Local hotseat and ambient lighting mod

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toadfather
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Local hotseat and ambient lighting mod

Post by toadfather »

I wanted to share a couple of mods I made.

The first is a local hotseat mod (or campaign, really). This campaign will enable you to play head-to-head skirmish maps with a buddy on the same computer in real time.

The second mod is an ambient light change to brighten the battlefield. I find that some maps combined with certain lighting makes it challenging to see units as they tend to mix in with the terrain. To have the units stand out more this mod bumps the lighting and removes rainy weather effects.

Links below, but also you can find these in gitlab under toadfather/sanctus_reach.

--------------------------------------------------

Hotseat: hotseat_release_1.0

Ambient Light: brightlight_release_1.0

Main project: project home page
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

Updated to version 1.2.

Hotseat: hotseat_release_1.2

Ambient Light: brightlight_release_1.2
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

Updated to version 1.3

Now includes upgraded Daemons and Knights from Terrors of the Warp (used by permission and credit to A-Wal)!

Hotseat: hotseat_release_1.3

Ambient Light: brightlight_release_1.3

Full release notes are provided in the download files.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

Updated to version 1.4
  • For both sides, units will keep XP, levels and new abilities gained from each battle. By selecting the "Legacy XP" option, you can also choose to keep XP from units that have been destroyed during the fight, allowing both armies to continue to evolve regardless of which side wins.
  • Optional - Units can gain XP by participating and doing damage to the enemy rather than only a single unit gaining XP for getting in the final blow.

Hotseat: hotseat_release_1.4

Ambient Light: brightlight_release_1.4

Full release notes are provided in the download files.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

Updated to version 2.0

Hotseat:
Enhancements:
- Add Night Lords as a playable faction
- Add Drop Pods to Space Wolves and Ork armies.
- Add pre-battle option to select Imperium allied army or Chaos and Ork allied army
- Add checkbox to allow 2x the points for army size selection
- Daemons now gain bonus +50% Base HP ("Praise of Chaos" ability) each time they level up
- Add option to fully or partially randomize player armies during force selection
- Add config checkbox to support tiered morale loss between destroyed and nearby units
Fixes:
- Rollup of fixes from Sandbox AI version 1.5 - 2.0

Ambient Light:
- Simplified code and removed version dependency. Can now be used with any version of Hotseat or Sandbox campaigns, and base game campaigns as well.

-----------------------------------------------

Hotseat: hotseat_release_2.0

Ambient Light: brightlight_release_2.0
pipfromslitherine
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Re: Local hotseat and ambient lighting mod

Post by pipfromslitherine »

Looks very cool. Adding custom campaigns isn't easy in SR, but it looks like you have got the measure of it!

Ave Dominus Nox!

Cheers

Pip
follow me on Twitter here
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

pipfromslitherine wrote: Fri Nov 01, 2024 11:03 pm Looks very cool. Adding custom campaigns isn't easy in SR, but it looks like you have got the measure of it!
it's been a real blast to do and there is so much untapped potential in this game. Hats off to the original devs of the Archon engine, seems really solid with a capable API. I know the world moves on and wants shiny, but it's a pity new games aren't being developed in it or the engine updated. I think its a clever piece of tech that will continue to run far into the future.
pipfromslitherine wrote: Fri Nov 01, 2024 11:03 pm Ave Dominus Nox!
The terrors of the night, they cometh...

also

WAAAGH!!! (orks - dems are da best - lol)
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

Updated to version 2.0.1

Hotseat: hotseat_release_2.0.1

Full release notes are provided in the download files.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

Updated to version 2.1

This is mostly a bug fix patch, but also adds a couple of pinning options for units:
1. Allow infantry to only pin light units (no tanks, heavy walkers, etc).
2. Units can only pin enemy units in front of them.

Also there is updated language support for Night Lords related text.

More details can be found in the Sandbox AI Campaign thread as both releases contains similar changes.

