Sanctus Reach Beta Update v1.0.2
-
- Site Admin
- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Sanctus Reach Beta Update v1.0.2
Hi guys,
the team are still beavering away and have put together another batch of fixes and improvements. We've put these improvements in to a beta.
To access the beta you'll need to grab the zip from the member area downloads and unzip it on top of your build. We'll create a proper installer once this is approved. Don't worry if you're not comfortable doing this we'll get the tested patch out as soon as possible!
Note the beta version is not compatible with the release version in multiplayer so will not be able to see or play and games started on the release version. When you revert to the normal version you'll see them again. You will only be able to play people with the beta version and when you opt out of the beta you'll no longer be able to play beta MP games.
We hope you enjoy it and let us know your thoughts. The full change log is below.
v1.0.2 Beta – January 25, 2017
• Reaction Fire has been heavily revamped. There AI was originally trying to save shots for the best targets but this sometimes resulted in it not reacting when it felt like it should. It now should always shoot.
• Hollow Hills Difficulty – the player has been given additional units to take on the Battlewagon and the Battlewagon has had its stats reduced.
• Hollow Hills has had a turn limit of 20 added to prevent it being farmed.
• Unit challenges and voice over play simultaneously with their combat animations so there is no delay when they open fire, speeding up the pace of the game.
• Firing animations have been sped up so that the pace of the game improves.
• We have added one new small map for multiplayer.
• The crash in the editor when creating a new campaign has been fixed.
• A bug where the shroud was not shown in overhead “M” hot key map view is fixed.
• The Ork unit icons have been modified to make them more visible when zoomed out.
• A bug where the AI would sometimes deploy its units on the wrong side of a barricade and become trapped has been fixed.
• A bug where tooltips were shown on shrouded tiles, giving away the position of enemy units has been fixed.
• A bug where the Gorkanaut could shoot and destroy itself when targeting terrain has been fixed.
• A bug where the Gorkanaut did not react to enemy units has been fixed.
• The Gorkanaut’s melee attack has been upgraded to area effect so he can more easily kill sqauds of weak infantry, similar to the Imperials Knights stomp.
• Skirmish force selection has been adjusted to try and make the forces fairer.
• The camera has been adjusted so that its easier to get to the corners of the map. There were times when the camera could get locked and it made selecting units and seeing the action difficult.
• Edgil Redfist was gaining the wrong ability. He now gains Frost Rage.
• The AI was targeting the players Melta gun units excessively. This has been toned down.
• The Battlewagon has had its accuracy reduced as it was over powered.
• The AI was unable to deploy units from a “Broken” transport – i.e. one with low morale. This is now fixed.
• There was a delay at the start of the AI turn when there are a lot of units. This has been fixed and removed.
• Melee attacks against vehicles were always using frontal armour. They now use the appropriate facing for the unit.
• Some users were missing large parts of the UI and we’ve added some tips in mission 1 to encourage the user to check out these features, so they better understand the game.
• The editor now defaults to advanced mode, which allows you to place multi tile objects by default. Basic mode is still available but its now clearer what is going on.
• Acid Woods and Lost Hills Multiplayer maps have been rebalanced to make them fairer. The Orks were under powered.
• Various spelling mistakes fixed
Thanks!
Download Links:
http://ftp.us.matrixgames.com/pub/Warha ... 2-Beta.zip
http://ftp.eu.matrixgames.com/pub/Warha ... 2-Beta.zip
http://ftp.ca.matrixgames.com/pub/Warha ... 2-Beta.zip
the team are still beavering away and have put together another batch of fixes and improvements. We've put these improvements in to a beta.
To access the beta you'll need to grab the zip from the member area downloads and unzip it on top of your build. We'll create a proper installer once this is approved. Don't worry if you're not comfortable doing this we'll get the tested patch out as soon as possible!
