Sanctus Reach Patch v1.0.10 Available!

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...
Post Reply
IainMcNeil
Site Admin
Site Admin
Posts: 13558
Joined: Fri Apr 01, 2005 10:19 am

Sanctus Reach Patch v1.0.10 Available!

Post by IainMcNeil »

Hi guys,

the 1.0.10 update has gone official. You can now download it via the updater or members area.

There are significant AI improvements, the force selection screen has been dramatically improved as have the carryover mechanics and options when purchasing. We've given you cool new camera controls, adjusted the combat mechanics to address some concerns and re-balanced a bunch of units.

The full change log is below.

Official v1.0.10 Change List

Key changes
• Force selection - You now get a much greater choice of units on the force selection screen. You will get far more of your upgraded units and in general much more choice.
• Force selection - The list of units is now sorted by cost and type so your best units are at the top and grouped in a much more readable way making the screen much easier to navigate.
• Extreme damage variation - the combat formula was generating too many extreme results for weak units shooting at armoured targets. This has been reduced so things are now more predictable.
• AI Improvements - the AI will now move its units in to a more effective range before shooting. It also does not save shots any longer and so fires at the player much more often. These two changes significantly improve the ability of the AI.
• AI - a bug preventing the AI from charging and meleeing has been fixed.
• AI Unit selection - the AI was selecting too many of certain unit types in initial skirmishes. It now brings a much more balanced force.
• Wreck removal - Destroyed vehicles can now be shot or melee attacked to destroy them and remove blockages.
• AI - will now remove wrecks that block its path.
• Morale - AI units who had low morale, but already had a target were ignoring the morale rules and attacking their target. The bug has been fixed so AI units now behave correctly when in a low morale state.
• The Hour of the Wolf campaign has been rebalanced so that Skirmish maps produce better battles. Extremes of force size and map size have been removed making things far more balanced. We've also increased the force size in some of the later skirmishes.
• Massive Speed up - there is now an option in the settings to change the movement speed. You can turn the speed boost on which makes units move at approx 10 times normal speed. This greatly speeds up the game for players who just want to get on with it and not admire the action!
• Zoom - we've greatly increased the distance you can zoom out. To ensure it does not cause issues for slower machines we've linked this to an "Advanced Camera" option in the options. When Advanced Camera is on you can zoom out much further.
• Camera Controls - we've greatly increased the angle you can drop the camera to and you can now have an over the shoulder view point to get a really close up look at the action. To ensure it does not cause issues for slower machines we've linked this to an "Advanced Camera" option in the options. When Advanced Camera is on you can drop the camera angle right down in to the action.
• Gorkanaut & Knight - both have had their damage increased.
• Master Crafted weapons - these have been buffed as they were not powerful enough.
• Weapon Balance - Bolters & Shoota ranges all increased by 1.
• Flamers - now correctly are prevented from attacking when their morale is too low or they are stunned.
• Invincible units - a bug where units sometimes became impossible to hit has been fixed.
• Shootaboyz & Gretchin - after the other balance changes these became slightly too good so have had accuracy reduced.
• Power weapons - these have been given much less variation in damage so all power weapons are a similar level of ability.
• Deffdread - after other balance changes the Deffdread became too tough and has had armour reduced.

Other changes
• Autosaves - the game now autosaves the in mission progress to "Autosave". It was previously only saving at the campaign level. If for any reason you want to return to the last saved point in a battle just load this up.
• Campaign Autosaves - the game was incorrectly generating a campaign autosave after every battle. The intention was to generate one file and update it after each cattle. This has been fixed so you now only have one campaign autosave per game, greatly reducing the clutter in the saved game list.
• Drop Pod deployment - In mission 1 the Drop Pod is now automatically deployed. Some users were missing the fact they could land it and there was a dreadnaught in it.
• Enemy Movement feedback - the Tooltip now shows how many movement points an enemy unit has.
• UI Clean up - various pop ups and text boxes have been improved to make them cleaner and tidier.
• Version Number - the options screen now shows the version number of the game.
• XP Bug - a bug where some units were deploying with negative experience has been fixed.
• Particle Bug - A bug where particles on transport loaded units could cause the game to crash has been fixed.
• Shrapnel ammo was causing a nasty bug so was removed. Units with shrapnel ammo will have it substituted for Frag Ammo.
• Unclear objective on Sacred mountain - Capture and hold just meant capture. It now working as intended.
• UI Improvement - buttons that control window mode, screen shake etc have been changed so its clearer which option is selected.
• Advanced skirmish bug - a bug where you could set the size of the skirmish force to be bigger than what is supported has been fixed.
• Mouse zoom speed - we've added a setting in the options to allow you to control the speed of the mouse wheel. Some users experienced very slow zoom and this lets them configure it how they want.
• Level up/No Skill bug - a bug where units were not gaining abilities/skills on levelling up has been fixed.
• Units losing XP - a bug where units were sometimes losing XP has been fixed.
• Update notification - a bug where an update notification sent you to an external web page has been fixed.
• Gretchin death sound - a bug where Gretchin were sometimes playing an Ork death sound has been fixed.
• Artillery camera - a bug where the camera was not following the action on artillery strikes has been fixed.
• Smoke Grenade exploit - a bug where smoke grenades and melee attacks combined to get free attacks has been fixed.
• UI Panel hiding - a bug where the UI panel would sometimes not hide on the enemy turn has been fixed.
• Metal Frag & Tempest Ammo - stats rebalanced due to merger with Shrapnel ammo.
• Modreds Ridge - Grukk and his crew have been delayed from entering the fight to avoid overwhelming the player.
• Sky Hunt building - removed a 'floating' building from sky hunt.
• Minimap control - the J button now adjusts the size of the minimap and toggles it on/off.
• Editor - the name of the user campaign was black text on a black background... so a little hard to read.
• Wolf Priests Text - the Wolf Priests Hammer had a missing string.