Hotseat: hotseat_release_2.1

Full release notes are provided in the download files.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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. Regain half of damage dealt back as healing.)
-- Retaliatory Strike (Bio-energy strike - damages and stuns enemies around caster.)
-- Flesh To Steel (Double psyker's melee damage.)
-- Warp Speed (Double casters movement speed.)
-- Knit Wounds (Healing 100 HP for caster or friendly unit.)
- Swapped Helbrute twin-linked autocannon for twin-linked lascannon. Increased price from 400 to 500 points.
- Add Firing Deck rules to Rhino, Chimera and Battlewagon
- Land Raiders no longer give a movement point penalty for disembarking units
- Lower default turn limit from 12 to 8
- Misc. fixes

Details can be found in the Sandbox AI Campaign thread as both releases contains similar changes.

Hotseat: hotseat_release_2.2

Full release notes are provided in the download files.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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: hotseat_release_2.2.1
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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 added to a randomized force relative to max army points

Hotseat: hotseat_release_2.2.2

-------------------------------------

Minor update, mostly wanted to get this out because of the lower cost adjustment for some Night Lords units (for balance). This brings them in line with their cost in the Sandbox AI mod.

This patch also limits how many gretchin that will be added to your army if you randomize. This prevents you from ending up with a disproportionate amount of grotz filling your ranks. Generally you will now end up with 0 - 7 units (extremes are uncommon), depending on overall army size. You can still choose more manually if you like, this just impacts the random generation.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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:
- Fix tooltip text missing for Ork ability Fightin' Juice
- Fix morale check missing for Talent For Murder
- Update "Flyer" ability icon
- Double Grenadier Gauntlet and Grenade Launcher damage (was 10, now 20). Impacts Bullgryn and Guardsmen.
- Add Firing Deck to Upgraded Battle Wagon: Supa-Kannon

Hotseat: hotseat_release_2.3

-------------------------------------
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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 random map parameters to minimize inaccessible areas and chokepoints
- Fix gretchin losses on the battlefield should not impact ally morale
- Fix missing text for Nostraman Chainsword in non-english language files
- Fix units should not rotate when throwing smoke grenades on their own tile
- Limit random dedicated transports and gunships when randomizing an army during force selection
- Lower the cost of Chaos Storm Eagle to 650 and Upgraded Chaos Storm Eagle to 850 (was 900 and 1100)
- Rename Night Lords "Aura of Night Terror" to "Aura of Terror"
- Increase Big Bomb and Melta Bomb tile damage to 250 (was 40 and 80)
- Adjust cost of Night Lords Aura of Terror to 5 (was 10) and Talent for Murder to 10 (was 15)
- Adjust Night Lords Stealth cost down to 5 (was 10)
- 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 damage from AOE ammo (Metal Storm Ammo, etc)
- Change Chaos Lord: Field of Blood to gain an extra attack (was: stun nearby enemy infantry)
- Fix missing Talent For Murder attack summary tooltip text
- Increase Basilisk damage to 50, shock to 20 (was 30 and 5)
- 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:
-- Lowered Air Support cooldown to 4 (was 5)
-- Increased Air Support Hellstrike damage slightly to 70 (was 60) to bring in line with other Hellstrike missiles
-- Tightened spread for Kill Everything to increase probability of striking closer to center target
- Update Eternal Warrior and Machine Spirit:
-- Restore 50% health back when activated (was 33%)
-- Restore full morale when activated
-- Play appropriate sound effect when activated ("You dare attack me?! or "Machine Spirit assuming control")
- Fix Ragnar is not gaining bonuses from Wolf Tooth Necklace
- Fix Upgraded Valkyrie has incorrect max HP and appears to be damaged at start of battle
- Fix Ave Dominus Nox! rally icon does not match ability icon
- Fix scenario type not restricted to Symmetric without Center Objectives after reload of Total Annihilation battle
- Fix English grammar for Retaliatory Strike and Warp Speed
- Fix upgrade description text missing for Eternal Warrior and Machine Spirit

Hotseat: hotseat_release_2.4

Installation: Brief Install

-------------------------------------

This patch pulls in quite a few fixes from the Sandbox AI mod, including two new units added to the Night Lords: the Chaos Biker Scout Sergeant and the Headsman.

