Search found 78 matches
- Fri Oct 17, 2025 5:01 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.3.1 Fixes: - Fine tune AI units to further look for VP opportunities - Add better AI handling of wrecks on objective markers - Fix units with bonus flamers sometimes only attack once - Add Salamanders Forgepriest to AI Healer role - Add back IgnoreThreat flag for certain units w...
					- Tue Oct 14, 2025 12:37 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: AI and bug fix mod
 - Replies: 0
 - Views: 246
 
AI and bug fix mod
Greetings! This is a release that pulls a number of changes and bug fixes together into a global mod that can be used with all[1] of the base and extra DCL campaigns. This is primarily an AI enhancement. Over the past several months I've been taking notes and slowly fixing questionable behavior from...
					- Sun Oct 05, 2025 12:24 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.3 4.3 Enhancements: - Add quick deploy (optional) of player's army after force selection is complete. - Add Night Lords specific icon to skirmish map, battle results screen (was Chaos icon) - Add Salamander Librarian Forgepriest with abilities: -- Purifying Flame (5x5 AoE flame ...
					- Sun Oct 05, 2025 12:12 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Local hotseat and ambient lighting mod
 - Replies: 18
 - Views: 5582
 
Re: Local hotseat and ambient lighting mod
Updated to version 3.3 3.3 Enhancements: - Add Night Lords specific icon to skirmish map, battle results screen (was Chaos icon) - Add Salamander Librarian Forgepriest with abilities: -- Purifying Flame (5x5 AoE flame attack) -- Healing Balm -- Thunderclap (melee attack) -- Runes of Protection -- Ru...
					- Tue Sep 23, 2025 8:20 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.2 4.2 Enhancements: - Add Firedrake Captain to Salamanders: - Add Forged Resolve to Salamanders Heroes and Leaders (morale can't be < 26) - Add Unbroken to all non-leader Salamander units (except knights) (morale can't be < 10) - Add Fires of Battle (improved rally) for Salamand...
					- Tue Sep 23, 2025 8:17 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Local hotseat and ambient lighting mod
 - Replies: 18
 - Views: 5582
 
Re: Local hotseat and ambient lighting mod
Updated to version 3.2 Enhancements: - Add Firedrake Captain to Salamanders: - Add Forged Resolve to Salamanders Heroes and Leaders (morale can't be < 26) - Add Unbroken to all non-leader Salamander units (except knights) (morale can't be < 10) - Add Fires of Battle (improved rally) for Salamander C...
					- Tue Sep 16, 2025 12:22 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Editor Manual!
 - Replies: 15
 - Views: 1440
 
Re: Editor Manual!
Impressive! From monkeying around in the code, I do know that these variables: VAR $SC_UNIT_XP VAR $SC_ABILITY1 VAR $SC_ABILITY2 VAR $SC_ABILITY3 Are required to carry over the XP and bonus abilities a unit gains during a battle. It seems like there is support in the engine to level a unit up 6 more...
					- Tue Sep 16, 2025 12:13 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.1 Enhancements: - Add Dark Apostle to Night Lords -- Vox Daemonicus (25 morale loss to any enemy, even vehicles) -- Midnight Veil (20% cover bonus, nearby units cannot be targeted by artillery) -- Banestrike Ammo -- Knit Wounds (Healing Balm for Dark Apostle - was biomancer skil...
					- Tue Sep 16, 2025 11:54 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Local hotseat and ambient lighting mod
 - Replies: 18
 - Views: 5582
 
Re: Local hotseat and ambient lighting mod
Updated to version 3.1 Enhancements: - Add Dark Apostle to Night Lords -- Vox Daemonicus (25 morale loss to any enemy, even vehicles) -- Midnight Veil (20% cover bonus, nearby units cannot be targeted by artillery) -- Banestrike Ammo -- Knit Wounds (Healing Balm for Dark Apostle - was biomancer skil...
					- Mon Sep 15, 2025 9:30 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Editor Manual!
 - Replies: 15
 - Views: 1440
 
Re: Editor Manual!
Well, sorry to hear of your troubles. I know user Paul59 has done quite a bit with the Field of Glory II editor, which I think is very similar to the SR editor as they both use the same Archon engine. He posted a number of guides, and it looks like he's still active on the site. He might be able to ...
					- Sat Sep 13, 2025 11:38 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Editor Manual!
 - Replies: 15
 - Views: 1440
 
