Search found 65 matches
- Thu Jun 12, 2025 8:34 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
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: 45
- Views: 10986
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: 15
- Views: 1991
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: 45
- Views: 10986
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: 15
- Views: 1991
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: 45
- Views: 10986
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: 15
- Views: 1991
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...
- Mon Mar 17, 2025 7:32 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.3.1 - Lower default Enemy AI Buff Level to 1 (was 2) - Fix Ceramite Plating bonus was not applied to Chaos Knight of Tzeentch or Knight Warden - Fix certain bonus damage modifiers that ignored Blessing of Mork - Fix units with Bait ability were incorrectly taking reaction fire d...
- Sun Mar 02, 2025 4:07 pm
- Forum: Warhammer 40,000: Battlesector
- Topic: Battlesector vs Sanctus Reach Observations
- Replies: 4
- Views: 1294
Re: Battlesector vs Sanctus Reach Observations
I appreciate the Battlesector Hot-seat feature available to play against opponents at home on the same system, but why couldn't it have fog of war? Why are all units visible in range even if they are completely concealed behind walls or structures that would hide their presence because not in direc...
- Sat Mar 01, 2025 7:20 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.3 Enhancements: - Add unit type bias in regards to placement depth of AI units at start of battle Fixes: - Fix rare bug where Kustom Force Field may incorrectly activate for a unit that doesn't have the ability - Update Air Support and Kill Everything (Barrage) for Castellan: --...
- Sat Feb 22, 2025 4:26 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.2 3.2 Enhancements: - Add Chaos Lord to Night Lords faction - Add Machine Spirit and Eternal Warrior abilities to Space Wolves and Night Lords -- Upgraded Land Raiders begin with Machine Spirit ability -- All Space Marine tanks may gain Machine Spirit when they level up - Encour...
- Sat Feb 22, 2025 4:23 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Local hotseat and ambient lighting mod
- Replies: 15
- Views: 1991
Re: Local hotseat and ambient lighting mod
Updated to version 2.3 2.3 Enhancements: - Add Chaos Lord to Night Lords faction - Add Machine Spirit and Eternal Warrior abilities to Space Wolves and Night Lords -- Upgraded Land Raiders begin with Machine Spirit ability -- All Space Marine tanks may gain Machine Spirit when they level up Fixes: -...
- Tue Jan 21, 2025 11:26 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.1.1 Fixes: - Update AI: -- Fix in certain situations units will incorrectly move through high threat areas attempting to reach a VP -- Fix units trying to move towards VP while pinned instead of attacking enemy that is pinning them -- Fix units sometimes only move towards VP wit...
- Sun Jan 12, 2025 11:31 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Local hotseat and ambient lighting mod
- Replies: 15
- Views: 1991
Re: Local hotseat and ambient lighting mod
Updated to version 2.2.2 Fixes: - Decrease Night Lords Aura of Terror cost by 10 and Stealth by 5 - Prevent potentially overwriting existing config options when installing mod - Fix incorrect range description for Lord of Skulls Hades Gatling Gun. Was Cone-4, now Range 10. - Limit number of gretchin...
- Fri Jan 03, 2025 5:00 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.1 3.1 Enhancements: - Add AI Buff config option for Accuracy, Combat Skill and Damage Fixes: - Update AI: --Adjust threat scale to avoid saturating the high threat index --Re-add unit blocking LOS when testing threat --Increase effective value of faction aggression option - Decr...
- Sat Dec 28, 2024 2:00 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 3.0 3.0 Enhancements: - Revamped threat calculation, threat map and unit aggression based on potential threats and damage to allow units to use safer routes when pathfinding - Added several conditionals to give AI units more data to evaluate their capabilities and the battlefield ...
- Fri Dec 20, 2024 12:34 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Local hotseat and ambient lighting mod
- Replies: 15
- Views: 1991
Re: Local hotseat and ambient lighting mod
Updated to version 2.2.1 Fixes: - Fix potential lockup when randomizing Night Lords army during force selection - Fix incorrect interpretation of abilities for some Night Lords units (Crack Shot applied instead of Stalker Sights, etc) - Fix Helbrutes cannot make use of stasis grenades Hotseat: hotse...
- Mon Dec 16, 2024 3:56 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 45
- Views: 10986
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 2.2 Enhancements: - Allow for separate Night Lords only faction without Daemon allies - Add Knight of Tzeentch to Night Lords faction - Add Chaos Sorcerer Biomancer along with new abilities: -- Weaken (50% reduction of damage on one enemy unit.) -- Life Drain (Deal 100 HP damage. ...
- Mon Dec 16, 2024 3:38 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Local hotseat and ambient lighting mod
- Replies: 15
- Views: 1991
Re: Local hotseat and ambient lighting mod
Updated to version 2.2 Enhancements: - Allow for separate Night Lords only faction without Daemon allies - Add Knight of Tzeentch to Night Lords faction - Add Chaos Sorcerer Biomancer along with new abilities: -- Weaken (50% reduction of damage on one enemy unit.) -- Life Drain (Deal 100 HP damage. ...
- Fri Dec 06, 2024 3:16 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: SANCTUS REACH reflections after few years
- Replies: 2
- Views: 1225
Re: SANCTUS REACH reflections after few years
Agreed. SR is an awesome game, all time top 5 for me. Something about it just clicks - the art style, the tactics, being able to dig in and customize it how you want. I'm not sure if I should consider it underrated because many people like it once they play it, but I get the impression that it does ...