Version 1.4.0 Open Beta on Steam
Posted: Thu Jun 16, 2022 8:37 pm
Sanctus Reach: Beta Version 1.4.0 Update
A huge update which fixes a number of bugs and adds significant quality of life improvements.
Most of the work done by hard-working community member A_Wal_. Truly a dedicated servant of the Emperor.
As this is a beta version, please report any issues or feedback. To enable a beta version on Steam:
+Find Sanctus Reach in your Steam library
+Right click to bring up the game menu
+Click on the Properties tab
+Navigate to the Betas tab
+Click on the dropdown bar and select the openbeta option
+The beta will automatically begin to install and you are ready to play
For Fenris and the Great Wolf!
Sounds
Space Wolves have SP campaign voices added and a few other new ones and fixes.
Orks have rearranged sounds, a few new ones and play them in a few more situations.
Imperial Guard have the bullgryns and scions death sound bug fixed, ogryns and bullgryns don't play the standard guardsmen sounds, their vehicles weapons have been separated (like firing main weapon) and some new sounds added.
Daemons play their sounds in far more situations and have unique ones for things like attacking, reaching critical health, grunting when attacking and using a rally ability.
Weapons that weren't making sounds (like hellfire missiles, quad rockets and ironstorm missile impact explosions and Mogrok's weapons) now are.
Energy weapons don't make bullet impact sounds.
Some of the grenades that were silent now have a detonation sound.
Knights say "Ion shield failing" when the shield goes down instead of on low health.
Other minor improvements like pain sounds playing for grenades that blind or stun.
User Interface
New ability icons and info added, now you get all the info you need like cooldown times, range, etc and a few weapons have different firing icons.
Some info errors corrected, only units with reaction fire show reaction icons and the right weapons are listed in all cases in all three UI cases.
Abilities rearranged for single player with a few descriptions sharing a slot to make room for level up abilities.
For the random force lists you can now see which factions are being used before selecting an mp match.
The 'Out Of Range' text doesn't appear on screen any more over units that aren't visible, over allied units (except for Mogrok) or for units that are melee only.
The Waaagh ability had a much bigger area of effect than was shown in the area on screen. The area on screen was 5x5, the description said 7x7, the actual area of effect was 11x11. Now all three are 7x7.
Goo Bomb UI area fixed.
Tzeentch Heralds and Pink Horrors no longer have their nonexistent melee weapons listed.
Super-heavies now counted on the mission score screen, as heavy support.
Weapons that hit a whole tile now tell you the right amount of tile damage instead of half.
Paladins say Dual Heavy Stubbers, Killakans with drills now say drills instead of klaws.
Ion/Void Shields and Kustom Force Fields don't show disable text if the unit is destroyed.
It doesn't say that units that can't be pinned are locked in combat any more.
The faction names now show when the cusor is over an mp match.
Units that can't be pinned no longer say that they're locked in combat.
Transports now tell you the movement penalty for disembarking troops.
Other minor improvements.
Ability Fixes
Units no longer get their starting abilities showing up as new level up abilities.
M40 Targeting System is new ability available only for whirlwinds and replaces Master
Crafted Weapons that doesn't make sense for whirlwinds and makes them less effective.
Grenades that blind or stun now work on units like buggies and kopters like they're supposed to and also on soulgrinders, same with Domination (the astra psyker's unit brake).
Krak Grenades/Stikkbombs now always work on units that have suffered casulties.
Smoke Grenades can now target friendly units, including the unit using it.
Ragnar can't be pinned, as it says in the text of one of his abiliies.
Wolf Tooth Necklace now does its bonus damage.
Combat Teleporter now can't be used to teleport to a tile with a scenery object.
Only terminators can get the Combat Teleporter ability as it says in the ability's description and in the tabletop game.
Weirdboy's Power Vomit was using an action if you had any but you could do if you had no actions. Now it's a free action for Big Redd and uses one action for regular weirdboyz.
Warpath now doesn't affect the Warpath cooldown of other nearby weirdboyz and other weirdboyz also now gain the bonus melee attack.
Krumpa's War Paint was boosting the weapons of enemy units in range. Now it's just orks.
Grukk doesn't lose his Warpath bonus attack now when he attacks with his squig first.
Warbuggies stand a 50% chance of exploding and damaging adjacent units like they're supposed to.
The Green Tide ability now works on superkannon wagons like it's supposed to, turning them into transports.
Blessing Of Mork (invulnerablity) now works on any type of attack.
The extra attack for the Ammo Runt ability can now target cover.
Painboyz and Burners can't get More Dakka, an ability they can't use.
Suppression Fire (Tempestor Prime's ability that makes adjacent units fire on a target) now uses one action for Whitlock instead of those that fire, fixing two bugs.
You now get the extra attack for the Backup Weapons ability when disembarking from a vehicle.
Toxic mix now does its damage at the end of each turn.
Plague Drone's drain ability now actually restores its own health.
Other Bug Fixes
Unnamed units (that don't carry over their xp) shouldn't ever show up now in campaigns.
Skirmish campaigns last the selected amount of matches instead of one match less.
The missing newer standard units added to the force lists for skirmish campaigns.
