Hello everyone
A few issues were reported with the beta version of 1.0.12 and 1.0.13. Hopefully these have now been fixed together with some 'under the hood' improvements made by Straylight so we are releasing an updated beta update v1.0.14.
As mentioned previously, if no major issues are reported we will release this as an official update
A change list for betas v1.0.11 to v1.0.14 is listed below
Please note that this beta version is not compatible with the release version in multiplayer so will not be able to see or play and games started on the release version. If you revert to the normal version you'll see them again.
With v1.0.14 beta installed you will only be able to play people with this installed (and if you revert back to 1.0.10 release you will of course not be able to play beta MP games).
If you try v1.0.14 we would of course love to know your thoughts so please do post them here on the beta forum
regards
Ben Wilkins
v1.0.14 Beta – March 02, 2017
Key changes v1.0.11 to v1.0.14:
- Issues with debris tiles fixed
- Issues with hit chance being incorrectly reported fixed
- Fixed incorrect company symbol on "the great wolf strikes"
- Fast Attack units with movement remaining may move even after using all their fire actions
- Back from the Brink level - Fixes to LoS issues with Back from the brink
- Skirmish Turn limits - Reduced turn limits on skirmish maps
- Fix to AI targetting - AI finds targets more often
- Fix to orks attacking wrecks too much, AI should only attack wrecks if they dont have a better target
- Fix to orks attacking droppods
- Increased points costs - Massively increased points cost for Knights and Logan
- Reaction fire bug - fixed a bug where units would only react when the target finished the movement. Would cause the gorkanought to hit himself.
- AP bug fixed- if a unit following up after a melee attack couldn't move to the tile they would gain lots of now AP
- Change to Jump units and massive vehicles - Jump and Giant units no longer get locked in combat and ignore ZoC
- Fix to Jump pack units - general fixes to how jump pack units move
- Change to Ork Rokkits - Ork Rokkits are now anti-armour weapons. Higher damage and armour piercing but less splash damage
- Script reduction - Did some script reduction, and moved some mapgen-only fns into their own file to save loadtime and memory.
- LoS/Cover Fix - Fixed various bugs that were causing LoS and Cover to not work correctly
- XP / Abilities bug - Fixed a bug that causing units to occasionally not get abilities
- Melee Shock - Fixed a bug where Melee attacks weren't causing Morale reduction
- Super Heavy Melee - Increased Knight and Gorkanaut Melee damage, now fixed
- Skirmish Force Selection - Campaign Skirmishes will now attempt to pick your levelled-up units first in the Selection Pool
- Force points rebalance - Slight rebalance of force points cost
- Power Armour Increase - Slightly increased the effectiveness of Power Armour
- Reaction Display Bug - Fixed Reaction Display Tiles that were showing the wrong information
- Transports – loading/unloading now takes 1 action (a way to prevent infantry unloading, shooting and reloading as it’s an exploit, especially for MP)
- View Shading Option - Added View Shading option to the options menu. With this option, units are lit from all angles, making them stand out more
- Fixed jumpack units - Fixed a bug that prevented Jumpack units from firing when hovering above terrain fixed
- Spirit of the Wolf Ability - Fixed a bug that was causing Spirit of the Wolf to heal Vehicles
- Scorched Knight Lore "oversight" - After "Sky Hunt" The Scorched Knight will no longer appear in Skirmish battles (because he's supposed to be dead!)
Sanctus Beta Update v1.0.14 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...
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- Major - Jagdpanther
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