Search found 83 matches

by toadfather
Sun May 03, 2026 10:07 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

Re: Sandbox Skirmish - Player vs. AI campaign

Hey, glad to hear it, thanks for letting me know!

But yep, still at it. After the Salamanders I thought I might wrap it up and move on, but I've got the itch to add another legion so back to work. Not to mention there are still bugs to squash.

Dedicated time has been spotty but still making ...
by toadfather
Sun Apr 12, 2026 12:18 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

Re: Sandbox Skirmish - Player vs. AI campaign

Updated to version 4.4

Enhancements:
- Add Nurglings to Chaos Daemons:
-- Heal each round (as do all of Nurgle's Daemons)
-- Can't pin or be pinned
-- Low melee skill and damage
-- Uses Pustulating Spore to disorientate and nauseate
-- Very small, hard to shoot.
-- Slower moving
- Add smoking ...
by toadfather
Sun Apr 12, 2026 12:14 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Local hotseat and ambient lighting mod
Replies: 19
Views: 26882

Re: Local hotseat and ambient lighting mod

Updated to version 3.4

3.4
Enhancements:
- Add Nurglings to Chaos Daemons:
-- Heal each round (as do all of Nurgle's Daemons)
-- Can't pin or be pinned
-- Low melee skill and damage
-- Uses Pustulating Spore to disorientate and nauseate
-- Very small, hard to shoot.
-- Slower moving
- Add smoking ...
by toadfather
Sun Dec 14, 2025 9:25 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

Re: Sandbox Skirmish - Player vs. AI campaign

Updated to version 4.3.2

Fixes:
- Fix Hull Reinforcement and Machine Ritual do not immediately apply after leveling
- Give the AI a stronger defensive disposition for the "player attacks" map type
- Allow AI to delay leveling up to take advantage of healing when leveling
- Fix broken abilities for ...
by toadfather
Sun Dec 14, 2025 9:23 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: AI and bug fix mod
Replies: 1
Views: 3166

Re: AI and bug fix mod

Updated to 1.0.1

Fixes:
- Fix AI:
-- Remove or fix incorrect AI LOS restrictions for Vortex and Domination
-- Allow units that have fully moved a final chance to use abilities
-- Correct miscalculation for tanglefoot/goobomb preferred target
-- Prevent AI from attempting to heal an adjacent enemy ...
by toadfather
Fri Oct 17, 2025 5:01 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

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 ...
by toadfather
Tue Oct 14, 2025 12:37 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: AI and bug fix mod
Replies: 1
Views: 3166

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 ...
by toadfather
Sun Oct 05, 2025 12:24 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

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: 19
Views: 26882

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 ...
by toadfather
Tue Sep 23, 2025 8:20 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

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 ...
by toadfather
Tue Sep 23, 2025 8:17 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Local hotseat and ambient lighting mod
Replies: 19
Views: 26882

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 ...
by toadfather
Tue Sep 16, 2025 12:22 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Editor Manual!
Replies: 15
Views: 13879

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 ...
by toadfather
Tue Sep 16, 2025 12:13 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

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 ...
by toadfather
Tue Sep 16, 2025 11:54 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Local hotseat and ambient lighting mod
Replies: 19
Views: 26882

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 ...
by toadfather
Mon Sep 15, 2025 9:30 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Editor Manual!
Replies: 15
Views: 13879

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 ...
by toadfather
Sat Sep 13, 2025 11:38 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Editor Manual!
Replies: 15
Views: 13879

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 ...
by toadfather
Sat Sep 13, 2025 7:43 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Editor Manual!
Replies: 15
Views: 13879

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 ...
by toadfather
Fri Sep 12, 2025 12:21 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Editor Manual!
Replies: 15
Views: 13879

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: 54
Views: 418944

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 ...
by toadfather
Sun Jun 08, 2025 11:02 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Sandbox Skirmish - Player vs. AI campaign
Replies: 54
Views: 418944

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 ...

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