This will bring the Hotseat mod up to speed with the Sandbox AI mod - details are listed above, and a better description of the new leaders can be found in Sandbox AI thread.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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 multiple times in a single round, with potentially less downtime than the initial amount
- Add AbilitySlot_EnhancedIonShield.dds texture
- Fix Enhanced Ion Shields to use new AbilitySlot_EnhancedIonShield.dds
- Fix Enhanced Ion Shields to use the correct tooltip
- Adjust random force composition:
-- Randomize for only 1 Rune Priest
-- Randomize for only 1 Whirlwind
-- Add tuning for 3000 point army
- Decrease Whirlwind splash damage to 33%
- Fix blast damage does full shock to each man in a squad instead of only to the squad as a whole
- Fix gretchin losses on the battlefield should not impact ally morale (broken in 2.4)

Hotseat: hotseat_release_2.4.1

Installation: Brief Install Guide

-------------------------------------
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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 Space Wolves Scorched Knight
- Fix some Night Lords bonus abilities no longer work after unloading from a transport
- Adjust incorrect points cost for Chaos Terminator Bolter to 340 (was 240)
- Adjust incorrect points cost for Chaos Terminator Flamer to 280 (was 340)
- Fix some Daemon weapons are missing from Heat Weapon List: Coruscating Flames, Flickering Flames, Slayer Sword, Ichor Cannon
- Fix flamer tooltip incorrectly displays autocannon stats for Night Lords
- Fix Move! Move! Move! and Warp Speed to calculate double movement points based on potential starting movement rather than remaining movement
- Fix Night Lords do not receive healing with Blood Rage ability
- Rename Night Lords Helbrute to Chaos Dreadnought

Hotseat: hotseat_release_3.0

Installation: Brief Install Guide

-------------------------------------

This update brings a few fixes along with the Salamanders legion. More details are in the sandbox thread.

A battle with wolves:
salamanders_vs_wolves.jpg
salamanders_vs_wolves.jpg (618.53 KiB) Viewed 3859 times
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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 skill
-- Prey on the Weak (+50% damage to units at < 50% health)
-- Force of Night (50% reduction of incoming damage for one ally)
-- Domination
-- Banestrike Bolter (+1 range)
- Update Night Lords Biomancer:
-- Swapped Knit Wounds for Inner Pain (Heals only Chaos Sorcerer - can't heal others)
- Add custom background to campaign screen
Fixes:
- Adjust Salamander special rules:
-- Decrease chance of shock from flamers to 15% (was 30%)
-- Increase critical hit chance to 30 (was 20)
-- Increase flamer power to +30 (was +20)

Hotseat: hotseat_release_3.1

Installation: Brief Install Guide

-------------------------------------

This patch brings the Salamanders up to date with the Sandbox AI abilities. Adds a Dark Apostle to the Night Lords. More details are in the sandbox thread.
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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 Captain
- Add Firedrake Lieutenant to Salamanders:
- Add Salamanders Standard ability
- Add Unbroken ability
- Add Drakefire Aegis ability
Fixes:
- Fix Flashy Bomb doesn't always explode on impact
- Change Combat Teleporter cooldown to 3 (was 5)
- Swap Meltabomb with Unbroken ability for Salamander Biker Scout Sergeant
- Fix UI does not show correct Power value for units with Flamecraft
- Replace Ave Dominus Nox icon with AbilitySlot_NightLordsStandard
- Update AbilitySlot_Flyer with new graphic

Hotseat: hotseat_release_3.2

Installation: Brief Install Guide

-------------------------------------

This update adds 2 new leaders for the Salamanders:

1. Drakefire Captain: Level 4
- 3 actions
- Drake-Smiter: Powerful hammer with +20 fire damage
- Combat Teleporter (can teleport up to 8 tiles away)
- Storm Shield (+10 armor in the direction he is facing)
- Blood Rage (regains health from melee kills)
- Forged Resolve (morale can never go below 26)
- Fires of Battle (improved rally to boost morale)
- Eternal Warrior (50% of surviving a fatal blow)