Mirrors:
http://ftp.us.matrixgames.com/pub/Warha ... -v1010.zip
http://ftp.eu.matrixgames.com/pub/Warha ... -v1010.zip
http://ftp.ca.matrixgames.com/pub/Warha ... -v1010.zip
zakblood
Most Active User 2017
Most Active User 2017
Posts: 16501
Joined: Thu Jun 12, 2014 6:44 pm

Re: Sanctus Reach Patch v1.0.10 Available!

Post by zakblood »

thanks, downloaded and installed
uberzoned
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 18
Joined: Mon Jun 23, 2014 11:09 pm

Re: Sanctus Reach Patch v1.0.10 Available!

Post by uberzoned »

Thank you!
Mischief Maker
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 18
Joined: Mon Jun 08, 2015 7:29 pm

Re: Sanctus Reach Patch v1.0.10 Available!

Post by Mischief Maker »

Thank you for continuing to provide standalone installer download links. They are appreciated.
ImperialGrunt
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 68
Joined: Tue Sep 30, 2014 1:14 am

Re: Sanctus Reach Patch v1.0.10 Available!

Post by ImperialGrunt »

For some reason the Steam update is causing my computer to lock up when I try to play the game. I have to hard reboot to get out of it. I am going to re-install the game to see if that fixes the problem.

Edit: That did not work either, hitting the play game button on Steam or hitting the desktop icon brings up the game start menu and my computer locks up entirely.

Another Edit: After rebooting and restarting my desktop and Steam multiple times, all is fine now. I have no idea what the problem was.
IainMcNeil
Site Admin
Site Admin
Posts: 13558
Joined: Fri Apr 01, 2005 10:19 am

Re: Sanctus Reach Patch v1.0.10 Available!

Post by IainMcNeil »

With steam if you ever get an issue, exit steam completely, validate your local files and try again. Usually its an issue caused by grabbing the update.
ImperialGrunt
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 68
Joined: Tue Sep 30, 2014 1:14 am

Re: Sanctus Reach Patch v1.0.10 Available!

Post by ImperialGrunt »

IainMcNeil wrote:With steam if you ever get an issue, exit steam completely, validate your local files and try again. Usually its an issue caused by grabbing the update.
Sounds good. Thanks for a quick response even though the problem self-resolved. GOT to go kill orks now!
MaximusDecimusMeridius
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 6
Joined: Fri Feb 10, 2017 1:13 pm

Re: Sanctus Reach Patch v1.0.10 Available!

Post by MaximusDecimusMeridius »

Good job improving the game at a rapid rate. Are selectable wargear options on the horizon, and an increased level cap?
GCCRacer
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Tue Jan 24, 2017 8:11 pm

Re: Sanctus Reach Patch v1.0.10 Available!

Post by GCCRacer »

I posted it in another topic, but it's an important bug so worth putting here:

Meeting Skirmish, advanced options, 6000 points each side, plenty of turns. I killed all Orks, and their points total was 1960 points in the end.

If the AI buys only 1/3 of the force points that are available, then you can't have a sensible large battle at all. Definitly this can't be how the game is meant to work.
ivan_fukitman
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 2
Joined: Sun Feb 12, 2017 2:28 am

Re: Sanctus Reach Patch v1.0.10 Available!

Post by ivan_fukitman »

I still have some troops not getting anything when they level up! Would anyone know why?
Benedict151
Major - Jagdpanther
Major - Jagdpanther
Posts: 1068
Joined: Wed Mar 02, 2016 9:46 am

Re: Sanctus Reach Patch v1.0.10 Available!

Post by Benedict151 »

That was a bug we thought was fixed but obviously not (or not completely)

Further work has been done in this area so hopefully the next patch will fix this issue

regards
Ben Wilkins
ivan_fukitman
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 2
Joined: Sun Feb 12, 2017 2:28 am

Re: Sanctus Reach Patch v1.0.10 Available!

Post by ivan_fukitman »

Thank you! It mostly happened to me with pack leaders(extremly frustrating) and fast attacks troops( land speeders and motorbikes)
Post Reply

Return to “Warhammer 40,000: Sanctus Reach”