Developer Feature: Panzer Corps DLC - Developer Diary
Kerensky swings by the Wargamer to give us a bit of information on the upcoming DLC for Panzer Corps, released earlier this year in July.
- The Lordz Game Studios
- Matrix Games
- world war ii, air combat, ground combat, turn-based, armor combat, western front, strategic, europe, naval combat, eastern front
« Previous
Next »
Developer Diary by Kerensky, Scenario designer for Panzer Corps Grand Campaign
Since the release of Panzer Corps in July we’ve had a great reaction from the public and a rabid demand for more content. People loved the game system but just wanted more and longer campaigns. One very common point was a desire to see not just more content, but also more varied content. To address this we’ve created a series of Campaigns, each spanning a year of the war, and each leading in to the next allowing you to play through a series of 7 Campaigns from 1939 to 1945 with a single core force. We’ve also added a number of features to support the scenario designers. The most significant improvements are the longer campaign structures, new types of objectives, captured units, and in scenario reinforcements.
To give an idea of the scale of what we’ve produced, the base game of Panzer Corps has a maximum length of ~15 scenarios. Each of the Campaigns has a maximum length of ~11 scenarios. Not only are these campaigns fully playable as independent Campaigns, but they can be ‘linked’ together with future Campaigns to eventually create a Mega Campaign of around 100 scenarios.
We added more decisions points and branches in the campaign path. This makes the player feel more in control but also adds a lot of replay value. In the Grand Campaign ’39 you have multiple decision points effecting which scenarios you’ll play.
Another example is from the Grand Campaign ’40, the player reaches a point where they can engage the French or the British. This determines who they’ll be fighting for the next few scenarios. Both have very different equipment available and terrain to fight over so completely changes the feel of the campaign.
We’ve also designed the scenarios in a different way to offer more choice. Many of the original scenarios required you to hit very tight deadlines and we have moved on from this type of objective to ones which are more rewarding for the player. Instead of having a stricter time limit to achieve a Decisive Victory you will now have to complete an extra goal, such as more objectives, minimizing casualties and much more. One scenario even requires you to capture a French General. This gives an idea of the new flexibility allowed by the engine and the kind of interesting objectives players can be set.
The change in scale also allows us to make a well fortified location like Warsaw more realistic. At the original map scale Warsaw could only occupy a hex. With the scale, Warsaw has become a true multi-hex metropolis that will provide many unique challenges to overcome. One of the most common feedback points we’ve received, and one of my personal favorites by the way, is the reaction Warsaw has given to our players. “Wow, if this is Warsaw, I can’t wait to see what Stalingrad will be!” If all goes to plan then Stalingrad will be nothing less than a multi-scenario behemoth!
Another great new feature is captured units. We have hidden Easter eggs scattered around the maps. Usually these are linked to well fortified cities that are off the beaten path. If you manage to capture them you’ll be rewarded with captured units. These captured units can join your core force and travel with you through the Grand Campaign. Here you can see captured Matilda’s Char B’s and Somuas.
Another big change is the improved AI scripting. While the AI of the base game is potent, the scripting allows the scenario designer to add more variety and layers to the AI behavior. It allows the scenario design to prepare a counter attack at specific locations at specific times. It allows for reinforcements to be drop fed to the AI at key points allowing the scenario designer to better control the flow of the battle. Triggers in the map related to player or AI actions can cause other events to kick off like additional waves of troops. Basically anything the scenario editor can think of. Some scenarios have some very surprising twists to them with the new reinforcement function.
As a final note, all of these changes are being patched into the base game for all of our players to enjoy. This means scenario designers & modders will soon have a wealth of new options at their disposal and we’re looking forwards to seeing what they come up with. We’re constantly amazed at what they can do!
We hope you enjoyed hearing some of our thoughts on our new content, and we look forward to your continued support which will allow us to create even more and better content to come!
« Previous
Next »