Note the beta version is not compatible with the release version in multiplayer so will not be able to see or play and games started on the release version. When you revert to the normal version you'll see them again. You will only be able to play people with the beta version and when you opt out of the beta you'll no longer be able to play beta MP games.
We hope you enjoy it and let us know your thoughts. The full change log is below.
v1.0.2 Beta – January 25, 2017
• Reaction Fire has been heavily revamped. There AI was originally trying to save shots for the best targets but this sometimes resulted in it not reacting when it felt like it should. It now should always shoot.
• Hollow Hills Difficulty – the player has been given additional units to take on the Battlewagon and the Battlewagon has had its stats reduced.
• Hollow Hills has had a turn limit of 20 added to prevent it being farmed.
• Unit challenges and voice over play simultaneously with their combat animations so there is no delay when they open fire, speeding up the pace of the game.
• Firing animations have been sped up so that the pace of the game improves.
• We have added one new small map for multiplayer.
• The crash in the editor when creating a new campaign has been fixed.
• A bug where the shroud was not shown in overhead “M” hot key map view is fixed.
• The Ork unit icons have been modified to make them more visible when zoomed out.
• A bug where the AI would sometimes deploy its units on the wrong side of a barricade and become trapped has been fixed.
• A bug where tooltips were shown on shrouded tiles, giving away the position of enemy units has been fixed.
• A bug where the Gorkanaut could shoot and destroy itself when targeting terrain has been fixed.
• A bug where the Gorkanaut did not react to enemy units has been fixed.
• The Gorkanaut’s melee attack has been upgraded to area effect so he can more easily kill sqauds of weak infantry, similar to the Imperials Knights stomp.
• Skirmish force selection has been adjusted to try and make the forces fairer.
• The camera has been adjusted so that its easier to get to the corners of the map. There were times when the camera could get locked and it made selecting units and seeing the action difficult.
• Edgil Redfist was gaining the wrong ability. He now gains Frost Rage.
• The AI was targeting the players Melta gun units excessively. This has been toned down.
• The Battlewagon has had its accuracy reduced as it was over powered.
• The AI was unable to deploy units from a “Broken” transport – i.e. one with low morale. This is now fixed.
• There was a delay at the start of the AI turn when there are a lot of units. This has been fixed and removed.
• Melee attacks against vehicles were always using frontal armour. They now use the appropriate facing for the unit.
• Some users were missing large parts of the UI and we’ve added some tips in mission 1 to encourage the user to check out these features, so they better understand the game.
• The editor now defaults to advanced mode, which allows you to place multi tile objects by default. Basic mode is still available but its now clearer what is going on.
• Acid Woods and Lost Hills Multiplayer maps have been rebalanced to make them fairer. The Orks were under powered.
• Various spelling mistakes fixed
Thanks!
Download Links:
http://ftp.us.matrixgames.com/pub/Warha ... 2-Beta.zip
http://ftp.eu.matrixgames.com/pub/Warha ... 2-Beta.zip
http://ftp.ca.matrixgames.com/pub/Warha ... 2-Beta.zip
-
- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Sanctus Reach Beta Update v1.0.2
All those fixes sound awesome! Thank you, many will be greatly appreciated. Glad to see the pace of the game has been speeded up.
But I gotta tell you, adding a unit to Hollow Hills, dont like that idea. The two players that complained about it in the After Action forum reported back that after some advice they successfully completed the mission. So after you nerfing the Battlewagon, I dont think you also need to also add extra Space Wolves! Please Let me tell you my experience as I wrote it on another thread, and farming the mission never came to mind...