Re: Editor Manual?
 A last question, since you seem to know your way around the editor: How/where do I set my scenario progression list?... Well, I know some about the editor, but I've been mainly focused on the code itself. If I recall though the knobs the editor gives you isn't really a whole lot, and you may have t...
					- Sat Sep 13, 2025 7:43 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Editor Manual!
 - Replies: 15
 - Views: 1440
 
Re: Editor Manual?
 It's a campaign about a tiny, isolated Space Wolves outpost which gets suddenly and unexpectedly overrun by Orks. After barely managing to repel the initial assault, our Space Wolves discover those were but scouts, and that a huge Ork force is landing nearby. For a while (couple scenarios) our Spac...
					- Fri Sep 12, 2025 12:21 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Editor Manual!
 - Replies: 15
 - Views: 1440
 
Re: Editor Manual?
I don't know if a manual was ever made, I've never found it, but here are a couple of thoughts: 1. Slitherine made at least one video about using the editor. This is actually a pretty good place to start: https://www.youtube.com/watch?v=myAFhnOv10g 2. There is a bit more documentation here: https://...
					- Thu Jun 12, 2025 8:34 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.0.1 Fixes: - Fix Deff Dred will not make full use of its flame attack - Roll back breaking change for calculating AI melee target priority - Fix missing aggression modifier config option for Salamanders - Adjust Salamander special rules: -- Decrease chance of shock from flamers ...
					- Sun Jun 08, 2025 11:02 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.0 Enhancements: - Add Salamanders legion - Add Night Lord squad names to leveled units Fixes: - Improve distribution of heroes and leaders when building a random army - Fix missing after battle Seneschal bonus ability text for Space Wolves - Remove unusable ammo upgrades for Spa...
					- Sun Jun 08, 2025 10:50 am
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Local hotseat and ambient lighting mod
 - Replies: 18
 - Views: 5582
 
Re: Local hotseat and ambient lighting mod
Updated to version 3.0 Enhancements: - Add Salamanders legion - Add Night Lord squad names to leveled units Fixes: - Improve distribution of heroes and leaders when building a random army - Fix missing after battle Seneschal bonus ability text for Space Wolves - Remove unusable ammo upgrades for Spa...
					- Sun Apr 13, 2025 12:49 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.4.1 Fixes: - Fix missing "Shield Disabled" tooltip for Night Lords Knights - Fix Headsman will use Wardraw on adjacent enemy after moving adjacent - Fix allow unloading units from transports during deployment phase - Fix AI only 1 leader should be loaded into any singl...
					- Sun Apr 13, 2025 12:32 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Local hotseat and ambient lighting mod
 - Replies: 18
 - Views: 5582
 
Re: Local hotseat and ambient lighting mod
Updated to version 2.4.1 2.4.1 Fixes: - Fix missing "Shield Disabled" tooltip for Night Lords Knights - Fix allow unloading units from transports during deployment phase - Fix Ion Shields are not always disabled when heavily damaged - Fix Ion Shields can be damaged and taken offline multip...
					- Fri Apr 04, 2025 10:30 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Sandbox Skirmish - Player vs. AI campaign
 - Replies: 49
 - Views: 24783
 
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.4 Enhancements: - Add Headsman to Night Lords - Add Chaos Biker Scout Sergeant to Night Lords Fixes: - Fix randomized forces should be better balanced to prevent irregular or weak army composition - Fix guardsman with medipack should be considered a healer unit - Adjust random m...
					- Fri Apr 04, 2025 10:10 pm
 - Forum: Sanctus Reach Mods and Scenario Design
 - Topic: Local hotseat and ambient lighting mod
 - Replies: 18
 - Views: 5582
 
Re: Local hotseat and ambient lighting mod
Updated to version 2.4 2.4 Enhancements: - Add Headsman to Night Lords - Add Chaos Biker Scout Sergeant to Night Lords Fixes: - Fix randomized forces should be better balanced to prevent irregular or weak army composition - Fix guardsman with medipack should be considered a healer unit - Adjust rand...