2. Drakefire Lieutenant: Level 3
- 2 actions
- Drake's Maw Flamer: Custom flamer with additional armor piercing, shock and damage
- Radiation Grenade
- Salamanders' Standard (rally to boost morale)
- Forged Resolve (morale can never go below 26)
- Drakefire Aegis (protective shield, chance to ignore damage)


Also Salamanders will no longer lose enough morale to become "broken" (unable to attack). All leaders will never lose morale to become broken or panicked.
salamander_captain_lieutenant.jpg
salamander_captain_lieutenant.jpg (1.05 MiB) Viewed 1404 times
toadfather
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Re: Local hotseat and ambient lighting mod

Post by toadfather »

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
-- Runes of Destruction
-- Drakefire Aegis - protective shield, chance to ignore damage
- Add Chimera: Mobile Command to Astra Militarum with abilities:
-- Bring it down (ranged unit gains +40 AP, +15 damage)
-- Suppressive Fire (all infantry within range get free shot at -20 accuracy)
-- Get Back in the Fight! (units within range gain +50 morale)
-- Heavy Bolter (Bonus Weapon)
-- Transport (16 units)
-- Firing Deck (bonus damage when units loaded inside)
Fixes:
- Fix commander does not participate in suppressive fire with his men
- Fix camera oscillate around stasis fields at beginning of each turn
- Update points cost of Salamander Captain to 680 (was 420)
- Update points cost of Salamander Lieutentant to 300 (was 360)
- Add Promethium Grenade to Firedrake Captain
- Add Promethium Grenade to Firedrake Lieutenant
- Add back Melta Bomb to Biker Sergeant
- Fix Healing Balm icon for Space Wolves Upgraded Wolf Priest
- Fix attack icons are missing from Attack and Defend skirmish briefings
- Fix deploy message text overruns UI bounding box
- Fix incorrect scale for Night Lords and Salamander Predators
- Update Night Lords and Salamanders faction icons to better match original game
- Add config option to roll up selected unit tooltips during battle
- Save max missions (3 battle campaigns, etc) between sessions
- Fix AI ScoreSuppressiveFireTarget incorrectly mixes target and allies abilities when finding a valid target
- Fix Suppressive Fire missing AoE graphics on participating units
- Update Firedrake Captains thunder hammer damage:
-- Physical damage 65 (was 100)
-- Fire damage 20 (no change)
-- Armor Piercing 90 (was 100)
-- Add AoE per strike (was single target)
- Update Astra Militarum officer abilities:
-- 'Suppressive Fire' should include scions anywhere on the battlefield. Increase range to 2 (was 1). Reduce cooldown to 3 (was 5)
-- Increase 'Forwards for the Emperor' range to 2 (was 1). Reduce cooldown to 3 (was 5)
-- Increase 'Bring it Down range' to 2 (was 1)
-- Increase 'Move Move Move' range to 2 (was 1)
-- Increase 'Take Aim range' to 2 (was 1)
-- Increase 'Rapid Fire' range to 2 (was 1)

Hotseat: hotseat_release_3.3

Installation: Brief Install Guide

-------------------------------------

This update adds 2 more units + misc. fixes (as seen above):

1. Librarian Forgepriest to the Salamanders, level 4:
-- Purifying Flame (5x5 AoE flame attack)
-- Healing Balm
-- Thunderclap (melee attack)
-- Runes of Protection
-- Runes of Destruction
-- Drakefire Aegis - protective shield, chance to ignore damage

2. Chimera: Mobile Command to Astra Militarum:
-- Bring it down (ranged unit gains +40 AP, +15 damage)
-- Suppressive Fire (all infantry within range get free shot at -20 accuracy)
-- Get Back in the Fight! (units within range gain +50 morale)
-- Heavy Bolter (Bonus Weapon)
-- Transport (16 units)
-- Firing Deck (bonus damage when units loaded inside)

More details can be found in the sandbox AI thread.
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