By far, the BEST mission Ive played is the Hollow Hills scenario. The mission tasks you with evacuating a rhino to an extraction point. Its hard to make it there as the Ork horde is upon you, relentless and wants you dead. The green tide is so thick it becomes hard to breathe. But you can make it. Punch through the green skin's line and make it there as soon as you can as the enemy grows more numerous as they pour in from all sides. But I played this mission a second time after winning the campaign to see what would happen if I didnt evac the rhino. I had the most fun of any mission I had ever played. It was like the Alamo in San Antonio, Texas. At the end of this Kobayashi Maru scenario, all my men were finally over run and killed to the last man. I had lost all 15 of my squads. But I took down 95 enemy squads doing it! There was no place on the battlefield that didnt have a severed leg or blown off arm or dead body you'd step on. Burning, wrecked and blown up vehicles were everywhere and it truly looked epic in feel and scope. This game creates moments reminiscent of the best 40k lore you've read and should spark your imagination to want to write about your battles.
So with the 20 turn limit, you just killed all that. I'm so... sad.
But I gotta tell you, adding a unit to Hollow Hills, dont like that idea. The two players that complained about it in the After Action forum reported back that after some advice they successfully completed the mission. So after you nerfing the Battlewagon, I dont think you also need to also add extra Space Wolves! Please Let me tell you my experience as I wrote it on another thread, and farming the mission never came to mind...
By far, the BEST mission Ive played is the Hollow Hills scenario. The mission tasks you with evacuating a rhino to an extraction point. Its hard to make it there as the Ork horde is upon you, relentless and wants you dead. The green tide is so thick it becomes hard to breathe. But you can make it. Punch through the green skin's line and make it there as soon as you can as the enemy grows more numerous as they pour in from all sides. But I played this mission a second time after winning the campaign to see what would happen if I didnt evac the rhino. I had the most fun of any mission I had ever played. It was like the Alamo in San Antonio, Texas. At the end of this Kobayashi Maru scenario, all my men were finally over run and killed to the last man. I had lost all 15 of my squads. But I took down 95 enemy squads doing it! There was no place on the battlefield that didnt have a severed leg or blown off arm or dead body you'd step on. Burning, wrecked and blown up vehicles were everywhere and it truly looked epic in feel and scope. This game creates moments reminiscent of the best 40k lore you've read and should spark your imagination to want to write about your battles.
So with the 20 turn limit, you just killed all that. I'm so... sad.
-
- Straylight
- Posts: 148
- Joined: Tue Aug 16, 2016 12:47 pm
Re: Sanctus Reach Beta Update v1.0.2
Thanks Dizzy_slith.
The feelings you described on your second play of Hollow Hills is brilliant and exactly what we want to give you more of. Try out Last stand of the young king and Battle of scrap Peak for more of this and we have lots of ideas for future missions that will give you the same feelings.
We felt it was still a little overwhelming for new players so early in the game and made some tweaks but it's still a tough mission with plenty of carnage.
As always thanks for your feedback.
Cheers,
Gordon.
The feelings you described on your second play of Hollow Hills is brilliant and exactly what we want to give you more of. Try out Last stand of the young king and Battle of scrap Peak for more of this and we have lots of ideas for future missions that will give you the same feelings.
We felt it was still a little overwhelming for new players so early in the game and made some tweaks but it's still a tough mission with plenty of carnage.
As always thanks for your feedback.
Cheers,
Gordon.
Re: Sanctus Reach Beta Update v1.0.2
some nice new bits added to the game, to early atm to comment on how they are, but looks better already
Re: Sanctus Reach Beta Update v1.0.2
the camera now follows the rock thrower, so the throw and also the hit are seen in the AI turn, something that's much better now imo and very welcomed by me
so it seems now all long ranged shots will be seen, no matter who's turn it's on




-
- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Sanctus Reach Beta Update v1.0.2
Ok, Ill agree its a little too much too soon. It could be overwhelming for new players. But you could also beef up your prologue or mission briefing and add tips instead of making it too easy...GordonStraylight wrote:Thanks Dizzy_slith.
The feelings you described on your second play of Hollow Hills is brilliant and exactly what we want to give you more of. Try out Last stand of the young king and Battle of scrap Peak for more of this and we have lots of ideas for future missions that will give you the same feelings.
