Sanctus Reach Beta Update v1.0.2
Posted: Thu Jan 26, 2017 5:37 pm
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