Sanctus Reach v1.0.11 Beta patch available

There is no peace among the stars: the Imperium of Man is beset on all sides by all kinds of threats. Among them is the Orks, a barbaric and warlike xeno race. One of their fiercest leaders, Grukk Face-Rippa, leads his Red Waaagh! in the Sanctus Reach system...
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Benedict151
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Sanctus Reach v1.0.11 Beta patch available

Post by Benedict151 »

Hello everyone
We just wanted to make you aware that Straylight have been continuing working on improvements and fixes for Sanctus Reach and that there is beta patch now (v1.0.11) with these now available.

For details on how to download this please visit the Sanctus Reach Public Beta sub forum

However please note that if you decide to try v1.0.11 (and we hope some of you will) it is not compatible with the release version in multiplayer - so you will not be able to see or play and games started on the release version. You will only be able to play people who also have v1.0.11 whilst using the v1.0.11 beta

Beta v1.0.11 Change List
LoS/Cover Fix - Fixed various bugs that were causing LoS and Cover to not work correctly (note there still might be a few remaining in some missions e.g. 'Back from the Brink')

XP / Abilities bug - Fixed a bug that causing units to occasionally not get abilities

Melee Shock - Fixed a bug where Melee attacks weren't causing Morale reduction

Super Heavy Melee - Increased Knight and Gorkanaut Melee damage, now fixed

Skirmish Force Selection - Campaign Skirmishes will now attempt to pick your levelled up units first in the Selection Pool

Force points rebalance - Slight rebalance of force points cost

Power Armour Increase - Slightly increased the effectiveness of Power Armour

Reaction Display Bug - Fixed Reaction Display Tiles that were showing the wrong information

Transports – loading/unloading now takes 1 action (a way to prevent infantry unloading, shooting and reloading as its an exploit, especially for MP)

View Shading Option - Added View Shading option to the options menu. With this option, units are lit from all angles, making them stand out more

Fixed jumpack units - Fixed a bug that prevented Jumpack units from firing when hovering above terrain fixed

Spirit of the Wolf Ability - Fixed a bug that was causing Spirit of the Wolf to heal Vehicles

Scorched Knight Lore "oversight" - After "Sky Hunt" The Scorched Knight will no longer appear in Skirmish battles (because he's supposed to be dead!)

regards
Ben Wilkins
Last edited by zakblood on Thu Feb 16, 2017 7:46 pm, edited 1 time in total.
Reason: Sanctus spelt Sabctus
GCCRacer
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Re: Sabctus Reach v1.0.11 Beta patch available

Post by GCCRacer »

Hi Ben,
I don't see it mentioned, will this finally get the AI to properly spend all points in Skirmish?
demonwarcat
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Re: Sanctus Reach v1.0.11 Beta patch available

Post by demonwarcat »

A few comments on this.

Not wholly convinced by the cost increases for Lascannon Longfangs and Dreadnoughts. I prefer Missile Longfangs and Predators. Admittedly I play campaign not multiplayer.

Grenades do not work as an ability for Skyclaws. This may have been an existing problem that is only now revealed as the fix for combat when hovering makes it easier to level up Skyclaws.

A couple that definitely are pre-existing. When a unit has the auspex ability the icon displayed to activate it is the afterburner icon. Photon flash grenades seem to be ineffective. You get the weapon effects and the unit is declared to be blinded but to me there seems to be little if any impact on it combat capability.

Something is still not right with the Imperial Knight's weapons. It does not seem to have an effective anti-vehicle weapon and the heavy stubber seems pointless. I suspect from the weapons stats displayed in the UI the weapon mix is supposed to work in a similar way to the predator. Auto-cannon for long range and anti-vehicle use. Twin heavy bolters for close in use against infantry. Instead the thermal cannon is massively effective against infantry and poor against vehicles. The heavy stubber is inferior in all situations. The only time I have had an Imperial Knight that was effective against vehicles was when it had equipped Hellfire ammo.
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