We felt it was still a little overwhelming for new players so early in the game and made some tweaks but it's still a tough mission with plenty of carnage.
As always thanks for your feedback.
Cheers,
Gordon.

Re: Sanctus Reach Beta Update v1.0.2
think this one maybe still needs looking at, as not sure it's working still atm either
units next to him not getting healed over a turn, so no HP are re gained atm
-
- Corporal - Strongpoint
- Posts: 68
- Joined: Tue Sep 30, 2014 1:14 am
Re: Sanctus Reach Beta Update v1.0.2
That is a great list of fixes and improvements, looking forward to the update!
-
- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Sanctus Reach Beta Update v1.0.2
Oh wow, you can toggle off the unit flags! Yes! I really didnt need the yellow wolf and red and white Ork skull flags to tell me whats an ork and what isnt. I mean, if you cant tell the difference between the two you need new glasses. But the unit status icons are helpful. So I hope the icons are not linked so I can toggle off their identity flags, and leave the unit status icons alone, because its helpful to know at a glance who has fired, who hasnt and who has broken morale, etc., but I dont need those friend and foe unit flags. Please have them have separate toggles.
Re: Sanctus Reach Beta Update v1.0.2
unit list font and size for me is maybe too small
maybe?
can hardly see it on 1920x1080, very hard to see, maybe just me, as it looks the same size and font used as the rest of the txt in the game, but the list maybe is larger so a few sizes smaller?maybe?
-
- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Sanctus Reach Beta Update v1.0.2
Spirit of the wolf always healed units around me. Never had a problem with it. But check and see if Photon Grenades work. I had issues where I blinded units and the next phase they are attacking me.
-
- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Sanctus Reach Beta Update v1.0.2
Ya looks a little small.
Re: Sanctus Reach Beta Update v1.0.2
is it one turn heal or more then?Dizzy_slith wrote:Spirit of the wolf always healed units around me. Never had a problem with it. But check and see if Photon Grenades work. I had issues where I blinded units and the next phase they are attacking me.
as 50HP per turn should have done mine, as it's a one hit rock damage only
Re: Sanctus Reach Beta Update v1.0.2
the j keys still no longer works, were as before you could have the mini map on or off, now it's always on
well on the steam version anywayRe: Sanctus Reach Beta Update v1.0.2
no issues with healing balm used

worked as normal, same as last build, just here to note it, as making a note on the damage on the unit next to him and seeing the repair done on a turn etc for reference 

Re: Sanctus Reach Beta Update v1.0.2
one turn, 2 turns, makes no difference standing next to the healer either, so yes it's not working as designed

maybe these are for new games?
and not for old saves, as these games and saves are from version 1.00, just for reference

so unit hasn't moved, and hasn't had extra damage, is less than 2 hexes away, and has damage shown 2 turns previously now, and one or 2 turns later, standing next to healer still doesn't give one HP rise, never mind the 50HP it says 
maybe these are for new games?
and not for old saves, as these games and saves are from version 1.00, just for reference


-
- Corporal - Strongpoint
- Posts: 68
- Joined: Tue Sep 30, 2014 1:14 am
Re: Sanctus Reach Beta Update v1.0.2
Awesome, the unit symbol icons do clutter the game screen for sure. A separate toggle for heath bars would be nice. Or perhaps a toggle that only shows heath bars for wounded/damaged units.Dizzy_slith wrote:Oh wow, you can toggle off the unit flags! Yes! I really didnt need the yellow wolf and red and white Ork skull flags to tell me whats an ork and what isnt. I mean, if you cant tell the difference between the two you need new glasses. But the unit status icons are helpful. So I hope the icons are not linked so I can toggle off their identity flags, and leave the unit status icons alone, because its helpful to know at a glance who has fired, who hasnt and who has broken morale, etc., but I dont need those friend and foe unit flags. Please have them have separate toggles.
ANY chance the ability to survey the map at the end of a Battle could be added to this update?
