Search found 28 matches
- Thu Jun 21, 2018 3:42 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: teleporta horrors of the warp
- Replies: 4
- Views: 3841
Re: teleporta horrors of the warp
Hi t341, Have just tested the mission and everything is working correctly. If you have captured both the reactor and generator VP's then the mission should end when you move mogrok onto the VP next to the teleporta. If you can send us a save game we can look into it further otherwise you can enable ...
- Wed Feb 21, 2018 1:07 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Personal, absolutely subjective impressions
- Replies: 15
- Views: 6135
Re: Personal, absolutely subjective impressions
Very interesting read, thank you for taking the time. As Ben mentioned there are some engine restrictions that influenced the game design. For example, we can only have a single type of unit in a squad so things have to change a bit from the codex rules. Our squads are smaller than codex ones so if ...
- Fri Jul 21, 2017 2:41 pm
- Forum: Sanctus Reach Tech Support
- Topic: Why don't you give us a choice where to install DLC?
- Replies: 13
- Views: 5612
Re: Why don't you give us a choice where to install DLC?
Hello Rosseau, So in the weirdboy DLC there is a new campaign.rez file which has all the scenarios packed into it, it is part of a new system for content protection. So it is always loading the scenarios from that rez file which is why you do not see your modifications. Sorry about that, the rez fil...
- Wed Jul 19, 2017 1:32 pm
- Forum: Sanctus Reach Tech Support
- Topic: Why don't you give us a choice where to install DLC?
- Replies: 13
- Views: 5612
Re: Why don't you give us a choice where to install DLC?
Hi Rosseau, You should be able to edit the DLC levels. Just make sure you have turned debug mode on in config/system.txt, this will have been turned off when you updated. Otherwise you can go into the editor and create a copy of the weirdboy campaign and make your changes that way instead of editing...
- Tue Jul 04, 2017 8:18 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Bug ? +NEW [Bug 1.0.22] + Low Level Hero Skill Bug ?
- Replies: 5
- Views: 2217
Re: Bug ? (i hope don't do mistake :)
Ah yes, you are correct the script for blast damage is wrong!
Good catch and thanks for keeping us on our toes
Cheers,
Gordon.
Good catch and thanks for keeping us on our toes
Cheers,
Gordon.
- Fri May 26, 2017 10:57 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: [Ranged Damages Reworked] My Analysis was Wrong so [CLOSED]
- Replies: 7
- Views: 3184
Re: Ranged Damages Calculation Totaly Reworked
In CombatTools.bsf look for functions like DoFire and TriggerFire. You can find the Fire.bsf script in data/battle/scripts.
Cheers,
Gordon.
Cheers,
Gordon.
- Fri May 26, 2017 10:55 am
- Forum: Sanctus Reach Tech Support
- Topic: Question about ranged combat (?bug)
- Replies: 1
- Views: 1685
Re: Question about ranged combat (?bug)
Hi its gameplay reasons. We need melee units to be better than ranged units at a distance of 1.
Cheers,
Gordon.
Cheers,
Gordon.
- Thu May 25, 2017 12:15 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: [Ranged Damages Reworked] My Analysis was Wrong so [CLOSED]
- Replies: 7
- Views: 3184
Re: Ranged Damages Calculation Totaly Reworked
Hi Exaercase,
The effectivness score functions are just for the tooltips to show the player the potential damage. Changes made here wont actually effect the combat model.
Cheers,
Gordon.
The effectivness score functions are just for the tooltips to show the player the potential damage. Changes made here wont actually effect the combat model.
Cheers,
Gordon.
- Sat Apr 29, 2017 11:45 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Questions for the Devs about the game and DLC coming.
- Replies: 9
- Views: 3443
Re: Questions for the Devs about the game and DLC coming.
Hi Dizzy, Sorry we have not addressed this issue yet, It's right at the top of my priority list now ;) A skirmish mode which gives you multiple units of every types will be possible. I am also thinking about a force selection when you get reinforcements in the campaign. So you might be stuck with a ...
