becomes more risky, because any strength added by green or elite replacements in the middle of a battle comes suppressed. So, when a unit gets replacements in the front line, it does become more persistent to possible enemy attacks, but at the same time it is more vulnerable to enemy fire.
Train transportation takes 2 turns instead of 3
This is a minor but often requested change, which is supposed to make train transportation more useful. It works like this: disembarking from a train no longer spend unit's turn, much like when you embark and immediately disembark on the same hex in a single turn. If a unit is moved in a train, it still must remain in the train for the duration of the enemy's turn, which leaves it vulnerable to enemy's attack. But if the unit survived this period of vulnerability, it can unload and act on the same turn.
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Overstrength is not limited by the number of stars
This is probably the most controversial change, but I wanted to give it a try. With overstrength lost in upgrades, it becomes a strategic decision when to apply it and to which units. But in early game overstrength does not play a major role, because the units do not have much experience on them. It kicks in later, when the units are already very powerful, with better equipment, more experience and 2-3 heroes on each unit.
So, I decided to try to disconnect overstrength mechanics from experience. In 1.20 beta1 it can be applied to any unit, up to 5 points, from the very beginning of the campaign. Of course, all the rest rules still apply: you cannot overstrenth using free green replacements, and you cannot quickly restore overstrength in the course of the battle - it still comes one point at a time.
Let us know how this change affects your play. Do we want to keep it, or revert to the old way?
This mechanic was removed. While an interesting concept, it creates problems for old content and breaks balance of other existing machanics (e. g. devaluates experience), and so will be better suited in a completely new gameplay environment.
Entrenchment level defines how many strength points of a unit are not subject to lasting suppression
Another issue often reported is that artillery is too powerful, and that it is all too easy to fully suppress defending unit, after which you can attack it with anything at all. Thus, tanks can be used to attack defending infantry with high entrenchment level and in close terrain. To reduce this effect, and to make entrenchment more useful, combat rules were tweaked a little bit. In 1.20, unit's entrenchment protects it from lasting suppression. Every entrenchment level protects one point of unit's strength from lasting suppression.
Here is an example. A 10-strength infantry unit has entrenchment of 6, and it is attacked by artillery. One point of entrenchment is removed right away by this attack, but 5 remain. This means that 5 points of strength on infantry unit are not subject to lasting suppression. Maximum suppression which can be placed on this unit by artillery is 10-5=5. If one point is killed by bombardment, only 4 can be suppressed. So, in any case 5 points remain intact, and they can do a lot of damage to a tank, if it dares to attack such a unit.
I have decided to replace this mechanic with 2x defense bonus from entrenchment against ranged attacks. Hard suppression cap felt a bit too artificial and rigid: in many cases more powerful artillery units were not more effective than lesser ones, which does not feel right.
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This is it for now. If anything is not clear in the above description, let me know.