Version 1.4.0 Open Beta on Steam

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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Version 1.4.0 Open Beta on Steam

Post by pipfromslitherine »

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!

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.
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Re: Version 1.4.0 Open Beta on Steam

Post by A_Wal_ »

...and the option of using Upgraded (mixed/limited/upgraded only) units... 8)

Upgraded Units
All the abilities from single player modes are used, none more than once other than Krak Grenades and there's a few new passive abilities and one (M40 Targeter) that I found assets for in the code and turned into a range and accuracy boost for one turn for whirlwinds.

The upgraded force lists can be selected in multiplayer skirmish matches and also for single player single skirmish matches so you can try them out first. The first number is the points cost for the standard version of the unit, the second number is for the upgraded version.

Space Wolves
Upgraded Space Wolf units have one extra ability, all from the single player modes except Bolters (Krak Grenades), Wolf Priests (second Healing Balm) and Whirlwinds (new ability).

Bolters: 120/150
Krak Grenades

Flamers: 100/300
Rad Grenades - Leaves an AOE cloud that causes damage and halves ballistic protection.

Meltas: 200/240
Melta Bombs - Armour piercing grenade but you need to be next to the target.

Blood Claws: 80/100
Blood Rage - Regains health for every melee kill.

Sky Claws: 120/300
Scare Grenades - Lowers morale.

Swift Claws: 160/380
Choke Grenades - Stuns the target for one turn.

Thunder Wolves: 280/360
Geneseed Mutation - Health regen every turn.

Heavy Bolters: 320/420
Hellfire Ammo - Shoots with ballistic protection reduction.

Las Cannons: 280/320
Camo Cloak - Cover bonus.

Missile Launchers: 280/320
Adamantine Mantle - Increased ballistic protection.

Terminator Storm Bolters: 320/520
Frag Storm Ammo - Hits a whole tile with reduced power.

Terminator Heavy Flamers: 260/520
Tangle Granade - Leaves AOE that blocks movement.

Terminator Thunder Hammers: 340/520
Combat Teleporter - Move to within eight tiles for an action.

Wolf Priests: 200/250
Healing Balm - Two Healing Balms in total.

Dreadnoughts: 400/550
Stasis Grenade - AOE stun that lasts 2-4 turns.

Venerable Dreadnoughts: 450/600
Void Shield - 30% chance to ignore damage from ranged attacks.

Landspeeder: 300/340
Afterburner - Extra movement for an action.

Rhinos: 200/250
Enhanced Chassis - Transport capacity increaced from 12 to 18.

Preditors: 400/500
Kraken Ammo - Shoots with heavy armour reduction.

Whirlwinds: 500/650
M40 Targeting System - Range and accuaracy boost in the turn that it's used.

Landraiders: 800/900
Extra Armour - Increaced heavy armour.

All upgraded Ork infantry units except Gretchin and Weirdboyz have two extra abilities, Weirdboyz have one extra ability and one turn less cooldowns for Warpath and Killbolt, Gretchin and all other units have one extra ability, all from the single player modes.

Gretchin Grot Blasters: 10/15
Sneaky Gitz - Cover bonus.

Gretchin Blunderbuses: 10/15
Loudener - +20 morale damage.

Sluggas: 40/60
More Killier - Melee buff.
Blasta Ammo - Hits whole tile.

Shootas: 100/160
More Dakka - Double shots every three turns.
Smasha Ammo - +20 Armour piercing.

Burnas: 80/160
Big Bomb - Armour piercing grenade but you need to be next to the target.
Run For It - Movement boost for an action.

Storm Boyz: 100/160
Spikey Bitz - 50% chance melee attackers take half the damage they cause.
Sharpshoota - Allways crits.

Flash Gitz: 320/380
Flash Bomb - Skill and accuracy nurf for two turns.
Snazzy Ammo - Morale damage.

Slugga Nobz: 140/200
Tasty Squig - Heal for an action.
Suppa Choppas - Melee damage boost.

Skorcha Nobz: 200/250
Cybork Body - Increaced ballistic protection and heavy armour.
Target Practice - Increaced reaction fire accuracy.

Mega Nobz: 260/520
Goo Bomb - AOE object that blocks movement for 2-3 turns.
Power Charga - Melee morale damage.

Painboyz: 200/300
Supa Cybork - Melee buff and increaced ballistic protection and heavy armour.
Supa Stikkbomb - Armour piercing grenade but you need to be next to the target.