- Fri Feb 24, 2017 6:10 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Some bugs
- Replies: 19
- Views: 6573
Re: Some bugs
Dreadnought destroying ground textures tiles. Or maybe overflapping blood splatters make them disappear? It would be cool to get crater textures at some point, smaller for cannons (Dreadnought) and bigger for artillery (Whirlwind). Is it possible to get many texture on top of each other, overflappi...
- Tue Feb 14, 2017 5:13 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: problem with tiles
- Replies: 7
- Views: 2333
Re: problem with tiles
oh and also the tile index goes from 0-7, no 8 im afraid.
Cheers,
Gordon.
Cheers,
Gordon.
- Mon Feb 13, 2017 1:21 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Some bugs
- Replies: 19
- Views: 6573
Re: Some bugs
Hi guys, thanks for the reports.
Anti-tank weapons generally always hit 1 man in a squad. It might feel a little weird but its necessary to stop them being too good vs infantry and allows us to have specific anti-infantry weapons that are more effective.
Cheers,
Gordon.
Anti-tank weapons generally always hit 1 man in a squad. It might feel a little weird but its necessary to stop them being too good vs infantry and allows us to have specific anti-infantry weapons that are more effective.
Cheers,
Gordon.
- Mon Feb 13, 2017 1:17 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Techmarine and Mekboy
- Replies: 6
- Views: 2221
Re: Techmarine and Mekboy
Hi guys, yep we are listening.
If we get to expand Sanctus Reach then there will certainly be new units added, cant say which ones right now but units that can repair will be on the list.
oh, and the spirit of the wolf vehicle repair is a bug
Cheers,
Gordon.
If we get to expand Sanctus Reach then there will certainly be new units added, cant say which ones right now but units that can repair will be on the list.
oh, and the spirit of the wolf vehicle repair is a bug
Cheers,
Gordon.
- Sun Feb 12, 2017 2:36 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Ragnar's Folly help
- Replies: 8
- Views: 2927
Re: Ranar's Folly help
Hi bodkin,
We have identified this mission as the hardest after the AI and other balance changes. We will be looking at modifying the difficulty shortly, the missions can be won but is very tough.
Cheers,
Gordon.
We have identified this mission as the hardest after the AI and other balance changes. We will be looking at modifying the difficulty shortly, the missions can be won but is very tough.
Cheers,
Gordon.
- Fri Feb 10, 2017 3:38 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Bug: meltagun levelled up and did not receive an ability
- Replies: 15
- Views: 5987
Re: Bug: meltagun levelled up and did not receive an abilit
I think i have found the problem. We will get a hotfix out early next week.
Cheers,
Gordon.
Cheers,
Gordon.
- Thu Feb 09, 2017 3:37 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Bug: meltagun levelled up and did not receive an ability
- Replies: 15
- Views: 5987
Re: Bug: meltagun levelled up and did not receive an abilit
Hi tekprimemia,
Would it be possible for me to get your save game to test this?
Cheers,
Gordon.
Would it be possible for me to get your save game to test this?
Cheers,
Gordon.
- Thu Feb 09, 2017 7:41 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Bug: meltagun levelled up and did not receive an ability
- Replies: 15
- Views: 5987
Re: Bug: meltagun levelled up and did not receive an abilit
ok thanks for the info, will look into it today.
Cheers,
Gordon.
Cheers,
Gordon.
- Thu Feb 09, 2017 1:16 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Force Selection in Patch v1.0.10 feedback
- Replies: 29
- Views: 6712
Re: Force Selection in Patch v1.0.10 feedback
In the skirmish advanced tab you need to set "Use Default Data" to MECH_SKIRMISH. This means the skirmish will use the data in the custom campaign folder instead of the main game data, here it will be using a custom MapGenerate.BSF.
- Wed Feb 08, 2017 11:31 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Bug: meltagun levelled up and did not receive an ability
- Replies: 15
- Views: 5987
Re: Bug: meltagun levelled up and did not receive an abilit
Hi guys, At the moment if you are loading a save game from a previous version and that unit has already filled the XP bar then they will need to land the killing blow again or they wont get an ability, the abilities are actually picked during play at the point the unit fills the xp bar but not given...
- Wed Feb 08, 2017 10:56 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Force Selection in Patch v1.0.10 feedback
- Replies: 29
- Views: 6712