Undivided - Sanctus Reach MP mod available now!

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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A_Wal_
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Joined: Tue Jul 30, 2019 5:22 pm

Undivided - Sanctus Reach MP mod available now!

Post by A_Wal_ » Wed Mar 24, 2021 4:30 pm

https://www.mediafire.com/file/o9t10jm0 ... d.zip/file

Big MP mod, finally done. I started over a year ago but had to put it to one side for about ten months. I didn't change the actual gameplay of existing units other than to fix what was broken. No more chucking grenades at people when you're too stunned to pull a trigger.

It adds new demon units, lots of bug fixes and to overhauls, one that will be very useful for beginners and one that will be appreciated by experienced players. For the newbies the UI has been standardised and errors corrected with all the relevant info for abilities. For experienced players the sounds have been changed quite a bit with unused ones added and some changed so they make a bit more sense in some cases. Unfortunately I wasn't able to get it to work as a global mod so it only applies to the two maps that it comes with, The River Runs Red and an edited (covered with snow) version of one of the Imperial base maps from Legacy Of The Weirdboy. Hopefully Slitherine will turn this into a patch.

There's a choice of force sizes for the two maps and for Blood River you can have combined forces of the Imperium against Daemons and Orks. Orks were originally part of chaos back in the day so it's not too unreasonable. The daemons and orks can't use their abilities on each other, this only really affects the Tzeentch Herald's armour buff, Krumpa's damage boost, painboyz can't heal daemons and rallies, and daemons can't get in transports. On the up side they don't lose morale for nearby units from the other faction dying. The Imperium act as one coherent force.


New Units
Chaos Knights! Oh yes, Tzeentch (errant with heat shield and ephemeral shield), Slaanesh (paladin with three attacks and faster movement) and Nurgle (warden with a toxic flamer and the Nurgle melee nurf but slower movement).

Soulgrinders of Slaanesh (faster movement and three attacks) and Nurgle (slower movement but with the melee nurf and regen).

Chaos spawn of Slaanesh and Nurgle with the same stuff as the soulgrinders and using two of the existing spawn types with the third staying as a generic chaos spawn.

This gives each god the same number of units and one super-heavy each, which seems only fair.

And gretchin with blunderbusses, they fired (and were referred to in the code) as rifles, now they're actually blunderbusses.


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 quad rockets and ironstorm missile impact explosions and Mogrok's weapons) now are.


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 the box down bottom when the unit is selected.

Unfortunately I wasn't able to get the i box or force selection screen weapons and stats to work, they're in a different folder and copying the main game file structure didn't work for those. If you want to check the abilities of the opposition units you can still use the info box hovering the cursor over the icons and you'll get the edited info.


Bug Fixes
Ion shields 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.

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.

Krumpa's War Paint was boosting the weapons of enemy units in range. Now it's just orks.

Plague Drone's drain ability now actually gives it health back.

Warbuggies stand a 50% chance of exploding and damaging adjacent units like they're supposed to.

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.

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.

Logan, Winterfang, Stormcaller, Big Redd, Skrak and stormboyz now all take up the correct number of spaces (three instead of one) in transports.

The 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.

Photon grenades and stun bombs now work on things like buggies and kopters like they're supposed to, also on soulgrinders, same with Domination (the astra psyker's unit brake).

Gorkanauts can now target cover like everybody else.

Punishers shoot the full amount of shots when shooting cover instead of half.

Vortex and Infernal Gateway don't appear before the casting animation.

Tzeentch Heralds don't lose movement for shooting cover.

Tzeentch Heralds and Pink Horrors no longer have their nonexistent melee weapons listed.

Energy weapons don't make bullet impact sound.

Twin-linked weapons now report the correct damage instead of only the second shots.

Units don't say they're out of range if you have a bonus weapon up that can reach or if you don't have a ranged weapon and have abilities that might be able to reach.

Bonus weapons don't show out of actions text.

Out of actions icons weren't showing after using some abilities, now they do.

Fixed crit text and shields disabled text showing over each other.

On replays the camera moves into position before attacks instead of after the attack like it did with grenades and flamers and some abilities.

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.

Paladins say Dual Heavy Stubbers, Killakans with drills now say drills instead of klaws and other minor fixes.


On The Horizon
Now that the foundation is built it should be a lot easier to add some more really cool stuff. I need to make it compatible with single player campaigns and I'll add some more converted SP campaign maps as well as looking into making a coop version of the Blood River map.

Chaos marines are on the way, I've been looking forward to doing that. I already know which Wolf units are going to which gods. Because they'll just be reskinned space wolves in appearance I'll call them generic Khorne/Tzeentch/Slaanesh/Nurgle marines but their colour schemes will be based on World Eaters, Thousand Sons, Emperor's Children and Death Guard. That way they'll also be four new mini-factions that will make for some interesting match ups plus Imperium vs Chaos. After that I'll probably add each unit for every god to make them into full factions.

Battle Sector will be out soon but hopefully this and the coming chaos marines will generate more interest in both and we'll have two awesome turn based table top scale 40k games to play. Maybe I'll even mod in assets (without including the actual assets in the download of course) from each game to the other if that's cool with Slitherine, good advertising for both games.

A_Wal_
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 61
Joined: Tue Jul 30, 2019 5:22 pm

Re: Undivided - Sanctus Reach MP mod available now!

Post by A_Wal_ » Mon Apr 12, 2021 11:27 am

There's a bug that slipped through the net preventing the freeblade knight getting it's third attack for space wolves. Luckily there's a very simple fix.

There's a patch version that's nearly done expanding a bit on what I did in this version but you can fix this issue before then by going into the Sanctus_All_Abilities file that came with the mod (in the Warhammer 40000 Sanctus Reach\Core folder) and finding ImperialKnight, it will look like this:

[ImperialKnight]
START2 207
START3 208
START4 206
START5 201
START6 45
START7 209

All you need to do is replace the number 208 with 38, that's it. It will take away its stomp ability icon but not stomp itself because that check is done on the unit type rather than the ability array. It will have two senechal icons but it will now work with space wolves as well as for the combined imperial forces.

Sorry about that.

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