Sanctus Reach Patch v1.0.10 feedback

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...
zakblood
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Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

reaction shots still not working as designed imo or impressions anyway, maybe me, or not reading the reactions shots correctly, but testing it and given personal opinions all the same
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and i'll try and explain why, a orc unit which was where the red square on my turn, and was faced with 2 units with correct facing and also not fired / reaction shots left in range etc, so if it moved, it should be dead, but neither unit fired, it move 2 hexes, and did a manual melee attack and forced it back twice, so again, reaction shots not working and proof provided

edited, not been able to recreate it either as yet, so maybe something, maybe nothing, but will keep trying, it's one of those game that i'm sure nobody will mind trying it either, as it's fun, replays very well, last as long as you wish to play it, i can be hours, or 10 mins in a battle, so yes while i test for fun, this is one of the rare ones, i play as well :shock: :roll: :wink: :mrgreen:
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

turn one, end of turn potions
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with reaction shot arc's
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

AI turn

so now it works again, on distance anyway, but not close up, or didn't last time
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

my turn again
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

AI turn
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now on this turn, imo my unit had the chance to fire, but didn't, in fact both units on the left could have, in range, correct facing, none had fired before, and the orc unit moved past in full view after the melee attack, but it seem once in melee, or in a close in attack doing melee, reaction shots don't work as designed
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

last 2 on Orc turn
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

it seems once a unit is locked in melee, you can't reaction shot fire at it, close in melee attacks, before combat even, close as in one less than 3 or 3 hexes, you can't reaction fire on the attacking unit
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so again i end my turn, and set up my reaction shots, while all should work, as it's distance again, which doesn't seem to be a problem with them
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

AI turn, and results, which all worked as designed
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with supporting and reaction fire, working as designed and working well
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

so i again end my turn, and set up what i hope is some reaction shot deaths
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

on the Orc's turn, they turn tailed and didn't go into my fire zone, and went to melee, with me facing the wrong way to do anything about it, nothing like a orc to spoil a camera shot :shock: :roll: :wink:
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if i have to play it again all night to get one shot on it, i will :twisted:
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

auto cannon is like firing a pee shooter, but hit twice anyway, and hopefully will stop any advance with some reactions shots in the direction faced. still a shame it can't alter reaction shots for a weapon to suit the given target, but maybe one day
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elsewhere, all are dead
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

orc turn was new, they attacked me from the wrong side, did little damage, but altered my facing in the process so i gave or did no reaction firing in the direction i wanted to guard, so well played AI
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my fault for leaving him out unsupported as well :oops:
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

my turn, done all i needed to do, and now let the reaction shots do the rest
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AI seems so much smarter in this one, seen so far anyway :twisted:
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

covering fire all worked as designed and setup was very good, if i do say so myself :roll: :wink:
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

and ended well
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

and so i end my turn, and see what the Orc's and AI has to say on how i played :twisted:
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must admit, i do love this game, the design, the overall playability, the level design, the units, the depth of play, yes i'd like more scale, more units, more and bigger maps, lots and lots or well everything, but for a out of the box game, i'm hooked :mrgreen:
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

and so ends another test, or does it :?:
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no level up screen either? so we will have to wait and see :mrgreen:
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by IainMcNeil »

zakblood_slith wrote:reaction shots still not working as designed imo or impressions anyway, maybe me, or not reading the reactions shots correctly, but testing it and given personal opinions all the same
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and i'll try and explain why, a orc unit which was where the red square on my turn, and was faced with 2 units with correct facing and also not fired / reaction shots left in range etc, so if it moved, it should be dead, but neither unit fired, it move 2 hexes, and did a manual melee attack and forced it back twice, so again, reaction shots not working and proof provided

edited, not been able to recreate it either as yet, so maybe something, maybe nothing, but will keep trying, it's one of those game that i'm sure nobody will mind trying it either, as it's fun, replays very well, last as long as you wish to play it, i can be hours, or 10 mins in a battle, so yes while i test for fun, this is one of the rare ones, i play as well :shock: :roll: :wink: :mrgreen:
Zak, I'm not sure what I'm missing but the only bolter squad facing the Orks is not in range to react to them. If you check his reaction tiles the tile they are moving to is out of his range I think - hard to tell without seeing the reaction arc. The other squad is too close. The Ork starts in a reaction tile but moves adjacent to you which is not a reaction tile. So everything is working as intended, but I do think we might want to tweak what is intended. It's on my list to discuss with the devs.

The rule is you react if an enemy ends its turn on a reaction tile. In this example the unit started on a redaction tile but moved to a tile neither unit could react to. I think it should be that it reacts if it starts in a reaction tile and ends on a reaction tile, or adjacent to you.
zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

here how i see it, then again i'm not 100% sure of the rules either
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zakblood
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Re: Sanctus Reach Patch v1.0.10 feedback

Post by zakblood »

the unit grey hunter bolter pack Askell is facing the way of the target in the hex shown,

with the range being in green, on the tile therein and also on the first direction moved, away yes, but still in range of a shot, reaction? does it only mean reaction to a forward movement, or any sort of movement in range?

the unit grey hunter bolter pack Askell, hadn't moved or fired as yet on the AI's turn, as soon as the Orc moved in the targeted box, a reaction shot imo should have been taken?

even though it was moving away from the shooter, it was still in range and a valid target imo.

second, (unit was in the yellow box at start btw)

the second unit, grey hunter bolter pack stafngrimr, was also facing the target? again with reaction fire not used and in range, if the askell shot wasn't allowed, how come the stafngrimr unit fire on the move towards it? as that would be the correct action, as it's a reaction to a attacking move, which doesn't always happen on a given distance if the attacker is for one, doing a melee attack, and two, if the orc unit is in a given range, eg too close.

if one couldn't shoot for a given reason, i still can't understand why the second targeted unit couldn't also?

doesn't reaction shots work if the attacker attacks using melee? as if they shoot at the same distance shown, they get a shot back by reaction? and reaction as such in other places are shown to take a pot shot even if the attacker is only moving a way, as a shot in the back has also been shown before, while maybe not nice, it happens, this is why it was noted, and also why i've said it in the past, it's rare yes, as the distances and even maybe the units have to be so, but it does happen, and it's something i';m not sure of so mentioned it, if wrong, that's not a problem, as i'm wrong often enough that it makes little difference, as long as i understand.

same with why Orc's always make a be line and aim at flammer units no matter what, also spotted and mentioned, as closer and better targets were there on many times, so for me it seemed as if it was maybe programmed that way, to take a given unit out first etc.

thanks for looking into it, and hope it all helps btw.

while you're here, and talking to the devs etc, can you also mention that 0 range imo needs a second look as well, as no gun should have a low to very low to hit probability at 1 to 0 hex range, again it doesn't make sense in the game, as some unit with no melee ability, and having a weapon with a 0 hit % chance in 1 to 0 hex ranges, makes it also imo rather strange and somewhat wrong, % to hit on range yes, but that also means, the closer you are, the better the chances, not less as it is atm...

thanks again, hope the guide and map above helps explain it more, seems maybe i don't fully understand the reaction / action ranges maybe :roll:

as i was hoping if one was wrong, how come the second didn't fire and that's what made me post it as an error, it's hard as well to reproduce it, and iv'e spent all night trying as well :wink:
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