Weirdboyz: 160/250
Weird Bomb - AOE object blocks LOS and movement for four turns.
Warpath and Killbolt have one turn less cooldowns.

Warbuggies: 50/60
Grot Rigga - Health regen every turn.

Warbikers: 240/280
Weird Ammo - 50% chance to ignore shields.

Blasta Deffkoptas: 120/160
Fuel Injecta - Extra movement for an action.

Rokkit Deffkoptas: 200/280
Supa Rangefinda - Range and accuaracy buff.

Shoota Killakans: 200/280
Da Best Ammo - Damage and range buff.

Rokkit Killakans: 280/360
Skorcha Rokkits - 3x3 AOE.

Battle Wagons: 300/380 (reskinned dark red)
Go Fasta Red - +8 movement points.

Supakannon Wagons: 480/500
Green Tide - Makes them transports with a capacity of 12.

Deffdreds: 300/380
Eavy Armour - Increaced heavy armour.

Mekguns: 260/320
Ammo Runt - Extra attack every three turns.

Gorkanaughts: 600/1000
Blessing of Gork - 30% chance with each shot to ignore armour reduction for an action.

Morkanaughts: 1000/1200
Blessing of Mork - Ignore damage for a turn for an action.

Astra Militarum
All upgraded Astra infantry units except Primaris Psykers have two extra abilities from the single player modes and all other Astra units have one extra ability from the single player modes. Knights also get an Ion Shield upgrade that brings them back up one turn sooner.

Las Guns: 60/180
Bait - Evades reaction fire.
Frequency Modulator - 4% chance to blind with each shot.

Flamers: 40/100
Toxic Mix - Leaves an AOE cloud that causes damage and halves ballistic protection.
Compressor - Smaller AOE but more damage.

Grenade Launchers: 60/100
Medi Kit - Heals self or an adjacent unit for an action.
Backup Weapons - Three attacks per turn.

Plasma Guns: 160/240
Extensive Target Practice - Shoots with heavy armour reduction.
Cammo Gear - Cover bonus.

Scion Power Swords: 200/260
Veteran - Melee skill buff.
Momentum - Morale recovery for kills.

Scion Meltas: 220/260
Krak Grenades.
The Emperor Protects - Morale recovery for an action.

Scion Las Guns: 220/280
Bionic Eyes - Range increase.
Mechanised - +1 action when unloading.

Scion Volly Guns: 240/320
Sharpshooter - Double reaction fire.
Upgraded Optics - Accuracy buff.

Ogryns: 220/320
Bionic Legs - Extra movement.
Crack Shot - Always crits.

Bullgryns: 260/320
Bionic Arms - Melee damage buff.
Combat Drugs - Bonus melee attack.

Commissars: 160/220
Auger Aray - Scan.
Carapace Armour - Increaced ballistic protection.

Psykers: 260/320
Phase Shift is always active and one turn less cooldown times for every other abilty.

Sentinals: 240/300
Refractor Field - 30% chance to ignore damage from ranged attacks.

Valkyries: 560/580
Reactive Armour Plates - 70% chance to ignore damage from missile type weapons.

Chimeras: 200/280
Full Throttle - Extra movement for an action.

Hellhounds: 200/220
Machine Spirit Rirual - Increased base morale.

Basilisks: 360/380
Recovery Gear - Health back for an action.

Battle Tanks: 400/440
Camo Netting - Cover Bonus.

Punishers: 400/480
Exra Armour - Increased ballistic protection.

Executioners: 420/520
Relic Plating - Increased heavy armour.

Vanquishers: 460/540
Hull Reinforcement - Increaded base HP.

Errant Knights: 700/1100
Enhanced Ion Shield - Shields go down for one less turn than regular Ion Shields.
Senechal - Three attacks per turn.

Warden Knights: 1000/1200
Enhanced Ion Shield - Shields go down for one less turn than regular Ion Shields.
Caramite Plating - Strong protection against heat based weapons.

Paladin Knights: 700/1300
Enhanced Ion Shield - Shields go down for one less turn than regular Ion Shields.
Krak ammo - Increased armour piercing.

Shadowswords: 1000/1400
Tank Commander - Increased accuracy.

Upgraded Daemon units have a 50% health boost and 25% points increace except Heralds Of Tzeentch and Khorne Soulgrinders whose points don't split evenly into 25% so Tzeentch Heralds cost 50% more and have one turn less cooldown with their two abilities plus the 50% health increace and Khorne Soulgrinders have a slightly lower health and points boost.
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