All the daemon units now keep their levels between games in skirmish campaigns.
The random force lists now work for skirmish campaigns.
Ork Sluggas are now available for the random orks force list and Flamers, Bloodclaws and Swiftclaws are available for the random space wolves force list.
Skirmishes in campaigns against an AI controlled Daemon force now select a random force (other than the actual 'random' force list) rather than always fighting the Daemon Host force list, just like when fighting other factions.
Skulltaker is an individual character so can now only show up once on a force selection list.
Acid Woods, Lost Hills and Refinery MP scenario maps fixed so both sides get to deploy.
The camera moves into position before flamer and grenade attacks during the AI turn and during multiplayer replays so they no longer happen off screen.
Units that can't be pinned in melee now always move to the tile vacated by a unit they've forced back with a melee attack instead of only when there's no adjacent enemy melee unit.
Fixed a morale inconsistancy that was occasionally allowing units to ignore panic rules.
Plasma Pistols can now be used at close range just like other pistols.
Gretchin with blunderbusses now actually fire as blunderbusses, they used to fire as (and were referred to in the code) as rifles.
There was a gretchin transport bug where they permanently lowered the number of troops in a transport, even to a negative number. Now they take up half the number of gretchin rounding up.
Logan, Winterfang, Stormcaller, Big Redd, Skrak and stormboyz now all take up the correct number of spaces (three instead of one) in transports.
Ion/Void Shields and Kustom Force Fields are staying disabled for one turn longer than was originally intended and can be disabled again if it's the last turn they're down, I left them as they are to preserve game balance and used the fixed version for elite knights.
Ion/Void Shields and Kustom Force Fields were saying they were down for one turn no matter how long it actually was. Now it says the right amount of turns and you can check how many are left by hovering the cursor over the ability icon.
Crit text doesn't show if the shields disabled text does, they were on the same screen space.
Units don't say they're out of range if you have a bonus weapon up that can reach or if the unit doesn't have a ranged weapon.
Out of actions icons weren't showing after using some abilities, now they do.
Bonus weapons don't show out of actions text any more.
Twin-linked weapons now report the correct damage instead of only the second shots.
Punishers shoot the full amount of shots when shooting cover instead of just half.
Gorkanauts can now target cover like everybody else.
Morkanaught wrecks are now classed as large objects, same as Gorkanaught wrecks.
Took out broken deffdred tile-fire option (they have flamers).
Tzeentch Heralds don't lose movement for shooting cover.
Vortex and Infernal Gateway don't appear before the casting animation.
Only one squad member of a guardsman grenade launcher squad play the firing animation when they launch a krak grenade.
Other minor bug fixes.
A huge update which fixes a number of bugs and adds significant quality of life improvements.
Most of the work done by hard-working community member A_Wal_. Truly a dedicated servant of the Emperor.
As this is a beta version, please report any issues or feedback. To enable a beta version on Steam:
+Find Sanctus Reach in your Steam library
+Right click to bring up the game menu
+Click on the Properties tab
+Navigate to the Betas tab
+Click on the dropdown bar and select the openbeta option
+The beta will automatically begin to install and you are ready to play
For Fenris and the Great Wolf!
Sounds
Space Wolves have SP campaign voices added and a few other new ones and fixes.
Orks have rearranged sounds, a few new ones and play them in a few more situations.
Imperial Guard have the bullgryns and scions death sound bug fixed, ogryns and bullgryns don't play the standard guardsmen sounds, their vehicles weapons have been separated (like firing main weapon) and some new sounds added.
Daemons play their sounds in far more situations and have unique ones for things like attacking, reaching critical health, grunting when attacking and using a rally ability.
Weapons that weren't making sounds (like hellfire missiles, quad rockets and ironstorm missile impact explosions and Mogrok's weapons) now are.
Energy weapons don't make bullet impact sounds.
Some of the grenades that were silent now have a detonation sound.
Knights say "Ion shield failing" when the shield goes down instead of on low health.
Other minor improvements like pain sounds playing for grenades that blind or stun.
User Interface
New ability icons and info added, now you get all the info you need like cooldown times, range, etc and a few weapons have different firing icons.
Some info errors corrected, only units with reaction fire show reaction icons and the right weapons are listed in all cases in all three UI cases.
Abilities rearranged for single player with a few descriptions sharing a slot to make room for level up abilities.
For the random force lists you can now see which factions are being used before selecting an mp match.
The 'Out Of Range' text doesn't appear on screen any more over units that aren't visible, over allied units (except for Mogrok) or for units that are melee only.
The Waaagh ability had a much bigger area of effect than was shown in the area on screen. The area on screen was 5x5, the description said 7x7, the actual area of effect was 11x11. Now all three are 7x7.
Goo Bomb UI area fixed.
Tzeentch Heralds and Pink Horrors no longer have their nonexistent melee weapons listed.
Super-heavies now counted on the mission score screen, as heavy support.
Weapons that hit a whole tile now tell you the right amount of tile damage instead of half.
Paladins say Dual Heavy Stubbers, Killakans with drills now say drills instead of klaws.
