Search found 78 matches

by toadfather
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...
by toadfather
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...
by toadfather
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 ...
by toadfather
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...
by toadfather
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...
by toadfather
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...
by toadfather
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...
by toadfather
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...
by toadfather
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...
by toadfather
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 ...
by toadfather
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...
by toadfather
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...
by toadfather
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://...
by toadfather
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 ...
by toadfather
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...
by toadfather
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...
by toadfather
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...
by toadfather
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...
by toadfather
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...
by toadfather
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...

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