Re: Sanctus Reach Beta Update v1.0.2
game failed to load and crashed pc, had to cold boot in back into windows, windows 10, steam game, beta 1.02, loading a game that worked fine yesterday,but today failed, just hung the pc, with no way of escaping.
VER:10007
PLATFORM: WINDOWS
BETA VERSION
CPU String: GenuineIntel
Stepping ID = 7
Model = 10
Family = 6
Extended model = 2
CLFLUSH cache line size = 64
CPU Brand String: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz
Cache Size = 256K
Found DirectX Version Number: 4.09.00.0904
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
INITIAL LOAD 6422
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
WARNING: Missing font calsonsmall
WARNING: Mismatched CRCs for script: E8D5B3F5 != 9E383313 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/CAMPAIGNS/STORMCLAW/DATA/UI/CAMPAIGNDISPLAY.BSF
WARNING: Mismatched CRCs for script: 18571C76 != 80435223 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/UI/UNITLIST.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/acid woods/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Craters/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/foliage/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Fortress Alaric/OBJECTS.BSF
WARNING: Mismatched CRCs for script: BFE4D2D8 != 9853E1F3 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Goff Town/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/hollow hills/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Imperial Base/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/imperial fortress/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Imperial Pipes/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Refinery/OBJECTS.BSF
WARNING: Mismatched CRCs for script: C2CC1747 != 48D8AE9D D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/System/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/tellyporta/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Thunderhawk Crash/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Wastelands/OBJECTS.BSF
LOADTIME: 7953
Playing as: 0
WARNING: Reading value that is too large as byte DELAY (3E8) in <FromData>
VER:10007
PLATFORM: WINDOWS
BETA VERSION
CPU String: GenuineIntel
Stepping ID = 7
Model = 10
Family = 6
Extended model = 2
CLFLUSH cache line size = 64
CPU Brand String: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz
Cache Size = 256K
Found DirectX Version Number: 4.09.00.0904
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
INITIAL LOAD 6422
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
WARNING: Missing font calsonsmall
WARNING: Mismatched CRCs for script: E8D5B3F5 != 9E383313 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/CAMPAIGNS/STORMCLAW/DATA/UI/CAMPAIGNDISPLAY.BSF
WARNING: Mismatched CRCs for script: 18571C76 != 80435223 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/UI/UNITLIST.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/acid woods/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Craters/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/foliage/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Fortress Alaric/OBJECTS.BSF
WARNING: Mismatched CRCs for script: BFE4D2D8 != 9853E1F3 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Goff Town/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/hollow hills/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Imperial Base/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/imperial fortress/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Imperial Pipes/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Refinery/OBJECTS.BSF
WARNING: Mismatched CRCs for script: C2CC1747 != 48D8AE9D D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/System/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/tellyporta/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Thunderhawk Crash/OBJECTS.BSF
WARNING: Mismatched CRCs for script: F7B76852 != 7BB2A281 D:/Program Files (x86)/Steam/steamapps/common/Warhammer 40,000 Sanctus Reach/DATA/OBJECTS/Wastelands/OBJECTS.BSF
LOADTIME: 7953
Playing as: 0
WARNING: Reading value that is too large as byte DELAY (3E8) in <FromData>
Re: Sanctus Reach Beta Update v1.0.2
is the bug fixed with the smoke? eg not being able to flame a unit in the smoke, seems atm there is a wall that goes up when smoke is used so flaming a unit in smoke does no damage at all, in stead it goes around the unit.
units still deploying from blown transports and not dying with the carrier truck.
units still deploying from blown transports and not dying with the carrier truck.
-
- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Sanctus Reach Beta Update v1.0.2
Wait, units embarked in a transport are supposed to die when the transport dies? No! That's a cheap ass way to win. I vehemently oppose that idea.zakblood_slith wrote:
units still deploying from blown transports and not dying with the carrier truck.