Ion/Void Shields and Kustom Force Fields don't show disable text if the unit is destroyed.
It doesn't say that units that can't be pinned are locked in combat any more.
The faction names now show when the cusor is over an mp match.
Units that can't be pinned no longer say that they're locked in combat.
Transports now tell you the movement penalty for disembarking troops.
Other minor improvements.
Ability Fixes
Units no longer get their starting abilities showing up as new level up abilities.
M40 Targeting System is new ability available only for whirlwinds and replaces Master
Crafted Weapons that doesn't make sense for whirlwinds and makes them less effective.
Grenades that blind or stun now work on units like buggies and kopters like they're supposed to and also on soulgrinders, same with Domination (the astra psyker's unit brake).
Krak Grenades/Stikkbombs now always work on units that have suffered casulties.
Smoke Grenades can now target friendly units, including the unit using it.
Ragnar can't be pinned, as it says in the text of one of his abiliies.
Wolf Tooth Necklace now does its bonus damage.
Combat Teleporter now can't be used to teleport to a tile with a scenery object.
Only terminators can get the Combat Teleporter ability as it says in the ability's description and in the tabletop game.
Weirdboy's Power Vomit was using an action if you had any but you could do if you had no actions. Now it's a free action for Big Redd and uses one action for regular weirdboyz.
Warpath now doesn't affect the Warpath cooldown of other nearby weirdboyz and other weirdboyz also now gain the bonus melee attack.
Krumpa's War Paint was boosting the weapons of enemy units in range. Now it's just orks.
Grukk doesn't lose his Warpath bonus attack now when he attacks with his squig first.
Warbuggies stand a 50% chance of exploding and damaging adjacent units like they're supposed to.
The Green Tide ability now works on superkannon wagons like it's supposed to, turning them into transports.
Blessing Of Mork (invulnerablity) now works on any type of attack.
The extra attack for the Ammo Runt ability can now target cover.
Painboyz and Burners can't get More Dakka, an ability they can't use.
Suppression Fire (Tempestor Prime's ability that makes adjacent units fire on a target) now uses one action for Whitlock instead of those that fire, fixing two bugs.
You now get the extra attack for the Backup Weapons ability when disembarking from a vehicle.
Toxic mix now does its damage at the end of each turn.
Plague Drone's drain ability now actually restores its own health.
Other Bug Fixes
Unnamed units (that don't carry over their xp) shouldn't ever show up now in campaigns.
Skirmish campaigns last the selected amount of matches instead of one match less.
The missing newer standard units added to the force lists for skirmish campaigns.
All the daemon units now keep their levels between games in skirmish campaigns.
The random force lists now work for skirmish campaigns.
Ork Sluggas are now available for the random orks force list and Flamers, Bloodclaws and Swiftclaws are available for the random space wolves force list.
Skirmishes in campaigns against an AI controlled Daemon force now select a random force (other than the actual 'random' force list) rather than always fighting the Daemon Host force list, just like when fighting other factions.
Skulltaker is an individual character so can now only show up once on a force selection list.
Acid Woods, Lost Hills and Refinery MP scenario maps fixed so both sides get to deploy.
The camera moves into position before flamer and grenade attacks during the AI turn and during multiplayer replays so they no longer happen off screen.
Units that can't be pinned in melee now always move to the tile vacated by a unit they've forced back with a melee attack instead of only when there's no adjacent enemy melee unit.
Fixed a morale inconsistancy that was occasionally allowing units to ignore panic rules.
Plasma Pistols can now be used at close range just like other pistols.
Gretchin with blunderbusses now actually fire as blunderbusses, they used to fire as (and were referred to in the code) as rifles.
There was a gretchin transport bug where they permanently lowered the number of troops in a transport, even to a negative number. Now they take up half the number of gretchin rounding up.
Logan, Winterfang, Stormcaller, Big Redd, Skrak and stormboyz now all take up the correct number of spaces (three instead of one) in transports.
Ion/Void Shields and Kustom Force Fields are staying disabled for one turn longer than was originally intended and can be disabled again if it's the last turn they're down, I left them as they are to preserve game balance and used the fixed version for elite knights.
Ion/Void Shields and Kustom Force Fields were saying they were down for one turn no matter how long it actually was. Now it says the right amount of turns and you can check how many are left by hovering the cursor over the ability icon.
Crit text doesn't show if the shields disabled text does, they were on the same screen space.
Units don't say they're out of range if you have a bonus weapon up that can reach or if the unit doesn't have a ranged weapon.
Out of actions icons weren't showing after using some abilities, now they do.
Bonus weapons don't show out of actions text any more.
Twin-linked weapons now report the correct damage instead of only the second shots.
Punishers shoot the full amount of shots when shooting cover instead of just half.
Gorkanauts can now target cover like everybody else.
Morkanaught wrecks are now classed as large objects, same as Gorkanaught wrecks.
Took out broken deffdred tile-fire option (they have flamers).
Tzeentch Heralds don't lose movement for shooting cover.
Vortex and Infernal Gateway don't appear before the casting animation.
Only one squad member of a guardsman grenade launcher squad play the firing animation when they launch a krak grenade.
Other minor bug fixes.